Re: Re: [hlcoders] creating a source bot plugin

2019-05-05 Thread Tom Schumann
I want to do it from first principles.

So it was a pointer problem and that's sorted.

Now that's working but after calling a method using that process, I get an
access violation as soon as I try and call a method on the m_BotInterface
attribute (set by calling botmanager->GetBotController( botEdict ) when the
bot is created). Any ideas? I guess going through the vtable is messing
something up?

On Sun, 5 May 2019 at 18:35,  wrote:

> Why don’t you just use the remade headers in AlliedCoders/hl2sdk on GitHub
> for the game of your choice, then you don’t need all this manual
> vtable/offset rubbish?
>
>
>
> Would be a lot easier if that’s possible.
>
>    - Josh 
>
>
>
> *From: *Tom Schumann 
> *Sent: *05 May 2019 07:48
> *To: *hlcoders 
> *Subject: *Re: [hlcoders] creating a source bot plugin
>
>
>
> Excuse the late reply - this is what I'm doing:
>
>   // get this
>
>   void **ppThis = *(void ***)&(this->pObject);
>
>   // get the vtable as an array of void *
>
>   void **ppVTable = *(void ***)(this->pObject);
>
>   // the method we want is in the vtable
>
>   void *pMethod = ppVTable[this->m_EyePositionOffset];
>
>
>
> this->pObject is the CBaseEntity * - I'm thinking maybe I should do
> *this->pObject because maybe I'm just getting the address of the attribute?
>
>
>
> On Mon, 3 Sep 2018 at 20:01, Asher Baker  wrote:
>
> On Mon, Sep 3, 2018 at 7:09 AM Joël Troch  wrote:
>
> Maybe the offsets are invalid/obsolete, you could try 2 things:
>
> - The second would be to fork the GitHub project you mentioned and apply a
> few changes so that it loads the engine and server binaries from the repo
> instead of AlliedModders's servers. This is what I've done for Zombie
> Panic! Source 3.0 to support SourceMod. Check my fork if needed.
>
>
>
> There is no need to do that, as the instructions say at the top you can
> just drag-and-drop any binary to the page, the buttons are just for
> convenience (they're from SourceMod's automatic gamedata checker, so always
> current within a few minutes of an update).
>
>
>
> Regards,
>
> Asher
>
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Re: [hlcoders] creating a source bot plugin

2019-05-05 Thread Tom Schumann
Excuse the late reply - this is what I'm doing:
// get this
void **ppThis = *(void ***)&(this->pObject);
// get the vtable as an array of void *
void **ppVTable = *(void ***)(this->pObject);
// the method we want is in the vtable
void *pMethod = ppVTable[this->m_EyePositionOffset];

this->pObject is the CBaseEntity * - I'm thinking maybe I should do
*this->pObject because maybe I'm just getting the address of the attribute?

On Mon, 3 Sep 2018 at 20:01, Asher Baker  wrote:

> On Mon, Sep 3, 2018 at 7:09 AM Joël Troch  wrote:
>
>> Maybe the offsets are invalid/obsolete, you could try 2 things:
>> - The second would be to fork the GitHub project you mentioned and apply
>> a few changes so that it loads the engine and server binaries from the repo
>> instead of AlliedModders's servers. This is what I've done for Zombie
>> Panic! Source 3.0 to support SourceMod. Check my fork if needed.
>>
>
> There is no need to do that, as the instructions say at the top you can
> just drag-and-drop any binary to the page, the buttons are just for
> convenience (they're from SourceMod's automatic gamedata checker, so always
> current within a few minutes of an update).
>
> Regards,
> Asher
>
> ___
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> please visit:
> https://list.valvesoftware.com/
>
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[hlcoders] creating a source bot plugin

2018-08-31 Thread Tom Schumann
I've created a plugin and it's loading fine in Half-Life 2 Deathmatch - now
I'm looking to use methods on a CBaseEntity from a bot edict_t *
I've used https://wiki.alliedmods.net/Virtual_Offsets_(Source_Mods) as a
guide but in my equivalent of void *func = vtable[m_Off_GetDataDescMap]; I
get an access violation. I can see in the debugger that the vtable variable
is an address in server.dll and I used https://asherkin.github.io/vtable/ to
get the offset into the vtable.
I'm running the game with the following command line parameters: -window
-dev -insecure -allowdebug

Am I doing something wrong? I used roughly the same code in Zeno Clash and
it worked fine (though not using bots).
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Re: [hlcoders] compiling source sdk 2013

2018-05-08 Thread Tom Schumann
Thanks - I'll look into that.

On 7 May 2018 at 20:14, Tobias Kammersgaard <tobias.kammersga...@gmail.com>
wrote:

> LC_ID is no longer a thing. You will run into problems because you can't
> link with the libraries in the Source SDK. They're not compatible with
> VS2017.
>
> However if you want to avoid installing multiple versions of VS you can add
> the 2015 toolset to VS2017.
> https://i.imgur.com/C8hpzJW.png
>
> This should make it possible as far as I remember.
>
> - scart
>
>
> On 7 May 2018 at 11:27, Tom Schumann <schumann@gmail.com> wrote:
>
> > I'm specifically trying to avoid running multiple versions of Visual
> Studio
> > for the sake of one project.
> >
> > On 7 May 2018 at 15:47, Francisco Javier Bizcocho Antúnez <
> > volkovda...@gmail.com> wrote:
> >
> > > You are not gaining anything by using VS2017, all the relevant engine
> > > functionality is already compiled. You're only getting the burden of
> > making
> > > it work with a compiler with a different C++ runtime. Just install
> VS2013
> > > compiler and all the issues will go away.
> > > On Mon, 7 May 2018 at 06:41, Tom Schumann <schumann@gmail.com>
> > wrote:
> > >
> > > > Well that got me a bit further - looks like  _CRTNOALIAS  was defined
> > as
> > > > nothing (based on
> > > > https://doxygen.reactos.org/d7/d45/crtdefs_8h_source.html
> > > > ).
> > > > Also, pthreadmbcinfo is now struct __crt_multibyte_data*,
> > pthreadlocinfo
> > > is
> > > > now struct __crt_locale_data*, _locale_tstruct is now _locale_t
> > > > and _crtDbgFlag and _crtBreakAlloc have both gone from being global
> > flags
> > > > to macros defining function pointer types.
> > > >
> > > > On 7 May 2018 at 14:51, Tom Schumann <schumann@gmail.com> wrote:
> > > >
> > > > > Possibly but I've compiled Source plugins without issue (I just
> > didn't
> > > > use
> > > > > the custom memory management for them).
> > > > > Anyway, looks like _CRTNOALIAS was probably defined in a previous
> > > version
> > > > > of Visual Studio but not longer is. It looks like it should be
> > #define
> > > > > _CRTNOALIAS __declspec(noalias)
> > > > >
> > > > > On 7 May 2018 at 08:56, Francisco Javier Bizcocho Antúnez <
> > > > > volkovda...@gmail.com> wrote:
> > > > >
> > > > >> Usually mixing projects that are compiled with different versions
> of
> > > VS
> > > > >> brings nothing but problems. Even if you manage to compile and
> link
> > > you
> > > > >> can
> > > > >> always have runtime issues. The C++ runtimes are dufferent. So
> rule
> > of
> > > > the
> > > > >> thumb: use the same compiler to avoid this kind of issues.
> > > > >>
> > > > >> On Sun, 6 May 2018 at 23:21, Tom Schumann <schumann@gmail.com
> >
> > > > wrote:
> > > > >>
> > > > >> > Yeah I saw that but it looked their problem was not using Visual
> > > > Studio.
> > > > >> >
> > > > >> > On 7 May 2018 at 08:12, Frederique <auspici...@inventati.org>
> > > wrote:
> > > > >> >
> > > > >> > > Somebody with the same issue:
> > > > >> > > http://www.interlopers.net/forum/viewtopic.php?f=2=16578
> > > > >> > >
> > > > >> > > Try asking on there if you do not end up with a solution on
> this
> > > > >> mailing
> > > > >> > > list.
> > > > >> > >
> > > > >> > >
> > > > >> > > On 06/05/2018 23:46, Tom Schumann wrote:
> > > > >> > >
> > > > >> > >> I'm trying to compile https://github.com/ValveSoftwa
> > > > >> re/source-sdk-2013
> > > > >> > in
> > > > >> > >> Visual Studio 2017 which I know isn't supported, but I've
> > > > generated a
> > > > >> > .sln
> > > > >> > >> using the fix at
> > > > >> > https://developer.valvesoftware.com/wiki/Source_SDK_2013
> > > > >> > >> ,
> > > > >> > >> but I get compile errors which 

Re: [hlcoders] compiling source sdk 2013

2018-05-07 Thread Tom Schumann
I'm specifically trying to avoid running multiple versions of Visual Studio
for the sake of one project.

On 7 May 2018 at 15:47, Francisco Javier Bizcocho Antúnez <
volkovda...@gmail.com> wrote:

> You are not gaining anything by using VS2017, all the relevant engine
> functionality is already compiled. You're only getting the burden of making
> it work with a compiler with a different C++ runtime. Just install VS2013
> compiler and all the issues will go away.
> On Mon, 7 May 2018 at 06:41, Tom Schumann <schumann@gmail.com> wrote:
>
> > Well that got me a bit further - looks like  _CRTNOALIAS  was defined as
> > nothing (based on
> > https://doxygen.reactos.org/d7/d45/crtdefs_8h_source.html
> > ).
> > Also, pthreadmbcinfo is now struct __crt_multibyte_data*, pthreadlocinfo
> is
> > now struct __crt_locale_data*, _locale_tstruct is now _locale_t
> > and _crtDbgFlag and _crtBreakAlloc have both gone from being global flags
> > to macros defining function pointer types.
> >
> > On 7 May 2018 at 14:51, Tom Schumann <schumann@gmail.com> wrote:
> >
> > > Possibly but I've compiled Source plugins without issue (I just didn't
> > use
> > > the custom memory management for them).
> > > Anyway, looks like _CRTNOALIAS was probably defined in a previous
> version
> > > of Visual Studio but not longer is. It looks like it should be #define
> > > _CRTNOALIAS __declspec(noalias)
> > >
> > > On 7 May 2018 at 08:56, Francisco Javier Bizcocho Antúnez <
> > > volkovda...@gmail.com> wrote:
> > >
> > >> Usually mixing projects that are compiled with different versions of
> VS
> > >> brings nothing but problems. Even if you manage to compile and link
> you
> > >> can
> > >> always have runtime issues. The C++ runtimes are dufferent. So rule of
> > the
> > >> thumb: use the same compiler to avoid this kind of issues.
> > >>
> > >> On Sun, 6 May 2018 at 23:21, Tom Schumann <schumann@gmail.com>
> > wrote:
> > >>
> > >> > Yeah I saw that but it looked their problem was not using Visual
> > Studio.
> > >> >
> > >> > On 7 May 2018 at 08:12, Frederique <auspici...@inventati.org>
> wrote:
> > >> >
> > >> > > Somebody with the same issue:
> > >> > > http://www.interlopers.net/forum/viewtopic.php?f=2=16578
> > >> > >
> > >> > > Try asking on there if you do not end up with a solution on this
> > >> mailing
> > >> > > list.
> > >> > >
> > >> > >
> > >> > > On 06/05/2018 23:46, Tom Schumann wrote:
> > >> > >
> > >> > >> I'm trying to compile https://github.com/ValveSoftwa
> > >> re/source-sdk-2013
> > >> > in
> > >> > >> Visual Studio 2017 which I know isn't supported, but I've
> > generated a
> > >> > .sln
> > >> > >> using the fix at
> > >> > https://developer.valvesoftware.com/wiki/Source_SDK_2013
> > >> > >> ,
> > >> > >> but I get compile errors which I can't figure.
> > >> > >> Most of the problems seem to be in memoverride.cpp - I get a few
> > >> errors
> > >> > on
> > >> > >> line 122 of
> > >> > >> https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dce
> > >> > >> ea4310fde5706b3ce1c70609d72a38efdf/mp/src/public/tier0/memov
> > >> erride.cpp
> > >> > >> - this declaration has no storage class or type specifier, syntax
> > >> error:
> > >> > >> 'void' should be preceded by ';' and missing type specifier - int
> > >> > assumed.
> > >> > >> Note: C++ does not support default-int
> > >> > >> By eye it all seems okay but it's like the compiler thinks
> there's
> > a
> > >> > >> missing or stray semicolon somewhere.
> > >> > >> Anyone had any luck with this? It seems like memoverride.cpp has
> > been
> > >> > the
> > >> > >> source of a few issues over the years but none of the older
> > solutions
> > >> > I've
> > >> > >> looked at have helped.
> > >> > >> ___
> > >> > >> To unsubscribe, edit your list prefer

Re: [hlcoders] compiling source sdk 2013

2018-05-06 Thread Tom Schumann
Well that got me a bit further - looks like  _CRTNOALIAS  was defined as
nothing (based on https://doxygen.reactos.org/d7/d45/crtdefs_8h_source.html
).
Also, pthreadmbcinfo is now struct __crt_multibyte_data*, pthreadlocinfo is
now struct __crt_locale_data*, _locale_tstruct is now _locale_t
and _crtDbgFlag and _crtBreakAlloc have both gone from being global flags
to macros defining function pointer types.

On 7 May 2018 at 14:51, Tom Schumann <schumann@gmail.com> wrote:

> Possibly but I've compiled Source plugins without issue (I just didn't use
> the custom memory management for them).
> Anyway, looks like _CRTNOALIAS was probably defined in a previous version
> of Visual Studio but not longer is. It looks like it should be #define
> _CRTNOALIAS __declspec(noalias)
>
> On 7 May 2018 at 08:56, Francisco Javier Bizcocho Antúnez <
> volkovda...@gmail.com> wrote:
>
>> Usually mixing projects that are compiled with different versions of VS
>> brings nothing but problems. Even if you manage to compile and link you
>> can
>> always have runtime issues. The C++ runtimes are dufferent. So rule of the
>> thumb: use the same compiler to avoid this kind of issues.
>>
>> On Sun, 6 May 2018 at 23:21, Tom Schumann <schumann@gmail.com> wrote:
>>
>> > Yeah I saw that but it looked their problem was not using Visual Studio.
>> >
>> > On 7 May 2018 at 08:12, Frederique <auspici...@inventati.org> wrote:
>> >
>> > > Somebody with the same issue:
>> > > http://www.interlopers.net/forum/viewtopic.php?f=2=16578
>> > >
>> > > Try asking on there if you do not end up with a solution on this
>> mailing
>> > > list.
>> > >
>> > >
>> > > On 06/05/2018 23:46, Tom Schumann wrote:
>> > >
>> > >> I'm trying to compile https://github.com/ValveSoftwa
>> re/source-sdk-2013
>> > in
>> > >> Visual Studio 2017 which I know isn't supported, but I've generated a
>> > .sln
>> > >> using the fix at
>> > https://developer.valvesoftware.com/wiki/Source_SDK_2013
>> > >> ,
>> > >> but I get compile errors which I can't figure.
>> > >> Most of the problems seem to be in memoverride.cpp - I get a few
>> errors
>> > on
>> > >> line 122 of
>> > >> https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dce
>> > >> ea4310fde5706b3ce1c70609d72a38efdf/mp/src/public/tier0/memov
>> erride.cpp
>> > >> - this declaration has no storage class or type specifier, syntax
>> error:
>> > >> 'void' should be preceded by ';' and missing type specifier - int
>> > assumed.
>> > >> Note: C++ does not support default-int
>> > >> By eye it all seems okay but it's like the compiler thinks there's a
>> > >> missing or stray semicolon somewhere.
>> > >> Anyone had any luck with this? It seems like memoverride.cpp has been
>> > the
>> > >> source of a few issues over the years but none of the older solutions
>> > I've
>> > >> looked at have helped.
>> > >> ___
>> > >> To unsubscribe, edit your list preferences, or view the list
>> archives,
>> > >> please visit:
>> > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>> > >>
>> > >>
>> > > ___
>> > > To unsubscribe, edit your list preferences, or view the list archives,
>> > > please visit:
>> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>> > >
>> > >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>> >
>> >
>> ___
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>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>
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Re: [hlcoders] compiling source sdk 2013

2018-05-06 Thread Tom Schumann
Possibly but I've compiled Source plugins without issue (I just didn't use
the custom memory management for them).
Anyway, looks like _CRTNOALIAS was probably defined in a previous version
of Visual Studio but not longer is. It looks like it should be #define
_CRTNOALIAS __declspec(noalias)

On 7 May 2018 at 08:56, Francisco Javier Bizcocho Antúnez <
volkovda...@gmail.com> wrote:

> Usually mixing projects that are compiled with different versions of VS
> brings nothing but problems. Even if you manage to compile and link you can
> always have runtime issues. The C++ runtimes are dufferent. So rule of the
> thumb: use the same compiler to avoid this kind of issues.
>
> On Sun, 6 May 2018 at 23:21, Tom Schumann <schumann@gmail.com> wrote:
>
> > Yeah I saw that but it looked their problem was not using Visual Studio.
> >
> > On 7 May 2018 at 08:12, Frederique <auspici...@inventati.org> wrote:
> >
> > > Somebody with the same issue:
> > > http://www.interlopers.net/forum/viewtopic.php?f=2=16578
> > >
> > > Try asking on there if you do not end up with a solution on this
> mailing
> > > list.
> > >
> > >
> > > On 06/05/2018 23:46, Tom Schumann wrote:
> > >
> > >> I'm trying to compile https://github.com/
> ValveSoftware/source-sdk-2013
> > in
> > >> Visual Studio 2017 which I know isn't supported, but I've generated a
> > .sln
> > >> using the fix at
> > https://developer.valvesoftware.com/wiki/Source_SDK_2013
> > >> ,
> > >> but I get compile errors which I can't figure.
> > >> Most of the problems seem to be in memoverride.cpp - I get a few
> errors
> > on
> > >> line 122 of
> > >> https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dce
> > >> ea4310fde5706b3ce1c70609d72a38efdf/mp/src/public/tier0/
> memoverride.cpp
> > >> - this declaration has no storage class or type specifier, syntax
> error:
> > >> 'void' should be preceded by ';' and missing type specifier - int
> > assumed.
> > >> Note: C++ does not support default-int
> > >> By eye it all seems okay but it's like the compiler thinks there's a
> > >> missing or stray semicolon somewhere.
> > >> Anyone had any luck with this? It seems like memoverride.cpp has been
> > the
> > >> source of a few issues over the years but none of the older solutions
> > I've
> > >> looked at have helped.
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > >> please visit:
> > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> > >>
> > >>
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> > >
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >
> >
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[hlcoders] compiling source sdk 2013

2018-05-06 Thread Tom Schumann
I'm trying to compile https://github.com/ValveSoftware/source-sdk-2013 in
Visual Studio 2017 which I know isn't supported, but I've generated a .sln
using the fix at https://developer.valvesoftware.com/wiki/Source_SDK_2013,
but I get compile errors which I can't figure.
Most of the problems seem to be in memoverride.cpp - I get a few errors on
line 122 of
https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/public/tier0/memoverride.cpp
- this declaration has no storage class or type specifier, syntax error:
'void' should be preceded by ';' and missing type specifier - int assumed.
Note: C++ does not support default-int
By eye it all seems okay but it's like the compiler thinks there's a
missing or stray semicolon somewhere.
Anyone had any luck with this? It seems like memoverride.cpp has been the
source of a few issues over the years but none of the older solutions I've
looked at have helped.
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[hlcoders] creating a source bot plugin

2018-05-06 Thread Tom Schumann
I've created a plugin and it's loading fine in Half-Life 2 Deathmatch - now
I'm looking to use methods on a CBaseEntity from a bot edict_t *
I've used https://wiki.alliedmods.net/Virtual_Offsets_(Source_Mods) as a
guide but in my equivalent of void *func = vtable[m_Off_GetDataDescMap]; I
get an access violation. I can see in the debugger that the vtable variable
is an address in server.dll and I used https://asherkin.github.io/vtable/
to get the offset into the vtable.
I'm running the game with the following command line parameters: -window
-dev -insecure -allowdebug

Am I doing something wrong? I used roughly the same code in Zeno Clash and
it worked fine (though not using bots).
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Re: [hlcoders] getting cvar value from source plugin

2017-07-09 Thread Tom Schumann
Thanks - playerinfomanager->GetGlobalVars()->maxClients worked.

On 8 July 2017 at 22:01, Nicholas Hastings <psycho...@alliedmods.net> wrote:

> I find it odd that it returned a non-NULL value. maxplayers is a
> ConCommand, not a ConVar.
>
> The typical way to get the max players is to get the IPlayerInfoManager
> interface, call GetGlobalVars, and then check the maxClients global value.
>
> --
> Nicholas Hastings
> AlliedMods.net <http://www.alliedmods.net>
>
>
>
> > Tom Schumann <mailto:schumann@gmail.com>
> > Friday, July 7, 2017 9:47 PM
> > Thanks - I used g_pCVar->FindVar which returns a ConVar* but its
> m_pParent
> > attribute is NULL so I can't get its value.
> > I tried wrapping it in a ConVarRef and GetInt, GetFloat and GetString all
> > return 0. I can see that maxplayers is 16 though.
> >
> > On 25 June 2017 at 21:06, Nicholas Hastings <psycho...@alliedmods.net>
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >
> > Nicholas Hastings <mailto:psycho...@alliedmods.net>
> > Sunday, June 25, 2017 7:06 AM
> > It's the same as getting them from within a game dll.
> >
> > Call ConnectTier1Libraries or manually look up and set g_pCVar to the
> > ICVar interface pointer (CVAR_INTERFACE_VERSION). After then you can use
> > ConVarRefs or manual lookup, ex. g_pCVar->FindVar("mp_friendlyfire") .
> >
> > Tom Schumann <mailto:schumann@gmail.com>
> > Sunday, June 25, 2017 1:31 AM
> > Is there a way to get a game .dll or engine cvar value from a Source
> > plugin? I've had a bit of a poke around and couldn't see or find anything
> > obvious.
> >
> > Thanks
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >
>
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Re: [hlcoders] getting cvar value from source plugin

2017-07-07 Thread Tom Schumann
Thanks - I used g_pCVar->FindVar which returns a ConVar* but its m_pParent
attribute is NULL so I can't get its value.
I tried wrapping it in a ConVarRef and GetInt, GetFloat and GetString all
return 0. I can see that maxplayers is 16 though.

On 25 June 2017 at 21:06, Nicholas Hastings <psycho...@alliedmods.net>
wrote:

> It's the same as getting them from within a game dll.
>
> Call ConnectTier1Libraries or manually look up and set g_pCVar to the
> ICVar interface pointer (CVAR_INTERFACE_VERSION). After then you can use
> ConVarRefs or manual lookup, ex. g_pCVar->FindVar("mp_friendlyfire") .
>
> --
> Nicholas Hastings
> AlliedMods.net <http://www.alliedmods.net>
>
>
>
> > Tom Schumann <mailto:schumann@gmail.com>
> > Sunday, June 25, 2017 1:31 AM
> > Is there a way to get a game .dll or engine cvar value from a Source
> > plugin? I've had a bit of a poke around and couldn't see or find anything
> > obvious.
> >
> > Thanks
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >
>
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[hlcoders] getting cvar value from source plugin

2017-06-24 Thread Tom Schumann
Is there a way to get a game .dll or engine cvar value from a Source
plugin? I've had a bit of a poke around and couldn't see or find anything
obvious.

Thanks
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Re: [hlcoders] Removing HL2 Requirement?

2017-03-21 Thread Tom Schumann
Is Half-Life 2 strictly a requirement anymore? I haven't done a whole lot
with Source but I thought having the Source SDK Base installed was enough
to run a mod (and I think it gives you all the Half-Life 2 content anyway).

