Re: [hlcoders] Viewmodel skipping animation saga - continued
-- [ Picked text/plain from multipart/alternative ] On 1/16/06, Matthew Lewis [EMAIL PROTECTED] wrote: This is a very old problem -- One to which no solution has yet been found. The problem is with the viewmodel skipping and jerking in its animation playback. I traced the problem to the server and client fighting over m_flCycle, m_nSequence, m_flAnimTime, m_flPlaybackRate networked variables. In particular, the client sets these variables and then a short time later (lag time) the server also sets these variables since they are networked. The result is an animation skip/jerk. The obvious fix is to block the server from changing the value of these variables and let the client do the viewmodel animation independantly from the server. However, this is proving exceedingly difficult to do. I changed the viewmodel class's send table as follows: IMPLEMENT_SERVERCLASS_ST_NOBASE(CBaseViewModel, DT_BaseViewModel) SendPropModelIndex(SENDINFO(m_nModelIndex)), SendPropInt (SENDINFO(m_nBody), 8), SendPropInt (SENDINFO(m_nSkin), 10), // SendPropInt (SENDINFO(m_nSequence), 8, SPROP_UNSIGNED), SendPropInt (SENDINFO(m_nViewModelIndex), VIEWMODEL_INDEX_BITS, SPROP_UNSIGNED), // SendPropFloat (SENDINFO(m_flPlaybackRate), 8, SPROP_ROUNDUP, -4.0, 12.0f), SendPropInt (SENDINFO(m_fEffects), 10, SPROP_UNSIGNED), // SendPropInt (SENDINFO(m_nAnimationParity), 3, SPROP_UNSIGNED ), SendPropEHandle (SENDINFO(m_hWeapon)), SendPropEHandle (SENDINFO(m_hOwner)), // SendPropInt( SENDINFO( m_nNewSequenceParity ), EF_PARITY_BITS, SPROP_UNSIGNED ), SendPropInt( SENDINFO( m_nResetEventsParity ), EF_PARITY_BITS, SPROP_UNSIGNED ), SendPropInt( SENDINFO( m_nMuzzleFlashParity ), EF_MUZZLEFLASH_BITS, SPROP_UNSIGNED ), END_SEND_TABLE() As I understand the SDK docs, the ST_NOBASE should prevent the base class variables (namely m_flCycle, m_flSequence, etc. from CBaseAnimating) from being sent to the client. However, what I'm finding is that they are still get transmitted. I also tried |SendPropExclude(…) on the variables, but they are still getting sent to the viewmodel. The only way I found to stop the server from screwing with the viewmodel was to go into the CBaseAnimating class and strip m_flCycle, m_nSequence, etc. completely from the network variables list and remove the prediction completely. Arrgh. There has to be something that I'm missing, or something that isn't working as advertised. Any Ideas? | ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My mod is also suffering from this problem. I e-mailed Matthew directly to ask if he had gotten anywhere with this and his reply basically said he could not fix this short of starting his mod again from a Half-Life 2 MP modification (which does not have this problem). Yet he could find no significant difference between them that could be related to this. The only thing he could suggest is something that is triggering different code within the engine. He still suffers from this and so do I. The only solution I can see is merging my mods code with the HL2DM source and that is a monumental task from my view that is essentially fixing an error that Valve made with the original source release (the Start your mod from scratch, which is still available and I would not recommend be used by anyone now, but which was the only option available to me at the time). So is it possible to get any helpful input here? -- Programmer for RnL www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Command to Dip Gun
-- [ Picked text/plain from multipart/alternative ] Yes, each weapon will need the activities ACT_VM_IDLE_TO_LOWERED, ACT_VM_IDLE_LOWERED and ACT_VM_LOWERED_TO_IDLE. On 4/26/06, Scott Loyd [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I dunno why your using a variable. In your weapon base class just use pPlayer-IsSprinting(). Tell your animators to create a start_sprint, and a idle_sprint animation; setup your code to support this. Disable attacks while sprinting (PrimaryAttack/SecondaryAttack, come to mind). *cough (nasty cold)* //also, probably best to do the following (why waste the cycles?)... ConVar nd_sprint_gun; nd_sprint_gun.GetInt(); //instead of cvar-FindVar(nd_sprint_gun) On 4/26/06, Adam amckern Mckern [EMAIL PROTECTED] wrote: Hi! I am trying to find the correct command to dip the gun, like when you aim at a firendly NPC. The reason is when you sprint, the gun should not be used. I am also looking to try and force holster the gun if the diping wont work. What i have done so far is In basehlcombatweapon_shared.cpp CBaseHLCombatWeapon::WeaponShouldBeLowered i have added the concommand ConVar nd_sprint_gun( nd_sprint_gun, 0, FCVAR_CHEAT ); Over in my sprint function I have done this if( pPlayer-IsSprinting() ) { static bool bNDSprint = false; if( bNDSprint ) { // Show gun // We stoped runing cvar-FindVar(nd_sprint_gun)-SetValue(0); } else { // Hide Gun // Sprint away cvar-FindVar(nd_sprint_gun)-SetValue(1); DevMsg(My gun should be lowered\n); } bNDSprint = !bNDSprint; //check if the gun is down or not if (cvar-FindVar(nd_sprint_gun)-GetInt() == 1);//is it down? else( cvar-FindVar(nd_sprint_gun)-SetValue(0));//well bing it up } Now if i use another command, like mat_fullbright - the convar works - but this convar wont drop my gun - infact i end up crashing in the lower state statment. The guns i'm working with are custom guns, all but the machinegun, that comes from hl2 - do i need to tell the modlers to add an animation event to them for the diping to occur? Any help is much wanted Thanks Adam My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net Developer of CST and ZHLT 3.0 http://www.zhlt.info Team Lead - Prime - http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer for RnL www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Putting an entitys position on the hud with a graphic and other bonus questions.
-- [ Picked text/plain from multipart/alternative ] Look at the way origins are scaled to a 2D screen space in CMapOverview::DrawMapPlayers() and CMapOverview::WorldToMap On 4/11/06, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Thanks guy, I have gone a different way and am just using a server side entity which works well. This is more a questions about maths theory than anything else, so I have the Vectors transmitting perfectly :D But making them usable on the HUD is making me scratch my head, at the moment I have this code which deals with the layout of the label element. //- // Purpose: Resizes the label //- void CBBHudPointer::PerformLayout() { CHL2MPRules *pRules = HL2MPRules(); if ( !pRules ) return; Vector vPointer = pRules-m_vPointerPosition; int x = vPointer.x; int y = vPointer.y; m_pWarmupLabel-SetPos( x , y ); } Now even I can see why that is wrong, XY are going to be relative to the clients HUD not the entitys position. I currently have -no- idea on how to nake it useable for my purposes. On 4/9/06, Aaron Schiff [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] if you're using HL2MP sdk, you can define the player limits in src\dlls\hl2mp_dll\hl2mp_gameinterface.cpp -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer for RnL www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Putting an entitys position on the hud with a graphic and other bonus questions.
-- [ Picked text/plain from multipart/alternative ] I just thought I'd note this will only work if you are trying to get a top down position of the entity on the screen (assumed by how you assigned x to x and y to y directly). But if your trying to draw the sprite at the vector position on the screen I think GetVectorInScreenSpace will help you. On 4/11/06, NuclearFriend [EMAIL PROTECTED] wrote: Look at the way origins are scaled to a 2D screen space in CMapOverview::DrawMapPlayers() and CMapOverview::WorldToMap On 4/11/06, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Thanks guy, I have gone a different way and am just using a server side entity which works well. This is more a questions about maths theory than anything else, so I have the Vectors transmitting perfectly :D But making them usable on the HUD is making me scratch my head, at the moment I have this code which deals with the layout of the label element. //- // Purpose: Resizes the label //- void CBBHudPointer::PerformLayout() { CHL2MPRules *pRules = HL2MPRules(); if ( !pRules ) return; Vector vPointer = pRules-m_vPointerPosition; int x = vPointer.x; int y = vPointer.y; m_pWarmupLabel-SetPos( x , y ); } Now even I can see why that is wrong, XY are going to be relative to the clients HUD not the entitys position. I currently have -no- idea on how to nake it useable for my purposes. On 4/9/06, Aaron Schiff [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] if you're using HL2MP sdk, you can define the player limits in src\dlls\hl2mp_dll\hl2mp_gameinterface.cpp -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer for RnL www.resistanceandliberation.com -- Programmer for RnL www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Why VectorNormalize?