On 21 March 2017 at 04:30, 3Turtles <3turt...@videotron.ca> wrote:

> I asked this question months ago on Steamworks discussion board, but never
> got a reply so i'm hoping someone at Valve sees it here:
>
> Our modification currently requires users to own Half-Life 2 before they
> can download the mod and i'm totally understanding of this since the mod
> uses Half-Life 2 content.  We're currently in the process of developing a
> major update and we were wondering; if we remove all valve created
> Half-Life 2 models, textures and sounds could the Half-Life 2 requirement
> be removed?  I'm assuming yes since another mod (Neotokyo) doesn't have
> Half-Life 2 as a requirement, despite them using some source content
> (textures, models, sounds).
>
> Can someone who works at valve confirm this?
>
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Re: [hlcoders] using ISteamUser::UserHasLicenseForApp

2017-03-05 Thread Tom Schumann
Eventually got this working on Linux too - the trick is to link to
libsteam_api.so in Makefile.hl_cdll
I linked with the one that comes with Half-Life (the one on the Steamworks
website had a slightly different file size but I'm sure it would work too.

Getting it working on a Mac is probably a similar process but I don't have
a Mac to test on.

On 25 February 2017 at 23:55, SM Sith Lord <smsithl...@yahoo.com> wrote:

> I've only been able to get a complete list of owned apps by scraping the
> user's public Steam community profile.  Would be great if the Steamworks
> API has a way to grab it locally.SM Sith Lord
>
>   From: Tom Schumann <schumann@gmail.com>
>  To: Discussion of Half-Life Programming <hlcoders@list.valvesoftware.com>
>  Sent: Friday, February 24, 2017 9:40 PM
>  Subject: Re: [hlcoders] using ISteamUser::UserHasLicenseForApp
>
> ISteamApps->BIsSubscribedApp looks like it will you whether an arbitrary
> app is owned by the current user.
>
> On 25 February 2017 at 15:28, Tom Schumann <schumann@gmail.com> wrote:
>
> > Got it working: https://github.com/tschumann/basis/commit/
> > 3814dc117c7323b48bdbd4f0df9e2ef1faa8579e
> > UserHasLicenseForApp doesn't look like the right thing as it only returns
> > true for the currently running app. ISteamApps might be the right
> > interface...
> >
> > On 18 February 2017 at 22:04, Tom Schumann <schumann@gmail.com>
> wrote:
> >
> >> Ah, right you are: https://github.com/ValveS
> >> oftware/source-sdk-2013/blob/39ed87570bdb2f86969d4be821c94b7
> >> 22dc71179/mp/src/public/steam/isteamuser.h
> >>
> >> Thanks
> >>
> >> On 18 February 2017 at 21:03, Sam Vanheer <duo...@hotmail.com> wrote:
> >>
> >>> Half-Life uses the Steamworks SDK v1.20, which the Github Source SDK
> was
> >>> originally released with. Clone the repo, revert it to its first commit
> >>> and you'll have the right headers and libraries.
> >>>
> >>> Alternatively, download the Steamworks SDK from
> >>> https://partner.steamgames.com. You should be able to log in with any
> >>> Steam account, go to the release archive and download v1.20.
> >>>
> >>>
> >>> Regards,
> >>>
> >>>
> >>> Solokiller
> >>>
> >>>
> >>> Op 18/02/2017 om 3:56 schreef Tom Schumann:
> >>> > Yeah okay. So ISteamUser has a GetSteamID method which I guess should
> >>> work
> >>> > regardless of offline mode or sv_lan
> >>> > I guess it's just a matter of including the header files and linking
> to
> >>> > steam_api.lib
> >>> > Although Half-Life's steam_api.dll exposes SteamUser016 and there are
> >>> only
> >>> > headers for SteamUser004 and SteamUser008 (from the Source SDK on
> >>> Steam)
> >>> > and SteamUser018 (from the Source SDK on GitHub) so I guess it's not
> >>> really
> >>> > doable from Half-Life with the currently available sources.
> >>> >
> >>> > On 14 February 2017 at 21:26, Sam Vanheer <duo...@hotmail.com>
> wrote:
> >>> >
> >>> >> Only interfaces exposed in steam_gameserver.h's
> >>> >> CSteamGameServerAPIContext class can be accessed on the server side.
> >>> >>
> >>> >>
> >>> >> The client side connects to the local Steam client instance, so
> >>> >> whichever account you're logged in as will be used.
> >>> >>
> >>> >>
> >>> >> Regards,
> >>> >>
> >>> >>
> >>> >> Solokiller
> >>> >>
> >>> >>
> >>> >> Op 14/02/2017 om 12:08 schreef Tom Schumann:
> >>> >>> For the record I'm working with GoldSource but am still interested
> >>> in how
> >>> >>> to use this API for working out if a player owns a game.
> >>> >>> How does it work in Source? Is it meant to be called and used from
> >>> >>> client.dll only? Does client.dll always have the player's Steam ID
> >>> >>> regardless of sv_lan or offline mode or whatever?
> >>> >>>
> >>> >>> I had a look at the code in source-sdk-2013 on GitHub but could
> find
> >>> no
> >>> >>> uses of it.
> >>> >>> ___
> >>

Re: [hlcoders] using ISteamUser::UserHasLicenseForApp

2017-02-24 Thread Tom Schumann
ISteamApps->BIsSubscribedApp looks like it will you whether an arbitrary
app is owned by the current user.

On 25 February 2017 at 15:28, Tom Schumann <schumann@gmail.com> wrote:

> Got it working: https://github.com/tschumann/basis/commit/
> 3814dc117c7323b48bdbd4f0df9e2ef1faa8579e
> UserHasLicenseForApp doesn't look like the right thing as it only returns
> true for the currently running app. ISteamApps might be the right
> interface...
>
> On 18 February 2017 at 22:04, Tom Schumann <schumann@gmail.com> wrote:
>
>> Ah, right you are: https://github.com/ValveS
>> oftware/source-sdk-2013/blob/39ed87570bdb2f86969d4be821c94b7
>> 22dc71179/mp/src/public/steam/isteamuser.h
>>
>> Thanks
>>
>> On 18 February 2017 at 21:03, Sam Vanheer <duo...@hotmail.com> wrote:
>>
>>> Half-Life uses the Steamworks SDK v1.20, which the Github Source SDK was
>>> originally released with. Clone the repo, revert it to its first commit
>>> and you'll have the right headers and libraries.
>>>
>>> Alternatively, download the Steamworks SDK from
>>> https://partner.steamgames.com. You should be able to log in with any
>>> Steam account, go to the release archive and download v1.20.
>>>
>>>
>>> Regards,
>>>
>>>
>>> Solokiller
>>>
>>>
>>> Op 18/02/2017 om 3:56 schreef Tom Schumann:
>>> > Yeah okay. So ISteamUser has a GetSteamID method which I guess should
>>> work
>>> > regardless of offline mode or sv_lan
>>> > I guess it's just a matter of including the header files and linking to
>>> > steam_api.lib
>>> > Although Half-Life's steam_api.dll exposes SteamUser016 and there are
>>> only
>>> > headers for SteamUser004 and SteamUser008 (from the Source SDK on
>>> Steam)
>>> > and SteamUser018 (from the Source SDK on GitHub) so I guess it's not
>>> really
>>> > doable from Half-Life with the currently available sources.
>>> >
>>> > On 14 February 2017 at 21:26, Sam Vanheer <duo...@hotmail.com> wrote:
>>> >
>>> >> Only interfaces exposed in steam_gameserver.h's
>>> >> CSteamGameServerAPIContext class can be accessed on the server side.
>>> >>
>>> >>
>>> >> The client side connects to the local Steam client instance, so
>>> >> whichever account you're logged in as will be used.
>>> >>
>>> >>
>>> >> Regards,
>>> >>
>>> >>
>>> >> Solokiller
>>> >>
>>> >>
>>> >> Op 14/02/2017 om 12:08 schreef Tom Schumann:
>>> >>> For the record I'm working with GoldSource but am still interested
>>> in how
>>> >>> to use this API for working out if a player owns a game.
>>> >>> How does it work in Source? Is it meant to be called and used from
>>> >>> client.dll only? Does client.dll always have the player's Steam ID
>>> >>> regardless of sv_lan or offline mode or whatever?
>>> >>>
>>> >>> I had a look at the code in source-sdk-2013 on GitHub but could find
>>> no
>>> >>> uses of it.
>>> >>> ___
>>> >>> To unsubscribe, edit your list preferences, or view the list
>>> archives,
>>> >> please visit:
>>> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>> >>>
>>> >> ___
>>> >> To unsubscribe, edit your list preferences, or view the list archives,
>>> >> please visit:
>>> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>> >>
>>> >>
>>> > ___
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>>> please visit:
>>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>> >
>>>
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>>> please visit:
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>>>
>>>
>>
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Re: [hlcoders] using ISteamUser::UserHasLicenseForApp

2017-02-24 Thread Tom Schumann
Got it working:
https://github.com/tschumann/basis/commit/3814dc117c7323b48bdbd4f0df9e2ef1faa8579e
UserHasLicenseForApp doesn't look like the right thing as it only returns
true for the currently running app. ISteamApps might be the right
interface...

On 18 February 2017 at 22:04, Tom Schumann <schumann@gmail.com> wrote:

> Ah, right you are: https://github.com/ValveSoftware/source-sdk-2013/blob/
> 39ed87570bdb2f86969d4be821c94b722dc71179/mp/src/public/steam/isteamuser.h
>
> Thanks
>
> On 18 February 2017 at 21:03, Sam Vanheer <duo...@hotmail.com> wrote:
>
>> Half-Life uses the Steamworks SDK v1.20, which the Github Source SDK was
>> originally released with. Clone the repo, revert it to its first commit
>> and you'll have the right headers and libraries.
>>
>> Alternatively, download the Steamworks SDK from
>> https://partner.steamgames.com. You should be able to log in with any
>> Steam account, go to the release archive and download v1.20.
>>
>>
>> Regards,
>>
>>
>> Solokiller
>>
>>
>> Op 18/02/2017 om 3:56 schreef Tom Schumann:
>> > Yeah okay. So ISteamUser has a GetSteamID method which I guess should
>> work
>> > regardless of offline mode or sv_lan
>> > I guess it's just a matter of including the header files and linking to
>> > steam_api.lib
>> > Although Half-Life's steam_api.dll exposes SteamUser016 and there are
>> only
>> > headers for SteamUser004 and SteamUser008 (from the Source SDK on Steam)
>> > and SteamUser018 (from the Source SDK on GitHub) so I guess it's not
>> really
>> > doable from Half-Life with the currently available sources.
>> >
>> > On 14 February 2017 at 21:26, Sam Vanheer <duo...@hotmail.com> wrote:
>> >
>> >> Only interfaces exposed in steam_gameserver.h's
>> >> CSteamGameServerAPIContext class can be accessed on the server side.
>> >>
>> >>
>> >> The client side connects to the local Steam client instance, so
>> >> whichever account you're logged in as will be used.
>> >>
>> >>
>> >> Regards,
>> >>
>> >>
>> >> Solokiller
>> >>
>> >>
>> >> Op 14/02/2017 om 12:08 schreef Tom Schumann:
>> >>> For the record I'm working with GoldSource but am still interested in
>> how
>> >>> to use this API for working out if a player owns a game.
>> >>> How does it work in Source? Is it meant to be called and used from
>> >>> client.dll only? Does client.dll always have the player's Steam ID
>> >>> regardless of sv_lan or offline mode or whatever?
>> >>>
>> >>> I had a look at the code in source-sdk-2013 on GitHub but could find
>> no
>> >>> uses of it.
>> >>> ___
>> >>> To unsubscribe, edit your list preferences, or view the list archives,
>> >> please visit:
>> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>> >>>
>> >> ___
>> >> To unsubscribe, edit your list preferences, or view the list archives,
>> >> please visit:
>> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>> >>
>> >>
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>> >
>>
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Re: [hlcoders] using ISteamUser::UserHasLicenseForApp

2017-02-18 Thread Tom Schumann
Ah, right you are:
https://github.com/ValveSoftware/source-sdk-2013/blob/39ed87570bdb2f86969d4be821c94b722dc71179/mp/src/public/steam/isteamuser.h

Thanks

On 18 February 2017 at 21:03, Sam Vanheer <duo...@hotmail.com> wrote:

> Half-Life uses the Steamworks SDK v1.20, which the Github Source SDK was
> originally released with. Clone the repo, revert it to its first commit
> and you'll have the right headers and libraries.
>
> Alternatively, download the Steamworks SDK from
> https://partner.steamgames.com. You should be able to log in with any
> Steam account, go to the release archive and download v1.20.
>
>
> Regards,
>
>
> Solokiller
>
>
> Op 18/02/2017 om 3:56 schreef Tom Schumann:
> > Yeah okay. So ISteamUser has a GetSteamID method which I guess should
> work
> > regardless of offline mode or sv_lan
> > I guess it's just a matter of including the header files and linking to
> > steam_api.lib
> > Although Half-Life's steam_api.dll exposes SteamUser016 and there are
> only
> > headers for SteamUser004 and SteamUser008 (from the Source SDK on Steam)
> > and SteamUser018 (from the Source SDK on GitHub) so I guess it's not
> really
> > doable from Half-Life with the currently available sources.
> >
> > On 14 February 2017 at 21:26, Sam Vanheer <duo...@hotmail.com> wrote:
> >
> >> Only interfaces exposed in steam_gameserver.h's
> >> CSteamGameServerAPIContext class can be accessed on the server side.
> >>
> >>
> >> The client side connects to the local Steam client instance, so
> >> whichever account you're logged in as will be used.
> >>
> >>
> >> Regards,
> >>
> >>
> >> Solokiller
> >>
> >>
> >> Op 14/02/2017 om 12:08 schreef Tom Schumann:
> >>> For the record I'm working with GoldSource but am still interested in
> how
> >>> to use this API for working out if a player owns a game.
> >>> How does it work in Source? Is it meant to be called and used from
> >>> client.dll only? Does client.dll always have the player's Steam ID
> >>> regardless of sv_lan or offline mode or whatever?
> >>>
> >>> I had a look at the code in source-sdk-2013 on GitHub but could find no
> >>> uses of it.
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >>>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >>
> >>
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >
>
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Re: [hlcoders] using ISteamUser::UserHasLicenseForApp

2017-02-18 Thread Tom Schumann
As a sort of follow-up, steam_api_c.dll contains a reference
to SteamUser010. Is steam_api.dll what provides the ISteamUser interface,
or is there another .dll that does?

On 18 February 2017 at 12:56, Tom Schumann <schumann@gmail.com> wrote:

> Yeah okay. So ISteamUser has a GetSteamID method which I guess should work
> regardless of offline mode or sv_lan
> I guess it's just a matter of including the header files and linking to
> steam_api.lib
> Although Half-Life's steam_api.dll exposes SteamUser016 and there are only
> headers for SteamUser004 and SteamUser008 (from the Source SDK on Steam)
> and SteamUser018 (from the Source SDK on GitHub) so I guess it's not really
> doable from Half-Life with the currently available sources.
>
> On 14 February 2017 at 21:26, Sam Vanheer <duo...@hotmail.com> wrote:
>
>> Only interfaces exposed in steam_gameserver.h's
>> CSteamGameServerAPIContext class can be accessed on the server side.
>>
>>
>> The client side connects to the local Steam client instance, so
>> whichever account you're logged in as will be used.
>>
>>
>> Regards,
>>
>>
>> Solokiller
>>
>>
>> Op 14/02/2017 om 12:08 schreef Tom Schumann:
>> > For the record I'm working with GoldSource but am still interested in
>> how
>> > to use this API for working out if a player owns a game.
>> > How does it work in Source? Is it meant to be called and used from
>> > client.dll only? Does client.dll always have the player's Steam ID
>> > regardless of sv_lan or offline mode or whatever?
>> >
>> > I had a look at the code in source-sdk-2013 on GitHub but could find no
>> > uses of it.
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>> >
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>
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Re: [hlcoders] using ISteamUser::UserHasLicenseForApp

2017-02-17 Thread Tom Schumann
Yeah okay. So ISteamUser has a GetSteamID method which I guess should work
regardless of offline mode or sv_lan
I guess it's just a matter of including the header files and linking to
steam_api.lib
Although Half-Life's steam_api.dll exposes SteamUser016 and there are only
headers for SteamUser004 and SteamUser008 (from the Source SDK on Steam)
and SteamUser018 (from the Source SDK on GitHub) so I guess it's not really
doable from Half-Life with the currently available sources.

On 14 February 2017 at 21:26, Sam Vanheer <duo...@hotmail.com> wrote:

> Only interfaces exposed in steam_gameserver.h's
> CSteamGameServerAPIContext class can be accessed on the server side.
>
>
> The client side connects to the local Steam client instance, so
> whichever account you're logged in as will be used.
>
>
> Regards,
>
>
> Solokiller
>
>
> Op 14/02/2017 om 12:08 schreef Tom Schumann:
> > For the record I'm working with GoldSource but am still interested in how
> > to use this API for working out if a player owns a game.
> > How does it work in Source? Is it meant to be called and used from
> > client.dll only? Does client.dll always have the player's Steam ID
> > regardless of sv_lan or offline mode or whatever?
> >
> > I had a look at the code in source-sdk-2013 on GitHub but could find no
> > uses of it.
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >
>
> ___
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> please visit:
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[hlcoders] using ISteamUser::UserHasLicenseForApp

2017-02-14 Thread Tom Schumann
For the record I'm working with GoldSource but am still interested in how
to use this API for working out if a player owns a game.
How does it work in Source? Is it meant to be called and used from
client.dll only? Does client.dll always have the player's Steam ID
regardless of sv_lan or offline mode or whatever?

I had a look at the code in source-sdk-2013 on GitHub but could find no
uses of it.
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Re: [hlcoders] triggering an entity from a plugin

2016-10-07 Thread Tom Schumann
Yeah okay, I was thinking that looping through each entity might end up
being the way to go. I guess class name isn't exposed though edict_t, and
it might be hard to find the entity id but I'm sure it's there somewhere.

On 8 October 2016 at 07:36, Sam Vanheer <duo...@hotmail.com> wrote:

> That interface appears to be new with the 2013 version of the SDK.
>
> You could try using the engine global's PEntityOfEntIndex to get each
> entity and then manually convert to CBaseEntity using
> edict_t::GetUnknown, and then calling GetBaseEntity.
>
> You'll have to manually check the classname, which again is mod specific
> based on class layout, but it's not impossible.
>
>
> Op 7/10/2016 om 23:23 schreef Tom Schumann:
> > Hm, looks like this isn't exposed through the Orange Box code - it looks
> > like the FindEntityByX functions that I can find operate on some sort of
> > global entity list rather than through some exposed interface - is that
> > right?
> >
> > On 8 October 2016 at 06:41, Tom Schumann <schumann@gmail.com> wrote:
> >
> >> Ah thanks - very helpful. Just need to find where this is in the Orange
> >> Box code now...
> >>
> >> On 8 October 2016 at 02:31, Sam Vanheer <duo...@hotmail.com> wrote:
> >>
> >>> Server plugins get an interface that lets them enumerate entities, take
> >>> a look at the entityinfomanager global. It's in the server plugin
> >>> sample, located in src\utils\serverplugin_sample.
> >>>
> >>> FindEntityByClassname is the function you'll probably want to use.
> >>>
> >>>
> >>> Op 7/10/2016 om 13:29 schreef Tom Schumann:
> >>>> Okay I've had a quite look and I think I've figured out how it all
> >>> works -
> >>>> my next question is how do I find an entity with a given classname or
> >>> id or
> >>>> whatever? I've had a bit of a look through the server code but can't
> >>> quite
> >>>> figure it and I've looked where I thought it might be based on my
> >>> knowledge
> >>>> of GoldSource but still haven't found an equivalent
> >>>> to pfnFindEntityByString.
> >>>>
> >>>> On 7 October 2016 at 18:52, Tom Schumann <schumann@gmail.com>
> >>> wrote:
> >>>>> Many thanks - I'll look into the AcceptInput method (there are no
> Linux
> >>>>> binaries for what I'm working on but hopefully I can find it in the
> >>> vtable).
> >>>>> On 6 October 2016 at 23:41, Sam Vanheer <duo...@hotmail.com> wrote:
> >>>>>
> >>>>>> I looked around a bit and found nothing that can be used to trigger
> >>>>>> entities from plugins. The code for I/O is in the game libraries,
> but
> >>> no
> >>>>>> interfaces appear to be exported for use in server plugins.
> >>>>>>
> >>>>>> If you're making a plugin for a specific mod and the authors are
> >>>>>> willing, you can ask for new interfaces to be added to allow for it.
> >>>>>> They'll need to allow access to g_EventQueue to enable triggering.
> >>>>>>
> >>>>>>
> >>>>>> The only possible alternative i see is calling
> >>> CBaseEntity::AcceptInput.
> >>>>>> This is a virtual function, so it's callable.
> >>>>>>
> >>>>>> You can get the CBaseEntity pointer through some of the interfaces,
> >>> but
> >>>>>> there is no guarantee that every mod has that function in the same
> >>> place
> >>>>>> in the class's vtable.
> >>>>>>
> >>>>>> If you're willing to experiment and make mod-specific configs then
> >>> this
> >>>>>> may be your only other option. I suggest looking into SourceMod to
> >>> find
> >>>>>> out how to call this function, since they've probably got the code
> for
> >>>>>> it already.
> >>>>>>
> >>>>>>
> >>>>>> Op 3/10/2016 om 3:25 schreef Tom Schumann:
> >>>>>>> Is it possible to trigger an entity from plugin code? If there is,
> >>> how
> >>>>>> is
> >>>>>>> it done? I'd look up how some Half-Life 2 game entity does it but
> I'm
> >>>>>> not
> >>>>>>> overly fami

Re: [hlcoders] triggering an entity from a plugin

2016-10-07 Thread Tom Schumann
Hm, looks like this isn't exposed through the Orange Box code - it looks
like the FindEntityByX functions that I can find operate on some sort of
global entity list rather than through some exposed interface - is that
right?

On 8 October 2016 at 06:41, Tom Schumann <schumann@gmail.com> wrote:

> Ah thanks - very helpful. Just need to find where this is in the Orange
> Box code now...
>
> On 8 October 2016 at 02:31, Sam Vanheer <duo...@hotmail.com> wrote:
>
>> Server plugins get an interface that lets them enumerate entities, take
>> a look at the entityinfomanager global. It's in the server plugin
>> sample, located in src\utils\serverplugin_sample.
>>
>> FindEntityByClassname is the function you'll probably want to use.
>>
>>
>> Op 7/10/2016 om 13:29 schreef Tom Schumann:
>> > Okay I've had a quite look and I think I've figured out how it all
>> works -
>> > my next question is how do I find an entity with a given classname or
>> id or
>> > whatever? I've had a bit of a look through the server code but can't
>> quite
>> > figure it and I've looked where I thought it might be based on my
>> knowledge
>> > of GoldSource but still haven't found an equivalent
>> > to pfnFindEntityByString.
>> >
>> > On 7 October 2016 at 18:52, Tom Schumann <schumann@gmail.com>
>> wrote:
>> >
>> >> Many thanks - I'll look into the AcceptInput method (there are no Linux
>> >> binaries for what I'm working on but hopefully I can find it in the
>> vtable).
>> >>
>> >> On 6 October 2016 at 23:41, Sam Vanheer <duo...@hotmail.com> wrote:
>> >>
>> >>> I looked around a bit and found nothing that can be used to trigger
>> >>> entities from plugins. The code for I/O is in the game libraries, but
>> no
>> >>> interfaces appear to be exported for use in server plugins.
>> >>>
>> >>> If you're making a plugin for a specific mod and the authors are
>> >>> willing, you can ask for new interfaces to be added to allow for it.
>> >>> They'll need to allow access to g_EventQueue to enable triggering.
>> >>>
>> >>>
>> >>> The only possible alternative i see is calling
>> CBaseEntity::AcceptInput.
>> >>> This is a virtual function, so it's callable.
>> >>>
>> >>> You can get the CBaseEntity pointer through some of the interfaces,
>> but
>> >>> there is no guarantee that every mod has that function in the same
>> place
>> >>> in the class's vtable.
>> >>>
>> >>> If you're willing to experiment and make mod-specific configs then
>> this
>> >>> may be your only other option. I suggest looking into SourceMod to
>> find
>> >>> out how to call this function, since they've probably got the code for
>> >>> it already.
>> >>>
>> >>>
>> >>> Op 3/10/2016 om 3:25 schreef Tom Schumann:
>> >>>> Is it possible to trigger an entity from plugin code? If there is,
>> how
>> >>> is
>> >>>> it done? I'd look up how some Half-Life 2 game entity does it but I'm
>> >>> not
>> >>>> overly familiar with Half-Life 2's entity set to know which entity to
>> >>> look
>> >>>> at.
>> >>>> ___
>> >>>> To unsubscribe, edit your list preferences, or view the list
>> archives,
>> >>> please visit:
>> >>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>> >>>>
>> >>>
>> >>> ___
>> >>> To unsubscribe, edit your list preferences, or view the list archives,
>> >>> please visit:
>> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>> >>>
>> >>>
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>> >
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>
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Re: [hlcoders] triggering an entity from a plugin

2016-10-07 Thread Tom Schumann
Ah thanks - very helpful. Just need to find where this is in the Orange Box
code now...

On 8 October 2016 at 02:31, Sam Vanheer <duo...@hotmail.com> wrote:

> Server plugins get an interface that lets them enumerate entities, take
> a look at the entityinfomanager global. It's in the server plugin
> sample, located in src\utils\serverplugin_sample.
>
> FindEntityByClassname is the function you'll probably want to use.
>
>
> Op 7/10/2016 om 13:29 schreef Tom Schumann:
> > Okay I've had a quite look and I think I've figured out how it all works
> -
> > my next question is how do I find an entity with a given classname or id
> or
> > whatever? I've had a bit of a look through the server code but can't
> quite
> > figure it and I've looked where I thought it might be based on my
> knowledge
> > of GoldSource but still haven't found an equivalent
> > to pfnFindEntityByString.
> >
> > On 7 October 2016 at 18:52, Tom Schumann <schumann@gmail.com> wrote:
> >
> >> Many thanks - I'll look into the AcceptInput method (there are no Linux
> >> binaries for what I'm working on but hopefully I can find it in the
> vtable).
> >>
> >> On 6 October 2016 at 23:41, Sam Vanheer <duo...@hotmail.com> wrote:
> >>
> >>> I looked around a bit and found nothing that can be used to trigger
> >>> entities from plugins. The code for I/O is in the game libraries, but
> no
> >>> interfaces appear to be exported for use in server plugins.
> >>>
> >>> If you're making a plugin for a specific mod and the authors are
> >>> willing, you can ask for new interfaces to be added to allow for it.
> >>> They'll need to allow access to g_EventQueue to enable triggering.
> >>>
> >>>
> >>> The only possible alternative i see is calling
> CBaseEntity::AcceptInput.
> >>> This is a virtual function, so it's callable.
> >>>
> >>> You can get the CBaseEntity pointer through some of the interfaces, but
> >>> there is no guarantee that every mod has that function in the same
> place
> >>> in the class's vtable.
> >>>
> >>> If you're willing to experiment and make mod-specific configs then this
> >>> may be your only other option. I suggest looking into SourceMod to find
> >>> out how to call this function, since they've probably got the code for
> >>> it already.
> >>>
> >>>
> >>> Op 3/10/2016 om 3:25 schreef Tom Schumann:
> >>>> Is it possible to trigger an entity from plugin code? If there is, how
> >>> is
> >>>> it done? I'd look up how some Half-Life 2 game entity does it but I'm
> >>> not
> >>>> overly familiar with Half-Life 2's entity set to know which entity to
> >>> look
> >>>> at.
> >>>> ___
> >>>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >>>>
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >>>
> >>>
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >
>
>
> ___
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> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
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Re: [hlcoders] triggering an entity from a plugin

2016-10-07 Thread Tom Schumann
Okay I've had a quite look and I think I've figured out how it all works -
my next question is how do I find an entity with a given classname or id or
whatever? I've had a bit of a look through the server code but can't quite
figure it and I've looked where I thought it might be based on my knowledge
of GoldSource but still haven't found an equivalent
to pfnFindEntityByString.

On 7 October 2016 at 18:52, Tom Schumann <schumann@gmail.com> wrote:

> Many thanks - I'll look into the AcceptInput method (there are no Linux
> binaries for what I'm working on but hopefully I can find it in the vtable).
>
> On 6 October 2016 at 23:41, Sam Vanheer <duo...@hotmail.com> wrote:
>
>> I looked around a bit and found nothing that can be used to trigger
>> entities from plugins. The code for I/O is in the game libraries, but no
>> interfaces appear to be exported for use in server plugins.
>>
>> If you're making a plugin for a specific mod and the authors are
>> willing, you can ask for new interfaces to be added to allow for it.
>> They'll need to allow access to g_EventQueue to enable triggering.
>>
>>
>> The only possible alternative i see is calling CBaseEntity::AcceptInput.
>> This is a virtual function, so it's callable.
>>
>> You can get the CBaseEntity pointer through some of the interfaces, but
>> there is no guarantee that every mod has that function in the same place
>> in the class's vtable.
>>
>> If you're willing to experiment and make mod-specific configs then this
>> may be your only other option. I suggest looking into SourceMod to find
>> out how to call this function, since they've probably got the code for
>> it already.
>>
>>
>> Op 3/10/2016 om 3:25 schreef Tom Schumann:
>> > Is it possible to trigger an entity from plugin code? If there is, how
>> is
>> > it done? I'd look up how some Half-Life 2 game entity does it but I'm
>> not
>> > overly familiar with Half-Life 2's entity set to know which entity to
>> look
>> > at.
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>> >
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>
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Re: [hlcoders] triggering an entity from a plugin

2016-10-07 Thread Tom Schumann
Many thanks - I'll look into the AcceptInput method (there are no Linux
binaries for what I'm working on but hopefully I can find it in the vtable).

On 6 October 2016 at 23:41, Sam Vanheer <duo...@hotmail.com> wrote:

> I looked around a bit and found nothing that can be used to trigger
> entities from plugins. The code for I/O is in the game libraries, but no
> interfaces appear to be exported for use in server plugins.
>
> If you're making a plugin for a specific mod and the authors are
> willing, you can ask for new interfaces to be added to allow for it.
> They'll need to allow access to g_EventQueue to enable triggering.
>
>
> The only possible alternative i see is calling CBaseEntity::AcceptInput.
> This is a virtual function, so it's callable.
>
> You can get the CBaseEntity pointer through some of the interfaces, but
> there is no guarantee that every mod has that function in the same place
> in the class's vtable.
>
> If you're willing to experiment and make mod-specific configs then this
> may be your only other option. I suggest looking into SourceMod to find
> out how to call this function, since they've probably got the code for
> it already.
>
>
> Op 3/10/2016 om 3:25 schreef Tom Schumann:
> > Is it possible to trigger an entity from plugin code? If there is, how is
> > it done? I'd look up how some Half-Life 2 game entity does it but I'm not
> > overly familiar with Half-Life 2's entity set to know which entity to
> look
> > at.
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >
>
>
> ___
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> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
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[hlcoders] triggering an entity from a plugin

2016-10-02 Thread Tom Schumann
Is it possible to trigger an entity from plugin code? If there is, how is
it done? I'd look up how some Half-Life 2 game entity does it but I'm not
overly familiar with Half-Life 2's entity set to know which entity to look
at.
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Re: [hlcoders] storing information about players in a plugin

2016-09-13 Thread Tom Schumann
Something like that yeah - thanks, I'll see how I go with that.

On 13 September 2016 at 04:15, Björn Stabel <stabel...@gmx.de> wrote:

> global id? you mean user id, right?
>
> That would be CBasePlayer::GetUserId():
> https://github.com/ValveSoftware/source-sdk-2013/blob/master/sp/src/game/
> server/player.h#L374
>
> The others are somewhere nearby, too
>
>
> Am 08.09.2016 um 10:50 schrieb Tom Schumann:
> > It doesn't need to survive map changes or server restarts, just for the
> > duration of the round.
> > I considered the player index but thought that disconnects would be an
> > issue.
> >
> > Where can I get the global ID?
> >
> > On 7 September 2016 at 04:22, Ben Lubar <ben.lu...@gmail.com> wrote:
> >
> >> 1..32 is players because 0 is the static part of the map.
> >>
> >> On Tue, Sep 6, 2016 at 12:14 PM Björn Stabel <stabel...@gmx.de> wrote:
> >>
> >>> Does it need to survive map changes and server restarts?
> >>> If not, why go with the global ID instead of the userid?
> >>>
> >>> If you can only use arrays, you could use the player index (That's
> >>> 0..32, 1..32 or something like that).
> >>> But that thing gets re-used, so you can have a bit of a cleanup problem
> >>> if you don't clean it up on all kinds of (dis)connects.
> >>>
> >>> Am 06.09.2016 um 13:47 schrieb Tom Schumann:
> >>>> What's the best way of storing information against each player from in
> >> a
> >>>> plugin? I'd like to store a ready state for each player but I'm not
> >> sure
> >>>> how to uniquely index each player - Steam ID would probably be ideal
> >> but
> >>> I
> >>>> don't think this would work in LAN or for bots.
> >>>> ___
> >>>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >>>>
> >>>>
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >>>
> >>>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >>
> >>
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >
>
>
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Re: [hlcoders] storing information about players in a plugin

2016-09-08 Thread Tom Schumann
It doesn't need to survive map changes or server restarts, just for the
duration of the round.
I considered the player index but thought that disconnects would be an
issue.

Where can I get the global ID?

On 7 September 2016 at 04:22, Ben Lubar <ben.lu...@gmail.com> wrote:

> 1..32 is players because 0 is the static part of the map.
>
> On Tue, Sep 6, 2016 at 12:14 PM Björn Stabel <stabel...@gmx.de> wrote:
>
> > Does it need to survive map changes and server restarts?
> > If not, why go with the global ID instead of the userid?
> >
> > If you can only use arrays, you could use the player index (That's
> > 0..32, 1..32 or something like that).
> > But that thing gets re-used, so you can have a bit of a cleanup problem
> > if you don't clean it up on all kinds of (dis)connects.
> >
> > Am 06.09.2016 um 13:47 schrieb Tom Schumann:
> > > What's the best way of storing information against each player from in
> a
> > > plugin? I'd like to store a ready state for each player but I'm not
> sure
> > > how to uniquely index each player - Steam ID would probably be ideal
> but
> > I
> > > don't think this would work in LAN or for bots.
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >
> >
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[hlcoders] storing information about players in a plugin

2016-09-06 Thread Tom Schumann
What's the best way of storing information against each player from in a
plugin? I'd like to store a ready state for each player but I'm not sure
how to uniquely index each player - Steam ID would probably be ideal but I
don't think this would work in LAN or for bots.
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Re: [hlcoders] Modding Problems

2015-06-19 Thread Tom Schumann
Off the top of my head I don't know but probably in one of the .txt files
in hl2/resource/

On 19 June 2015 at 06:00, Gavin Isgar gisg...@gmail.com wrote:

 ?


 On Wed, Jun 17, 2015 at 4:09 PM, Gavin Isgar gisg...@gmail.com wrote:

 The commentary text that shows up in the chapter selection menu.

 On Wed, Jun 17, 2015 at 5:37 AM, Tom Schumann schumann@gmail.com
 wrote:

 Which commentary text specifically?

 On 17 June 2015 at 11:21, Gavin Isgar gisg...@gmail.com wrote:

 Guys, i need some help with another problem. So, i've been searching my
 game's files for a bit and, I can't seem to find how to change the HL2
 Commentary Text in the main menu? Do i need to make a new file? Thank you!


 On Sat, May 23, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com wrote:

 Thank you!


 On Sat, May 23, 2015 at 12:55 AM, Tony omega Sergi 
 omegal...@gmail.com wrote:

 https://developer.valvesoftware.com/wiki/View_Models
 https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender

 https://developer.valvesoftware.com/wiki/SDK_Docs

 http://forums.steampowered.com/forums/showthread.php?t=842810

 google is fantastic.

 On Sat, May 23, 2015 at 11:07 AM, Gavin Isgar gisg...@gmail.com
 wrote:

 Hey guys, i got a question! Can anyways please tell me how to model
 and make weapons? I cant find a solid tutorial anywhere that i can 
 actually
 do it on! Please help, thank you!

 On Sun, Apr 26, 2015 at 6:42 PM, Gavin Isgar gisg...@gmail.com
 wrote:

 Guys i need some more help. I'm trying to use phoneme editor in
 face poser for NPCs to talk. But i get an error message saying an 
 error
 occurred during extraction. I've been trying to find a fix for this
 problem for awhile but i cant. I'm also using a Windows 8 computer. 
 Please,
 someone type out a tutorial i can do to fix this problem! Thanks!

 On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar gisg...@gmail.com
 wrote:

 Nope, still not working. Its saying extraction wont work. I use
 Windows 8 and Audacity for the wavs but still nothing works. Please 
 someone
 give me a tutorial on here by text please!

 On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar gisg...@gmail.com
 wrote:

 Thanks! I'll try it!

 On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak 
 wazanato...@gmail.com wrote:

 Silverfish has been out of the Source modding scene for awhile
 but I find his tutorial still holds up quite well.
 https://www.youtube.com/watch?v=T077tK_hXJo

 On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar gisg...@gmail.com
 wrote:

 Hey guys, back with ANOTHER question. I've been wondering, how
 can i make voice(choreography) scenes in-game? What i mean by that 
 is make
 an NPC say what i said in my recording while lip syncing. I seen 
 that
 Source SDK's Faceposer can do that but all tutorials are now 
 outdated and i
 cant find a good resource. Can you guys tell me how i can do this?

 On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak 
 wazanato...@gmail.com wrote:

 It most likely has a corresponding .res file then in which
 case you should be able to edit that.

 On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar 
 gisg...@gmail.com wrote:

 Commentary mode isn't on the menu, if it was, i would've
 already removed it. It's in the chapter list menu. I still dont 
 know how to
 remove it either

 On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak 
 wazanato...@gmail.com wrote:

 If you don't want commentary just remove it from your menu.

 On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar 
 gisg...@gmail.com wrote:

 Nope, still is like that. Why did it automatically add HL2
 commentary mode and messed up the chapter box with an unusable 
 exit arrow?
 Please help!

 On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar 
 gisg...@gmail.com wrote:

 NVM, think i found the answer. HL2 was uninstalled somehow
 and only HL2EP2 was installed. I hope!

 On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar 
 gisg...@gmail.com wrote:

 Back with another question guys! So i was looking at the
 chapter list in my game(literally ingame) and i now see 
 something new, a
 commentary checkbox! I didnt add one though, im using SDK 
 Base 2007 for
 this mod BTW. Did it update and automatically put it in? 
 Please help for
 future reference!

 On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar 
 gisg...@gmail.com wrote:

 Im not distributing them, and i dont feel like it. I
 just want to know how i can configure code files for a game 
 so that it can
 find the game and code it

 On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak 
 wazanato...@gmail.com wrote:

 Are you using SVN or Git? Just make a branch if you are.
 On Apr 14, 2015 6:55 AM, Gavin Isgar 
 gisg...@gmail.com wrote:

 Its not that easy. The files within it are all
 configured for the base game other than the beta. But 
 that still didnt
 answer my question

 On Tue, Apr 14, 2015 at 5:04 AM, Stan R. 
 ca...@inbox.ru wrote:

 You just...copy it? Create a folder for your beta
 and work in it? Computer basics?


 Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin
 Isgar gisg...@gmail.com:

   Hey guys

Re: [hlcoders] Modding Problems

2015-06-17 Thread Tom Schumann
 12, 2015 at 3:15 AM, Krzysztof Lesiak 
 wave@hotmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com
  wrote:

  Well, normally it shouldn't interfere with your mod in
 any way, but you can only verify that yourself by testing. 
 I do remember a
 case where a breaking change was made in the 2013 SDK quite 
 a while ago,
 but that was announced in a Steam community and on this 
 mailing list.

 If I'm not mistaken, the SDK Base contains just the
 engine.dll itself (and a lot of other components it depends 
 on, of course),
 which in turn loads your server and client code. That means 
 if the
 interfaces between those modules have not changed in a way 
 that would break
 compatibility, there should be nothing for you to worry 
 about.
  --
 From: Gavin Isgar
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 Sent: ‎12.‎04.‎2015 00:13
 To: Discussion of Half-Life Programming
 https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

  I wanted to use Source SDK Base 2007 for a reason. But
 my question still hasn't been answered.


 On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires 
 st...@swires.me
 https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me
  wrote:

 If you're starting a new mod (which it sounds like you
 are), you should not be using the 2007 base at all.

 On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

 Hey guys, back with another question! So i just saw
 awhile ago that Source SDK Base 2007 got updated. My mod 
 uses Source SDK
 Base 2007 and i was wondering, do the updates interfere 
 with the mod in
 anyway? Thanks for the help!

 On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

 Thanks Stan!


 On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru
 https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru
  wrote:

 You dont need to use VPKs to add sounds to your mod,
 just put them in yourmod/sound/ folder. You dont need to 
 touch sources and
 build solution at all, weapon sounds defined in weapon 
 script file
 (scripts/weapon_smg1.txt for example) and sound definition 
 scripts
 (game_sounds_weapons.txt, game_sounds_player.txt). Yes, 
 they should be WAV
 44khz/16bit. No, you can use any length you want.


 Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com:


Hey guys, im back with a question. I've been trying
 everything to change the weapon sounds of weapons but i 
 cant find a very
 precise tutorial on how, and most are outdated. Do i need 
 VPKs? Do i need
 to rebuild the game solution in Visual Studio after sound 
 replacement? Do
 they have to be in WAV format and does the sound files need 
 to be a certain
 length of time? Long story short, can anyone please tell me 
 a very precise
 tutorial on replacing sounds on mods! Thanks!

  On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay 
 tom_clay...@live.com
 https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com
  wrote:

  You don't need a VPK to use the sounds, if you place
 them in the sounds folder, then into a respective sub 
 directory they will
 work fine.



 On Apr 1, 2015, at 9:15 PM, Minh Le minh...@telus.net
 https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net
 wrote:

   If you google, make vpk
 you'll find a bunch of tutorials. This video looked
 helpful
 https://www.youtube.com/watch?v=P3ILjexx0cE

 On 4/1/2015 5:01 PM, Gavin Isgar wrote:

 Hey guys, im back again! I'm having trouble figuring out
 how to make vpk's to use for sounds for my mod and how to 
 convert the sound
 files for use in Source! Can someone please leave a nice 
 tutorial(text
 tutorial) on how to do this.

 On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

 Thanks Jesse, you saved my life lol.


 On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak 
 wazanato...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awazanato...@gmail.com
  wrote:

 Yes use gcf scape and look in the games vpks the ones
 you want are the directory vpks which use _dir
  On Apr 1, 2015 3:21 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 wrote:

 I've checked all sound folders in the games but don't
 see any sounds themself. Do i have to use GCFScape or 
 something? Sorry if i
 sound like i have no experience, i've just been very tired 
 recently and
 didnt get a lot of sleep.

 On Wed, Apr 1, 2015 at 11:30 AM, Tony omega Sergi 
 omegal...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3aomegal...@gmail.com
  wrote:

  What do you think your mod is running off of?
  You have the base source content, which includes all of
 the sounds

[hlcoders] goldsource get client cvar value on server

2015-05-31 Thread Tom Schumann
In my client.dll I have CVAR_CREATE( somecvar, 1, FCVAR_ARCHIVE ); (so
that the cvar gets saved to config.cfg).
How can I get the value of somecvar from my server.dll? I know there
are pfnCvarValue and pfnCvarValue2 but is there something that can tell me
right away rather than waiting for a callback to return?
If not, is there a better way to do this?
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Re: [hlcoders] goldsource get client cvar value on server

2015-05-31 Thread Tom Schumann
Doing some investigation it looks like creating a cvar with
the FCVAR_USERINFO flag and then using pfnInfoKeyValue on the server-side
is the way to achieve this.

On 31 May 2015 at 17:23, Tom Schumann schumann@gmail.com wrote:

 In my client.dll I have CVAR_CREATE( somecvar, 1, FCVAR_ARCHIVE ); (so
 that the cvar gets saved to config.cfg).
 How can I get the value of somecvar from my server.dll? I know there
 are pfnCvarValue and pfnCvarValue2 but is there something that can tell me
 right away rather than waiting for a callback to return?
 If not, is there a better way to do this?

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Re: [hlcoders] ragdoll physics problem in goldsrc

2015-04-24 Thread Tom Schumann
I think animating.cpp and animation.cpp contain various functions for
loading data from models.

On 24 April 2015 at 22:40, Matas Lesinskas peon...@gmail.com wrote:

 Hi, I want to make ragdoll physics in goldsrc somehow :), were can I
 find bones  and hitboxes coordinates?

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Re: [hlcoders] goldsrc topcolor bottomcolor on monsters

2015-04-21 Thread Tom Schumann
Have a look in the client code at StudioModelRender.cpp at lines 1827 to
1842 or thereabouts (line numbers from the code on GitHub - look for the
variables topcolor and bottomcolor if you can't find it).

On 21 April 2015 at 18:18, Matas Lesinskas peon...@gmail.com wrote:

 were can I find topcolor bottomcolor skin coloring code in
 hlsdk(goldsrc hl code), I want to make hl monsters with random skin
 colors like in left 4 dead 2 for my goldsrc mod. I know player model
 use it but I cant find this line.

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Re: [hlcoders] goldsrc topcolor bottomcolor on monsters

2015-04-21 Thread Tom Schumann
You probably use pev-colormap to set it on the server-side.

In the client code you can see:
m_nTopColor= m_pCurrentEntity-curstate.colormap  0xFF;
m_nBottomColor = (m_pCurrentEntity-curstate.colormap  0xFF00)  8;

On 21 April 2015 at 19:40, Matas Lesinskas peon...@gmail.com wrote:

 hmm maybe,but how about pev-colormap ? do you know what it does ? I
 just found it in world.cpp

 2015-04-21 12:15 GMT+03:00, Tom Schumann schumann@gmail.com:
  Have a look in the client code at StudioModelRender.cpp at lines 1827 to
  1842 or thereabouts (line numbers from the code on GitHub - look for the
  variables topcolor and bottomcolor if you can't find it).
 
  On 21 April 2015 at 18:18, Matas Lesinskas peon...@gmail.com wrote:
 
  were can I find topcolor bottomcolor skin coloring code in
  hlsdk(goldsrc hl code), I want to make hl monsters with random skin
  colors like in left 4 dead 2 for my goldsrc mod. I know player model
  use it but I cant find this line.
 
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  please visit:
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Re: [hlcoders] Crash in fx_impact.cpp - at least most likely

2015-04-16 Thread Tom Clay
ntdll is used for windows api calls, so there must be something calling a 
winapi function and crashing it.



 On Apr 16, 2015, at 9:45 AM, Jan Hartung jan.hart...@gmx.de wrote:
 
 Hi list,
  
 There is a crash in our game that’s bugging me for months now. It all comes 
 down to the function Impact in game\client\fx_impact.cpp. When I leave it 
 unaltered, sooner or later the game will crash but without a usable stack 
 trace. Even with debug DLLs and VS hooked up to the game, the stack trace 
 just shows ntdll.dll and neither our game code or Valve SDK code. However, 
 when I just exit the function via return false directly, there is no crash 
 at all – but also no wall impact decals, and that’s just weird.
 Does anyone have any idea what could be causing this? If not, the only thing 
 I can do is move that return false down line by line, test the heck out of 
 it and see where it actually crashes. Kinda tedious, but I’m out of ideas 
 here.
  