-- [ Picked text/plain from multipart/alternative ] Oh I see what Vino was getting at now. Indeed, that is odd. Especially with Ryans tests. On 4/8/06, Jorge Rodriguez [EMAIL PROTECTED] wrote: Ryan Desgroseilliers wrote: I think a great many people seem to be ignoring his actual question/issue in order to add completely irrelevant details and digressions, or to defend Valve's coding practices against some perceived criticism that just isn't there. The suggestion that *every* use of Vector::Normalize() was a reassignment of the result back to the original vector is silly; just do a search of the 2.3 SDK and you'll find plenty of counter-examples. The member function from HL1 he's referring to, Vector::Normalize(), was a simple inline constant member function that has *no effect* on the vector it is called with. It has nothing to do with code speed and everything to do with reducing the quantity of code verbiage that needed to be written for quick, one-off uses of normalized vectors. Basically, it's a question of: Vector vecTempNormalized = vecUseful; VectorNormalize(vecTempNormalized); // can also use NormalizeInPlace() FunctionUsingNormalVector(vecTempNormalized, [...]); // Additional code requiring vecUseful in its original form versus FunctionUsingNormalVector(vecUseful-Normalize(), [...]); // Additional code requiring vecUseful in its original form With regards to speed, I did a quick test run using two stripped-down vector classes, with allocation being done before starting the time count and the test vector being kept constant to avoid the square-root causing a bias. The net result was that the global function method was only about 7% faster after 5000 loops of each. Given the amount of other stuff happening in the game, and the fact that the engine can use whatever method it wants, I suspect that the occasional call to a member function of this kind for expediency from the game DLL would have an utterly negligible effect on game performance. The advantage increases to about 11% if the vector is reassigned to itself instead of a separate variable, but [a] you can still (and should!) use NormalizeInPlace() for that, and [b] once again, it is overwhelmed by the amount of other stuff going on in the game. If you consider the direct passing as a function argument (i.e. the example I suggested above), the member function method is actually about 22% faster, and a bit lighter on memory. Adding a nonvirtual Normalize() function to the Vector class should not affect the vtables -- the function will have a valid address defined for any pointer to the class regardless of the object it points to (you can even call the function from a NULL pointer, with predictably undefined results), and its presence should not require additional storage. So yes, as Tony said you can probably add it without any problems. Ryan Desgroseilliers Project Director, Half-Life: Nightwatch WOW! Finally, somebody who understands me! A thoughtful, intelligent, relevant and useful response! I never thought one of those would appear from this thread. This is all good to know. I believed it's possible to add a Normalize() when Tony said it, but was too upset with all the cruft to say so. I'll be sure to put this information to good use. Still, none of this answers the original question about why the method was removed in the first place, but I suppose that's all academic now. It was probably removed by a misinformed Valve employee years ago who doesn't remember doing it. Either way, adding it back is no big problem. Thanks, Tony and Ryan. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer for RnL www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Send KeyValues from Panel, to Player (well weapon)
-- [ Picked text/plain from multipart/alternative ] To get information from my panels to the server, I made a command on the player that is sent from the panel via engine-ClientCmd. You can setup a message that calls a function whenever the listbox selection is changed, it is called ItemSelected, and it passes the index of the currently selected item in via keyvalues as itemID. You might need to look at the vgui_controls.lib source to understand this better as there are no examples in the sdk (afaik). Howevre, an example of message function usage is OnTextChanged in CSpectatorMenu. I don't think this is the best way to do it, but I couldn't find an alternative when I wrote that stuff and it works well enough. :) On 4/6/06, Michael Kramer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] hmm, basically what I have, is a panel, that has a list of objects,(well spells) So say that you select magic, I want it then to change a variable m_pCurrentSpell, which is on the weapon, to that current spell. m_pCurrentSpell, is an integer with a bunch of values, and depending on the value, then picks the spell. So all I want to do, is have my panel, change that value, depending on what is selected in my ListPanel. Does this explain more? And thanks for your help. On 4/6/06, Garry Newman [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Huh not sure I understand but: C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer(); if (pPlayer) { pPlayer-GetActiveWeapon() } On 4/6/06, Michael Kramer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I have a weapon, in which you can select multiple things, using a VGUI Panel. After you select from this list, It needs to send the keyvalues of the selected item, back to the weapon and then , get the values from KeyValues. Basically the weapon calls engine-ClientCmd(ToggleSpellPanel); Which then toggles my panel. My panel then has a list, with added items, So basically what im wanting to know, is either how to send my Player, or Weapon, the Currently Selected Items, KeyValues, (Which I know how to get, just now howto send to player/weapon) . Any help would be greatly appreciated. Thanks -Kramer -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer for RnL www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Why VectorNormalize?
-- [ Picked text/plain from multipart/alternative ] Probably because of the global function pointer that is used by VectorNormalize to use the best performance method available (depending on CPU), should not be used within a class. That would, I consider, be bad practice. On 3/24/06, Jorge Rodriguez [EMAIL PROTECTED] wrote: Tei wrote: Theres the C version: float VectorNormalize (vec3_t v){ float length, ilength; length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2]; length = sqrt (length); // FIXME if (length) { ilength = 1/length; v[0] *= ilength; v[1] *= ilength; v[2] *= ilength; } return length; } Quake 1 source: http://www.untitled-game.org/source/mathlibc.html Thats why return a float. Because is C code. And is the right thing for Think in C mode. But is the wrong thing for Think in OOP mode. So is right that Valve change this stuff. Nevermind. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer for RnL www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] GetClientConVarValue
-- [ Picked text/plain from multipart/alternative ] Fixed now. ^_^ On 3/16/06, Aaron Schiff [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Sorry...didn't think that over...what it doesn't call is ClientSettingsChanged: To elaborate, changes to cvars flagged with 'FCVAR_USERINFO' are not consistently triggering ClientSettingsChanged, nor are the changes being shown in engine-GetClientConVarValue(). This has also been happening in other mods, apparently. - Shyotl http://developer.valvesoftware.com/wiki/User:Shyotl21:31, 14 Mar 2006 (PST) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer for RnL www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Fakelag
-- [ Picked text/plain from multipart/alternative ] What is the fakelag command in HL2? I've used it before, but I can't seem to remember it. That, or it was removed/renamed in a recent update. Anyone got any ideas? -- Programmer for RnL www.resistanceandliberation.com http://www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] People crying about changes to CS:S custom network protocol
-- [ Picked text/plain from multipart/alternative ] It does when you attack the Valve programmers, filling the list with spiteful garbage, thinking because you are admins you should have total control of the game. Your problems do not belong here because: a) This list is for programmers of the HL and HL2 SDK and plug-in authors, while others are welcome to read, don't expect help to flood to you otherwise. b) While the Valve programmers occassionally post on here, this is not their main method of communication to the public. Most of the members of this list are programmers of HL2 mods, we have no control over the API's or the plug-ins you use. There are various other ways to contact Valve and/or discuss your problems with a more suitable audience ie http://list.valvesoftware.com/mailman/listinfo/hlds (which apparantly you are already discussing it in, so why it was brought here I have no idea) or even the Steam forums. Your problems are not with the HL/HL2 SDK, but with the plug-in authors themselves who you should try take your queries to. It is their responsibility to update their plugin, not Valves responsibility to accomodate their hacks. Changes like the ones that were made to MenuSelect are very rare anyway. On 5/22/05, Dagok [EMAIL PROTECTED] wrote: Says who? You have no business telling people who can and cannot post to the lists. The topic has been being discussed in several of the lists. The menu problem affects Server Admins the most...so yes we do have a say. - Original Message - From: Michael A. Hobson [EMAIL PROTECTED] To: HLCoders hlcoders@list.valvesoftware.com Sent: Saturday, May 21, 2005 9:53 PM Subject: [hlcoders] People crying about changes to CS:S custom network protocol First of all, No Server Plug-in author has now or ever had any business depending upon the network protocol for any mod they do not themselves control remaining unchanged over time. Secondly, I'll wager a few plugged nickels here that the vast majority of people pissing and moaning about the MenuSelect format change are not even server plug-in authors, but are instead server admins who were using somebody else's hack plug-in. If you aren't a programmer, you have no business posting to this list. Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer for RnL www.resistanceandliberation.com http://www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] catching the OK click on the MOTD?
-- [ Picked text/plain from multipart/alternative ] http://list.valvesoftware.com/mailman/private/hlcoders/2005-April/013241.html Simply send a ClientCommand call in the OnCommand or do it all client-side and make the teammenu visible in OnCommand. On 5/22/05, r00t 3:16 [EMAIL PROTECTED] wrote: Sorry if this was asked before... I am not quite sure how to catch this to see if the button is clicked so I can bring up the team menu. Would I do it in the ConCommand() where the okay is specified then use something like m_pViewPort-ShowPanel( ???, true ); Or should I add this in the ClientCommand of CHL2MP_Player ? I actually tried catching the okay in the ClientCommand of CHL2MP_Player::ClientCommand() but it did not work. r00t 3:16 CQC Gaming www.cqc-gaming.com http://www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer for RnL www.resistanceandliberation.com http://www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Why do the ladders work smooth in hl2 death match but not the sdk?
-- [ Picked text/plain from multipart/alternative ] We love you Mike. 3 On 5/21/05, r00t 3:16 [EMAIL PROTECTED] wrote: Thank you Mike. r00t 3:16 CQC Gaming www.cqc-gaming.com http://www.cqc-gaming.com - Original Message - From: Mike Dussault [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, May 20, 2005 8:30 PM Subject: RE: [hlcoders] Why do the ladders work smooth in hl2 death match but not the sdk? The code released with the SDK is a couple revisions behind the released HL2MP binaries. I'll make sure that the ladder fix is in the code that goes with the next release (very soon). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Friday, May 20, 2005 1:45 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Why do the ladders work smooth in hl2 death match but not the sdk? From: Stephen Micheals I just wanted to chime in and say i would also very much like to see a comment on this. I believe alot of the community would like to know. It really affects all mods. r00t 3:16 CQC Gaming www.cqc-gaming.com http://www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer for RnL www.resistanceandliberation.com http://www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Modifying The Lost Cost
-- [ Picked text/plain from multipart/alternative ] HDR will be a feature of the Source Engine, thus I'd say anything written that uses the source engine will support it. This includes all mods. On 5/12/05, Draco [EMAIL PROTECTED] wrote: And I'd imagine you would just mount it's GCF and load it's directories to use your mod with LC -- Draco ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer for RnL www.resistanceandliberation.com http://www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] so no code talk
-- [ Picked text/plain from multipart/alternative ] Rage quits are funny. /me continues to tend to the sacred list. On 5/6/05, Dominic Afonso [EMAIL PROTECTED] wrote: ok fair enough, cheers for the support Ben, i'll stick to google next time. Hope no more non-programmer morons clutter your sacred mailing list. Cheers again, Dominic. From: Ben Everett [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] so no code talk Date: Fri, 6 May 2005 00:47:35 -0500 No need to be so harsh... he wasn't 100% sure that it was the wrong place to post. A nicer reply would have sufficed. Dominic, as Mr Hobson put it... this isn't the right place for that. I suggest you find someone to make a plug-in for you that will provide this functionality for you. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael A. Hobson Sent: Thursday, May 05, 2005 10:15 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] so no code talk Dominic, At 06:48 PM 5/5/2005, Dominic Afonso wrote: ok guys i know this is probably the wrong place to ask but you clever folk are certainly the people who will know, so please spare me a minute. This is the wrong place, indeed. This list if for programmers developing mods, not for CounterStrike support. If any of us help you with your little problem, then they would be encouraging more non-programmer morons who know this is probably the wrong place, but insist on coming here to clutter up the list with garbage traffic like yours. Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Be the first to hear what's new at MSN - sign up to our free newsletters! http://www.msn.co.uk/newsletters ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer for RnL www.resistanceandliberation.com http://www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Attaching Objects to a player
-- [ Picked text/plain from multipart/alternative ] I too have been trying to do this. I started by looking at the p_ model weapon attachment code. This uses EF_BONEMERGE, which calculates the position of the attached entity in local space by merging the joints between the p_ weapon model and the player. This works fine, but we want it to be attachment based. So I modified the CBaseEntity::FollowEntity function so you can pass an attachment to it, then I passed that value into SetParent in FollowEntity. It works as far as attaching the equipment entity/model to the player model and deforms with the bones correctly, the only trouble I'm having is with the players animations, they now twitch alot. He can't seem to fully duck either, he keeps snapping back to standing up and then sitting again. It seems like he is maybe colliding with the equipment model, but its set to SOLID_NONE and a veczero size. So if someone from Valve (or if anyone else has a clue) would be so nicely kind as to point us in the direction of how they did this in CSS, I will shower them with kisses. /me puckers up On 4/29/05, British_Bomber [EMAIL PROTECTED] wrote: Is there anyway to Attach model to a players back that doesn't require recompiling the models? I have my object following the player and I am happy enough with it looking like they have a briefcase for trousers, it's just attaching it to their back (like the bomb in CS ) would make the Test Team happy, I didn't plan on doing this for a while, (bigger fish to fry) but I couldn't spy a quick fix. Something like obj-AttachTo( pPlayer-GetBone( back ) ) Yea I know that would be way too simple and will never happen but I'm at school so I can't pull up any specifics right now and want to get it over and done with right when I get home. Thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer for RnL www.resistanceandliberation.com http://www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Doors func_door_rotating / prop_door_rotating
-- [ Picked text/plain from multipart/alternative ] Yes, this was requested by a mapper on my team so I fixed it. In CPropRotatingDoor::Spawn(), comment out the line: m_flDistance = fabs(m_flDistance); This would make prop doors only open in one direction (making it impossible to have double-doors or windows that opened the same direction but on a different axis). To make it open the opposite way, you set a negative distance. Is this what you meant or were you asking something else? :S On 5/4/05, r00t 3:16 [EMAIL PROTECTED] wrote: The func_door_rotating allows you to set the door to only open 1 direction these door types are created via a brush type of entity ? prop_door_rotating you need to create a model etc. This does not allow the door to open 1 direction only like the func_door_rotating (Well at least I havent' figured it out yet. Not a level designer so might be possible to do this via hammer?) Valve why didn't you include this for both ? I just wanted to find out if this is possible to do with the prop_door_rotating entity in hammer before I get to far into coding it in. Maybe valve could include this in prop_door_rotating ? r00t ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer for RnL www.resistanceandliberation.com http://www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] valve kills me lmao
-- [ Picked text/plain from multipart/alternative ] I suggest he do some CVS detective work and do something particularly unpleasant to his chair. 8) Plenty of funny comments, especially the ones refering to E3 hacks that are still in there. :p On 5/4/05, r00t 3:16 [EMAIL PROTECTED] wrote: props.cpp line 1179 //m_flWait = 2; who the hell did this? (sjb) r00t ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer for RnL www.resistanceandliberation.com http://www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] vgui event question?
-- [ Picked text/plain from multipart/alternative ] As long as you understand because I think you've lost me. :p On 5/4/05, Heritage [EMAIL PROTECTED] wrote: The only thing I can see of doing is making a few panels that are specifically for events for each vgui menu I make, and then adding this my_button_or_checkbox_orwhatever-AddActionSignalTarget(EventPanel); then i write an OnCommand for EvenPanel to catch em. Just seems weird that panels are also used to receive events. anyway.. I'll stop my spamming now. sorry. On 5/3/05, Heritage [EMAIL PROTECTED] wrote: If i have a button, on a panel or frame, and i click it, then that panel has to be a pseudo panel that I made up like my_ panel which is derived from panel and then I override the OnCommand to intercept the event? Seems like a total waste. If I have to do that for every panel/frame/whatever then forget it that makes no sense. How do i add an action listener thing like in hl1? On 5/3/05, Heritage [EMAIL PROTECTED] wrote: But you still have to overwrite a vgui panel or frame or something. in order to get at OnCommand.. in C#, i can just add listeners, and in hl1, i was able to do similar things. I don't want nor need to make another vgui class. I just want a custom listener. On 5/3/05, Heritage [EMAIL PROTECTED] wrote: Oh I get it, thanks On 4/29/05, NuclearFriend [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] In CTextWindow, look at how the button m_pOk is declared and then how OnCommand recieves the button command.. On 4/29/05, Heritage [EMAIL PROTECTED] wrote: I'd like to subscribe to an event such as a button click, im having kinda of a hard to understanding how to do this. I read thu the documentation but its still unclear to me. I dont want to derive a new button class just to overwrite OnClick or OnCommand or OnWhatever, I just need to subscribe to that event. I'm having a hard time finding examples, or maybe im looking in the wrong places, or maybe this is not the way it works? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer for RnL www.resistanceandliberation.comhttp://www.resistanceandliberation.com http://www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer for RnL www.resistanceandliberation.com http://www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vtex.exe source?