 Jan
  
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Re: [hlcoders] Modding Problems

2015-04-01 Thread Tom Clay
You don't need a VPK to use the sounds, if you place them in the sounds folder, 
then into a respective sub directory they will work fine.



 On Apr 1, 2015, at 9:15 PM, Minh Le minh...@telus.net wrote:
 
 If you google, make vpk 
 you'll find a bunch of tutorials. This video looked helpful
 https://www.youtube.com/watch?v=P3ILjexx0cE
 
 On 4/1/2015 5:01 PM, Gavin Isgar wrote:
 Hey guys, im back again! I'm having trouble figuring out how to make vpk's 
 to use for sounds for my mod and how to convert the sound files for use in 
 Source! Can someone please leave a nice tutorial(text tutorial) on how to do 
 this.
 
 On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar gisg...@gmail.com wrote:
 Thanks Jesse, you saved my life lol.
 
 
 On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak wazanato...@gmail.com wrote:
 Yes use gcf scape and look in the games vpks the ones you want are the 
 directory vpks which use _dir
 
 On Apr 1, 2015 3:21 PM, Gavin Isgar gisg...@gmail.com wrote:
 I've checked all sound folders in the games but don't see any sounds 
 themself. Do i have to use GCFScape or something? Sorry if i sound like i 
 have no experience, i've just been very tired recently and didnt get a 
 lot of sleep.
 
 On Wed, Apr 1, 2015 at 11:30 AM, Tony omega Sergi omegal...@gmail.com 
 wrote:
 What do you think your mod is running off of?
 You have the base source content, which includes all of the sounds and 
 soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or 
 any of the other valve games you can easily look at their files too.
 
 On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar gisg...@gmail.com wrote:
 My mod didn't come with existing sound files. I've also read the 
 developer wiki, but i didn't find much, so i'm asking you.
 
 
 On Wed, Apr 1, 2015 at 12:43 AM, Tony omega Sergi 
 omegal...@gmail.com wrote:
 open existing sound files and sound scripts and look. also read the 
 developer wiki.
 
 On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar gisg...@gmail.com wrote:
 Hey guys, i have another question! How do i change weapon sound for 
 my mod? What format does it have to be and what files do i need to 
 edit? Long story short, i need to know everything about changing the 
 sounds please!
 
 On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar gisg...@gmail.com 
 wrote:
 Thanks Ken, i was just tired last night and having a rough time with 
 some stuff, thanks though!
 
 On Sun, Mar 29, 2015 
   at 5:58 AM, Ken Swisher capt...@qis.net wrote:
 It says right there...
 The images displayed in the new game dialogue are 152x86. Since 
 texture dimensions must both be a power of two, your VTFs will be 
 256x128 with a border to the right and bottom.
 
 That means that the 
   full dimensions of the image will be 256 wide by 128 
 tall, but only a portion of that gets used. 152 x 86 to be  
  specific. What you 
 should do is create your chapter images 
   as 152x86 images, and then either 
 edit that image's canvas
size to 256x128 (but 
   don't scale/stretch the actual image), or 
   take that 
 152x86 image and copy it into a new 256x128 image, and just make 
 sure it is positioned in the top-left. The unused   
 portion of the image should 
 just be black.
 
 
  Original message 
 From: Gavin Isgar gisg...@gmail.com 
 Date: 03/28/2015 10:36 PM (GMT-05:00) 
 To: Discussion of Half-Life Programming 
 hlcoders@list.valvesoftware.com 
 Subject: Re: [hlcoders] Modding Problems 
 
 Alright I guess
 
 On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann 
 schumann@gmail.com wrote:
 Other than that I'd just use the images from Half-Life 2 as a base.
 
 On 29 March 2015 at 12:20, Gavin Isgar gisg...@gmail.com wrote:
 Tom, i checked that but, to be honest, i didnt understand it a 
 bit. Anything else?
 
 On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann 
 schumann@gmail.com wrote:
 There's some information on that at 
 https://developer.valvesoftware.com/wiki/Background#Images
 
 On 29 March 2015 at 09:09, Gavin Isgar gisg...@gmail.com 
 wrote:
 Hey guys, im having another problem again and couldnt find a 
 fix on the internet. I dont know the right size for chapter 
 thumbnails, what size do i  
  make the picture(not the vtf or vmt)? 
 
 On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar 
 ben.lu...@gmail.com wrote:
 The two dots means parent directory. You start in 
 materials/vgui, go
 up one to materials, then to materials/logo and
 materials/logo/hl2rslogo1.vmt.
 
 On Thu, Mar

Re: [hlcoders] Modding Problems

2015-03-28 Thread Tom Schumann
There's some information on that at
https://developer.valvesoftware.com/wiki/Background#Images

On 29 March 2015 at 09:09, Gavin Isgar gisg...@gmail.com wrote:

 Hey guys, im having another problem again and couldnt find a fix on the
 internet. I dont know the right size for chapter thumbnails, what size do i
 make the picture(not the vtf or vmt)?

 On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar ben.lu...@gmail.com wrote:

 The two dots means parent directory. You start in materials/vgui, go
 up one to materials, then to materials/logo and
 materials/logo/hl2rslogo1.vmt.

 On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar gisg...@gmail.com wrote:
  Yea Jesse, here's how i fixed it! So in my materials folder, i made a
 logo
  folder, inside i put both put the vmt and vtf file with the same name.
  Inside the vmt file, i put:
 
  UnlitGeneric
  {
  $basetexture logo/hl2rslogo1
  $nolod 1
  $translucent 1
  }
 
  The path automatically detects the material folder, so just put the
 folder
  and the name of both the vmt and vtf file(no extension). Then in my
  gamelogo.res in my resource folder, i put:
 
  Resource/GameLogo.res
  {
  GameLogo
  {
  ControlName EditablePanel
  fieldName GameLogo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  autoResize 1
  pinCorner 0
  visible 1
  enabled 1
  offsetX -20
  offsetY -15
  }
 
  Logo
  {
  ControlName ImagePanel
  fieldName Logo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  visible 1
  enabled 1
  image ../logo/hl2rslogo1
  scaleImage 1
  }
  }
 
  The dots in the path specify how many folders are before vmt and vtf,
 but i
  rather just do it like this:
 
  2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1
  file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i
  fixed it, but i have one more thing. If your logo has an alpha
 channel(the
  gray and white squares which mean clear areas) you have to put
  $translucent 1 in the vmt file!
 
  On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak wazanato...@gmail.com
 wrote:
 
  Could you tell us what fixed it so if someone else asks we can tell
 them?
 
  On Mar 26, 2015 7:14 AM, Gavin Isgar gisg...@gmail.com wrote:
 
  Just fixed it actually! Thanks for the help! But i would like if you
 guys
  would say this in your email just incase i have anymore problems in
 the
  future! Thanks guys
 
  On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar gisg...@gmail.com
 wrote:
 
  Also what about the logo format. Does it have to be specific like
 vmt or
  vtf? Also, where do i put the logo files?
 
  On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com
 wrote:
 
  Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res
 which
  is very different, nothing is the same.
 
 
  On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann 
 schumann@gmail.com
  wrote:
 
  I'm not sure about GameLogo.res - if you look at the GameLogo.res
 in
  Half-Life 2 (or any other Source game) what is the path relative
 to?
 
  On 26 March 2015 at 07:41, Gavin Isgar gisg...@gmail.com wrote:
 
  The console actually says nothing. It has no problems or errors. I
  changed the vtf's path to the vmt name now, but what about
 everything else?
  Like the gamelogo.res, is that suppose to be a path or
  HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how
 should the
  path be?
 
  On Wed, Mar 25, 2015 at 7:55 AM, tobias.kammersga...@gmail.com
  wrote:
 
  Tom is correct. I doubt the game is even allowed to read from the
  Program Files directory if UAC is enabled.
 
   - ScarT
 
  From: Tom Schumann
  Sent: ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
  To: Discussion of Half-Life Programming
 
  I don't think the $basetexture parameter should be an absolute
 path
  - I think it should just be HalfLife2RSIngameLogo1
  What does the console say?
 
  On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com
 wrote:
 
  Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a
  problem with the ingame logo at the menu screen. It shows up
 pink/black
  checkers while the size is the same size as the logo. I have a
 vmt and vtf
  file of the photo both in the materials folder alone while the
 other folders
  inside the materials folder are console and sdk(obviously
 the folders
  don't have the quotes in their names). Also, i have the code
 for the
  GameLogo.res down here;
  Resource/GameLogo.res
  {
  GameLogo
  {
  ControlName EditablePanel
  fieldName GameLogo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  autoResize 1
  pinCorner 0
  visible 1
  enabled 1
  offsetX -20
  offsetY -15
  }
 
  Logo
  {
  ControlName ImagePanel
  fieldName Logo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  visible 1
  enabled 1
  image materials\hl2rslogo1
  scaleImage 1
  }
  }
  The mod's name by the way is Half-Life 2: Resistance Shadow!
 Did
  i do anything wrong here, such as the path or anything else?
 This is the vmt
  file's code;
  UnlitGeneric
  {
  $basetexture C:\Program Files
 
 (x86)\Steam

Re: [hlcoders] Modding Problems

2015-03-28 Thread Tom Schumann
Other than that I'd just use the images from Half-Life 2 as a base.

On 29 March 2015 at 12:20, Gavin Isgar gisg...@gmail.com wrote:

 Tom, i checked that but, to be honest, i didnt understand it a bit.
 Anything else?

 On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann schumann@gmail.com
 wrote:

 There's some information on that at
 https://developer.valvesoftware.com/wiki/Background#Images

 On 29 March 2015 at 09:09, Gavin Isgar gisg...@gmail.com wrote:

 Hey guys, im having another problem again and couldnt find a fix on the
 internet. I dont know the right size for chapter thumbnails, what size do i
 make the picture(not the vtf or vmt)?

 On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar ben.lu...@gmail.com wrote:

 The two dots means parent directory. You start in materials/vgui, go
 up one to materials, then to materials/logo and
 materials/logo/hl2rslogo1.vmt.

 On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar gisg...@gmail.com wrote:
  Yea Jesse, here's how i fixed it! So in my materials folder, i made a
 logo
  folder, inside i put both put the vmt and vtf file with the same name.
  Inside the vmt file, i put:
 
  UnlitGeneric
  {
  $basetexture logo/hl2rslogo1
  $nolod 1
  $translucent 1
  }
 
  The path automatically detects the material folder, so just put the
 folder
  and the name of both the vmt and vtf file(no extension). Then in my
  gamelogo.res in my resource folder, i put:
 
  Resource/GameLogo.res
  {
  GameLogo
  {
  ControlName EditablePanel
  fieldName GameLogo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  autoResize 1
  pinCorner 0
  visible 1
  enabled 1
  offsetX -20
  offsetY -15
  }
 
  Logo
  {
  ControlName ImagePanel
  fieldName Logo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  visible 1
  enabled 1
  image ../logo/hl2rslogo1
  scaleImage 1
  }
  }
 
  The dots in the path specify how many folders are before vmt and vtf,
 but i
  rather just do it like this:
 
  2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1
 folder, 1
  file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats
 how i
  fixed it, but i have one more thing. If your logo has an alpha
 channel(the
  gray and white squares which mean clear areas) you have to put
  $translucent 1 in the vmt file!
 
  On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak wazanato...@gmail.com
 wrote:
 
  Could you tell us what fixed it so if someone else asks we can tell
 them?
 
  On Mar 26, 2015 7:14 AM, Gavin Isgar gisg...@gmail.com wrote:
 
  Just fixed it actually! Thanks for the help! But i would like if
 you guys
  would say this in your email just incase i have anymore problems in
 the
  future! Thanks guys
 
  On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar gisg...@gmail.com
 wrote:
 
  Also what about the logo format. Does it have to be specific like
 vmt or
  vtf? Also, where do i put the logo files?
 
  On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com
 wrote:
 
  Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res
 which
  is very different, nothing is the same.
 
 
  On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann 
 schumann@gmail.com
  wrote:
 
  I'm not sure about GameLogo.res - if you look at the
 GameLogo.res in
  Half-Life 2 (or any other Source game) what is the path relative
 to?
 
  On 26 March 2015 at 07:41, Gavin Isgar gisg...@gmail.com
 wrote:
 
  The console actually says nothing. It has no problems or
 errors. I
  changed the vtf's path to the vmt name now, but what about
 everything else?
  Like the gamelogo.res, is that suppose to be a path or
  HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how
 should the
  path be?
 
  On Wed, Mar 25, 2015 at 7:55 AM, tobias.kammersga...@gmail.com
 
  wrote:
 
  Tom is correct. I doubt the game is even allowed to read from
 the
  Program Files directory if UAC is enabled.
 
   - ScarT
 
  From: Tom Schumann
  Sent: ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
  To: Discussion of Half-Life Programming
 
  I don't think the $basetexture parameter should be an absolute
 path
  - I think it should just be HalfLife2RSIngameLogo1
  What does the console say?
 
  On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com
 wrote:
 
  Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a
  problem with the ingame logo at the menu screen. It shows up
 pink/black
  checkers while the size is the same size as the logo. I have
 a vmt and vtf
  file of the photo both in the materials folder alone while
 the other folders
  inside the materials folder are console and sdk(obviously
 the folders
  don't have the quotes in their names). Also, i have the code
 for the
  GameLogo.res down here;
  Resource/GameLogo.res
  {
  GameLogo
  {
  ControlName EditablePanel
  fieldName GameLogo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  autoResize 1
  pinCorner 0
  visible 1
  enabled 1
  offsetX -20
  offsetY -15
  }
 
  Logo
  {
  ControlName ImagePanel
  fieldName Logo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100

Re: [hlcoders] Modding Problems

2015-03-26 Thread Tom Schumann
I'm not sure about GameLogo.res - if you look at the GameLogo.res in
Half-Life 2 (or any other Source game) what is the path relative to?

On 26 March 2015 at 07:41, Gavin Isgar gisg...@gmail.com wrote:

 The console actually says nothing. It has no problems or errors. I changed
 the vtf's path to the vmt name now, but what about everything else? Like
 the gamelogo.res, is that suppose to be a path or HalfLife2RSIngameLogo1 or
 even hl2rslogo1. If its a path, how should the path be?

 On Wed, Mar 25, 2015 at 7:55 AM, tobias.kammersga...@gmail.com wrote:

  Tom is correct. I doubt the game is even allowed to read from the
 Program Files directory if UAC is enabled.

  - ScarT

 *From:* Tom Schumann schumann@gmail.com
 *Sent:* ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
 *To:* Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com

 I don't think the $basetexture parameter should be an absolute path - I
 think it should just be HalfLife2RSIngameLogo1
 What does the console say?

 On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote:

 Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem
 with the ingame logo at the menu screen. It shows up pink/black checkers
 while the size is the same size as the logo. I have a vmt and vtf file of
 the photo both in the materials folder alone while the other folders inside
 the materials folder are console and sdk(obviously the folders don't
 have the quotes in their names). Also, i have the code for the GameLogo.res
 down here;
 Resource/GameLogo.res
 {
 GameLogo
 {
 ControlName EditablePanel
 fieldName GameLogo
 xpos 0
 ypos 0
 zpos 50
 wide 400
 tall 100
 autoResize 1
 pinCorner 0
 visible 1
 enabled 1
 offsetX -20
 offsetY -15
 }

 Logo
 {
 ControlName ImagePanel
 fieldName Logo
 xpos 0
 ypos 0
 zpos 50
 wide 400
 tall 100
 visible 1
 enabled 1
 image materials\hl2rslogo1
 scaleImage 1
 }
 }
 The mod's name by the way is Half-Life 2: Resistance Shadow! Did i do
 anything wrong here, such as the path or anything else? This is the vmt
 file's code;
 UnlitGeneric
 {
 $basetexture C:\Program Files
 (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1
 $nolod 1
 }
 Anything wrong here either? The last file is the gameinfo.txt, which is
 down here;
 GameInfo
 {
 game  Half-Life 2: Resistance Shadow
 type singleplayer_only
 icon icon
 gamelogo1

 FileSystem
 {
 SteamAppId 218 // GCF for Episode 2
 ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get
 things like materials\debug, materials\editor, etc.
  SearchPaths
 {
 Game |gameinfo_path|.
 Game |all_source_engine_paths|ep2
 Game |all_source_engine_paths|episodic
 Game |all_source_engine_paths|hl2
 }
 }
 }
 Anything wrong here also? Please reply back at gisg...@gmail.com because
 im really stuck in a hole with this mod without the logo, so please reply
 with answers! I'm sorry if this isn't the right email for this problem.
 Thank you very much and have a good day!

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Re: [hlcoders] Modding Problems

2015-03-25 Thread Tom Schumann
I don't think the $basetexture parameter should be an absolute path - I
think it should just be HalfLife2RSIngameLogo1
What does the console say?

On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote:

 Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem
 with the ingame logo at the menu screen. It shows up pink/black checkers
 while the size is the same size as the logo. I have a vmt and vtf file of
 the photo both in the materials folder alone while the other folders inside
 the materials folder are console and sdk(obviously the folders don't
 have the quotes in their names). Also, i have the code for the GameLogo.res
 down here;
 Resource/GameLogo.res
 {
 GameLogo
 {
 ControlName EditablePanel
 fieldName GameLogo
 xpos 0
 ypos 0
 zpos 50
 wide 400
 tall 100
 autoResize 1
 pinCorner 0
 visible 1
 enabled 1
 offsetX -20
 offsetY -15
 }

 Logo
 {
 ControlName ImagePanel
 fieldName Logo
 xpos 0
 ypos 0
 zpos 50
 wide 400
 tall 100
 visible 1
 enabled 1
 image materials\hl2rslogo1
 scaleImage 1
 }
 }
 The mod's name by the way is Half-Life 2: Resistance Shadow! Did i do
 anything wrong here, such as the path or anything else? This is the vmt
 file's code;
 UnlitGeneric
 {
 $basetexture C:\Program Files
 (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1
 $nolod 1
 }
 Anything wrong here either? The last file is the gameinfo.txt, which is
 down here;
 GameInfo
 {
 game  Half-Life 2: Resistance Shadow
 type singleplayer_only
 icon icon
 gamelogo1

 FileSystem
 {
 SteamAppId 218 // GCF for Episode 2
 ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get
 things like materials\debug, materials\editor, etc.
  SearchPaths
 {
 Game |gameinfo_path|.
 Game |all_source_engine_paths|ep2
 Game |all_source_engine_paths|episodic
 Game |all_source_engine_paths|hl2
 }
 }
 }
 Anything wrong here also? Please reply back at gisg...@gmail.com because
 im really stuck in a hole with this mod without the logo, so please reply
 with answers! I'm sorry if this isn't the right email for this problem.
 Thank you very much and have a good day!

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Re: [hlcoders] I need to program stereo .wav in goldsrc any ideas? I want to change old mono to sterio, but I dont know how.

2015-01-10 Thread Tom Schumann
I think Natural Selection uses fmod and it is now open source:
https://github.com/unknownworlds/NS

On 30 December 2014 at 00:44, Matas Lesinskas peon...@gmail.com wrote:

 I need to program stereo .wav in goldsrc any ideas? I want to change old
 mono to sterio, but I dont know how. I heard about fmod,  any Ideas how
  implement it.

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Re: [hlcoders] Getting back to my MOD after 2 years‏

2015-01-03 Thread Tom Schumann
Is there a skill.cfg with all the right damage/health values in your mod's
directory?

On 3 January 2015 at 18:20, Peter Urbanics purban...@hotmail.com wrote:

 Some more info from the console:
 The NPC should play these faceposer clips and as the console says they are
 missing. There is no scenes folder. Where should this be?
 Scene 'scenes\at3_citizen_help_wave_01.vcd' missing!
 Scene 'scenes\at3_npc_oh_i_knew.vcd' missing!
 Scene 'scenes\at3_npc_catch_pistol.vcd' missing!

 When the zombies die (by themselves) the console says:
 ERROR! models/zombie/classic.mdl missing ACT_DIESIMPLE
 ERROR! models/zombie/classic.mdl missing ACT_DIESIMPLE
 ERROR! models/zombie/classic.mdl missing ACT_DIESIMPLE

 Another bug:
 Crates, boxes and even glass bottles don't break now when I keep hitting
 them with the crowbar.
 I am able to push them around, and the glass bottles break when kicked or
 picked up and thrown but not when hit with the crowbar.
 ???

 There is a few of these error messages when I hit and push these things
 around:
 AddMultiDamage:  g_MultiDamage.GetDamageForce() == vec3_origin
 AddMultiDamage:  g_MultiDamage.GetDamageForce() == vec3_origin
 No caption found for 'wood_crate.scraperough'
 No caption found for 'wood_crate.scraperough'


 Any idea what to try to fix these?

 2. More progress:
 I have no idea where that scenes folder went so I copied it back under the
 MOD's folder from a backup and tried again and now the NPC played them
 nicely. VO lines, animations, lip syncing, everything seems to work.
 (Except for the captions I had for each line.)
 Console says:
 No caption found for 'at3_npc_help_call_01'
 No caption found for 'at3_npc_catch_pistol'
 No caption found for 'at3_npc_find_a_way'

 So I checked these captions and found that the closecaption_english.txt in
 my resource folder was some default one not the hangover specific one, so I
 copied that back from my backup too and magically the captions appeared.
 :-)

 3. Crowbar bug:
 Every time I hit some physics thing with it this appears in the console:
 AddMultiDamage:  g_MultiDamage.GetDamageForce() == ve
 Every time I hit something with the crowbar that should take damage and be
 thrown around.
 This appears in the console about 6 times and then not any more.

 There are facecrab ragdols, cinder blocks, wooden crates and box, wood
 rails, that should move and/or break whan hit with the crowbar, but they
 don't, only the proper hit mark appears on them.
 I can push, pick up and throw these things around but they won't move when
 hit with the crowbar.
 There is even an explosive barrel that used to go BOOM, now it will only
 dent when hit or shot at, but wont move or blow up.

 The crowbar is not all useless. There are a few headcrabs in this first
 area of the MOD I tested and those can be killed with it and than thier
 ragdoll body moved around by hitting.

 4. I am not taking any damage from headcrab jumping at me. Console does
 not display any error or info.
 ???

 Please share any idea!

 Thanks,
 Peter

 --
 From: purban...@hotmail.com
 To: hlcoders@list.valvesoftware.com
 Date: Sat, 3 Jan 2015 08:25:00 +0100

 Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏

 Hi,

 Thanks for the explanation. Much progress was made, again!
 Those paths were commented out because I did not have a Hangover
 configuration in Hammer before and un-commenting / commenting out those
 lines did not change anything, but now they make sense.
 Everything is there in Hammer and looks OK, so I started the game (the
 old build by the way, did not compile now)
 and the menu background scene played just fine. I believe everything
 worked as before if I remember correctly.
 Then started playing and all seemed good till I reached the area were an
 NPC comes out to a balcony and SHOULD PLAY some animations I have put
 together in Faceposer, but now she just runs out to the balcony and then
 goes into a pose there and stops. (There were animations, lip syncing,
 dialog lines, which don't work now.)

 After this I triggered the wake up of some zombies and they, stand up, do
 their wake up sound perfectly  then just die and turn into ragdolls
 right on the spot.
 :-)

 Any idea what could cause this? Did Faceposer change too?
 Do I need to go to Faceposer and re-export? all the stuff?
 Or compile the whole thing to refresh it with VBCT, to make it work again?

 Thanks,
 Peter

 --
 From: pmckeown2...@hotmail.com
 To: hlcoders@list.valvesoftware.com
 Date: Sun, 28 Dec 2014 19:04:59 +
 Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏

 Hi again,

 The FGD determines what entities are available (i.e. what shows up in the
 entity list, what keyvalues they have) and so on. Actually loading content,
 like models and textures, is done via mounting the other game's .vpks as
 search paths in the gameinfo. Have you mounted the EP2 vpks and so on? You
 will need something like this in the 

Re: [hlcoders] (no subject)

2014-12-13 Thread Tom Schumann
Have you been able to instantiate an instance of it?
I played with it a while ago - I can't remember if what I did worked but I
didn't use the Mount method, I used the the AddPath (I think) method. The
default search-path is just the mod's root directory I think.

On 11 December 2014 at 21:49, Sam Vanheer duo...@hotmail.com wrote:

  Yes, it is indeed the GoldSource version, included with the github SDK
 version that i’m referring to.

 *Van:* Tom Schumann schumann@gmail.com
 *Verzonden:* ‎donderdag‎ ‎11‎ ‎december‎ ‎2014 ‎10‎:‎56
 *Aan:* hlcoders@list.valvesoftware.com

 Is it the GoldSource VFileSystem009 you're referring to?

 On 11 December 2014 at 08:53, Sam Vanheer duo...@hotmail.com wrote:

  Hello,

 I’m just wondering if there is any documentation on how to use
 IFileSystem version VFileSystem009.
 I can’t seem to find anything that explains things like whether there are
 default search paths, the purpose of Mount and Unmount, how to add paths,
 etc.

 Any help would be appreciated.



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Re: [hlcoders] (no subject)

2014-12-13 Thread Tom Schumann
Hm, okay. I think I only tried using AddPath so I didn't run into any
quirks like that.

On 13 December 2014 at 20:35, Sam Vanheer duo...@hotmail.com wrote:


 We got it to work, the github SDK version creates an instance, so we got
 the code from there.
 It turns out that the GoldSource engine already instances a copy, so we’re
 using the same instance,
 and the engine initializes the filesystem, so we didn’t need to add
 anything.
 There was a slight oddity though: FindFirst wouldn’t find files in the mod
 directory when using the MOD path id.
 We had to use the GAME id to find files.

 *Van:* Tom Schumann schumann@gmail.com
 *Verzonden:* ‎zaterdag‎ ‎13‎ ‎december‎ ‎2014 ‎10‎:‎02
 *Aan:* hlcoders@list.valvesoftware.com

 Have you been able to instantiate an instance of it?
 I played with it a while ago - I can't remember if what I did worked but I
 didn't use the Mount method, I used the the AddPath (I think) method. The
 default search-path is just the mod's root directory I think.

 On 11 December 2014 at 21:49, Sam Vanheer duo...@hotmail.com wrote:

  Yes, it is indeed the GoldSource version, included with the github SDK
 version that i’m referring to.

 *Van:* Tom Schumann schumann@gmail.com
 *Verzonden:* ‎donderdag‎ ‎11‎ ‎december‎ ‎2014 ‎10‎:‎56
 *Aan:* hlcoders@list.valvesoftware.com

 Is it the GoldSource VFileSystem009 you're referring to?

 On 11 December 2014 at 08:53, Sam Vanheer duo...@hotmail.com wrote:

  Hello,

 I’m just wondering if there is any documentation on how to use
 IFileSystem version VFileSystem009.
 I can’t seem to find anything that explains things like whether there
 are default search paths, the purpose of Mount and Unmount, how to add
 paths, etc.

 Any help would be appreciated.



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Re: [hlcoders] (no subject)

2014-12-11 Thread Tom Schumann
Is it the GoldSource VFileSystem009 you're referring to?

On 11 December 2014 at 08:53, Sam Vanheer duo...@hotmail.com wrote:

  Hello,

 I’m just wondering if there is any documentation on how to use IFileSystem
 version VFileSystem009.
 I can’t seem to find anything that explains things like whether there are
 default search paths, the purpose of Mount and Unmount, how to add paths,
 etc.

 Any help would be appreciated.



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Re: [hlcoders] goldsrc push zombie away

2014-08-30 Thread Tom Schumann
Looking at how the other weapons work it looks like you need to do a trace
from your weapon in the direction that you're facing and then you can use
the edict_t* in the trace result.
Check out what CCrowbar::Swing does.


On 30 August 2014 23:26, Matas Lesinskas peon...@gmail.com wrote:

 any ideas how to make weapon to push zombie away.

 I think somethink like this, but how to target zombie, not (m_pPlayer)

 m_pPlayer-pev-velocity = m_pPlayer-pev-velocity + gpGlobals-v_forward
 * 100;

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Re: [hlcoders] Several issues while creating bots plugin

2014-08-12 Thread Tom Schumann
With regards to the second problem, it has been known for a while that the
method doesn't quite work as expected. Maybe check how other Source bots
work? I think RCBot2 might be open source.
Does the weapon_name command switch to the specified weapon? I haven't
done any bot programming in a while but maybe you can send that client
command to the bot to get it to switch properly.


On 12 August 2014 23:23, Borzh borz...@gmail.com wrote:

 To Valve developers: it should be nicer to have 2 methods,
IBotController::SetActiveWeapon() that sets weapon if bot has it in
 some slot
 and something like
   IBotController::AddWeapon() that should not work if sv_cheats == 0

 Thanks.



 2014-07-28 15:31 GMT-03:00 Borzh borz...@gmail.com:

 Hi all,

 I am creating a bots plugin for HL2DM and I have several problem with it:

 - Source dedicated server (linux) sends invalid events to plugin when
 using
 bool IGameEventManager::FireEvent( KeyValues * event ):
 event-GetName() always returns empty string.
 Also iterating on values GetFirstValue() / GetNextValue(),
 GetName()
 also returns empty string.
   I started to use IGameEventManager2 and it is working fine.
   I understand that IGameEventManager is used to maintain backward
   compatibility. It doesn't work though.

 - IBotController::SetActiveWeapon()* creates new weapon*, even if bot
 have
   picked it. I know that because
 IServerPluginCallbacks::OnEdictAllocated()
   is called every time bot tries to switch weapon using
   IBotController::SetActiveWeapon()!
   So from time to time I get *error allocating edict *(of course there
 are too
   many unused weapons on the map).
 *  Anyone know how to fix it?*

 Thanks in advance,
 Boris.



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Re: [hlcoders] 2013 MP Mod with NPC Support Crashing

2014-06-13 Thread Tom Schumann
Are you getting any dump files? I don't think the engine should crash if it
can't find a model anyway.


On 9 June 2014 13:04, champkind . champk...@gmail.com wrote:

 Hi all,

 I had added support for NPC using this fork:

 https://github.com/stephsch/Fixing_AI_In_Multiplayer

 When I try create_npc npc_[ anything ], the mod crashes to desktop.

 When I try to use an existing hl2 map with an enemy in it like a headcrab,
 it crashes.

 I can't tell if it's crashing because my code is messed up or because I
 don't have models exported.

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Re: [hlcoders] New Weapon.

2014-03-16 Thread Tom Clay
Did you precache the weapon register?
PRECACHE_WEAPON_REGISTER(classname)
Is the weapon script file named your weapon class name?

 On Mar 16, 2014, at 2:32 PM, Baer bae...@yahoo.com wrote:
 
 mp mod.
 
 
 On Sunday, March 16, 2014 1:31 PM, Tom Clay tom_clay...@live.com wrote:
 Is this a sp or mp mod
 
 On Mar 16, 2014, at 2:30 PM, Baer bae...@yahoo.com wrote:
 
 I have added a new weapon to my mod. Source 2013. Everything compiles fine 
 and get no errors in mod other than it can't read the weapon text file. I 
 have even copied one of the other weapon files and renamed it and still get 
 that error. 
 Anyone have any insight as to the problem?
 
 Thanks
 
 Baer
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Re: [hlcoders] New Weapon.

2014-03-16 Thread Tom Clay
Hmm. What does the console output say?

 On Mar 16, 2014, at 2:40 PM, Baer bae...@yahoo.com wrote:
 
 Yes to both questions. 
 
 
 On Sunday, March 16, 2014 1:36 PM, Tom Clay tom_clay...@live.com wrote:
 
 Did you precache the weapon register?
 PRECACHE_WEAPON_REGISTER(classname)
 Is the weapon script file named your weapon class name?
 
 On Mar 16, 2014, at 2:PM, Baer bae...@yahoo.com wrote:
 
 mp mod.
 
 
 On Sunday, March 16, 2014 1:31 PM, Tom Clay tom_clay...@live.com wrote:
 Is this a sp or mp mod
 
 On Mar 16, 2014, at 2:30 PM, Baer bae...@yahoo.com wrote:
 
 I have added a new weapon to my mod. Source 2013. Everything compiles fine 
 and get no errors in mod other than it can't read the weapon text file. I 
 have even copied one of the other weapon files and renamed it and still get 
 that error. 
 Anyone have any insight as to the problem?
 
 Thanks
 
 Baer
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Re: [hlcoders] Save/restore and multiplayer

2013-11-11 Thread Tom Clay
Take a look at the orange box coop engine. It uses a save restore type engine 
for coop.

 On Nov 11, 2013, at 2:08 AM, Giancarlo Rivas giaym.m...@gmail.com wrote:
 
 I'd make a list of entities I want to save, and save them manually, then load 
 them again, it would be a bit of work, but would be probably finished without 
 thinking much. Would work for most simple games as I wouldn't expect you to 
 be saving too much stuff. Oh, of course you save the stuff server side not 
 clientside.
 
 You can first freeze the players, so no one creates new entities / modifies 
 their values. Then fade to black, sounds/particles and what not that you dont 
 want on reset will run out while it fades. Do magic repositioning while its 
 black. Unload stuff that will be modified, load the old stuff, and allow the 
 game to proceed from there.
 
 
 On Mon, Nov 11, 2013 at 1:40 AM, Victor V vicp...@gmail.com wrote:
 OK, just took a look at some saverestore stuff in the engine and it looks 
 like the server disconnects and starts a new game whenever it loads and 
 there's also a multiplayer check. So that won't work. Onto other solutions...
 
 
 On Sun, Nov 10, 2013 at 11:24 PM, Victor V vicp...@gmail.com wrote:
 Hi all,
 
 For a coop experiment I'm working on I need to implement some kind of 
 checkpoint system. I've been thinking about different ways of achieving 
 this, but the most obvious and ideal solution would be to just use the 
 save/restore system that's used in singleplayer. Is there anything that 
 prevents me from just not saving the clientside data that's normally in 
 saves and loading on the server? I have something separate in mind for 
 dealing with player entities. It seems like the mechanism is kinda similar 
 to the round end entity reset in CSS. Am I missing something super obvious?
 
 Thanks
 Victor
 
 
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Re: [hlcoders] Delayed reconnect on Steam Pipe (goldsrc)

2013-08-12 Thread Tom Schumann
Would it work to send a different command that when called just calls
'retry' and whatever else you need to call?


On 10 August 2013 22:16, Saint Thoth (hotmail) st_th...@hotmail.com wrote:

 **
 For about a decade now, we've had issues when multiple players try to
 reconnect to our mod's servers at the same time... And the solution, for
 about a decade, was to delay their reconnection, simply by having the
 server send the client a disconnect, some waits, and a retry command.
 Worked just fine...

 But now that Steam Pipe is here, the retry command is illegal to send to
 clients. I thought of exec'ing a special cfg file on patched clients
 instead, but exec is also illegal command. (Which seems silly, given that
 the server can send any number of commands to make your game unplayable.
 Hell, with client.dll commands, we could delete your Windows system folder,
 re-write your registry, or crash your system any number of ways, if we
 wanted to... But gods forbid we send a retry command.)

 So I'm wondering how we could go about adding a command to do a disconnect
 followed by a delayed reconnect. Hopefully something as simple as having
 the client send commands to his own console - and hopefully not something
 so hacky as grabbing the process ID and sending keyboard commands to it.

 Thanks in advance for any advice you can provide,
 - Thothie

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Re: [hlcoders] Pre-Loading Maps

2013-01-15 Thread Tom Schumann
I thought that the map was kept in memory after in was loaded by design (I
don't know for sure though).
I remember it being brought up at some stage - someone wanted that
behaviour removed so they wouldn't have to restart the game every time they
recompiled a map.

I'm not sure about preloading materials but I saw this in the Alien Swarm
source: CBaseEntity::PrecacheModel(sprites/gunsmoke.vmt);
So I suppose the PrecacheModel function should work for materials too.

On 15 January 2013 01:26, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote:


 Prolly some OS caching after access.

--
 *From:* tja...@comcast.net tja...@comcast.net

 *To:* Discussion of Half-Life Programming hlcoders@list.valvesoftware.com

 *Sent:* Monday, 14 January 2013, 14:47

 *Subject:* Re: [hlcoders] Pre-Loading Maps

 That's a shame. I did look through zone cpp/h but it might be over my
 head, when it comes to memory allocation.
 Also, from what I've heard -heapsize command line doesn't matter anymore
 with orange box. So I'm not sure if that file is still relevant.

 Is there any cheap tricks to help performance? I'm bouncing between maps,
 and users are getting frustrated with load times.

 I do have a benchmark time that shows how long a map takes to load (grab
 curtime from preload and compare with curtime in postload. not sure how
 accurate) and I noticed if the map has been loaded before it takes half the
 amount of time to load.
 So something is staying in the memory.

 --
 *From: *Jonatan Matějka jonatan1...@gmail.com
 *To: *Discussion of Half-Life Programming 
 hlcoders@list.valvesoftware.com
 *Sent: *Monday, January 14, 2013 8:19:43 AM
 *Subject: *Re: [hlcoders] Pre-Loading Maps

 Hi,
 if there were not significant changes in engine after HL2 alpha leak,
 there is no way to load nextmap before mapchange. You can precache it, but
 it will be trashed on mapchange anyway. If you own leaked source, take a
 look at zone.cpp/h where you can take a look for yourself.

 2013/1/14 Trevor Janok tja...@comcast.net

 Hello HLCoders.
 ** **
 I have no idea how Source loads/renders the BSP levels. Since I assume
 most (if not all)  of this is done in the engine which we don’t have access
 to.
 But is there anyway to load a BSP into “memory” so the client can switch
 maps faster? 
 ** **
 I mean, if you’re running on decent hardware Source maps load fast. But it
 would be nice to start “preloading” maps when players near completion of
 the current level.
 The gameplay of my mod would help greatly from this, as maps are broken up
 into multiple levels running on a master server. 
 ** **
 I guess I can’t really assume what it’s “preloading” as I’m not sure of
 what Source is doing when it’s switch to a different map.
 ** **
 Anybody have any insight? Thanks.
  

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Re: [hlcoders] Starting Server Plugins

2012-08-30 Thread Tom Schumann
Well I think if you have a bit of an understanding (know about editcts, and
the interfaces imported from the engine and so on) that's a good start.

You can use the Counter-Strike Source example plugin from the Source SDK
but you'll probably want to take that base plugin file and drop it into the
code from here:  http://hg.alliedmods.net/hl2sdks/hl2sdk-csgo/
That repo has the most up-to-date code to work with (a lot of interfaces in
the Source SDK haven't been updated in a while).

On 30 August 2012 21:44, Stuart Blackler stu...@sblackler.net wrote:

 I have a tiny bit. Nothing too substantial though.

 Is there an official SDK/Plugin sample for CSGO like there was for CSS?


 Message: 2
 Date: Wed, 29 Aug 2012 21:16:17 +1000
 From: Tom Schumann schumann@gmail.com
 To: Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Starting Server Plugins
 Message-ID:
 CAOJq5NhAHGjqW-tC3USFFHrJL7VDHfT=
 xrhk5i54pcnqy1n...@mail.gmail.com
 Content-Type: text/plain; charset=iso-8859-1

 Have you ever done any GoldSource/Source programming before?

 On 29 August 2012 11:40, Stuart Blackler stu...@sblackler.net wrote:

  Hey all,
 
  ** **
 
  I would like to develop a Server Plugin for CSGO. I just wondered
  where I get started? I have good coding knowledge etc.
 
  ** **
 
  Thanks for any help in advance,
 
  Stu
 
  ** **
 
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Re: [hlcoders] Starting Server Plugins

2012-08-29 Thread Tom Schumann
Have you ever done any GoldSource/Source programming before?

On 29 August 2012 11:40, Stuart Blackler stu...@sblackler.net wrote:

 Hey all,

 ** **

 I would like to develop a Server Plugin for CSGO. I just wondered where I
 get started? I have good coding knowledge etc.

 ** **

 Thanks for any help in advance,

 Stu

 ** **

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Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-04-29 Thread Tom Schumann
I didn't think it was possible to connect to a dedicated server on your own
computer anyway.
I've never tried to get around it, so I don't know what your options are if
you don't have another computer.

On 29 April 2012 13:00, Nick xnicho...@gmail.com wrote:

 i am sorry joel. I don't know much about coding, and certainly not
 enough to help with this issue.
 That is why, i suggested he give a working sdk example of the bug he
 is trying to fix.

 I am trying to help, do you have any ways/ideas to help?

 On Fri, Apr 27, 2012 at 10:18 AM, Joel R. joelru...@gmail.com wrote:
  Nick, if you knew anything about coding, you'd be able to make it work
  fairly quickly.  He is not going to give you all the SDK code prepped and
  ready.
 
 
  On Thu, Apr 26, 2012 at 11:17 PM, Nick xnicho...@gmail.com wrote:
 
  The code you posted certainly is impressive. I just can't find an easy
  way to put it in a sdk and run it? How to spawn the vech?
 
  Make an sdk with the files included that works, (with a working copy
  of the mod) and all of the code and send a link to valve.. I am sure
  they will help out.
 
  A single file isn't at all helpful compared to a working source code
  copy, and actual files and a 10 step list to test the exact problem
  you are experiencing. WE HAVE TO BE ABLE TO RUN THE EXACT CODE IF U
  WANT ANY HELP ON SUCH A MASSIVE PROBLEM..
 
  On Thu, Apr 26, 2012 at 12:18 AM, Psy_Commando psycomma...@gmail.com
  wrote:
   I already posted a link to the pastebin with the whole code earlier (
   http://pastebin.com/eMcKh1YL ). And who at valve would help ? Most of
   the
   time I don't get answers when I mail devs. And what do you mean share
   what
   the problem is with you, isn't it what I've been foing?
  
   Is there any examples of simple moving predicted entities, besides the
   player ? I could really use an example...
  
   By the way, is what Stephen says accurate ? Is the net_fakelag command
   not
   working on listen servers ?
  
  
   On Thu, Apr 26, 2012 at 12:34 AM, Nick xnicho...@gmail.com wrote:
  
   i think you should give us a basic code, and send it to valve... only
   valve can help you. Usually valve is quite nice, and I am sure they
   wouldn't mind helping you out, as long as you can share what the
   problem is with the rest of us.
  
  
  
   On Sun, Apr 22, 2012 at 3:04 PM, Psy_Commando psycomma...@gmail.com
 
   wrote:
Alright, what else could be causing jittering ? There is so little
going
on
in that entity.
   
   
On Sat, Apr 21, 2012 at 8:40 PM, Tony omega Sergi
omegal...@gmail.com
wrote:
   
As I said. looking at your prediction dump, it's not actually
predicting
properly.
Either they're not updating at the same rate, or they're not
 running
the
same code producing the same results.
see your screenshot:
 http://dl.dropbox.com/u/13343993/abox0003.jpg
notice in red, velocity is 0 0 0 that means
disabling VPhysicsUpdate is not the solution, as that means you
break
every vphysics object. Look at what it's doing, it's getting it's
position
after vphysics simulates and updating the entity.
so unless you're trying to make a purely client-authoritive ship,
you
can't disable that without adding code to update the position from
the
client.
   
   
   
   
On Sun, Apr 22, 2012 at 7:40 AM, Stephen Swires
stephen.swi...@gmail.com
wrote:
   
It maybe worth mentioning that net_fakelag is broken on listen
servers
in
Alien Swarm. It works on dedicated, however
   
   
On Sat, Apr 21, 2012 at 10:05 PM, Psy_Commando
psycomma...@gmail.com
wrote:
   
I found what was causing the stuttering with 0 ping and in
singleplayer.
I disabled this code in cbaseentity_shared :
   
   
   
   
   
   
 //-
// Purpose: My physics object has been updated, react or
 extract
data
   
   
   
   
 //-
void CBaseEntity::VPhysicsUpdate( IPhysicsObject *pPhysics )
{
switch( GetMoveType() )
{
case MOVETYPE_VPHYSICS:
{
if ( GetMoveParent() )
{
Log_Warning( LOG_DEVELOPER_VERBOSE, Updating
physics
on object in hierarchy %s!\n, GetClassname());
return;
}
Vector origin;
QAngle angles;
   
pPhysics-GetPosition( origin, angles );
   
if ( !IsFinite( angles.x ) || !IsFinite( angles.y )
||
!IsFinite( angles.x ) )
{
Msg( Infinite angles from vphysics! (entity
%s)\n,
GetDebugName() );
angles = vec3_angle;
}
#ifndef CLIENT_DLL
Vector prevOrigin = GetAbsOrigin();
#endif
   
for ( int 

Re: [hlcoders] Read and write to and from file?

2012-04-04 Thread Tom Schumann
It might be possible with a server plugin, but I don't know whether anyone
has updated the the code to work with Portal 2, or whether the API could be
used to do what you're trying to do (though I suspect there's a good chance
it could). Here are some details anyway:
https://developer.valvesoftware.com/wiki/Server_plugins
https://developer.valvesoftware.com/wiki/IServerPluginCallbacks

On 4 April 2012 19:32, Garry Newman garrynew...@gmail.com wrote:

 I don't think it can be done at all tbh

 garry


 On Wed, Apr 4, 2012 at 10:23 AM, Melissa Zak miss_bee...@hotmail.comwrote:

   Hey garry, thanks for the reply

 No. I’m trying to save variables so that my coop maps on my level chooser
 unlock like the Portal 2 coop campaign.
 Game code is out of the question and I prefer not to install .lua. Can it
 be done in a .nut file?

 Sorry for bothering y’all,
 Melissa Z.

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Re: [hlcoders] Goldsrc structure question

2011-12-08 Thread Tom Schumann
Does the Quake source code help any? Where in the code are you accessing
these structures?

On 9 December 2011 10:09, Carlos Sola jorop...@gmail.com wrote:

 Hello all

 I know this question will get a negative answer but I don't loose anything
 asking.

 Is there a way to obtain structure definitions for: svs (server_static_t),
 sv (server_t) and svs.clients (client_t) ?

 I'm working on it manually, near of 50% on each struct but any help will
 be appreciated.

 Thanks in advance

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[hlcoders] Initialising shadow depth textures

2011-09-19 Thread Tom Edwards
I've been working on shadow map LOD. I've got a system set up that 
creates a few large and lots of small render target textures (72 in all, 
about 100MB) and it looks good. My problem is that the first time a new 
RT comes into effect there is a very large hitch in rendering. There is 
no problem after that; it only happens on the first use.


All of the RTs are initialised when the game loads. What else am I 
supposed to be doing?


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Re: [hlcoders] [Source 2007] Missing .cpp files for SDK_LightmappedGeneric Shader

2011-09-14 Thread Tom Schumann
Are these the ones:
http://www.koders.com/info.aspx?c=ProjectInfopid=WMUMHVAZAYAHRMNYAUTLN74FXG
(in
sdkshaders/advanced)?

On 12 September 2011 01:55, Alexander Davidson aldavid...@gmail.com wrote:

 Hey List,

 Does anybody have the missing .cpp files for the shader DLL to compile the
 SDK_LightmappedGeneric shader?