-- [ Picked text/plain from multipart/alternative ] Yeah.. Pretty strange, alot of the other utils are there. On 4/29/05, Michael Hobson [EMAIL PROTECTED] wrote: Amckern: At 11:05 PM 4/28/2005, amckern wrote: yes, in the utils folder --- r00t 3:16 [EMAIL PROTECTED] wrote: Is the vtex.exe source included with the sdk? r00t 3:16 CQC Gaming www.cqc-gaming.com http://www.cqc-gaming.com I looked all over the place and I don't see it. {OLD}Sneaky_Bastard! email: [EMAIL PROTECTED] Michael A. Hobson icq: #2186709 yahoo: warrior_mike2001 IRC: Gamesurge channel #wavelength ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] I need an example of adding tab control for vgui
-- [ Picked text/plain from multipart/alternative ] You don't need to include all the controls seperately just ensure vgui_controls.lib is in your project (found in lib/public). On 4/29/05, Heritage [EMAIL PROTECTED] wrote: Ok, got everything working! This is a lot eaiser than hl1! One more quick question as i am now beginning my vgui development. the keyword new is overloaded correct? In other words, I dont need to call delete for vgui controls like frames panels and whatever? On 4/29/05, Heritage [EMAIL PROTECTED] wrote: oh nm, i got it, i guess i needed the cpp file too #include D:\\src\\vgui2\\controls\\PropertySheet.cpp you need to define everyhting in the headers plz! or maybe im an idiot, either way! g... On 4/29/05, Heritage [EMAIL PROTECTED] wrote: PropertySheet Doest seem to like it, I have tried a bunch of different header files #include prsht.h #include vgui_controls/PropertySheet.h doest seem to work which headers does this control require? On 4/29/05, Heritage [EMAIL PROTECTED] wrote: thx guys, that was quick On 4/29/05, Alfred Reynolds [EMAIL PROTECTED] wrote: Look at PropertySheet and PropertyPage, they are provide a tabbed interface. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ian Warwick Sent: Thursday, April 28, 2005 11:58 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] I need an example of adding tab control for vgui You could use an array of buttons on a panel, you could possibly use one of those cool handy vector collection type thingies for the array so you can easily add new tabs to the strip, all you would need to do is handle a click event to change the background of a button (to make it look selected) and then update a member var to store which one is selected, this should be very simple to do. -Original Message- From: Heritage [mailto:[EMAIL PROTECTED] Sent: 29 April 2005 07:45 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] I need an example of adding tab control for vgui I could not find any examples in the code, I just need the name of the control and maybe an example of adding tab pages to it. thx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vtex.exe source?
-- [ Picked text/plain from multipart/alternative ] You better not be considering giving him the leaked source code for vtex. It is probably horribly out of date anyway. On 4/29/05, Adam amckern Mckern [EMAIL PROTECTED] wrote: I stand corrected, how ever send me an offlist email, and i'll see what i can do Adam --- NuclearFriend [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Yeah.. Pretty strange, alot of the other utils are there. On 4/29/05, Michael Hobson [EMAIL PROTECTED] wrote: Amckern: At 11:05 PM 4/28/2005, amckern wrote: yes, in the utils folder --- r00t 3:16 [EMAIL PROTECTED] wrote: Is the vtex.exe source included with the sdk? r00t 3:16 CQC Gaming www.cqc-gaming.com http://www.cqc-gaming.com http://www.cqc-gaming.com I looked all over the place and I don't see it. {OLD}Sneaky_Bastard! email: [EMAIL PROTECTED] Michael A. Hobson icq: #2186709 yahoo: warrior_mike2001 IRC: Gamesurge channel #wavelength ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders http://ammahls.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer for RnL www.resistanceandliberation.com http://www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] vgui event question?
-- [ Picked text/plain from multipart/alternative ] In CTextWindow, look at how the button m_pOk is declared and then how OnCommand recieves the button command.. On 4/29/05, Heritage [EMAIL PROTECTED] wrote: I'd like to subscribe to an event such as a button click, im having kinda of a hard to understanding how to do this. I read thu the documentation but its still unclear to me. I dont want to derive a new button class just to overwrite OnClick or OnCommand or OnWhatever, I just need to subscribe to that event. I'm having a hard time finding examples, or maybe im looking in the wrong places, or maybe this is not the way it works? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer for RnL www.resistanceandliberation.com http://www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[2]: [hlcoders] Vtex.exe source?
-- [ Picked text/plain from multipart/alternative ] There is no vtex source in the SDK. :( You may be able to get enough source from vtf2tga to reverse the process (tga2vtf). The updates to the Source SDK shouldn't take that long either.. And are worth it. On 4/30/05, Vyacheslav Dzhura [EMAIL PROTECTED] wrote: Hello NuclearFriend, Also can someone please send it to me? I'd like to add VTF creation to VTF Explorer and I have no opportunity to update my Steam SDK - I have dial-up and didn't do that process for several months. Thanks a lot! -- Best regards, Vyacheslav mailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer for RnL www.resistanceandliberation.com http://www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[2]: [hlcoders] Vtex.exe source?
-- [ Picked text/plain from multipart/alternative ] Oops wrong address. *blushes* Direct that to Vyacheslav Dzhura. On 4/30/05, NuclearFriend [EMAIL PROTECTED] wrote: There is no vtex source in the SDK. :( You may be able to get enough source from vtf2tga to reverse the process (tga2vtf). The updates to the Source SDK shouldn't take that long either.. And are worth it. On 4/30/05, Vyacheslav Dzhura [EMAIL PROTECTED] wrote: Hello NuclearFriend, Also can someone please send it to me? I'd like to add VTF creation to VTF Explorer and I have no opportunity to update my Steam SDK - I have dial-up and didn't do that process for several months. Thanks a lot! -- Best regards, Vyacheslav mailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer for RnL www.resistanceandliberation.com http://www.resistanceandliberation.com -- Programmer for RnL www.resistanceandliberation.com http://www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Main menu
-- [ Picked text/plain from multipart/alternative ] Does anyone know of a way to check if the main menu/console is displayed in HL2? I have drawn a new viewport within the VGUI, but to display it, I needed it to be drawn above the menu. Unfortunately, the main menu is apart of the vgui so it is drawn underneath the viewport aswell. I am drawing the new viewport within CViewRender::Render() just below: // The crosshair needs to get at the current setup stuff AllowCurrentViewAccess( true ); { render-VguiPaint(); } Any help appreciated. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Getting an effect to punch through a wall.
-- [ Picked text/plain from multipart/alternative ] Ok then, well one way would be to use botmans method, except replace his start_position with tr.startpos. Then ensure the second beam you call has a startpos of tr.endpos, and an endpos of the scaled new vector. So, /* start here */ DrawBeam( startPos, tr.endpos, 9.6, false); //the last parameter is if you want the beam to come //from the muzzle attachment. this should be false (assuming startPos is defined) if ( penetrated ) { Vector v_newbeam = tr.endpos - tr.startpos; VectorNormalize(v_newbeam); v_newbeam = v_newbeam * 1000; // scale the vector up to the length in units you want Vector v_beamend = tr.endpos + v_newbeam; DrawBeam( tr.endpos, v_beamend, 9.6, false ); } /* end here */ Good luck. : On Apr 12, 2005 10:55 AM, Michael Kramer [EMAIL PROTECTED] wrote: Ok, I am actually creating the Gauss Gunand I have everything working except when the beam shoots through wallsthis is what I have I have it so that if penetrated = true then it will draw the beam using this function DrawBeam( startposition,endposition,width, whether or not I use the Muzzle ) So basically I have it DrawBeam( startPos, tr.endpos, 9.6, true ); For normal but I want to so that it then creats another beam at the end so it would be like DrawBeam( tr.endpos, beyond!!, 9.6, false ); But it doesn't work I do not know how to tell it to go past tr.endpos.By using Broome's method, it creats two beams both coming from the muzzle even with muzzle set to false. The draw beam code is here: void CWeaponGaussGun::DrawBeam( const Vector startPos, const Vector endPos, float width, bool useMuzzle ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return; //Check to store off our view model index if ( m_hViewModel == NULL ) { CBaseViewModel *vm = pOwner-GetViewModel(); if ( vm ) { m_hViewModel.Set( vm ); } } //Draw the main beam shaft CBeam *pBeam = CBeam::BeamCreate( GAUSS_BEAM_SPRITE, width ); if ( useMuzzle ) { pBeam-PointEntInit( endPos, m_hViewModel ); pBeam-SetEndAttachment( 1 ); pBeam-SetWidth( width / 4.0f ); pBeam-SetEndWidth( width ); } else { pBeam-SetStartPos( startPos ); pBeam-SetEndPos( endPos ); pBeam-SetWidth( width ); pBeam-SetEndWidth( width / 4.0f ); } pBeam-SetBrightness( 255 ); pBeam-SetColor( 255, 145+random-RandomInt( -16, 16 ), 0 ); pBeam-RelinkBeam(); pBeam-LiveForTime( 0.1f ); //Draw electric bolts along shaft for ( int i = 0; i 3; i++ ) { pBeam = CBeam::BeamCreate( GAUSS_BEAM_SPRITE, (width/2.0f) + i ); if ( useMuzzle ) { pBeam-PointEntInit( endPos, m_hViewModel ); pBeam-SetEndAttachment( 1 ); } else { pBeam-SetStartPos( startPos ); pBeam-SetEndPos( endPos ); } pBeam-SetBrightness( random-RandomInt( 64, 255 ) ); pBeam-SetColor( 255, 255, 150+random-RandomInt( 0, 64 ) ); pBeam-RelinkBeam(); pBeam-LiveForTime( 0.1f ); pBeam-SetNoise( 1.6f * i ); pBeam-SetEndWidth( 0.1f ); } } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Getting an effect to punch through a wall.
-- [ Picked text/plain from multipart/alternative ] Normalising the vector gives you a unit vector (length of 1 unit), that only expresses direction. Botmans solution is to extend your beam further than your original (and presumably beam again, using beam_end as the end of the beam). How are you creating this beam? On Apr 12, 2005 9:36 AM, Michael Kramer [EMAIL PROTECTED] wrote: Now instead of continuing the beam, it creats two beams, and one just shoots off in random directions ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Crashing without debugger
-- [ Picked text/plain from multipart/alternative ] Ok, well the problem with me attaching (I discussed this on here before with Helk) is that the debugger continuously breaks to a piece of code that destroys the VGUI panels. My problem appears to happen after that bit of code, so I can't reach the real problem. But I also bring good news! :) By randomly removing my ents from the code, I managed to narrow it down to one. So thanks for the help fellas, I'll let you know exactly what it was when I find it. And I've learnt a bit on the way. %D On Apr 11, 2005 12:11 AM, Imperio59 [EMAIL PROTECTED] wrote: Nuclear, i had the same problem on one of my builds a while back with the scoreboard, there IS a way to debug and still make it act as if it was running without the debugger: You need to launch the game, then attach to the hl2 process. It will not have done all the safe memory stuff the debugger usually does on launch, but when it crashes it should point to the line causing the crash, or something close. Good luck, my crash took me a week to fix, turns out it was a problem with a color-returning function :) -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.9.5 - Release Date: 07/04/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] View Models
-- [ Picked text/plain from multipart/alternative ] Not AFAIK, all face culling is the responsibility of the modeller/animator. It wouldn't be culled because it's always on the screen.. Of course, this is just my speculation. ;( On Apr 9, 2005 12:43 PM, Ben Everett [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Quick and painless. is any occlusion culling performed on the view model? Codito Ergo Sum. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Crashing without debugger
-- [ Picked text/plain from multipart/alternative ] Well I have made the mistake of not testing my builds regularly without the debugger and now I am paying the price. Upon compiling a Release build and giving it to my team, it now refuses to load a map when run without a debugger. I get a blah referenced memory at blah, memory could not be read error. Does anyone know where I can start to try and fix this problem? I've tried to remove newer code but it seems to make no difference (so far, if I get no help from here I'll just keep tearing stuff out until I find the problem).. What are the major differences between running something with a debugger and without one (I'd imagine nothing except that it would run slower)? PS The result is the same for debug or release builds. ;( -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] Big Map EVER
-- [ Picked text/plain from multipart/alternative ] Haha that is pretty awesome. On Apr 9, 2005 10:40 PM, tei [EMAIL PROTECTED] wrote: [OFF TOPIC] Size: 6378.14 Km tall. Screenshots: http://telejano.berlios.de/option/bigevermap1.png History: A bunch of Quake1 modders make a giganteous map (1/3 maximum limit) to test limits and have fun. Links: http://forums.inside3d.com/viewtopic.php?p=1458#1458 http://icculus.org/twilight/darkplaces/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] Big Map EVER
-- [ Picked text/plain from multipart/alternative ] Btw the pk3 file goes in your id1 directory. On Apr 10, 2005 1:52 AM, NuclearFriend [EMAIL PROTECTED] wrote: You need this Quake1 modification: http://icculus.org/twilight/darkplaces/ Then you need this: http://urre.quakedev.com/spcscr_test1.pk3 Then run DarkPlaces with this command line: darkplaces.exe +map spcscr On Apr 10, 2005 1:22 AM, Oskar Lindgren [EMAIL PROTECTED] wrote: ...where can I download this shit?! :) NuclearFriend wrote: -- [ Picked text/plain from multipart/alternative ] Haha that is pretty awesome. On Apr 9, 2005 10:40 PM, tei [EMAIL PROTECTED] wrote: [OFF TOPIC] Size: 6378.14 Km tall. Screenshots: http://telejano.berlios.de/option/bigevermap1.png History: A bunch of Quake1 modders make a giganteous map (1/3 maximum limit) to test limits and have fun. Links: http://forums.inside3d.com/viewtopic.php?p=1458#1458 http://icculus.org/twilight/darkplaces/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] First warning for VS .Net! Yay!
-- [ Picked text/plain from multipart/alternative ] Oh come on it isn't that bad. :P On Apr 8, 2005 1:11 AM, Hasan Aljudy [EMAIL PROTECTED] wrote: Well, you better refresh your mind or you're gonna have a hard time with the SDK On Apr 7, 2005 8:58 AM, Tan Theodore [EMAIL PROTECTED] wrote: Thank you! Both botman and Josh! :D :D I haven't touch programming for quite sometime now so I've lost a few touches. Thanks for the refreshment. :D From: Josh Matthews [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] First warning for VS .Net! Yay! Date: Fri, 8 Apr 2005 00:48:13 +1000 ...Oh dear. If you have no idea what to do in this situation, you're in no shape to tackle the half-life source. For one thing it's just a warning and will keep compiling (although it's good practice to eliminate all warnings anyways). It just means that the function HasWeapon (double click on the warning to find the exact line) doesn't have a return type specified, which is a bad thing (but works fine in this case). Add an 'int' before the function name and the warning will go away. Josh On Apr 8, 2005 12:39 AM, Tan Theodore [EMAIL PROTECTED] wrote: warning C4183: 'HasWeapon': missing return type; assumed to be a member function returning 'int' This thing pops up when I compiled the unedited version of the HL SDK 2.3. I haven't change anything to the MVS .Net. Anyone encountered this? Better, yet anyone sloved this? *looks around for any show of hands* ( ) ( ) _ Find just what you are after with the more precise, more powerful new MSN Search. http://search.msn.com.sg/ Try it now. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Find just what you are after with the more precise, more powerful new MSN Search. http://search.msn.com.sg/ Try it now. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] Big Map EVER
-- [ Picked text/plain from multipart/alternative ] You need this Quake1 modification: http://icculus.org/twilight/darkplaces/ Then you need this: http://urre.quakedev.com/spcscr_test1.pk3 Then run DarkPlaces with this command line: darkplaces.exe +map spcscr On Apr 10, 2005 1:22 AM, Oskar Lindgren [EMAIL PROTECTED] wrote: ...where can I download this shit?! :) NuclearFriend wrote: -- [ Picked text/plain from multipart/alternative ] Haha that is pretty awesome. On Apr 9, 2005 10:40 PM, tei [EMAIL PROTECTED] wrote: [OFF TOPIC] Size: 6378.14 Km tall. Screenshots: http://telejano.berlios.de/option/bigevermap1.png History: A bunch of Quake1 modders make a giganteous map (1/3 maximum limit) to test limits and have fun. Links: http://forums.inside3d.com/viewtopic.php?p=1458#1458 http://icculus.org/twilight/darkplaces/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RemoveAllPanels() causing read memory error
Indeed we were. :( On Apr 1, 2005 7:56 PM, Maurino Berry [EMAIL PROTECTED] wrote: I and a few others had this exact same issue, I figured out that in reality it has nothing to do with removeallpanels and actually it's your debugging method! do NOT attach the debugger to the process, instead use the alternate method of launching it with the debugger, see ibutsu's method 1 http://articles.thewavelength.net/650/ when you go to launch it, it will tell you that hl2 does not contain any debugging information, thats fine because the dll is what will be crashing not the exe (so just click ok) When your game crashes out to the debugger it should show you the correct line causing the crash Hope this helps, I was stuck on this for a great many days ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] OnMenuItemSelected
I'll keep it simple, is it possible for the parent panel of a ComboBox to detect if the active item has been changed? Thanks! ^_^ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ComboBox in VGUI2
Oops. m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-AddItem(M1 Garand, primaryweapon); is now m_pPrimaryWeaponComboBox-AddItem(M1 Garand, primaryweapon); Just didn't want any unnecessary confusion. On Tue, 22 Mar 2005 18:55:07 +1100, NuclearFriend [EMAIL PROTECTED] wrote: Ok, I added the vgui_controls lib to my project and got it debugging. Which led me to discover that it isn't a problem within the control itself, rather a problem with the pointer to the control. Because I was worried that the extra 2 uninitialised elements in the array may have been causing this weird pointer error, I made it a singular pointer object. The results are as follows. At this point: m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-AddItem(M1 Garand, primaryweapon); The memory location of m_pPrimaryWeaponComboBox is 0x0f632978. At the point where I try to read the keyvalues of the active element, the pointer is now 0x0f6346b8. I've never seen a pointer do this. Does anyone know the usual causes of this? Thanks for the help so far guys, hopefully we can get to the bottom of this because I'm sure if I do it, others will too. ;) On Mon, 21 Mar 2005 16:25:48 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: Rebuild the vgui_controls library (vgui2/controls) in debug and then run your mod again, you can see exactly what it breaking it then. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of NuclearFriend Sent: Monday, March 21, 2005 3:38 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] ComboBox in VGUI2 When I said before the combobox is fine I meant the pointer was fine when I try to call GetActiveItemUserData(). And no, primaryweapon is left alone after it is initialised. ;( On Mon, 21 Mar 2005 10:56:47 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: Your not deleting primaryweapon after adding it to the combo are you? - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of NuclearFriend Sent: Monday, March 21, 2005 3:12 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] ComboBox in VGUI2 I need some help with utilising these neato little objects. I seem to be able to initialise them fine, they work fine in my panels. This is my initialisation code: m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN] = new ComboBox(m_pClassPanel[CLASSLOADOUT_RIFLEMAN], PanelRifleman, 1, false); m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-SetPos(200, 100); m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-SetSize(200, 50); m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-SetText(Primary Weapon); KeyValues *primaryweapon = new KeyValues(primaryweapon); primaryweapon-SetInt(primaryweapon, WEAPON_M1GARAND); m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-AddItem(M1 Garand, primaryweapon); The problems occur when I try to recall the KeyValues of the active item: KeyValues *temp = m_pPrimaryWeaponComboBox[m_iPlayerLoadoutPanel]-GetActiveItemUserData () ; This crashes with a pointer error. The combobox itself seems to be fine, most likely the pointer error is within the list of elements. Most member functions will crash the game ie GetItemCount(). Has anyone else got these working? Am I forgetting something with my initialisation? PS This is a last resort, I have tried numerous things to get them working including looking at other examples in the code. Any help will be muchly appreciated. : ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Changing the scoreboard color?
Yes, it is defined in ClientScheme.res (in your resource folder, not resource/ui). Look at the Label.TextColor to change the server display name colour etc (you will notice it is all pretty much Orange, these base colours are defined at the beginning of the file). On Tue, 22 Mar 2005 10:40:54 +1100, NuclearFriend [EMAIL PROTECTED] wrote: I think this is defined in the default Valve scheme (ClientScheme.res ?) in your resource/ui folder. Sorry if I'm incorrect, I'm not at my own computer atm (it may even be defined in ScoreBoard.res). On Mon, 21 Mar 2005 12:35:57 -0800, Heritage [EMAIL PROTECTED] wrote: For the life of me, I can not change the yellow header text for the scoreboard. The row that says the server name then the score, frags ping.. etc.. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ComboBox in VGUI2
Ok, I added the vgui_controls lib to my project and got it debugging. Which led me to discover that it isn't a problem within the control itself, rather a problem with the pointer to the control. Because I was worried that the extra 2 uninitialised elements in the array may have been causing this weird pointer error, I made it a singular pointer object. The results are as follows. At this point: m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-AddItem(M1 Garand, primaryweapon); The memory location of m_pPrimaryWeaponComboBox is 0x0f632978. At the point where I try to read the keyvalues of the active element, the pointer is now 0x0f6346b8. I've never seen a pointer do this. Does anyone know the usual causes of this? Thanks for the help so far guys, hopefully we can get to the bottom of this because I'm sure if I do it, others will too. ;) On Mon, 21 Mar 2005 16:25:48 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: Rebuild the vgui_controls library (vgui2/controls) in debug and then run your mod again, you can see exactly what it breaking it then. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of NuclearFriend Sent: Monday, March 21, 2005 3:38 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] ComboBox in VGUI2 When I said before the combobox is fine I meant the pointer was fine when I try to call GetActiveItemUserData(). And no, primaryweapon is left alone after it is initialised. ;( On Mon, 21 Mar 2005 10:56:47 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: Your not deleting primaryweapon after adding it to the combo are you? - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of NuclearFriend Sent: Monday, March 21, 2005 3:12 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] ComboBox in VGUI2 I need some help with utilising these neato little objects. I seem to be able to initialise them fine, they work fine in my panels. This is my initialisation code: m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN] = new ComboBox(m_pClassPanel[CLASSLOADOUT_RIFLEMAN], PanelRifleman, 1, false); m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-SetPos(200, 100); m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-SetSize(200, 50); m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-SetText(Primary Weapon); KeyValues *primaryweapon = new KeyValues(primaryweapon); primaryweapon-SetInt(primaryweapon, WEAPON_M1GARAND); m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-AddItem(M1 Garand, primaryweapon); The problems occur when I try to recall the KeyValues of the active item: KeyValues *temp = m_pPrimaryWeaponComboBox[m_iPlayerLoadoutPanel]-GetActiveItemUserData () ; This crashes with a pointer error. The combobox itself seems to be fine, most likely the pointer error is within the list of elements. Most member functions will crash the game ie GetItemCount(). Has anyone else got these working? Am I forgetting something with my initialisation? PS This is a last resort, I have tried numerous things to get them working including looking at other examples in the code. Any help will be muchly appreciated. : ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ComboBox in VGUI2
Ok, I've never done that before so I tried placing a Data Breakpoint on m_pPrimaryWeaponComboBox. It doesn't come up with any changes to it's value. Yet the value is definately changed when I go to call it again. Could this be because I only have the client dll, server dll and vgui_controls lib in my solution? PS If I set m_pPrimaryWeaponComboBox to it's original pointed memory location in debug mode, it works fine. _ On Tue, 22 Mar 2005 00:17:08 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: Drop a memory breakpoint on m_pPrimaryWeaponComboBox (I,e its address for 4 bytes) and see what changes it. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of NuclearFriend Sent: Monday, March 21, 2005 11:56 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] ComboBox in VGUI2 Oops. m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-AddItem(M1 Garand, primaryweapon); is now m_pPrimaryWeaponComboBox-AddItem(M1 Garand, primaryweapon); Just didn't want any unnecessary confusion. On Tue, 22 Mar 2005 18:55:07 +1100, NuclearFriend [EMAIL PROTECTED] wrote: Ok, I added the vgui_controls lib to my project and got it debugging. Which led me to discover that it isn't a problem within the control itself, rather a problem with the pointer to the control. Because I was worried that the extra 2 uninitialised elements in the array may have been causing this weird pointer error, I made it a singular pointer object. The results are as follows. At this point: m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-AddItem(M1 Garand, primaryweapon); The memory location of m_pPrimaryWeaponComboBox is 0x0f632978. At the point where I try to read the keyvalues of the active element, the pointer is now 0x0f6346b8. I've never seen a pointer do this. Does anyone know the usual causes of this? Thanks for the help so far guys, hopefully we can get to the bottom of this because I'm sure if I do it, others will too. ;) On Mon, 21 Mar 2005 16:25:48 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: Rebuild the vgui_controls library (vgui2/controls) in debug and then run your mod again, you can see exactly what it breaking it then. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of NuclearFriend Sent: Monday, March 21, 2005 3:38 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] ComboBox in VGUI2 When I said before the combobox is fine I meant the pointer was fine when I try to call GetActiveItemUserData(). And no, primaryweapon is left alone after it is initialised. ;( On Mon, 21 Mar 2005 10:56:47 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: Your not deleting primaryweapon after adding it to the combo are you? - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of NuclearFriend Sent: Monday, March 21, 2005 3:12 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] ComboBox in VGUI2 I need some help with utilising these neato little objects. I seem to be able to initialise them fine, they work fine in my panels. This is my initialisation code: m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN] = new ComboBox(m_pClassPanel[CLASSLOADOUT_RIFLEMAN], PanelRifleman, 1, false); m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-SetPos(200, 100); m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-SetSize(200, 50); m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-SetText(Primary Weapon); KeyValues *primaryweapon = new KeyValues(primaryweapon); primaryweapon-SetInt(primaryweapon, WEAPON_M1GARAND); m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-AddItem(M1 Garand, primaryweapon); The problems occur when I try to recall the KeyValues of the active item: KeyValues *temp = m_pPrimaryWeaponComboBox[m_iPlayerLoadoutPanel]-GetActiveItemUser Data () ; This crashes with a pointer error. The combobox itself seems to be fine, most likely the pointer error is within the list of elements. Most member functions will crash the game ie GetItemCount(). Has anyone else got these working? Am I forgetting something with my initialisation? PS This is a last resort, I have tried numerous things to get them working including looking at other examples in the code. Any help will be muchly appreciated. : ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives
Re: [hlcoders] Changing the scoreboard color?