 We need the file/s that actually declare the shader (Seems to be have been
 omitted in the current SDK revision)! With something along the lines of 
 BEGIN_VS_SHADER(
 SDK_LightmappedGeneric... in it.

 We seem to have up-to date files for vertexlitgeneric
 (vertexlitgeneric_dx9.cpp) but not lightmappedgeneric.

 Can anybody lend us a hand (VALVe) and provide the files so we can compile
 the SDK_LightmappedGeneric shader?

 For reference please find below the current dir state for
 cpp's/h's relevant to the LightmappedGeneric shader in the /stdshaders/
 folder:

 - lightmappedgeneric_decal.cpp
 - lightmappedgeneric_dx9_helper.xpp
 - lightmappedreflective.cpp
 - lightmappedtwotexture.cpp
 - lightmappedgeneric_dx9_helper.h
 - lightmappedgeneric_ps2_3_x.h

 Cheers,
 Al

 --
 -Alex Davidson (aldavid...@gmail.com)

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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-11 Thread Tom Edwards
Neat, I didn't know about him. Unfortunately that model isn't set up 
right for 9-way animation...plus, half the point of making the stickman 
was to provide the source for a simple model. :)


On 11/08/2011 5:19, Psy_Commando wrote:

I mean the model included with swarm and swarm_base.

On Thu, Aug 11, 2011 at 12:18 AM, Psy_Commando psycomma...@gmail.com 
mailto:psycomma...@gmail.com wrote:


That's pretty neat, but maybe you should use the included citizen,
or the colonist model for the player, instead of the weird
stickman. Its a better showcase of the included functionality :)


On Wed, Aug 10, 2011 at 7:22 PM, Tom Edwards
t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com wrote:

Here's an update which fixes the ragdoll issues. Still more to
go (see the readme), it's just finding the time...

http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a2.zip


On 30/07/2011 3:48, Tom Edwards wrote:

Thanks, email me if you find anything wrong!

On 30/07/2011 2:06, Tobias Kammersgaard wrote:

The biggest problem with using the ASW code is really
the lack of Half-Life 2 content. The singleplayer mod
I'm working on would love to have features from the
ASW code base, however lack of HL2 stops us from going
there. Granted we should replace all the HL2 content
with out own, but I don't see that happening with a
team of 5 people.

However I will checkout your skeleton Tom :)!

- ScarT


On 30 July 2011 14:57, Tom Edwards
t_edwa...@btinternet.com
mailto:t_edwa...@btinternet.com
mailto:t_edwa...@btinternet.com
mailto:t_edwa...@btinternet.com wrote:

   Don't expect any more significant updates to
2007/9, if for no
   other reason than the move from GCF to NCF. Alien
Swarm is from
   the main codeline and is much more recent than
2007/9 so is
   clearly the best choice for new mods.

   Since you probably aren't making a top-down shooter
here is an
   alpha for the Alien Swarm Skeleton, which is a
simple first-person
   game. Hopefully having something public will
encourage me to spend
   more time on its remaining problems. :)

http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip


   On 30/07/2011 12:24, Psy_Commando wrote:

   Sorry, for the previous message, forgot to put
a subject...

   Hi,this time I'm having a more complicated
question. Me and my
   team were about to switch from Source 2007 to
Alien Swarm
   Source, to make our mod free, and to have
access to the menu
   and loading UI and the Alien Swarm assets.
However, Source
   2007 is now free, so that removed one of the
big advantages of
   ASW. Beside ASW, has tons of references
directly to member
   variables of other classes, which makes it very
hard to make
   significant changes.

   What I'm wondering is, is this a good move in
the long term ?
   I mean ASW, and the ASW SDK are pretty much
left to die by its
   devs, and there are about two active mods...
Unlike with ASW I
   can expect that there will be a Source 2009
update at some
   point with the Source SDK. Any suggestions or
comments ?


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[hlcoders] Shadow map scissoring

2011-08-11 Thread Tom Edwards
I've been developing omnidirectional shadowmap entities lately, and it 
works great except for r_flashlightscissor being no good when you have 
multiple projections. Keeping it off results is crazy overdraw where 
large areas of the screen are written over at least seven times per 
frame, sending performance off a cliff:


On: 
http://cloud.steampowered.com/ugc/558664840002096292/18D0A75B5AB15EE433377DE5E792C3C52D8CB648/
Off: 
http://cloud.steampowered.com/ugc/558664840002097596/EFCB735994AE0BAA8ED371D47D1149F700518717/


The difference between those screens is 30 fps!

Has anyone worked out a way to fix scissoring for multi-projection 
scenes, or at least how to detect when it can safely be enabled?


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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-11 Thread Tom Edwards
The marine models are rigged horribly (the legs bones are way outside 
the leg mesh!) and their animations look terrible from close up. The 
model is also complicated and not an ideal place to start learning.


On 11/08/2011 7:46, Psy_Commando wrote:

You also can just use the marine model :)
And with the asw sdk we have the source for the marine model already.

On Thu, Aug 11, 2011 at 5:23 AM, Tom Edwards t_edwa...@btinternet.com 
mailto:t_edwa...@btinternet.com wrote:


Neat, I didn't know about him. Unfortunately that model isn't set
up right for 9-way animation...plus, half the point of making the
stickman was to provide the source for a simple model. :)


On 11/08/2011 5:19, Psy_Commando wrote:

I mean the model included with swarm and swarm_base.

On Thu, Aug 11, 2011 at 12:18 AM, Psy_Commando
psycomma...@gmail.com mailto:psycomma...@gmail.com
mailto:psycomma...@gmail.com mailto:psycomma...@gmail.com
wrote:

   That's pretty neat, but maybe you should use the included
citizen,
   or the colonist model for the player, instead of the weird
   stickman. Its a better showcase of the included
functionality :)


   On Wed, Aug 10, 2011 at 7:22 PM, Tom Edwards
t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com
mailto:t_edwa...@btinternet.com
mailto:t_edwa...@btinternet.com wrote:

   Here's an update which fixes the ragdoll issues. Still
more to
   go (see the readme), it's just finding the time...

http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a2.zip


   On 30/07/2011 3:48, Tom Edwards wrote:

   Thanks, email me if you find anything wrong!

   On 30/07/2011 2:06, Tobias Kammersgaard wrote:

   The biggest problem with using the ASW code is
really
   the lack of Half-Life 2 content. The
singleplayer mod
   I'm working on would love to have features from the
   ASW code base, however lack of HL2 stops us
from going
   there. Granted we should replace all the HL2
content
   with out own, but I don't see that happening with a
   team of 5 people.

   However I will checkout your skeleton Tom :)!

   - ScarT


   On 30 July 2011 14:57, Tom Edwards
t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com
mailto:t_edwa...@btinternet.com
mailto:t_edwa...@btinternet.com
mailto:t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com
mailto:t_edwa...@btinternet.com
mailto:t_edwa...@btinternet.com wrote:

  Don't expect any more significant updates to
   2007/9, if for no
  other reason than the move from GCF to NCF.
Alien
   Swarm is from
  the main codeline and is much more recent than
   2007/9 so is
  clearly the best choice for new mods.

  Since you probably aren't making a top-down
shooter
   here is an
  alpha for the Alien Swarm Skeleton, which is a
   simple first-person
  game. Hopefully having something public will
   encourage me to spend
  more time on its remaining problems. :)

http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip


  On 30/07/2011 12:24, Psy_Commando wrote:

  Sorry, for the previous message, forgot
to put
   a subject...

  Hi,this time I'm having a more complicated
   question. Me and my
  team were about to switch from Source
2007 to
   Alien Swarm
  Source, to make our mod free, and to have
   access to the menu
  and loading UI and the Alien Swarm assets.
   However, Source
  2007 is now free, so that removed one of the
   big advantages of
  ASW. Beside ASW, has tons of references
   directly to member
  variables of other classes, which makes
it very
   hard to make
  significant changes.

  What I'm wondering is, is this a good
move in
   the long term ?
  I mean ASW, and the ASW SDK are pretty much

Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-10 Thread Tom Edwards
Here's an update which fixes the ragdoll issues. Still more to go (see 
the readme), it's just finding the time...


http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a2.zip

On 30/07/2011 3:48, Tom Edwards wrote:

Thanks, email me if you find anything wrong!

On 30/07/2011 2:06, Tobias Kammersgaard wrote:
The biggest problem with using the ASW code is really the lack of 
Half-Life 2 content. The singleplayer mod I'm working on would love 
to have features from the ASW code base, however lack of HL2 stops us 
from going there. Granted we should replace all the HL2 content with 
out own, but I don't see that happening with a team of 5 people.


However I will checkout your skeleton Tom :)!

- ScarT


On 30 July 2011 14:57, Tom Edwards t_edwa...@btinternet.com 
mailto:t_edwa...@btinternet.com wrote:


Don't expect any more significant updates to 2007/9, if for no
other reason than the move from GCF to NCF. Alien Swarm is from
the main codeline and is much more recent than 2007/9 so is
clearly the best choice for new mods.

Since you probably aren't making a top-down shooter here is an
alpha for the Alien Swarm Skeleton, which is a simple first-person
game. Hopefully having something public will encourage me to spend
more time on its remaining problems. :)

http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip


On 30/07/2011 12:24, Psy_Commando wrote:

Sorry, for the previous message, forgot to put a subject...

Hi,this time I'm having a more complicated question. Me and my
team were about to switch from Source 2007 to Alien Swarm
Source, to make our mod free, and to have access to the menu
and loading UI and the Alien Swarm assets. However, Source
2007 is now free, so that removed one of the big advantages of
ASW. Beside ASW, has tons of references directly to member
variables of other classes, which makes it very hard to make
significant changes.

What I'm wondering is, is this a good move in the long term ?
I mean ASW, and the ASW SDK are pretty much left to die by its
devs, and there are about two active mods... Unlike with ASW I
can expect that there will be a Source 2009 update at some
point with the Source SDK. Any suggestions or comments ?


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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-07-31 Thread Tom Edwards
If you get a leak portals aren't calculated so that's logical. But the 
only cause I can think of is that you might still have the 
structure_seal entity, which will be on water brushes as well as the big 
ones surrounding the world. I can compile maps just fine, so it is possible!


On 31/07/2011 8:09, Psy_Commando wrote:
It would seem that removing -alldetail doesn't hep. It seems the 
program doesn't find the prt file when vvis starts... And I've had 
weird leaks.


On Sat, Jul 30, 2011 at 7:08 PM, Psy_Commando psycomma...@gmail.com 
mailto:psycomma...@gmail.com wrote:


the vbsp version that comes with asw, turns every brush
into func_detail, so there's no visibility optimization

That only happens because the compile profiles created by the
AS authoring tools have -alldetail (or something similar) by
default. Remove that argument and you get a regular compile.

Doh...  thanks for correcting me :)


I think the tools Gabe was on about are regarding the art
pipeline and Hammer, not the actual code.

Well that'd be better than nothing, I'd love an hammer update, so
I don't have to hope it won't crash each time I want to look at an
ent's flags :(

Well then, I guess going with ASW is probably a good idea
considering all this, but I'll probably have to get hacky with the
shaderlib :(


On Sat, Jul 30, 2011 at 3:42 PM, Tom Edwards
t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com wrote:

the vbsp version that comes with asw, turns every brush
into func_detail, so there's no visibility optimization

That only happens because the compile profiles created by the
AS authoring tools have -alldetail (or something similar) by
default. Remove that argument and you get a regular compile.


And I wonder if a mod can be incentive enough to download
the complete ASW just to play the mod, why can't we just
have a SDK base ASW ?

Alien Swarm is 2GB, SDK Base 2007 is 4GB (albeit with a lot of
shared stuff that most people already have). A Swarm base
would be lovely all the same, and without any AS content could
total less than 300MB.

And yes, getting animstate right is a bitch. :) Needing to
blank SetAnimation() had me stuck for ages.


On 30/07/2011 7:48, Psy_Commando wrote:

Didn't Gabe Newell said they were working on sdk tools one
or two months ago ?
Anyways, the thing is, I'm not very confident in the ASW
devs, or ASW's future. I heard from the guys I'm helping
at Hypovolemia, that they gave them a fixed matchmaking
dll to fix the hard-coded limit of 5 players, but after
issuing them with the fix they went silent and didn't
release it officially, as far as I know. They haven't
heard from them since May, if I remember correctly.
We also don't have access to the shaderlib, I'd swap it
with the orange box's shaderlib, but they seem to have a
lot of custom shaders. And the vbsp version that comes
with asw, turns every brush into func_detail, so there's
no visibility optimization,  we have to use the OB vbsp
instead for fps, or 3rd person mods :(

And I wonder if a mod can be incentive enough to download
the complete ASW just to play the mod, why can't we just
have a SDK base ASW ? Or even just merge the ASW SDK with
the source sdk, so it may get a little more attention from
the devs, and community.

And thanks for the skeleton code, I'll check it out. But
I'm pretty far along tweaking the asw_player back into a
regular player, I'm still struggling a little with the
anim system though.

On Sat, Jul 30, 2011 at 11:02 AM, Tom Edwards
t_edwa...@btinternet.com
mailto:t_edwa...@btinternet.com
mailto:t_edwa...@btinternet.com
mailto:t_edwa...@btinternet.com wrote:

   There's a change to the way SteamIDs are handled that
breaks game
   DLL networking, Tony. IIRC that's why Source 2009 was
split off
   from 2007 in the first place. Sounds like something
easy to fix
   though...


   On 30/07/2011 3:46, Tony omega Sergi wrote:

   Oh, and when I say there are no significant changes
in the
   code, i mean the publically available mod code. not
engine,
   and stuff only valve + licensee's get.


   On Sat, Jul 30, 2011 at 11:45 PM, Tony omega Sergi
omegal...@gmail.com mailto:omegal...@gmail.com
mailto:omegal...@gmail.com mailto:omegal

Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-07-30 Thread Tom Edwards
Don't expect any more significant updates to 2007/9, if for no other 
reason than the move from GCF to NCF. Alien Swarm is from the main 
codeline and is much more recent than 2007/9 so is clearly the best 
choice for new mods.


Since you probably aren't making a top-down shooter here is an alpha for 
the Alien Swarm Skeleton, which is a simple first-person game. Hopefully 
having something public will encourage me to spend more time on its 
remaining problems. :)


http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip

On 30/07/2011 12:24, Psy_Commando wrote:

Sorry, for the previous message, forgot to put a subject...

Hi,this time I'm having a more complicated question. Me and my team 
were about to switch from Source 2007 to Alien Swarm Source, to make 
our mod free, and to have access to the menu and loading UI and the 
Alien Swarm assets. However, Source 2007 is now free, so that removed 
one of the big advantages of ASW. Beside ASW, has tons of references 
directly to member variables of other classes, which makes it very 
hard to make significant changes.


What I'm wondering is, is this a good move in the long term ? I mean 
ASW, and the ASW SDK are pretty much left to die by its devs, and 
there are about two active mods... Unlike with ASW I can expect that 
there will be a Source 2009 update at some point with the Source SDK. 
Any suggestions or comments ?



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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-07-30 Thread Tom Edwards

Thanks, email me if you find anything wrong!

On 30/07/2011 2:06, Tobias Kammersgaard wrote:
The biggest problem with using the ASW code is really the lack of 
Half-Life 2 content. The singleplayer mod I'm working on would love to 
have features from the ASW code base, however lack of HL2 stops us 
from going there. Granted we should replace all the HL2 content with 
out own, but I don't see that happening with a team of 5 people.


However I will checkout your skeleton Tom :)!

- ScarT


On 30 July 2011 14:57, Tom Edwards t_edwa...@btinternet.com 
mailto:t_edwa...@btinternet.com wrote:


Don't expect any more significant updates to 2007/9, if for no
other reason than the move from GCF to NCF. Alien Swarm is from
the main codeline and is much more recent than 2007/9 so is
clearly the best choice for new mods.

Since you probably aren't making a top-down shooter here is an
alpha for the Alien Swarm Skeleton, which is a simple first-person
game. Hopefully having something public will encourage me to spend
more time on its remaining problems. :)

http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip


On 30/07/2011 12:24, Psy_Commando wrote:

Sorry, for the previous message, forgot to put a subject...

Hi,this time I'm having a more complicated question. Me and my
team were about to switch from Source 2007 to Alien Swarm
Source, to make our mod free, and to have access to the menu
and loading UI and the Alien Swarm assets. However, Source
2007 is now free, so that removed one of the big advantages of
ASW. Beside ASW, has tons of references directly to member
variables of other classes, which makes it very hard to make
significant changes.

What I'm wondering is, is this a good move in the long term ?
I mean ASW, and the ASW SDK are pretty much left to die by its
devs, and there are about two active mods... Unlike with ASW I
can expect that there will be a Source 2009 update at some
point with the Source SDK. Any suggestions or comments ?


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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-07-30 Thread Tom Edwards
There's a change to the way SteamIDs are handled that breaks game DLL 
networking, Tony. IIRC that's why Source 2009 was split off from 2007 in 
the first place. Sounds like something easy to fix though...


On 30/07/2011 3:46, Tony omega Sergi wrote:
Oh, and when I say there are no significant changes in the code, i 
mean the publically available mod code. not engine, and stuff only 
valve + licensee's get.



On Sat, Jul 30, 2011 at 11:45 PM, Tony omega Sergi 
omegal...@gmail.com mailto:omegal...@gmail.com wrote:


btw, there *really* aren't *that many* differences between 2007
and 2009, granted, it probably would be nicer to have an SDK for
it, just so that it's the latest and greatest, but there are no
significant changes in the code.
and last i looked, it should have no problem loading 2007 compiled
mods, as the interfaces required haven't changed from what I can
see. (TF2 is running 2009, and you run mods from that engine, at
least where the DS is concerned..)

I suppose the next best thing would be just to update source sdk
base 2007 up to source sdk base 2009.

- Tony



On Sat, Jul 30, 2011 at 10:06 PM, Tobias Kammersgaard
tobias.kammersga...@gmail.com
mailto:tobias.kammersga...@gmail.com wrote:

The biggest problem with using the ASW code is really the lack
of Half-Life 2 content. The singleplayer mod I'm working on
would love to have features from the ASW code base, however
lack of HL2 stops us from going there. Granted we should
replace all the HL2 content with out own, but I don't see that
happening with a team of 5 people.

However I will checkout your skeleton Tom :)!

- ScarT



On 30 July 2011 14:57, Tom Edwards t_edwa...@btinternet.com
mailto:t_edwa...@btinternet.com wrote:

Don't expect any more significant updates to 2007/9, if
for no other reason than the move from GCF to NCF. Alien
Swarm is from the main codeline and is much more recent
than 2007/9 so is clearly the best choice for new mods.

Since you probably aren't making a top-down shooter here
is an alpha for the Alien Swarm Skeleton, which is a
simple first-person game. Hopefully having something
public will encourage me to spend more time on its
remaining problems. :)

http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip


On 30/07/2011 12:24, Psy_Commando wrote:

Sorry, for the previous message, forgot to put a
subject...

Hi,this time I'm having a more complicated question.
Me and my team were about to switch from Source 2007
to Alien Swarm Source, to make our mod free, and to
have access to the menu and loading UI and the Alien
Swarm assets. However, Source 2007 is now free, so
that removed one of the big advantages of ASW. Beside
ASW, has tons of references directly to member
variables of other classes, which makes it very hard
to make significant changes.

What I'm wondering is, is this a good move in the long
term ? I mean ASW, and the ASW SDK are pretty much
left to die by its devs, and there are about two
active mods... Unlike with ASW I can expect that there
will be a Source 2009 update at some point with the
Source SDK. Any suggestions or comments ?


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-- 
-Tony





--
-Tony



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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-07-30 Thread Tom Edwards
the vbsp version that comes with asw, turns every brush into 
func_detail, so there's no visibility optimization
That only happens because the compile profiles created by the AS 
authoring tools have -alldetail (or something similar) by default. 
Remove that argument and you get a regular compile.


And I wonder if a mod can be incentive enough to download the complete 
ASW just to play the mod, why can't we just have a SDK base ASW ?
Alien Swarm is 2GB, SDK Base 2007 is 4GB (albeit with a lot of shared 
stuff that most people already have). A Swarm base would be lovely all 
the same, and without any AS content could total less than 300MB.


And yes, getting animstate right is a bitch. :) Needing to blank 
SetAnimation() had me stuck for ages.


On 30/07/2011 7:48, Psy_Commando wrote:
Didn't Gabe Newell said they were working on sdk tools one or two 
months ago ?
Anyways, the thing is, I'm not very confident in the ASW devs, or 
ASW's future. I heard from the guys I'm helping at Hypovolemia, that 
they gave them a fixed matchmaking dll to fix the hard-coded limit of 
5 players, but after issuing them with the fix they went silent and 
didn't release it officially, as far as I know. They haven't heard 
from them since May, if I remember correctly.
We also don't have access to the shaderlib, I'd swap it with the 
orange box's shaderlib, but they seem to have a lot of custom shaders. 
And the vbsp version that comes with asw, turns every brush into 
func_detail, so there's no visibility optimization,  we have to use 
the OB vbsp instead for fps, or 3rd person mods :(


And I wonder if a mod can be incentive enough to download the complete 
ASW just to play the mod, why can't we just have a SDK base ASW ? Or 
even just merge the ASW SDK with the source sdk, so it may get a 
little more attention from the devs, and community.


And thanks for the skeleton code, I'll check it out. But I'm pretty 
far along tweaking the asw_player back into a regular player, I'm 
still struggling a little with the anim system though.


On Sat, Jul 30, 2011 at 11:02 AM, Tom Edwards 
t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com wrote:


There's a change to the way SteamIDs are handled that breaks game
DLL networking, Tony. IIRC that's why Source 2009 was split off
from 2007 in the first place. Sounds like something easy to fix
though...


On 30/07/2011 3:46, Tony omega Sergi wrote:

Oh, and when I say there are no significant changes in the
code, i mean the publically available mod code. not engine,
and stuff only valve + licensee's get.


On Sat, Jul 30, 2011 at 11:45 PM, Tony omega Sergi
omegal...@gmail.com mailto:omegal...@gmail.com
mailto:omegal...@gmail.com mailto:omegal...@gmail.com wrote:

   btw, there *really* aren't *that many* differences between 2007
   and 2009, granted, it probably would be nicer to have an
SDK for
   it, just so that it's the latest and greatest, but there are no
   significant changes in the code.
   and last i looked, it should have no problem loading 2007
compiled
   mods, as the interfaces required haven't changed from what
I can
   see. (TF2 is running 2009, and you run mods from that
engine, at
   least where the DS is concerned..)

   I suppose the next best thing would be just to update
source sdk
   base 2007 up to source sdk base 2009.

   - Tony



   On Sat, Jul 30, 2011 at 10:06 PM, Tobias Kammersgaard
tobias.kammersga...@gmail.com
mailto:tobias.kammersga...@gmail.com
mailto:tobias.kammersga...@gmail.com
mailto:tobias.kammersga...@gmail.com wrote:

   The biggest problem with using the ASW code is really
the lack
   of Half-Life 2 content. The singleplayer mod I'm working on
   would love to have features from the ASW code base, however
   lack of HL2 stops us from going there. Granted we should
   replace all the HL2 content with out own, but I don't
see that
   happening with a team of 5 people.

   However I will checkout your skeleton Tom :)!

   - ScarT



   On 30 July 2011 14:57, Tom Edwards
t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com
mailto:t_edwa...@btinternet.com
mailto:t_edwa...@btinternet.com wrote:

   Don't expect any more significant updates to 2007/9, if
   for no other reason than the move from GCF to NCF.
Alien
   Swarm is from the main codeline and is much more recent
   than 2007/9 so is clearly the best choice for new mods.