All labels (ie the server name) use their default colours depending on the ClientScheme.res file. If you want to manually change it in the code, you can get a pointer to the control with FindChildByName(yourcontrol). This example will change the colour of the servername control to green. So where you want the colours changed, do this: Label *pServerName = dynamic_castLabel *(FindChildByName(ServerName)); if (pServerName) { pServerName-SetFgColor( Color(0, 255, 0, 255) ); } On Tue, 22 Mar 2005 09:08:08 -0800, Heritage [EMAIL PROTECTED] wrote: Yes, and thank you; however, I did release it was in the .res files, but what I meant to say was, I want to be able to control the color inside the code. Where is the text being in assigned to that color (Or even is it)? Where can I override that color in the code? On Tue, 22 Mar 2005 19:00:57 +1100, NuclearFriend [EMAIL PROTECTED] wrote: Yes, it is defined in ClientScheme.res (in your resource folder, not resource/ui). Look at the Label.TextColor to change the server display name colour etc (you will notice it is all pretty much Orange, these base colours are defined at the beginning of the file). On Tue, 22 Mar 2005 10:40:54 +1100, NuclearFriend [EMAIL PROTECTED] wrote: I think this is defined in the default Valve scheme (ClientScheme.res ?) in your resource/ui folder. Sorry if I'm incorrect, I'm not at my own computer atm (it may even be defined in ScoreBoard.res). On Mon, 21 Mar 2005 12:35:57 -0800, Heritage [EMAIL PROTECTED] wrote: For the life of me, I can not change the yellow header text for the scoreboard. The row that says the server name then the score, frags ping.. etc.. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Anyone want to start a What to do while compiling hl2 list?
Go and get another coffee Play a game on my mobile phone Pump my music until my ears bleed and try to stay conscious (IT'S FUN!) On Sat, 19 Mar 2005 20:48:08 -, Chris Adams [EMAIL PROTECTED] wrote: I have the same spec here - I'd say it's about 4 minutes ;-) --- Chris Adams Fragzzhost T (07005) 964 855 F (07005) 964 857 www.fragzzhost.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Justin Harvey Sent: 16 March 2005 16:00 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Anyone want to start a What to do while compiling hl2 list? Quoting SB Childe Roland [EMAIL PROTECTED]: Send spam to HLCoders' List. Watch pr0n. On Tue, 15 Mar 2005 15:39:55 -0800, Heritage [EMAIL PROTECTED] wrote: Watch your favorite recorded TV show on TIVO Clean up the house Go shopping for awhile.. You know.. Anything to take up 30 or 40 minutes of time! /end sarcasm. 30-40 minutes? Ouch! Thats for a complete rebuild on a 486? *snickers* A complete rebuild for me is less than 10 minutes for sure in fact I think it's around 5 minutes but I've never timed it (amd 64 3500/1 gig ram). -- www.neotokyohq.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] ComboBox in VGUI2
I need some help with utilising these neato little objects. I seem to be able to initialise them fine, they work fine in my panels. This is my initialisation code: m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN] = new ComboBox(m_pClassPanel[CLASSLOADOUT_RIFLEMAN], PanelRifleman, 1, false); m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-SetPos(200, 100); m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-SetSize(200, 50); m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-SetText(Primary Weapon); KeyValues *primaryweapon = new KeyValues(primaryweapon); primaryweapon-SetInt(primaryweapon, WEAPON_M1GARAND); m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-AddItem(M1 Garand, primaryweapon); The problems occur when I try to recall the KeyValues of the active item: KeyValues *temp = m_pPrimaryWeaponComboBox[m_iPlayerLoadoutPanel]-GetActiveItemUserData(); This crashes with a pointer error. The combobox itself seems to be fine, most likely the pointer error is within the list of elements. Most member functions will crash the game ie GetItemCount(). Has anyone else got these working? Am I forgetting something with my initialisation? PS This is a last resort, I have tried numerous things to get them working including looking at other examples in the code. Any help will be muchly appreciated. : ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ComboBox in VGUI2
When I said before the combobox is fine I meant the pointer was fine when I try to call GetActiveItemUserData(). And no, primaryweapon is left alone after it is initialised. ;( On Mon, 21 Mar 2005 10:56:47 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: Your not deleting primaryweapon after adding it to the combo are you? - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of NuclearFriend Sent: Monday, March 21, 2005 3:12 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] ComboBox in VGUI2 I need some help with utilising these neato little objects. I seem to be able to initialise them fine, they work fine in my panels. This is my initialisation code: m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN] = new ComboBox(m_pClassPanel[CLASSLOADOUT_RIFLEMAN], PanelRifleman, 1, false); m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-SetPos(200, 100); m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-SetSize(200, 50); m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-SetText(Primary Weapon); KeyValues *primaryweapon = new KeyValues(primaryweapon); primaryweapon-SetInt(primaryweapon, WEAPON_M1GARAND); m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-AddItem(M1 Garand, primaryweapon); The problems occur when I try to recall the KeyValues of the active item: KeyValues *temp = m_pPrimaryWeaponComboBox[m_iPlayerLoadoutPanel]-GetActiveItemUserData() ; This crashes with a pointer error. The combobox itself seems to be fine, most likely the pointer error is within the list of elements. Most member functions will crash the game ie GetItemCount(). Has anyone else got these working? Am I forgetting something with my initialisation? PS This is a last resort, I have tried numerous things to get them working including looking at other examples in the code. Any help will be muchly appreciated. : ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Changing the scoreboard color?
I think this is defined in the default Valve scheme (ClientScheme.res ?) in your resource/ui folder. Sorry if I'm incorrect, I'm not at my own computer atm (it may even be defined in ScoreBoard.res). On Mon, 21 Mar 2005 12:35:57 -0800, Heritage [EMAIL PROTECTED] wrote: For the life of me, I can not change the yellow header text for the scoreboard. The row that says the server name then the score, frags ping.. etc.. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bizzare/Random/Frightening crash
I too have this problem and I too am running MSVC .Net 2002 (7.0). Sometimes it appears, sometimes it doesn't. Sometimes I've changed something (although nothing to do with those destructors), sometimes I've changed nothing. I am considering upgrading to MSVC .Net 2003 but I will first have a different coder on my mod team try and compile this current build with their copies of 2003. I'll let you know if I get any more info. Jonathan Murphy Programmer for Resistance and Liberation Mod On Tue, 22 Feb 2005 00:39:25 -0500, Maurino Berry [EMAIL PROTECTED] wrote: unfortunately cleaning it doesnt seem to help very often : I think I'm going to try compiling on another computer maybe if I can't get any more suggestions from here.. thanks though :D _ Designer Mail isn't just fun to send, it's fun to receive. Use special stationery, fonts and colors. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] IRC Channel
/server irc.gamesurge.net /join #wavelength On Sat, 4 Dec 2004 21:26:33 -0600, john smith [EMAIL PROTECTED] wrote: /server irc.gamesurge.net /join #sourcemod /server irc.ircbear.com /join #valveerc /server irc.quakenet.org /join #hl2coding,#halflife2.coding On Sat, 4 Dec 2004 22:16:02 -0500, ChessMess [EMAIL PROTECTED] wrote: Is there a preferred IRC channel/server where HLCoders hang out at? -- ChessMess Stratactic Studios http://www.StratacticStudios.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Any word on the SDK?