   Since you probably aren't making a top-down shooter
here
   is an alpha for the Alien Swarm Skeleton, which

Re: [hlcoders] Choppy motion using the 2007 sdk mp template

2011-07-14 Thread Tom Edwards
CWaterBullet is an error in Valve's code. You had to fix it to get the 
normal SDK building too, you just don't remember. ;-) Everything is 
explained at the link I gave.


The absence of vgui_video is a problem. I have it, but it does now seem 
to have been removed from the SDK. I can build the client fine without 
that code but if it's a problem you can get the files here:


http://digitalpaintball.net/trac/export/2/Code/game/client/vgui_video.h
http://digitalpaintball.net/trac/export/5/src/game/client/vgui_video.cpp

They go in game/client/.

On 14/07/2011 2:00, Eek Glur wrote:
The SDK Skeleton does seem like an interesting starting base, assuming 
it doesn't have that problem - but I think it might be a little too 
stripped down for my needs (seeing that it can't actually start a 
playable server or do anything by default). Unless perhaps that was 
just something I messed up, but I get this error:


Client missing DT class CWaterBullet
Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed.

Dropped Player from server (Disconnect by user.)


What codebase is this intended to be compiled with? Because, I see 
that it includes a 'vgui_video.cpp', which isn't in any of the 2007 
SDKs I pulled from Source SDK (source code only and mp template) - 
Ended up removing it because even by including the file (thanks 
Google), there was a link error for it.


Anyway, it would still be nice find a solution back at the template 
mod - I've tried messing with the rates and interp console commands 
since the rates seemed a little low, but I still get the same effect. 
Reading up on interpolation though, it sounds very much like what the 
problem could be, only I've no idea what to do about it, since I 
obviously won't be understanding that completely, as a beginner.


On Wed, Jul 13, 2011 at 8:31 PM, Tom Edwards t_edwa...@btinternet.com 
mailto:t_edwa...@btinternet.com wrote:


Someone else was talking about this a while back, I think it was
related to interpolation. I don't recall the fix, but I do know
that the SDK Skeleton player doesn't have the problem.
https://code.google.com/p/sourcesdk-skeleton/

On that subject, an Alien Swarm version of the skeleton is nearing
release. There's only multiplayer ragdolls left to get working. :)


On 13/07/2011 7:28, Eek Glur wrote:

Well, I noticed the problem in the beginning - so yes, I am
experiencing this in a clean base - 2007 multiplayer template,
only fixes are compile fixes, release build, default game
directory (appid 218), etc. One strange thing I noticed is
that while playing is choppy, if I record a demo, on playback
it will be super smooth as if there wasn't a problem at all.
It's as if the client isn't properly syncronized with the
server, while playing. I don't know, but I've had some other
people try it out, and they have the same problem, too.

Also, sorry for breaking format, I assumed receiving digests
would still send my threads back individually - not the case :P

   How much and exactly where have you been toying with your
source
   code? I
   assume you're not experiencing these issues with a clean,
   unmodified 2007
   scratch or template build?



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Re: [hlcoders] Choppy motion using the 2007 sdk mp template

2011-07-13 Thread Tom Edwards
Someone else was talking about this a while back, I think it was related 
to interpolation. I don't recall the fix, but I do know that the SDK 
Skeleton player doesn't have the problem. 
https://code.google.com/p/sourcesdk-skeleton/


On that subject, an Alien Swarm version of the skeleton is nearing 
release. There's only multiplayer ragdolls left to get working. :)


On 13/07/2011 7:28, Eek Glur wrote:
Well, I noticed the problem in the beginning - so yes, I am 
experiencing this in a clean base - 2007 multiplayer template, only 
fixes are compile fixes, release build, default game directory (appid 
218), etc. One strange thing I noticed is that while playing is 
choppy, if I record a demo, on playback it will be super smooth as if 
there wasn't a problem at all. It's as if the client isn't properly 
syncronized with the server, while playing. I don't know, but I've had 
some other people try it out, and they have the same problem, too.


Also, sorry for breaking format, I assumed receiving digests would 
still send my threads back individually - not the case :P


How much and exactly where have you been toying with your source
code? I
assume you're not experiencing these issues with a clean,
unmodified 2007
scratch or template build?



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Re: [hlcoders] weapon prediction issue

2011-07-12 Thread Tom Edwards
The function being called multiple times is normal, that's how 
prediction testing works. Does the weapon actually end up in an 
incorrect state after firing multiple times? If not, this is likely to 
be a problem with the viewmodel entity rather than the weapon. Are you 
using predicted_viewmodel?


On 12/07/2011 9:05, Priyadarshi Sharma wrote:

Hello,

I am having the issue of a weapon being fired multiple times on client
side when there is a lag between client and server (net_fakelag 100).
This is similar to the issue mentioned here :
http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg19271.html

I've tried the suggested fix but it doesn't seem to help in my case.
It only happens in the burst fire mode though, not otherwise.

Below are the relevant functions. As you can see, even checking for
IsFirstTimePredicted() doesn't solve the issue and the function is
still called multiple times on client side as evident from the
DevMsg() below. How do I go on about solving this issue?

PS - I've also tried the fix mentioned here -
http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg19344.html,
which indicates a bug with the SDK itself, but no help here too.

Code :

void MyWeapon::ItemPostFrame()
{

// Burstfire continues for 3 shots after we press fire
if(cBurstShots)
BurstFire();
else
BaseClass::ItemPostFrame();
}

void MyWeapon::BurstFire()
{
if (!m_iClip1)
{
cBurstShots = 0;
return;
}

if (tNextBurst  gpGlobals-curtime)
return;

#ifdef CLIENT_DLL
 if ( prediction-InPrediction()  !prediction-IsFirstTimePredicted() 
)
 return;
#endif

#ifdef CLIENT_DLL
DevMsg(Time : %f cBurstShots : %d tNextBurst : %f\n,
gpGlobals-curtime, cBurstShots, tNextBurst);
#endif

// making this NOT relative to curtime means it won't be totally
cpu/tickrate dependent
tNextBurst += info.m_tReloadChamber;

--cBurstShots;

Fire();

m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals-curtime + 
0.1;

WeaponSound( SINGLE );
DoMuzzleFlash();
}


void MyWeapon::PrimaryAttack()
{
if (!fBurstMode)
 {
Fire();
return;
}

cBurstShots = 3;
tNextBurst = gpGlobals-curtime;
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
}

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Re: [hlcoders] EmitSound being cut off, and forcing the player to spectate an entity

2011-04-06 Thread Tom Edwards
CItem::Respawn() calls SetTouch(NULL), so it can't be a case of 
re-triggering unless you've bypassed that code entirely.


The only thing I can think of is that RollerBall.RewardTokenPickup has a 
very low attenuation value in your soundscript. Once you go down very 
low (around 60dB) the engine starts cocking up volume falloff, so the 
sound stopping instantly isn't implausible.


On 06/04/2011 1:42, Matt Hoffman wrote:
It's an entity, not a brush entity/volume. I could see it being called 
again though... What's the fix, toggling a boolean when you enter, and 
don't run it if it's true? I don't recall this ever being a problem in 
actual HL2/HL2DM.



On Tue, Apr 5, 2011 at 5:33 PM, Adam amckern McKern 
amck...@yahoo.com mailto:amck...@yahoo.com wrote:


You have a 6 sided trigger - each side will trigger when its
touched, so if your enter the brush it will trigger, the same as
when you exit the brush it will trigger.

You might be better off using the InEntity code (been ages from
last time i needed to use it so forgot its real name)


Owner Nigredo Studios http://www.nigredostudios.com

--- On *Wed, 6/4/11, Matt Hoffman /lord.matt.hoff...@gmail.com
mailto:lord.matt.hoff...@gmail.com/* wrote:


From: Matt Hoffman lord.matt.hoff...@gmail.com
mailto:lord.matt.hoff...@gmail.com
Subject: [hlcoders] EmitSound being cut off, and forcing the
player to spectate an entity
To: Discussion of Half-Life Programming
hlcoders@list.valvesoftware.com
mailto:hlcoders@list.valvesoftware.com
Received: Wednesday, 6 April, 2011, 10:12 AM


EmitSound:
I have an entity that derives from CItem, and I'm using
ItemTouch. I set DEFINE_ENTITYFUNC( ItemTouch ), in my
DATA_DESC. The function works fine, but if the player leaves
the collision box of the entity while the sound is playing it
just stops the sound. This doesn't happen in the case of it's
Respawn sound, which uses EmitSound without the
CPASAttenuationFilter. Am I using the CPASAttenuationFilter
wrong? Or is it something to do with the ItemTouch function
itself?

Here's the relevant functions: http://pastebin.com/Mu72VBxQ


Spectating an Entity:
I've been trying unsuccessfully for a few days now to get the
player to spectate a custom entity. I did SetObserverTarget(
entity ), and if I debug it, it goes into player.cpp-bool
CBasePlayer::SetObserverTarget( CBaseEntity *target) (Line
2551 or so) (Code Here: http://pastebin.com/YytP90ua ). I
modified IsValidObserverTarget to not kick out when trying to
observe something other than a player.

It hits m_hObserverTarget.Set( target ). It also hits
SetObserverTarget on C_BasePlayer (
http://pastebin.com/eAWZy41A ), and hits everything.

It doesn't hit the if ( m_iObserverMode == OBS_MODE_ROAMING )
on CBasePlayer::SetObserverTarget -- Do you have to be in
OBS_MODE_ROAMING to observe something?
When the player spectates another player, what is he doing. Is
his logical entity moving around, or just his camera?

Any help over these two issues would be great, I've been stuck
here for 2 days now... :P


-Matt

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Re: [hlcoders] Linux build prediction? issues

2011-03-21 Thread Tom Edwards
No it was Yahn. Alfred is/was in charge of Linux support though, so copy 
them both in.


On 21/03/2011 10:30, Tobias Kammersgaard wrote:

Alfred Reynolds took care of the prediction if I recall correctly.

- ScarT


On 21 March 2011 23:25, Maarten De Meyer maar...@off-limits.be 
mailto:maar...@off-limits.be wrote:


Bit of an old thread, but unfortunately I'm going to have to come
back to it: I'm afraid I was mistaken too. IsFirstTimePredicted
did fix some issues graphically, but some things are still
seerriously fubar on our linux (dedicated server) build related to
how client-side prediction behaves. I'm out of ideas here, and we
planned to go public this friday. I'm guessing there's no direct
contact person at valve for issues like this?


On 25/01/2011 1:56, Andrew Ritchie wrote:

Originally I had thought it would have been fixed with the
IsFirstTimePredicted check as well, but even with that, I found
our frames were being rolled back and for whatever reason the
system wasn't marking the already predicted frames as handled, or
at least resetting it.  We wrapped a test case in the base MP5
provided with the SDK and could recreate the prediction issues
consistently, so might have run that by the latest SDK and see if
it still happens.

On Mon, Jan 24, 2011 at 11:11 PM, Nick xnicho...@gmail.com
mailto:xnicho...@gmail.com wrote:

If it is a problem with the valve sdk, then don't even try to
fix it,
track the problem down, send valve a detailed report, and
hope for the
best.

On Mon, Jan 24, 2011 at 3:06 PM, Maarten De Meyer
maar...@off-limits.be mailto:maar...@off-limits.be wrote:
 I did some checking, and you are right. My issue is
unrelated to the linux
 build, it just didn't show on windows or listenserver cause
the connection
 was way better. It is a generic prediction issue (
net_fakelag 50 causes it
 to show up on listenserver, cl_prediction 0 and it's gone )

 I've also searched this list's archive, I think there is
several threads on
 similar problems already. A suggestion by Yahn a short
valve-time ago I
 think is relevant here. Basically, depending on network
conditions, it is
 normal that a frame gets predicted several times, causing
the same events to
 be re-fired clientside. If I grasped it correctly, putting
this construction

 #if defined( CLIENT_DLL )
 if ( prediction-InPrediction() 
!prediction-IsFirstTimePredicted() )
 return;
 #endif

 before anything that shouldn't happen twice ( muzzle flashes,
 SendWeaponAnim, ... )

 is a way to deal with this problem: the multiple
predictions will still
 happen as should be the case, but the impact on what the
client sees is
 minimised.

 I guess that leaves me with the question: is this really
what I'm hitting,
 and more importantly, is the above m.o. the way to go? Do I
need to
 meticulously filter out things I want to be re-predicted
and things I don't
 everywhere and if() with the above statement? Anyone else
went through this?
 I'm no prediction expert, would like to hear from those
that are :)

 -- Maarten


 On 24/01/2011 1:25, Andrew Ritchie wrote:

 I had similar experiences with our port to orange box.  I
had originally
 thought that it might be my own fault for handling a lot of
our free look
 and weapon aiming client side but we even tracked the same
issues in the
 base SDK on listen servers under fake ping.  I can't say
it's identical
 since you mentioned only getting it under linux, we could
recreate it on
 listen servers as well, but the symptoms are the same.  I
tracked that
 prediction was rerunning the frames without ever indicating
that it was
 actually a rerun frame, the frame counter would just drop X
into he past and
 run from there. This was the biggest give away that either
I'd botched up or
 something was a lower level had an issue that needed a fix
beyond a check to
 make sure you don't repeat beyond the first prediction
frame.  I was never
 able to figure out a real solution to the issue beyond
client side absolute
 platform time checks, which didn't solve anything more than
superficially.

 I'd be interested in hearing if you find anything or anyone
else has this
 and found a solution, as it essentially brought everything
to a grinding
 halt over 

Re: [hlcoders] Shell eject issue

2011-02-22 Thread Tom Edwards
$scale *is* the method. In theory you should be able to apply the same 
value for each weapon. Just remember to define it before any SMD references.


On 22/02/2011 11:33, Maarten De Meyer wrote:
Scale does seem to be the issue alright, our view models are big. But 
indeed, scaling them wont be straightforward, and we have a lot of 
weapons to process. Anyone know of a fast method?


From: Adam amckern McKern
Sent: dinsdag 22 februari 2011 7:30
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Shell eject issue

$scale never seemed to work for me, it would only go to a lesser size 
of 0.5 - i had to manually adjust my view model in max, and then 
realign it, and export again.



Owner Nigredo Studios http://www.nigredostudios.com

--- On *Tue, 22/2/11, Stephen Micheals /stephen.miche...@gmail.com/* 
wrote:



From: Stephen Micheals stephen.miche...@gmail.com
Subject: Re: [hlcoders] Shell eject issue
To: Discussion of Half-Life Programming
hlcoders@list.valvesoftware.com
Received: Tuesday, 22 February, 2011, 1:24 PM

being a view model it can be created at any size, the way it looks
from the players viewpoint is what matters, but it seems that lighting
and other items may be applied to the viewmodel relative to the
worldspace coordinates.

i applied a small hack by adding $scale to the viewmodels qc and that
brought them within range of the hl2 sp/mp viewmodels in size/scale.


this is one of the viewmodels as it was originally.
http://freelancenerd.com/blog/wp-content/uploads/2011/02/aks_before.jpg

after it was scaled down to hl2 viewmodel size:
http://freelancenerd.com/blog/wp-content/uploads/2011/02/aks_normal.jpg


On Mon, Feb 21, 2011 at 1:42 PM, Maarten De Meyer
maar...@off-limits.be /mc/compose?to=maar...@off-limits.be wrote:
 hmm, any idea what the standard scale is ?


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Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Tom Edwards
If you look closely, the collision model doesn't change. It's only the visual, 
client-side mesh that's out of place. Try using vcollide_wireframe to see 
what's 
really going on.




From: Jonathan Murphy nuclearfri...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Saturday, 19 February, 2011 10:41:28
Subject: Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

In my experience it is unlikely to be a Linux specific issue, and more of a 
prediction issue. Try introducing fake lag on a listen server (net_fakelag 200) 
and seeing if the issue is reproducable. That should make it much easier to 
debug.


On Sat, Feb 19, 2011 at 9:33 PM, Maarten De Meyer maar...@off-limits.be wrote:

Yes, they are.

 From: Jonathan Murphy
Sent: zaterdag 19 februari 2011 11:02
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Physics props 90° angle snap issue - (linux?)


Would be a interesting clue to know if all players are seeing exactly the same 
thing?


On Sat, Feb 19, 2011 at 7:42 PM, Joel R. joelru...@gmail.com wrote:

Have you tested it on a windows dedicated server?  Listenservers don't act 
entirely the same as dedicated servers.  It appears like the angle of the 
physics object is updating a bad networked angle value. 




On Sat, Feb 19, 2011 at 2:22 AM, Maarten De Meyer maar...@off-limits.be 
wrote:

As great as Noir Desir's song is, obviously it's not what I wanted to show :D
Here's the real vid with the issue:

http://www.youtube.com/watch?v=QhmrP6eSAek

sorry for that. 


On 19/02/2011 9:15, Maarten De Meyer wrote: 
Hi list,

we're facing an issue I don't immediately know where to start to debug. 
Basically, in all of our maps, some physics props have an issue where the 
orientation of their model snaps at 90° angles instantaneously. This is not 
only 
with props, but also eg with our vehicles, so I'm looking suspicously at 
vphysics :). In addition, this only seems to happen on our linux server. 
Not 
100% sure, since it does not happen consistently on all props, but we've 
tried 
reproducing it a lot on a windows listenserver without success, and on our 
linux 
dedicated server it happens frequently. Here's a video of the issue:

http://www.youtube.com/watch?v=NrgcRvBJYBE

At one point we had a vehicle that stood still with a driver in it, and it 
did a 
'snap' at nearly fixed intervals of several seconds. Player got out, it 
went 
away, player stepped in, it was back ( another reason for me to look at 
vphysics 
with the evil eye ).

I'm hoping someone has hit this issue before, or can at least point me in 
the 
right direction, or, a method for debugging this. Since I'm not sure if 
it's 
related to vphysics linux internals, the linux build machine/settings, 
networking tolerances, ... I'm not sure where to start looking.

Thanks for any feedback ( or sympathy :D ),

Maarten

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Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Tom Edwards
Without knowing how the debug code works it's hard to say what that means. But 
it's still definitely a networking problem rather than something that's 
happening on the server. What happens when a predicted player walks around the 
affected object, hugging it tightly?





From: Maarten De Meyer maar...@off-limits.be
To: hlcoders@list.valvesoftware.com
Sent: Saturday, 19 February, 2011 11:14:39
Subject: Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

vcollide_wireframe moves together with the mesh I'm afraid.

On 19/02/2011 11:52, Tom Edwards wrote: 
If you look closely, the collision model doesn't change. It's   
  
only the visual, client-side mesh that's out of place. Try using 
vcollide_wireframe to see what's really going on.




From: Jonathan Murphy nuclearfri...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Saturday, 19 February, 2011 10:41:28
Subject: Re: [hlcoders] Physics props 90° angle snap issue -   
(linux?)

In my experience it is unlikely to be a Linux specific issue, and 
more of a prediction issue. Try introducing fake lag on a listen 
server (net_fakelag 200) and seeing if the issue is reproducable. 
That should make it much easier to debug.


On Sat, Feb 19, 2011 at 9:33 PM,   Maarten De Meyer 
maar...@off-limits.be wrote:

Yes, they are.

 From: Jonathan Murphy
Sent: zaterdag 19 februari 2011 11:02
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Physics props 90° angle snap 
issue - 
(linux?) 



Would be a interesting clue to know if all players   are 
seeing exactly the same thing?


On Sat, Feb 19, 2011 at 7:42 PM, Joel R. 
joelru...@gmail.com wrote:

Have you tested it on a windows   dedicated server?  
Listenservers don't act   entirely the same as 
dedicated 
servers.  It   appears like the angle of the physics 
object   is updating a bad networked angle value. 




On Sat, Feb 19, 2011 at 2:22 AM, Maarten De 
Meyer maar...@off-limits.be wrote:

As great as Noir Desir's song is, 
obviously 
it's not what I wanted to show :D
Here's the real vid with the issue:

http://www.youtube.com/watch?v=QhmrP6eSAek

sorry for that. 


On 19/02/2011 9:15, Maarten De 
Meyer 
wrote: 

Hi list,

we're facing an issue I don't   
immediately know where to   start 
to 
debug. Basically, in   all of our 
maps, 
some physics   props have an issue 
where 
the   orientation of their model   

snaps at 90° angles   
instantaneously. 
This is not   only with props, but 
also 
eg   with our vehicles, so I'm 
  
looking suspicously at   vphysics 
:). In 
addition, this   only seems to 
happen on 
our   linux server. Not 100% sure, 
  
since it does not happen   
consistently 
on all props, but   we've tried 
reproducing it a   lot on a 
windows 
listenserver   without success, 
and on 
our   linux dedicated server it
   
happens frequently. Here's a   
video of 
the issue:

http://www.youtube.com/watch?v=NrgcRvBJYBE

At one point we had a vehicle   
that 
stood still with a driver   in it, 
and 
it did a 'snap' at   nearly fixed 
intervals of   several seconds. 
Player 
got   out, it went away, player
   
stepped in, it was back (   
another 
reason for me to look   at 
vphysics with 
the evil eye   ).

I'm hoping someone has hit

Re: [hlcoders] Shared Entities

2011-02-15 Thread Tom Edwards
Being server-only is something that CLogicalEntity does. If you inherit 
from CBaseEntity you'll be fine, and switching shouldn't cause any problems.


http://developer.valvesoftware.com/wiki/Edict_t

On 15/02/2011 12:49, Bryan Abrams wrote:

I guess that'd explain why.

However, what could be a solution to drawing information from that 
entity? Would it be a possible solution to make another entity on the 
server?
Do the entities that share information have to be inherited from the 
same type of class (I mean C_BaseEntity and CBaseEntity) or does it 
have to be an entity meant to share information?


The arena code isn't mine, so I don't want to actually modify it I 
just want to pull information from it.


2011/2/15 Saul Rennison saul.renni...@gmail.com 
mailto:saul.renni...@gmail.com


Logical entities aren't networked afaik

On Tuesday, 15 February 2011, Bryan Abrams abrams@gmail.com
mailto:abrams@gmail.com wrote:
 Hey Guys,
 I've read over the wiki entry about Network entities and
creating shared variables, but I can't really seem to get it to work.
 The entity is already created on the server, an 'arena'. It
inherits CLogicalEntity and contains information like the name of
the field, id, etc etc. The data table for sharing information is
setup.

 I want to be able to get this information from the server so I
can display such things in a VGUI menu. The problem I'm having is
I'm not sure how to actually setup the client side. I set the
LINK_ENTITY_TO_CLASS( hammer_ent, C_ArenaEntity ) and I inherit
C_BaseEntity. My first general impression was when that entity is
found by the client on the map, then it establishes a class and
because I have the client/server data tables it'll share the
information (I've already created the network entities for such
things.) When debugging the code however, as soon as the game
starts it goes directly to the client datatable and never reaches
during loading of the map, like the server side does.

 Maybe I'm just over analyzing it or making it a bit more
difficult then it actually is, but I can't really seem to wrap my
head around it. Any help at all would be great. Thank you!


--

Thanks,
 - Saul.

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Re: [hlcoders] GoldSrc questions.

2011-02-12 Thread Tom Edwards

http://web.archive.org/web/20070301012630/http://collective.valve-erc.com/index.php?go=q1_or_q2

On 12/02/2011 1:47, Marcus Posey wrote:

Can you link to the source?

On Fri, Feb 11, 2011 at 6:50 PM, Tom Schumann schumann@gmail.com 
mailto:schumann@gmail.com wrote:


Actually, I just found it.
From the article titled Half-Life's Code Basis by Chris Bokitch,
originially posted on the VERC:

What came first, the chicken or the egg? What is Half-Life built
on, Quake 1 or Quake 2? These questions pop up pretty frequently,
and neither seems to have an accepted answer. In an effort to
extinguish the argument, I've asked the people who know best.
About Half-Life, that is. We're not touching the question about
the chicken.

Ken Birdwell explains it like this:

It is fundamentally just a heavily modified Quake 1 engine. There
are about 50 lines of code from the Quake 2 engine, mostly bugs
fixes to hard problems that Carmack found and fixed before we ran
into them.

At its core, it's a Quake 1 engine. You can tell this by comparing
Half-life's map compiling tools with those shipped with Quake1.
You'll find very minor differences -- none of them are
fundamental. The core rendering is architecturally identical to
Quake1, the only significant change is removing the fixed
palette, making map lighting RGB instead of 8 bit, and converting
software rendering to be 16 bit color instead of 8 bit color,
which was pretty easy and only required minor code changes. Our
skeletal animation system is new, though it was heavily influenced
by the existing model rendering code, as were a lot of our updated
particle effects, though less so with our beam system. Decals are
totally new, our audio system has some major additions to what
already existed, and at ship time our networking was almost
totally Quake1 / QuakeWorld networking but about a year later Yahn
rewrote most of all of it to be very different in design. The most
highly changed sections are the game logic; ours being written in
C++ and Quake's being in written interpreted Quake C. Our AI
system is very /very/ different from anything in Quake, and
there's a lot of other significant architectural changes in the
whole server and client implementations, though if you look hard
enough you can find a few remnants of some nearly unmodified
Quake1 era entities buried in places.

Jay Stelly adds, We also took PAS from QW and/or Q2 and a couple
of other minor routines I can remember (no more than 100-200 lines
of code there). There was some feature overlap (as Ken mentions)
like game code DLLs and colored lighting, but we developed our own
solutions to those independent of Q2.

So there it is. This should put some arguments to rest. Half-Life
is based on Quake 1, although it has a very small amount of Quake
2 code. Yahn notes that we did use some of the winsock functions
from Q2, that's about it. Probably more than 50 lines, but nothing
too interesting.


On 12 February 2011 10:47, Tom Schumann schumann@gmail.com
mailto:schumann@gmail.com wrote:

I believe it's the Quake engine with some parts of the Quake 2
engine used very late in development.
I can't remember where I saw that though.

On 12 February 2011 09:30, Krzysztof Krysztofiak
sezam...@gmail.com mailto:sezam...@gmail.com wrote:

Hello there, I'm still confused about GoldSource, i mean i
know it's based on Quake, but i do not really know if it's
modified Quake Engine (QuakeWorld) or Quake 2 Engine.

Wiki doesn't really tell to me anything because i do not
belive Wiki, everyone can change his mind there and share
with it with other people.

So ?

Cheers.

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Re: [hlcoders] BSP in Background.

2011-02-12 Thread Tom Schumann
You could make the mod load a map on startup (with the +map mapname
parameter) and have entities in your map to freeze the player's moving and
looking and to display a menu that looks like the main menu.

On 13 February 2011 07:56, Marcus Posey witsalldonebe...@gmail.com wrote:

 Best bet would probably be contacting the developers of that mod directly.

 On Sat, Feb 12, 2011 at 2:26 PM, Krzysztof Krysztofiak sezam...@gmail.com
  wrote:

 Hello there, im GoldSource mod developer and i was wondering if it is
 possible to render BSP in background in main menu like it was in Half-Life
 2.

 It has been made already in Cry of Fear mod
 http://www.moddb.com/mods/cry-of-fear but idk how they made it.
 Do anyone have idea ?

 --
 Greetings,
 Krzysztof Krysztofiak


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Re: [hlcoders] GoldSrc questions.

2011-02-11 Thread Tom Schumann
I believe it's the Quake engine with some parts of the Quake 2 engine used
very late in development.
I can't remember where I saw that though.

On 12 February 2011 09:30, Krzysztof Krysztofiak sezam...@gmail.com wrote:

 Hello there, I'm still confused about GoldSource, i mean i know it's based
 on Quake, but i do not really know if it's modified Quake Engine
 (QuakeWorld) or Quake 2 Engine.

 Wiki doesn't really tell to me anything because i do not belive Wiki,
 everyone can change his mind there and share with it with other people.

 So ?

 Cheers.

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Re: [hlcoders] Weapon Coding Questions

2011-01-20 Thread Tom Edwards
1) Yes, every day something is added. 
http://developer.valvesoftware.com/wiki/Special:RecentChanges


2) Check CBaseCombatWeapon::GetSlot() from CBasePlayer::BumpWeapon() to 
determine this.


On 20/01/2011 6:08, Damian Light wrote:

Hello all,

Newish to programming but working my way through tutorials etc. A couple of 
quick weapon-relating coding questions;

1) Is http://developer.valvesoftware.com being updated anymore? Are there any 
other sites that I should be using?

2) How can I limit the number of weapons per type (bucket) like CS:S/LFD etc 
instead of the HL2 model that allows all weapons?

Many thanks,

Phaeton











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Re: [hlcoders] (no subject)

2011-01-13 Thread Tom Edwards
If you use Thunderbird, it creates its own filter based on the emails 
you mark as spam. The filter is unique to you so spammers can't probe it 
like they can G-Mail's. You do see the first and maybe second message, 
but after that they are caught.


On 13/01/2011 4:47, Garry Newman wrote:

Anyone know of a way to block these emails? I get about 20 a day.

(I mean these virus ones, not the mailing list)

garry


On Thu, Jan 13, 2011 at 4:08 PM, gageat...@yahoo.com 
mailto:gageat...@yahoo.com wrote:


http://uxumidajulato.blogspot.com



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Re: [hlcoders] Problems with source dedicated server running a source sdk mod

2011-01-07 Thread Tom Edwards
Follow these instructions: 
http://developer.valvesoftware.com/wiki/Dedicated_server


On 07/01/2011 1:46, Marvin Kilp wrote:

Its the Source SDK available on steam, based on Source SDK Base 2007.
I already set up a server using HLDSUpdateTool. Did not work with the 
update command -update tf (tf for Team Fortress 2, thought this uses 
source 2007) - Same Error


How can I tell HLDSUpdateTool only to get the source 2007 binaries?
Which version of the SDK? Also don't use the dedicated server 
available on Steam, you need to use HLDSUpdateTool to get the source 
2007 server binaries and launch it from that providing you're using 
Source 2007



On Fri, Jan 7, 2011 at 1:11 PM, Marvin Kilp marvink...@yahoo.de 
mailto:marvink...@yahoo.de wrote:


Is it possible to run a dedicated server with a mod created with the
source SDK?
If i try to run a server i get a DLLInit error. (see
http://www.abload.de/img/error2fn26.png)

I already posted at the forum, but we were'nt able to manage to
get it working.

Can you help me?

Thanks in advance :)


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Re: [hlcoders] Custom render targets always 64x64?

2011-01-07 Thread Tom Edwards

Yeah it's down. (In future: http://www.downforeveryoneorjustme.com/)

On 07/01/2011 3:57, Marvin Kilp wrote:
Does this only affect me, or arent you able to read 
developer.valvesoftware.com too?


--Marvin
Have you tried RT_SIZE_EXACT? That might ensure that the render 
target is created with exact dimensions.


Thanks,
 - Saul.


On 7 January 2011 15:30, Cale Dunlap cale.dun...@gmail.com 
mailto:cale.dun...@gmail.com wrote:


Yes there is actually. In order to achieve the effect required we
have to force the tonemap scale to a specific value when
rendering the output that goes to the render target.


On Fri, Jan 7, 2011 at 10:11 AM, Saul Rennison
saul.renni...@gmail.com mailto:saul.renni...@gmail.com wrote:

Is there a reason why your render target needs to be HDR?
I've been able to create render targets perfectly fine
without problem.

Thanks,
 - Saul.


On 7 January 2011 14:59, Cale Dunlap cale.dun...@gmail.com
mailto:cale.dun...@gmail.com wrote:

Has anybody else ever seen a case where their render
targets are always returning 64 for both GetActualWidth()
and GetActualHeight() ?

This seems to be most prevalent on HDR maps for some
reason. Here's the code that is creating my render target:

pMaterialSystem-CreateNamedRenderTargetTextureEx2(
VarArgs(_rt_Sensor%d, idx), 512, 512,
RT_SIZE_OFFSCREEN, pMaterialSystem-GetBackBufferFormat(),
MATERIAL_RT_DEPTH_SHARED, TEXTUREFLAGS_CLAMPS |
TEXTUREFLAGS_CLAMPT, CREATERENDERTARGETFLAGS_HDR );

Where idx is a number between 0 and 7 (total of 8 render
targets). Any ideas why this is happening?

Thanks in advance!

-Cale

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Re: [hlcoders] SMG model affects player rendercolor

2010-12-26 Thread Tom Edwards

You've all been brought out of retirement for one last job together.

*TF2 theme tune*

On 26/12/2010 9:20, David van der Staak wrote:
I also un-subscribed from this list years ago ... why have i been 
added again (or something along those lines)?



From: jetsc...@gmail.com
Date: Sun, 26 Dec 2010 19:01:02 +0200
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] SMG model affects player rendercolor

(apologies if this is a duplicate, I got a delivery error on the first 
one)


Hi folks, this is a very strange issue. I recently implemented this 
effect into my mod: http://i56.tinypic.com/2cqo45k.jpg


I'm doing it by overriding the player's texture with a solid white one 
and then changing their rendercolor (which is defined by a brush trigger).


So far so good, but there's one very strange problem: whenever I pull 
out the SMG, the player's color turns to white - and switching to 
another weapon fixes it and reverts to the actual rendercolor. I have 
no code in this effect related to weapons so far, and here's something 
even stranger - when I open up the SMG's script file and replace its 
models with different ones (e.g. the AR2's models), the problem goes 
away. Furthermore, if I only replace the SMG's worldmodel and leave it 
using its default viewmodel, the player keeps flickering between white 
and the real rendercolor with the SMG out.


What's going on here?

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Re: [hlcoders] Control and acquire data from outside the game

2010-12-15 Thread Tom Edwards
Yes. There are no limitations at all, and in fact what you're asking 
about has already been done by the Falcon 3D mouse thingie people.


On 15/12/2010 2:47, Thaddeus W wrote:

Hello everyone!
I am an amature programmer working with some small scale industrial control
systems (PLC, data acquisition, I/O, Motion control, micro-controller etc).
I was wondering if it is possible to develop a mod for HL2 that communicates
with an external device via a COM (serial) port or UDP/IP. Can the non
commercial (free) Source SDK provide a means to access DLL's or libraries
that are not part of the Source SDK?

A simple example of what I would like to do:
I setup a PLC or to read/write ASCII data from its serial port hooked to a
PC. Two simple ASCII commands tell the PLC to either activate an output (or
sequence) or return a data value. This would allow software to poll the
device and when a specific condition is met, a command sent to activate the
output or sequence. PLC stands for Programmable Logic Controller, basically
an embedded computer with modular or fixed I/O (Digital, analog etc.) for
automating any kind of system.
I would like to create a virtual control panel HL2 mod. The user would spawn
in a simple map consisting of a room with a virtual control panel that
displays a data value from the PLC in the form of a dynamically updating
texture and present the player with a switch to press that send an ASCII
command via the COM port to the PLC. I know of an open source serial library
for windows that can be included into any source file and allow one to
communicate with a COM port without external DLL's.

Is this possible?
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Re: [hlcoders] Faceposer 2009

2010-12-14 Thread Tom Edwards
Someone once said they fixed the problem by copying some SAPI-related 
DLLs off their Windows install CD. They disappeared without telling 
anyone what those files were, unfortunately.


The SAPI extractor is crumbling away because Valve don't use it. They 
have a different extractor built with phoneme middleware that they don't 
- I assume - have a distribution license for.


I went back to the extractor just now to make sure it still works and 
found a bug in the error message that appears when extraction totally 
fails. Somehow I'd cocked up the process of launching the control panel 
app. Fix here: 
http://steamreview.org/external/vdc/phonemeextractor_sapi5.4.zip


On 14/12/2010 11:50, Cory de La Torre wrote:

Not really sure if this falls under mapping or not, so I threw it in the
coders list. My current problem is extracting phenom extraction. I'm
currently using Tom Edwards fixed phonemeextractor.dll. For reasons I
can't seem to understand is during the extraction (after putting in the
sentence for the audio file and clicking ok) faceposer just plain crashes.
I've found it works for other people and sometimes it doesn't, though I seem
to be the in the rare group of people that faceposer just plain crashes on
during the extraction.

I was following a tutorial earlier that dates back to around 2008.The
tutorial has directed me to go and download the SpeechSDK and install that.
Upon further investigation I've found that under Windows 7 you don't even
need that, and just the fixed dll. After reading some more I've come to
another fork in the road. It seems the only way to get this shit all fixed
up again is to reinstall windows, something I am totally not going to do if
this still doesn't end working. Honestly I shouldn't have to reinstall my
operating system anyways. Thats a severe punishment for this going south. My
question is whether or not installing the SpeechSDk is the reason Faceposer
is crashing at extraction.

To clarify I've went and uninstalled the SpeechSDK before putting in the
fixed phonemeextractor.dll.


Aside all of this madness; whats going on anyways!? I wouldn't have expected
getting faceposer to work would be all this trouble under 2009 on future
operating systems that almost everyone has entirely migrated too. I'm
assuming Valve is at least using some Windows 7 and Vista machines up there,
unless they are seriously using XP to use a working faceposer. The fact we
need to use a custom modified dll to get all this working again is pretty
bad. Faceposer should just work out of the box, and not require any users
to go searching around for things. Yeah, yeah I know, not in valves current
needs to do (too busy, yadda yadda) but that shit is starting to get real
tiring. I'd like for once to actually be able to use a single Source Engine
tool that isn't made by someone outside of Valve and works/does not require
workarounds.



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Re: [hlcoders] Faceposer 2009

2010-12-14 Thread Tom Edwards
The files are probably in C:\Windows\System32\Speech, but I've no idea 
really.


The new extractor version wasn't meant to fix your problem BTW. ;-)

On 14/12/2010 2:07, Cory de La Torre wrote:

Just dropped the new dlls in right now and still getting crashes. Gonna try
looking through my Windows install now.

On Tue, Dec 14, 2010 at 6:05 AM, Cory de La Torregear@gmail.comwrote:


Thanks tom, really appreciate it. I'll go looking for those files, though
might you have any idea which folder they would be located in within the cd
directory? I'm assuming it would be in the root directory of windows though.


On Tue, Dec 14, 2010 at 4:44 AM, Tom Edwardscont...@steamreview.orgwrote:


Someone once said they fixed the problem by copying some SAPI-related DLLs
off their Windows install CD. They disappeared without telling anyone what
those files were, unfortunately.

The SAPI extractor is crumbling away because Valve don't use it. They have
a different extractor built with phoneme middleware that they don't - I
assume - have a distribution license for.

I went back to the extractor just now to make sure it still works and
found a bug in the error message that appears when extraction totally fails.
Somehow I'd cocked up the process of launching the control panel app. Fix
here: http://steamreview.org/external/vdc/phonemeextractor_sapi5.4.zip


On 14/12/2010 11:50, Cory de La Torre wrote:


Not really sure if this falls under mapping or not, so I threw it in the
coders list. My current problem is extracting phenom extraction. I'm
currently using Tom Edwards fixed phonemeextractor.dll. For reasons I
can't seem to understand is during the extraction (after putting in the
sentence for the audio file and clicking ok) faceposer just plain
crashes.
I've found it works for other people and sometimes it doesn't, though I
seem
to be the in the rare group of people that faceposer just plain crashes
on
during the extraction.

I was following a tutorial earlier that dates back to around 2008.The
tutorial has directed me to go and download the SpeechSDK and install
that.
Upon further investigation I've found that under Windows 7 you don't even
need that, and just the fixed dll. After reading some more I've come to
another fork in the road. It seems the only way to get this shit all
fixed
up again is to reinstall windows, something I am totally not going to do
if
this still doesn't end working. Honestly I shouldn't have to reinstall my
operating system anyways. Thats a severe punishment for this going south.
My
question is whether or not installing the SpeechSDk is the reason
Faceposer
is crashing at extraction.

To clarify I've went and uninstalled the SpeechSDK before putting in the
fixed phonemeextractor.dll.


Aside all of this madness; whats going on anyways!? I wouldn't have
expected
getting faceposer to work would be all this trouble under 2009 on future
operating systems that almost everyone has entirely migrated too. I'm
assuming Valve is at least using some Windows 7 and Vista machines up
there,
unless they are seriously using XP to use a working faceposer. The fact
we
need to use a custom modified dll to get all this working again is pretty
bad. Faceposer should just work out of the box, and not require any
users
to go searching around for things. Yeah, yeah I know, not in valves
current
needs to do (too busy, yadda yadda) but that shit is starting to get real
tiring. I'd like for once to actually be able to use a single Source
Engine
tool that isn't made by someone outside of Valve and works/does not
require
workarounds.



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Re: [hlcoders] Colliding with BSP (GoldSrc) - Messing with the renderer

2010-12-09 Thread Tom Schumann
I think the TriAPI should give you the functionality required for the movie
rendering (minus the sound anyway). There may be a way to find the
coordinates of where to render somewhere in the world model's model_t
structure.
I recall seeing some physics code for Half-Life using Newton (it was
server-side), but I can't remember where.

On 9 December 2010 13:57, Adam amckern McKern amck...@yahoo.com wrote:

 Any plugin API will work, the only trouble you may have is pulling all the
 right calls at all the right places, svencoop is still having trouble after
 replacing the sound system with fmod x more then 3 years ago.

 
 Owner Nigredo Studios http://www.nigredostudios.com

 --- On Thu, 9/12/10, Trevor 'Drak' dhlco...@wowway.com wrote:

 From: Trevor 'Drak' dhlco...@wowway.com
 Subject: [hlcoders] Colliding with BSP (GoldSrc) - Messing with the
 renderer
 To: HLCoders List hlcoders@list.valvesoftware.com
 Received: Thursday, 9 December, 2010, 2:46 PM

 I’m still stuck in the past with HL1.
 But I’m sure most of you seen videos of people that managed to get a
 physics engine running inside goldsrc. I wanted to give this a go.
 I’m messed around with Newton / Bullet / PhysX and I can whip up a small
 D3D/OpenGL app that throw’s boxes around.

 But two major problems, I have no idea where to start on finding a
 solution. How can I get an OpenGL object inside the 3D viewport/world HL is
 in?
 I’ve also seen love .avi videos (procedural textures ?) inside HL. I asked
 the author, and he said he used simple OpenGL calls.

 I can do the same, but only 2D.  Drawing stuff over the HL window.

 Last thing. If I managed to even get over the hump, to drawing stuff. How
 can I get my physic objects to collide, when I have no access to the engine
 code?
 I don’t assume tracing of any sort can help me here? Mind you, this is all
 client-side. So I don’t need to network the physics.
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Re: [hlcoders] gamerules?

2010-11-12 Thread Tom Edwards
InstallGameRules() decides which rules are actually used. In HL2MP, it's 
CHL2MPRules only.


On 12/11/2010 2:46, Trevor 'Drak' wrote:

In a vanilla MP mod, you have “hl2mp/multiplayer/teamplay/hl2_gamerules.cpp”.
Obviously, all are being compiled. Wouldn’t it be ideal to just have a single 
one? Assuming your mod has a straight-forward gameplay?
It’s getting confusing where to place what I need, when the same functions are 
in two different files.

Is there a reason for all theses and not just a single class derived from 
“CGameRules” ?
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Re: [hlcoders] Where to place / Editing Entity's Client-Side (Let's try this again)

2010-11-10 Thread Tom Edwards
As far as I understand it, the client ignores the entity lump when 
loading a map and just waits for the server to send it information about 
which entities it needs to spawn where.


I doubt that info_player_spawn itself is ever broadcast to the client.

On 10/11/2010 10:02, Trevor 'Drak' wrote:

Like some HL2 Mods (Synergy / Obsidian Conflict) I have a feature, using 
keyvalues, that allow you to edit/add/remove entity’s durning map loading.
Can this just be handled server side? If I remove an “info_player_spawn” or any 
entity for that matter, because it’s left within the client’s .bsp will this 
cause issues? Same with removing brush based entity’s. Do I have to take care 
of them on the client?

Also, I’m not sure where I should call my class that handles these keyvalue 
files. I want them read/done soon as the map is finished loading server-side.
Thanks!
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Re: [hlcoders] Where to place / Editing Entity's Client-Side (Let's try this again)

2010-11-10 Thread Tom Edwards
Those aren't real entities. They are absorbed into the world at compile 
time.


On 10/11/2010 10:47, Jonas 'Sortie' Termansen wrote:

Well, doesn't the client load the prop_static entities and the like?

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[hlcoders] Source SDK Skeleton

2010-11-08 Thread Tom Edwards

https://code.google.com/p/sourcesdk-skeleton/

The Source SDK Skeleton implements the Source Engine, and nothing more. 
It is the ideal cruft-free base from which to build your own new game.


These projects (VS 2005/2008/2010) will compile into working client and 
server libraries using only Valve's base classes, then leave you to add 
whatever functionality you want on top.


I hope they prove useful to you!

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Re: [hlcoders] Source SDK Skeleton

2010-11-08 Thread Tom Edwards

Precisely. It's what it doesn't provide that matters. :-)

On 08/11/2010 3:13, Tobias Kammersgaard wrote:

Nothing, I assume. This is the basics you need to run a mod as far as I
understand.
Den 2010 11 8 16:05 skrev Marek Sieradzkimarek.sierad...@gmail.com:

On Mon, Nov 8, 2010 at 2:32 PM, Tom Edwardscont...@steamreview.org

wrote:

https://code.google.com/p/sourcesdk-skeleton/

The Source SDK Skeleton implements the Source Engine, and nothing more.

It

is the ideal cruft-free base from which to build your own new game.

These projects (VS 2005/2008/2010) will compile into working client and
server libraries using only Valve's base classes, then leave you to add
whatever functionality you want on top.

I hope they prove useful to you!

What does it have that Source 2007 SDK or ASW SDK don't have?

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Re: [hlcoders] Source SDK Skeleton

2010-11-08 Thread Tom Edwards
2007. I might attempt AS one day, but given the difficulties Tony has 
had I may wait until he releases the ported Template mod.


On 08/11/2010 4:58, Harry Jeffery wrote:

Is this Source2007 or alien swarm?

On 8 November 2010 16:04, Jeffrey botman Broome
botman.hlcod...@gmail.com  wrote:

That's what she said.  :)

On 11/8/2010 9:38 AM, Tom Edwards wrote:

Precisely. It's what it doesn't provide that matters. :-)



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[hlcoders] Shared GCFs can be downloaded even if the game is not owned

2010-11-06 Thread Tom Edwards
I've been experimenting with the filesystem today, and I decided to see 
what would happen if I tried to mount L4D2, which I don't own. Would it 
error? Would it crash?


No. It made Steam download the map I requested. I've now also downloaded 
one of the VPKs.


Only left 4 dead 2 common.ncf appears to be accessible, which is what 
dedicated servers get and doesn't contain the client library. That gives 
me some hope that this isn't an oversight and is in fact something 
intentional that mods can rely on...is that the case?


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Re: [hlcoders] Inventory System

2010-10-31 Thread Tom Edwards
There is no built-in inventory system. You'll need to be more specific 
with the problems you're having.


On 31/10/2010 1:52, Anthoni Caldwell wrote:
I am trying to code an inventory system into the source engine. The 
inventory in itself is fairly easy I just have a class to manage, and 
access the inventory items. The items are structures that store the 
name, description, type, and a function pointer where the use function 
will be stored. Then the available items are stored into an array, and 
when the player picks up an item, it finds the registered item in the 
array, and adds it to the inventory associated with the player. Yet I 
have had some problems melding this with the Source Engine. Perhaps 
because I code in more of a Quake style, and I am sticking to that in 
this.


Is there a better way of doing this in Source, perhaps a class I can 
derive from?


Thanks, Anthoni



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