The only info we have is this week.. But were already half-way through, so it must be so very close! :) On Wed, 1 Dec 2004 00:35:24 +1000, Teddy [EMAIL PROTECTED] wrote: Hi gang, Has anyone heard any news on the SDK, since valve announced it'd be out this week? I've been keeping tabs on most of the popular hl2 sites, but i'm bursting to find out when the SDK will be out.. it's been a long year of waiting i can't believe it's about to be over!1 3 Teddy ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] The Surprise is out
Nice. ^_^ On Tue, 30 Nov 2004 17:52:49 -0600, Dustin [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] http://www.steampowered.com/forums/showthread.php?s=threadid=193559 surprise = HL2DM (the pic shows the different skins that will be in it) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Installing Valve games not within from Steam
If you can't take preventative virus measures then that's your problem not the exe files. :P On Thu, 11 Nov 2004 15:11:17 +0100, tei [EMAIL PROTECTED] wrote: NuclearFriend wrote: Just unzip the zip, there should be a codename gordon.gcf file and place it in your SteamApps folder. In future, ask your friend to use the backup feature. It creates very nice compressed, exe-installer gcf files. He simply has to right click *COUGH*EXE??? so its nice to transport a bunch of textures and models in a format can be infected? this .exe run on other OS than windows?*COUGH* Cool, share your virus^H^H^H gcf files with your friends. the game in his Play Games window and click Backup game files. Then follow the prompts. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: The CS Bomb Design
I believe he said CS:S not CS. I have no idea how HL2 models work atm.. Perhaps ask on a HL2 model editing forum? On Thu, 11 Nov 2004 14:56:33 -0400, Imperio59 [EMAIL PROTECTED] wrote: It makes use of something called bodygroups. Check out the CS models .qc (i think that's the right format) after you decompile them in milkshape, should have something like $bodygroup somewhere in there. Check out http://articles.thewavelength.net/170/ for more info on setting up that qc file... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Is it True that we will get the SDK around HL2 relase date?
What's the point of protecting spoilers when the storyline and main features of the game have been leaked, told or seen in some way or another. On Tue, 2 Nov 2004 22:43:28 -0700, Hasan Aljudy [EMAIL PROTECTED] wrote: I think the latest word we got from valve is that the SDK will be released sometime AFTER the release. maybe they said something about releasing parts of the SDK that can have no spoilers before the release? On Wed, 03 Nov 2004 14:10:22 +1000, Bruce Bahamut Andrews [EMAIL PROTECTED] wrote: Dave R. Meyers wrote: Man, long subject, but no other way to say it... Are we really gonna get the SDK sometime close to the release date of HL2? You know how website rumors are, but PHL usually is on the up and up. Dave R. Meyers Aka Starbreaker OZ Deathmatch We don't know, and won't know, until it's released. :/ -- - Bruce Bahamut Andrews ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] A Half-life wiki?
The problem with HL is it was a fair deal of information spread over too many sites ie HL Almanac, V-ERC and TWL. It would be good to have a decent reference site. It could even just have links or even copies of the information on those sites. Although I suppose Google can substitute it... In any case I'll support all editing resources of HL2. :P On Sat, 30 Oct 2004 15:03:52 -0500, Jorge Rodriguez [EMAIL PROTECTED] wrote: I support such a wiki, and I would certainly contribute if not for great sites like The Wavelength http://www.thewavelength.net and others that already have most of the information needed to start an HL mod. The subject of an HL wiki has been talked about before, but what purpose would it serve which is not already served by existing websites? I'm open to ideas. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] A Half-life wiki?
On Sun, 31 Oct 2004 13:23:31 +1100, Michael Shimmins [EMAIL PROTECTED] wrote: I'm starting to feel like a party pooper here, but hey. There is a snippets section in TWL were you can post short articles. Don't get me wrong, I think Wiki's are generally a good thing, I just remember the 1999 - 2000 days where there were like 10 *half* decent HL resource sites, finding information was a pain. Now adays I feel there are 2 that jump out and a few more that you can turn to if you still can't find your info. With the release of HL2, people are going to be wanting to take the lime light and start their own resource centre which in the end isn't advantageous to the community. If VERC or TWL were to host a wiki I think it would be a go, I'm just hesitant about supporting something that creates another half-arsed resource without anyone committed to maintaining it. $.02 If we were to document every engine/HL SDK function and place it in the snippets section, how many articles would that add up to? I think it would be a good idea to make sure it's hosted on an already major editing resource (TWL Or V-ERC) though, just to keep things together. If another host is available later, I'll port it over there. My server isn't very fast, so I apologize for any speed issues. There is also an issue with their stylesheets and I.E. I swapped out the logo with a temporary HL logo I made, and IE refuses to show it for more than half a sec. Firefox works fine though. Nothing there yet. I need to come up with what I want the front page to look like still and am tired - so I'll get around to it in the next day or so. Thanks for all the debate! I had no idea that it'd be 30 messages by now... D Are you expecting us to submit HL stuff to this? Because theres a true lack of motivation to document HL atm. :P ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] [RANT] [REQUEST] Trimming posts
G-mail 4 Life. :P On Wed, 27 Oct 2004 06:44:25 +0200, Florian Zschocke [EMAIL PROTECTED] wrote: Childe Roland wrote: He really needs GMail. Who's with me? I'm not. I'm with him. Totally. Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Attaching a weapon to an entity's model
The only way I can think of doing it is using submodels (look at HL's Barney). On Fri, 22 Oct 2004 21:11:01 -0400, Josh [EMAIL PROTECTED] wrote: OK basically I can spawn a model and can get it to follow me or whatever. Only bad part is that I'm trying to give the model a weapon and I'm not sure how to do it. Setting the weaponmodel string does nothing. Anyone have any ideas? Thanks, Josh (Pimp Daddy) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] What MSVC version do you use/have?
VC .NET 2002 :D On Thu, 21 Oct 2004 21:19:37 +1300, Henry Malthus [EMAIL PROTECTED] wrote: I only have VC++ Express 2005 installed at the moment, but I can get 2k3 from uni early next year. On Wed, 20 Oct 2004 19:34:26 -0700, Alfred Reynolds [EMAIL PROTECTED] wrote: I just want to do a quick straw poll of how many people on this list DON'T have access to MSVC.NET or above for their MOD development (we hope to only release MSVC.NET project files with the SDK)? - Alfred ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Henry Malthus ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Relating hud messages and different screen resolutions
Making calculations using ScreenWidth (a define in cl_util.h) will keep them in the same place ie if you want something in the middle, x = ScreenWidth / 2, y = ScreenWidth / 2. Or if you want something a certain distance from the right hand side of the screen, x = ScreenWidth - 30 etc. On Sun, 17 Oct 2004 19:54:37 -0400, Josh [EMAIL PROTECTED] wrote: I've noticed that messages seem to be placed in different places on your screen if you're at a specific resolution, they are generally in the same place yes, but not exactly. Is there some formula that can calculate a way for this to be the same that some1 has done or knows of? Thanks, Josh ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: Determing when a player is walking
If your doing this for CS I assume it's as some sort of plugin.. If you have access to pev-button on the player check for IN_RUN. This will mean they are walking. There are some examples of pev-buttons use in the code. (The command bound to IN_RUN is +-speed) On Sun, 17 Oct 2004 12:25:21 -0400, Josh [EMAIL PROTECTED] wrote: I tried checking EV_INT_sequence but this didn't help at all, the animation was the same for walking as running. But when you watch some1 they are different, this confuses me, am I looking in the wrong place? Thanks, Josh ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Determing when a player is walking
Make sure you check in_strafe too... On Sat, 16 Oct 2004 20:16:07 -0500, Dustin [EMAIL PROTECTED] wrote: IN_FORWARD IN_BACK IN_MOVERIGHT IN_MOVELEFT try them? - Original Message - From: Josh [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, October 16, 2004 8:00 PM Subject: [hlcoders] Determing when a player is walking I attempted to check whether or not the player was using IN_RUN or not but it appears that this button is not even used. Is this correct? (I tried this in CS) I also googled it and read that IN_RUN and IN_ALT1 tend to not be used at all. If this is true, does anyone have any ideas as to how I can determine if a player is walking besides checking their velocity? Josh (Pimp Daddy) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] sdk for css?
ROFL.. It's all class here people. CS Update Released July 24, 2084, 3:33 pm =B7 valve An update for Counter-Strike has just been released. Steam will update itself automatically when you restart. Here is the change: COUNTER-STRIKE * New headshot icon comments (8932) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] SDK 2.3 builds on Linux
This sounds like a good idea to me and quite long overdue. The number of problems mine and other's mods have had compiling Linux builds is rediculous. I'd also like to get my grubby mits on the new spectator and VGUI code! ^_^ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders