Re: [hlcoders] Help with strange performance problem
Hi, Sounds like a memory leak. Did you check how much memory is your mod using over time? If it use a lot of memory it can probably start to use swap file memory which leads to significant frame rate drop. If your hard drive indicator is blinking or shining constantly during framerate drops this is a sign of using the swap file. You can use some profiling apps to check how much memory your mod is using or may be there is a concommand for that. Anyway, if this is a memory leak you'll have to find it and remove. On 2/17/2015 7:09 AM, Shokunin wrote: Hello everyone, I'm a long time lurker who is on the verge of completing a mod I've been working on for a couple years. I've run into a very strange performance problem that has me completely stumped and I think I need some help. This only occurs on the final chapter of my mod when playing completely through in one sitting. It's only about 1-1.5 hours so I expect this to be fairly common. (I hope!) When the final map loads performance drops dramatically ( 10 fps) due to dynamic light rendering according to the +show_budget breakdown, but again this only happens when playing through the whole mod from the beginning (3 map transitions + background map in the main menu). There are no env_projectedtexture lights on, no light_dynamics on, and no normal lights or light_spots with custom appearances on. If the map is loaded directly there are no performance problems. Even more strange, by pure luck I've found out by setting the cvar, r_unloadlightmaps 1, performance is immediately recovered. I can't find any documentation on what exactly this does and it appears to be an engine cvar so I can't look at the code to debug. Sometimes leaving that on for 30 seconds then setting it back to 0 keeps the performance, sometimes it needs 45 seconds, sometimes it needs 90, sometimes it needs more. -Can anyone at valve or on the list help me? -Would anyone know what exactly r_unloadlightmaps does? It seems obvious, but I can't see any difference in any of the lightmaps or lighting. -Can I leave r_unloadlightmaps set to 1 as a work around? I'm still using Source SDK 2007 since I've added hundreds of code changes and I really want to avoid switching to 2013, plus I'm basically done at this point minus this one issue. I've also applied all the code changes to the env_projectedtexture entity as suggested here: https://developer.valvesoftware.com/wiki/Env_projectedtexture/fixes TBH, some of the fixes listed on that page are a bit above my knowledge, I'm afraid I've created some performance or memory leak that way. Thanks! Any help would be greatly appreciated! ___ 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
Re: [hlcoders] Help! Where's my reloading animation?
Thanks for your help. We're using the orange box version (source 2007). This whole networking stuff is pretty new to me so I try to understand it by looking at how the other weapons are programmed. Here's why this confuses me as I can't find a difference between how the animation is called compared to other animations or other weapon scripts. I tried to follow the whole thing and apparently CHL2MPPlayerAnimState::DoAnimationEvent never gets told to do the animation. Additionally the function: bool CWeaponBook::Reload( void ) gets only called on the server in: CWeaponBook::ItemPostFrame This makes fits as DoAnimationEvent never gets told to do an animation on the client. Now here is whats confusing me. In the same function CWeaponBook::ItemPostFrame we have another call thats written the same way but this time its inside a switch statement: switch( m_AttackPaused ) m_AttackPaused is a CNetworkVar so I figured ok, lets try and code a new CNetworkVar and write an if statement for it so the reload animation only gets called when needed. And voila it worked! So while I think I understand this I still have one last question: Is this update/linking on all clients whenever we use a CNetworkVar something Valve has written or is this something C++ does on its own? I mean its pretty convenient but it confused the hell out of my because it wasn't coded explicitly (or instantly visible for that matter). :) Cheers, Tobias Psy_Commando psycomma...@gmail.com hat am 5. Juni 2013 um 06:50 geschrieben: I might be wrong, but my guess is that by not sending a message and instead calling directly the message associated method, you're leaving the client unaware that it should play that anim. Though its been a while since I played with that. Are you using Alien swarm or the orange box ? On Tue, Jun 4, 2013 at 9:57 AM, m...@tobiasbaumann.net mailto:m...@tobiasbaumann.net m...@tobiasbaumann.net mailto:m...@tobiasbaumann.net wrote: Hi everyone, I've been trying to solve a very simple problem in the past days and I'm hoping someone of you can help me. So I've created a new weapon based upon the Frag grenade code. Its basically the same thus far with a few changes. So far it works as intended except there is no reload animation on the player model even tough I'm telling the game to play one. My character model has the reload animation and it works when I try it in the modelviewer. However when I use this line in the code: ToHL2MPPlayer(GetOwner())-DoAnimationEvent( PLAYERANIMEVENT_RELOAD ); Which is getting called in the reload function nothing happens. My first guess was that maybe another animation cancels out this animation so I tried to see whats going on by using anim_showstate in the console and I noticed that only the server is doing a layered animation of the reload animation. Which is correct I'm assuming because we also want walking/crouching happening while reloading. Now here's my question: Why is the animation only executed in the server? Am I missing some reference or did I forgot a sequence inside the the qc file? (I've got my acttable_t setup correctly.) I've looked at other weapons code to see how they trigger the reload animation and its the same line of code. What am I missing? Is there some other place in the code that handles reloading depending on what weapon the player has equipped? I'm asking because I noticed the default frag grenade doesn't have a reload animation as well. Viewmodel animations are working correctly tough. Thank you for any help on this. Best regards, Tobias ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders 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
Re: [hlcoders] Help! Where's my reloading animation?
I might be wrong, but my guess is that by not sending a message and instead calling directly the message associated method, you're leaving the client unaware that it should play that anim. Though its been a while since I played with that. Are you using Alien swarm or the orange box ? On Tue, Jun 4, 2013 at 9:57 AM, m...@tobiasbaumann.net m...@tobiasbaumann.netwrote: ** Hi everyone, I've been trying to solve a very simple problem in the past days and I'm hoping someone of you can help me. So I've created a new weapon based upon the Frag grenade code. Its basically the same thus far with a few changes. So far it works as intended except there is no reload animation on the player model even tough I'm telling the game to play one. My character model has the reload animation and it works when I try it in the modelviewer. However when I use this line in the code: ToHL2MPPlayer(GetOwner())-DoAnimationEvent( PLAYERANIMEVENT_RELOAD ); Which is getting called in the reload function nothing happens. My first guess was that maybe another animation cancels out this animation so I tried to see whats going on by using anim_showstate in the console and I noticed that only the server is doing a layered animation of the reload animation. Which is correct I'm assuming because we also want walking/crouching happening while reloading. Now here's my question: Why is the animation only executed in the server? Am I missing some reference or did I forgot a sequence inside the the qc file? (I've got my acttable_t setup correctly.) I've looked at other weapons code to see how they trigger the reload animation and its the same line of code. What am I missing? Is there some other place in the code that handles reloading depending on what weapon the player has equipped? I'm asking because I noticed the default frag grenade doesn't have a reload animation as well. Viewmodel animations are working correctly tough. Thank you for any help on this. Best regards, Tobias ___ 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
Re: [hlcoders] Help! How to change the $origin of a model without access to the QC file?
Hi, The problem is that I'm trying to do this with models which I can not recompile. Like every hl2 prop model. I've tried changing the player hull which gives me different collisions but the actual model is still positioned by 50% into the ground. Do you know where the height value is rehandled or how the boundary box data is calculated? I mean this seems so simply to me yet I can seem to get it to work. Thank you, Tobias RedEyes Fuzz fuzzz...@gmail.com hat am 1. September 2012 um 15:36 geschrieben: hello did you try to compile your model with the $autocenter command ? https://developer.valvesoftware.com/wiki/$autocenter https://developer.valvesoftware.com/wiki/$autocenter it seem you can create an attachement point and define it to be the origin point of the model. the hull of all prop is build on the boundary box data, if there is no hull definition into the ai_hull.cpp and .h/ files. also you can change the value of the hull, like when the npc/player is crouching, the height value is rehandled by the cod,e to get 50% less on the height axis. //Red Jurassic Life : http://jurassic-life.game-lab.com http://jurassic-life.game-lab.com 2012/8/24 m...@tobiasbaumann.net mailto:m...@tobiasbaumann.net m...@tobiasbaumann.net mailto:m...@tobiasbaumann.net Care to elaborate on where you put that code? Thank you, Tobias edman747 edman...@gmail.com mailto:edman...@gmail.com hat am 24. August 2012 um 02:09 geschrieben: had a similar problem with a model on one map. minhullsize -16.5 -16.5 -37 maxhullsize 16.5 16.5 37 origin -1196 1080 -208 model models/holo.mdl On 8/23/12, m...@tobiasbaumann.net mailto:m...@tobiasbaumann.net m...@tobiasbaumann.net mailto:m...@tobiasbaumann.net wrote: Hi everyone, over the last couple of days I've been trying to fix a problem I'm having. Something I thought would be quite easy to fix but alas as everything in game development turned out to be really complicated. :( So here is what I'm trying to do and what the reason is for it not working. In my Mod the mappers can define a custom player model. This model can basically be anything. Like lets say a couch, a chair or whatever. Now this works fine but no matter what model it gets positioned into the ground by half its height. Now I did some research and I think this is because the collision boundary of the player gets calculated using the $origin value defined in the QC file when compiling the model. Now this is fine for player models where the origin is at the bottom. But what I found out is that most other props have their $origin centered in the middle of the model. Which explains the offset by 50% of the height. Am I correct with this assumption? What I tried to was change the predefined player hull values in HL2MPViewVectors g_HL2MPViewVectors but this had an effect on viewports and player collisions but none on the actual positioning of the model in the world. I've also tried to modify the origin values using SetLocalOrigin. But again this didn't seem to have any effect whatsoever. Could anyone of you more experienced developers help me out here? How can I set an offset to the model before its collisions boxes get compiled? Is it even possible to change the $origin value before it gets accessed everywhere else in the code? Is that value even accessed or do I have to approach this some other way? Thank you for any light on this and best regards, Tobias ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders 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
Re: [hlcoders] Help! How to change the $origin of a model without access to the QC file?
I don't want to use a third-party tool to do this. I want to change the actual game code so it'll always work. Best regards, Tobias edman747 edman...@gmail.com hat am 25. August 2012 um 05:49 geschrieben: I put that in the entity file for the map. Then used ripent -import the entity classname monster_generic On 8/24/12, m...@tobiasbaumann.net m...@tobiasbaumann.net wrote: Care to elaborate on where you put that code? Thank you, Tobias edman747 edman...@gmail.com hat am 24. August 2012 um 02:09 geschrieben: had a similar problem with a model on one map. minhullsize -16.5 -16.5 -37 maxhullsize 16.5 16.5 37 origin -1196 1080 -208 model models/holo.mdl On 8/23/12, m...@tobiasbaumann.net m...@tobiasbaumann.net wrote: Hi everyone, over the last couple of days I've been trying to fix a problem I'm having. Something I thought would be quite easy to fix but alas as everything in game development turned out to be really complicated. :( So here is what I'm trying to do and what the reason is for it not working. In my Mod the mappers can define a custom player model. This model can basically be anything. Like lets say a couch, a chair or whatever. Now this works fine but no matter what model it gets positioned into the ground by half its height. Now I did some research and I think this is because the collision boundary of the player gets calculated using the $origin value defined in the QC file when compiling the model. Now this is fine for player models where the origin is at the bottom. But what I found out is that most other props have their $origin centered in the middle of the model. Which explains the offset by 50% of the height. Am I correct with this assumption? What I tried to was change the predefined player hull values in HL2MPViewVectors g_HL2MPViewVectors but this had an effect on viewports and player collisions but none on the actual positioning of the model in the world. I've also tried to modify the origin values using SetLocalOrigin. But again this didn't seem to have any effect whatsoever. Could anyone of you more experienced developers help me out here? How can I set an offset to the model before its collisions boxes get compiled? Is it even possible to change the $origin value before it gets accessed everywhere else in the code? Is that value even accessed or do I have to approach this some other way? Thank you for any light on this and best regards, Tobias___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Help! How to change the $origin of a model without access to the QC file?
Ok that worked. Thank you! :) I'm assuming I can ignore the part inside: CViewVectors g_DefaultViewVectors in the file: shared/gamerules.cpp I made my changes in: HL2MPViewVectors g_HL2MPViewVectors in the file: shared/hl2mp/hl2mp_gamerules.cpp and it worked but I'm still a bit confused as to why it shows up twice in the solution. I'm assuming the hl2mp definition overwrites the other one? Now where would I put a code to do this fix only on certain models? Can I even change this value after it's been defined/initialized? Thanks again and best regards, Tobias Tony \omega\ Sergi omegal...@gmail.com hat am 8. Oktober 2012 um 15:39 geschrieben: change the hull so that the bounding box's min.z isn't 0.. ie: like goldsrc. -16 -16 -32 16 16 32 or whatever. I can't remember the size, but that will make the origin of the player in the middle instead of at the bottom (feet). -Tony On Mon, Oct 8, 2012 at 10:34 PM, m...@tobiasbaumann.net mailto:m...@tobiasbaumann.net m...@tobiasbaumann.net mailto:m...@tobiasbaumann.net wrote: I don't want to use a third-party tool to do this. I want to change the actual game code so it'll always work. Best regards, Tobias edman747 edman...@gmail.com mailto:edman...@gmail.com hat am 25. August 2012 um 05:49 geschrieben: I put that in the entity file for the map. Then used ripent -import the entity classname monster_generic On 8/24/12, m...@tobiasbaumann.net mailto:m...@tobiasbaumann.net m...@tobiasbaumann.net mailto:m...@tobiasbaumann.net wrote: Care to elaborate on where you put that code? Thank you, Tobias edman747 edman...@gmail.com mailto:edman...@gmail.com hat am 24. August 2012 um 02:09 geschrieben: had a similar problem with a model on one map. minhullsize -16.5 -16.5 -37 maxhullsize 16.5 16.5 37 origin -1196 1080 -208 model models/holo.mdl On 8/23/12, m...@tobiasbaumann.net mailto:m...@tobiasbaumann.net m...@tobiasbaumann.net mailto:m...@tobiasbaumann.net wrote: Hi everyone, over the last couple of days I've been trying to fix a problem I'm having. Something I thought would be quite easy to fix but alas as everything in game development turned out to be really complicated. :( So here is what I'm trying to do and what the reason is for it not working. In my Mod the mappers can define a custom player model. This model can basically be anything. Like lets say a couch, a chair or whatever. Now this works fine but no matter what model it gets positioned into the ground by half its height. Now I did some research and I think this is because the collision boundary of the player gets calculated using the $origin value defined in the QC file when compiling the model. Now this is fine for player models where the origin is at the bottom. But what I found out is that most other props have their $origin centered in the middle of the model. Which explains the offset by 50% of the height. Am I correct with this assumption? What I tried to was change the predefined player hull values in HL2MPViewVectors g_HL2MPViewVectors but this had an effect on viewports and player collisions but none on the actual positioning of the model in the world. I've also tried to modify the origin values using SetLocalOrigin. But again this didn't seem to have any effect whatsoever. Could anyone of you more experienced developers help me out here? How can I set an offset to the model before its collisions boxes get compiled? Is it even possible to change the $origin value before it gets accessed everywhere else in the code? Is that value even accessed or do I have to approach this some other way? Thank you for any light on this and best regards, Tobias ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Help! How to change the $origin of a model without access to the QC file?
hello did you try to compile your model with the $autocenter command ? https://developer.valvesoftware.com/wiki/$autocenter it seem you can create an attachement point and define it to be the origin point of the model. the hull of all prop is build on the boundary box data, if there is no hull definition into the ai_hull.cpp and .h/ files. also you can change the value of the hull, like when the npc/player is crouching, the height value is rehandled by the cod,e to get 50% less on the height axis. //Red Jurassic Life : http://jurassic-life.game-lab.com 2012/8/24 m...@tobiasbaumann.net m...@tobiasbaumann.net ** Care to elaborate on where you put that code? Thank you, Tobias edman747 edman...@gmail.com hat am 24. August 2012 um 02:09 geschrieben: had a similar problem with a model on one map. minhullsize -16.5 -16.5 -37 maxhullsize 16.5 16.5 37 origin -1196 1080 -208 model models/holo.mdl On 8/23/12, m...@tobiasbaumann.net m...@tobiasbaumann.net wrote: Hi everyone, over the last couple of days I've been trying to fix a problem I'm having. Something I thought would be quite easy to fix but alas as everything in game development turned out to be really complicated. :( So here is what I'm trying to do and what the reason is for it not working. In my Mod the mappers can define a custom player model. This model can basically be anything. Like lets say a couch, a chair or whatever. Now this works fine but no matter what model it gets positioned into the ground by half its height. Now I did some research and I think this is because the collision boundary of the player gets calculated using the $origin value defined in the QC file when compiling the model. Now this is fine for player models where the origin is at the bottom. But what I found out is that most other props have their $origin centered in the middle of the model. Which explains the offset by 50% of the height. Am I correct with this assumption? What I tried to was change the predefined player hull values in HL2MPViewVectors g_HL2MPViewVectors but this had an effect on viewports and player collisions but none on the actual positioning of the model in the world. I've also tried to modify the origin values using SetLocalOrigin. But again this didn't seem to have any effect whatsoever. Could anyone of you more experienced developers help me out here? How can I set an offset to the model before its collisions boxes get compiled? Is it even possible to change the $origin value before it gets accessed everywhere else in the code? Is that value even accessed or do I have to approach this some other way? Thank you for any light on this and best regards, Tobias ___ 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
Re: [hlcoders] Help! How to change the $origin of a model without access to the QC file?
Care to elaborate on where you put that code? Thank you, Tobias edman747 edman...@gmail.com hat am 24. August 2012 um 02:09 geschrieben: had a similar problem with a model on one map. minhullsize -16.5 -16.5 -37 maxhullsize 16.5 16.5 37 origin -1196 1080 -208 model models/holo.mdl On 8/23/12, m...@tobiasbaumann.net m...@tobiasbaumann.net wrote: Hi everyone, over the last couple of days I've been trying to fix a problem I'm having. Something I thought would be quite easy to fix but alas as everything in game development turned out to be really complicated. :( So here is what I'm trying to do and what the reason is for it not working. In my Mod the mappers can define a custom player model. This model can basically be anything. Like lets say a couch, a chair or whatever. Now this works fine but no matter what model it gets positioned into the ground by half its height. Now I did some research and I think this is because the collision boundary of the player gets calculated using the $origin value defined in the QC file when compiling the model. Now this is fine for player models where the origin is at the bottom. But what I found out is that most other props have their $origin centered in the middle of the model. Which explains the offset by 50% of the height. Am I correct with this assumption? What I tried to was change the predefined player hull values in HL2MPViewVectors g_HL2MPViewVectors but this had an effect on viewports and player collisions but none on the actual positioning of the model in the world. I've also tried to modify the origin values using SetLocalOrigin. But again this didn't seem to have any effect whatsoever. Could anyone of you more experienced developers help me out here? How can I set an offset to the model before its collisions boxes get compiled? Is it even possible to change the $origin value before it gets accessed everywhere else in the code? Is that value even accessed or do I have to approach this some other way? Thank you for any light on this and best regards, Tobias___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Help! How to change the $origin of a model without access to the QC file?
had a similar problem with a model on one map. minhullsize -16.5 -16.5 -37 maxhullsize 16.5 16.5 37 origin -1196 1080 -208 model models/holo.mdl On 8/23/12, m...@tobiasbaumann.net m...@tobiasbaumann.net wrote: Hi everyone, over the last couple of days I've been trying to fix a problem I'm having. Something I thought would be quite easy to fix but alas as everything in game development turned out to be really complicated. :( So here is what I'm trying to do and what the reason is for it not working. In my Mod the mappers can define a custom player model. This model can basically be anything. Like lets say a couch, a chair or whatever. Now this works fine but no matter what model it gets positioned into the ground by half its height. Now I did some research and I think this is because the collision boundary of the player gets calculated using the $origin value defined in the QC file when compiling the model. Now this is fine for player models where the origin is at the bottom. But what I found out is that most other props have their $origin centered in the middle of the model. Which explains the offset by 50% of the height. Am I correct with this assumption? What I tried to was change the predefined player hull values in HL2MPViewVectors g_HL2MPViewVectors but this had an effect on viewports and player collisions but none on the actual positioning of the model in the world. I've also tried to modify the origin values using SetLocalOrigin. But again this didn't seem to have any effect whatsoever. Could anyone of you more experienced developers help me out here? How can I set an offset to the model before its collisions boxes get compiled? Is it even possible to change the $origin value before it gets accessed everywhere else in the code? Is that value even accessed or do I have to approach this some other way? Thank you for any light on this and best regards, Tobias ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] help plugin counter-strike source
The interfaces that CTF uses will have changed and hence the plugin will not load without the updated headers and versions. The only way to fix this issue is to: * create the plugin from scratch yourself * contact the developer to recompile it himself On Monday, 17 January 2011, defraptor sum creati...@hotmail.fr wrote: Hello I you contact as a last recourse, because since the wholesaling update on counter-strike source on the orange box engine conquest by L.DUKE capture the flag plugin no longer works I try re-entry into contact with the developing this mod but unable to contact him I try contacting several developers had this issue but no one can help me I don't have this metamod plugin source code these why I came in contact with you, hoping you can help me a rebuild this mod the orange box engine or a possible way to decompile the mod for maximum info to debug or other again I know that without the CBC this not possible nose for me but can be for you Yes Kind regards -- Thanks, - Saul. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] help plugin counter-strike source
Alas I absolutely don't know how to redo the plugin I'm all models/sound ext for the MOD conquest but the redeveloped I do it not these why I would like to have maximum information on the cvars function SDK hook plugin used for back seats my main problem and to spawn the flag display their status in the middle of the screen and the function hook so that the flag detects when a player and any surroundings with a timer to capture with the info I can begin a redeveloped but without I would not reach! could you help me? please Date: Mon, 17 Jan 2011 13:39:27 + From: saul.renni...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] help plugin counter-strike source The interfaces that CTF uses will have changed and hence the plugin will not load without the updated headers and versions. The only way to fix this issue is to: * create the plugin from scratch yourself * contact the developer to recompile it himself On Monday, 17 January 2011, defraptor sum creati...@hotmail.fr wrote: Hello I you contact as a last recourse, because since the wholesaling update on counter-strike source on the orange box engine conquest by L.DUKE capture the flag plugin no longer works I try re-entry into contact with the developing this mod but unable to contact him I try contacting several developers had this issue but no one can help me I don't have this metamod plugin source code these why I came in contact with you, hoping you can help me a rebuild this mod the orange box engine or a possible way to decompile the mod for maximum info to debug or other again I know that without the CBC this not possible nose for me but can be for you Yes Kind regards -- Thanks, - Saul. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help on implementing a 3rd person on-rail starfox64-like shooter
On Mon, Oct 25, 2010 at 3:30 AM, Psy_Commando psycomma...@gmail.com wrote: Hi, I’m not sure how mailing list works, I hope I posted at the right address. Anyways, I’ve been messing around with the sdk for some time now, I’ve been working on a starfox 64 like shooter, and I have a few problems: 1. I’d want to find some way of overriding the main menu and loading menu. That’s because I want to load a map on startup that will act as an interactive 3d menu, I would simply put a vgui panel that would handle the user clicks and move the menu elements in the map But, it seems like the main menu, console, and loading screen’s source code are nowhere to be found. I’ve been able to hide the parent panel of the game menu and display the empty engine viewport, but messing with the main menus at runtime can’t be too healthy. I’ve tried to use the alien swarm sdk instead, but it’s a little buggy and there is limited community support for the sdk. 2. I can’t seem to find a simple solution to my vehicle problem. I successfully coded a free flying ship. But the problem is, since I want to replicate sf 64’s flight physics, I need to be able to seamlessly transition between on rail flight and free flight. I tried to see how the attack chopper does it, but it doesn’t seem to be capable of flying without a rail to follow. 3. Other vehicle problem, I can’t do a barrel roll ! Or a somersault, I don’t know how I can make the ship do the somersault while on-rails, and then expecting it to seamlessly returning on its path. And I don’t know how to code the somersault move in itself. I thought about animating the somersault move in the model, but that’s a big ugly hack, and it would screw the collision detection. 4. Since I want to make flying levels, I need lots of open ground, the source engine isn’t made to accommodate large open spaces. So I asked the devs from the Eternal Silence mod, who have very large flying space in their mod, and they told me they scaled the players, the ships, and everything else but the map down. That makes sense, but can’t this be made automatically at runtime instead? Because, rescaling the player view to be on-scale with the rest seems tricky. Besides, won’t it cause graphical artefacts, and problems with the view’s near-z. Any idea or comments about that? 4. You override near Z when scaling is enabled. One reason to use static scaling is because .phy (vphysics meshes) files aren't modifiable by you and you can't scale vphysics mesh at runtime. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help on implementing a 3rd person on-rail starfox64-like shooter
You can scale physics models in real-time. But these changes will only work for physics and not trace lines. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help on implementing a 3rd person on-rail starfox64-like shooter
You can load a map on start up, just add +map mapname to the shortcut Owner Nigredo Studios http://www.nigredostudios.com --- On Mon, 25/10/10, Psy_Commando psycomma...@gmail.com wrote: From: Psy_Commando psycomma...@gmail.com Subject: [hlcoders] Help on implementing a 3rd person on-rail starfox64-like shooter To: hlcoders@list.valvesoftware.com Received: Monday, 25 October, 2010, 12:30 PM Hi, I’m not sure how mailing list works, I hope I posted at the right address. Anyways, I’ve been messing around with the sdk for some time now, I’ve been working on a starfox 64 like shooter, and I have a few problems: 1. I’d want to find some way of overriding the main menu and loading menu. That’s because I want to load a map on startup that will act as an interactive 3d menu, I would simply put a vgui panel that would handle the user clicks and move the menu elements in the map But, it seems like the main menu, console, and loading screen’s source code are nowhere to be found. I’ve been able to hide the parent panel of the game menu and display the empty engine viewport, but messing with the main menus at runtime can’t be too healthy. I’ve tried to use the alien swarm sdk instead, but it’s a little buggy and there is limited community support for the sdk. 2. I can’t seem to find a simple solution to my vehicle problem. I successfully coded a free flying ship. But the problem is, since I want to replicate sf 64’s flight physics, I need to be able to seamlessly transition between on rail flight and free flight. I tried to see how the attack chopper does it, but it doesn’t seem to be capable of flying without a rail to follow. 3. Other vehicle problem, I can’t do a barrel roll ! Or a somersault, I don’t know how I can make the ship do the somersault while on-rails, and then expecting it to seamlessly returning on its path. And I don’t know how to code the somersault move in itself. I thought about animating the somersault move in the model, but that’s a big ugly hack, and it would screw the collision detection. 4. Since I want to make flying levels, I need lots of open ground, the source engine isn’t made to accommodate large open spaces. So I asked the devs from the Eternal Silence mod, who have very large flying space in their mod, and they told me they scaled the players, the ships, and everything else but the map down. That makes sense, but can’t this be made automatically at runtime instead? Because, rescaling the player view to be on-scale with the rest seems tricky. Besides, won’t it cause graphical artefacts, and problems with the view’s near-z. Any idea or comments about that? Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help on implementing a 3rd person on-rail starfox64-like shooter
Thanks for the answers. So I'm better off rescaling each individual models if I want vphysic collisions to work properly then? I'll do that then. Thanks. About the map menu, loading a map directly is a good idea, but if the user somehow finds a way to drop back to the real main menu, that could be a problem. I thought about a couple of ways I could implement my own main menu. I could just disable the vgui context for the main menu, hide it, and use only the viewport's vgui panels as menu. Or hijack the gameui root panel and replace it with my panel, or just add my panel as a children and cover the entire screen with it, but that's a little risky. Has anybody tried this before? PS: I hope I posted the reply at the right place. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help with externs
Got it working now, in a eh rather weird way, but it works fine at least the check for grenade being thrown or not I basically looked at how IsTeamplay works and basically added WasThrown and SetThrown to hl2mp_gamerules the SetThrown is then set in the weapon file and gets it in the grenade file, have it in the delay think function cause otherwise it only checks once, and that doesn't really help:P buuut, in the code is then: StopFollowingEntity(); but it keeps folowing the player anyway. So I assume it either doesn't realize what it's following and thus it doesn't do anything orrr the velocity needs to be set again. Also effects are created after thrown but the grenade trail has turned very fat for some reason, while otherwise it was normal. could have to do with it being stuck of trying to throw but wanting to keep following at the same time? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help with externs
Sorry I didn't answer for a while, got an reply elsewhere and tried that and have been playing l4d demo. Since I didn't get any further I took a look again at the replies I got from the list and got me thinking. Tom, you say make a bool into grenade_frag, but then there's know to set the bool to true, cause there's nothing that indicates it was thrown in the grenade_frag file. So I went thinking again, why can't I use the bool simply on the throwgrenade functions in the weapon file, answer: cause it's only called once. But think functions keep doing whatever is in the code right? so if I'm carefull to make sure it wont endlessly spawn grenades, could I make it a think function that keeps checking if the grenade was thrown yet(in similar ways that the detonate timer works?) Tom Leighton wrote: I assume thats a member variable of the weapon_frag class, so you would need an instance of that to access the variable. You could simply put another bool fThrewGrenade into grenade_frag and then set that when you throw the grenade? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help with externs
When you throw the grenade from the weapon file, and you create the grenade entity, you will get a pointer to that entity. If you make a couple of Set/Get functions for that, when it gets thrown you can set the boolean through those functions. You can read up about pointers/classes/polymorphism/inheritance/etc on google if you don't understand any of them. Any more questions feel free to reply ;) Yorg Kuijs wrote: Sorry I didn't answer for a while, got an reply elsewhere and tried that and have been playing l4d demo. Since I didn't get any further I took a look again at the replies I got from the list and got me thinking. Tom, you say make a bool into grenade_frag, but then there's know to set the bool to true, cause there's nothing that indicates it was thrown in the grenade_frag file. So I went thinking again, why can't I use the bool simply on the throwgrenade functions in the weapon file, answer: cause it's only called once. But think functions keep doing whatever is in the code right? so if I'm carefull to make sure it wont endlessly spawn grenades, could I make it a think function that keeps checking if the grenade was thrown yet(in similar ways that the detonate timer works?) Tom Leighton wrote: I assume thats a member variable of the weapon_frag class, so you would need an instance of that to access the variable. You could simply put another bool fThrewGrenade into grenade_frag and then set that when you throw the grenade? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help with externs
extern is a generic c++ thing.. it just means the variable is defined somewhere else. garry On Tue, Nov 11, 2008 at 12:45 PM, Yorg Kuijs [EMAIL PROTECTED] wrote: Hey list, have been fiddling with trying to get the bool fThrewGrenade from weapon_frag to grenade_frag using extern bool but whatever I try I can't seem to get it to work, can't find anything about externs and searched through the code for examples and it seems it can be done in a ton of ways but what I'm trying just doesn't work either I get unresolved external error, or I include weapon_frag.h and then I get 4 errors in weapon_ar2.h which are rather weird... so anybody know where to find more information about external variables? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help with externs
I assume thats a member variable of the weapon_frag class, so you would need an instance of that to access the variable. You could simply put another bool fThrewGrenade into grenade_frag and then set that when you throw the grenade? Garry Newman wrote: extern is a generic c++ thing.. it just means the variable is defined somewhere else. garry On Tue, Nov 11, 2008 at 12:45 PM, Yorg Kuijs [EMAIL PROTECTED] wrote: Hey list, have been fiddling with trying to get the bool fThrewGrenade from weapon_frag to grenade_frag using extern bool but whatever I try I can't seem to get it to work, can't find anything about externs and searched through the code for examples and it seems it can be done in a ton of ways but what I'm trying just doesn't work either I get unresolved external error, or I include weapon_frag.h and then I get 4 errors in weapon_ar2.h which are rather weird... so anybody know where to find more information about external variables? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] help !!
nope nothing happenedoo well i screw around with it some more how knows maybe i will get lucky Date: Fri, 11 Apr 2008 23:03:03 -0400 From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] help !! You also need to add tier0.lib, tier1.lib, vsdtlib.lib, and mathlib.lib On Fri, Apr 11, 2008 at 3:34 PM, steven belmans [EMAIL PROTECTED] wrote:its already in there ! Date: Fri, 11 Apr 2008 19:19:09 +0100 From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] help !! You need to add user32.lib to your linker additional dependencies for the client. steven belmans wrote: Trying to compile with C++ 2005 express but I got an error :in_mouse.obj : error LNK2019: unresolved external symbol [EMAIL PROTECTED] in function public: virtual void __thiscall CInput::ActivateMouse(void) ([EMAIL PROTECTED]@@UAEXXZ) editor_sendcommand.obj : error LNK2019: unresolved external symbol [EMAIL PROTECTED] referenced in function enum EditorSendResult_t __cdecl Editor_SendCommand(char const *,bool) (?Editor_SendCommand@ @YA?AW4EditorSendResult_t@@[EMAIL PROTECTED]) I have: platform sdk / dx sdk / and SP2 of the program. I also added user32.lib winmm.lib to linker-inputcan someone help? sorry for the noob question thanks in advance _ Update vandaag nog in één klik je hele online leven! http://get.live.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Start een boeiend online leven...helemaal gratis! http://get.live.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Een gelukkig nieuwjaar vanwege Windows Live...Download het nu gratis! http://get.live.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] help !!
List the libs that you have included. BTW Your mail client is Fubaring this thread lol On 12/04/2008, steven belmans [EMAIL PROTECTED] wrote: nope nothing happenedoo well i screw around with it some more how knows maybe i will get lucky Date: Fri, 11 Apr 2008 23:03:03 -0400 From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] help !! You also need to add tier0.lib, tier1.lib, vsdtlib.lib, and mathlib.lib On Fri, Apr 11, 2008 at 3:34 PM, steven belmans [EMAIL PROTECTED] wrote:its already in there ! Date: Fri, 11 Apr 2008 19:19:09 +0100 From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] help !! You need to add user32.lib to your linker additional dependencies for the client. steven belmans wrote: Trying to compile with C++ 2005 express but I got an error :in_mouse.obj : error LNK2019: unresolved external symbol [EMAIL PROTECTED] in function public: virtual void __thiscall CInput::ActivateMouse(void) ([EMAIL PROTECTED]@@UAEXXZ) editor_sendcommand.obj : error LNK2019: unresolved external symbol [EMAIL PROTECTED] referenced in function enum EditorSendResult_t __cdecl Editor_SendCommand(char const *,bool) (?Editor_SendCommand@ @YA?AW4EditorSendResult_t@@[EMAIL PROTECTED]) I have: platform sdk / dx sdk / and SP2 of the program. I also added user32.lib winmm.lib to linker-inputcan someone help? sorry for the noob question thanks in advance _ Update vandaag nog in één klik je hele online leven! http://get.live.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Start een boeiend online leven...helemaal gratis! http://get.live.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Een gelukkig nieuwjaar vanwege Windows Live...Download het nu gratis! http://get.live.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] help !!
You need to add user32.lib to your linker additional dependencies for the client. steven belmans wrote: Trying to compile with C++ 2005 express but I got an error : in_mouse.obj : error LNK2019: unresolved external symbol [EMAIL PROTECTED] referenced in function public: virtual void __thiscall CInput::ActivateMouse(void) ([EMAIL PROTECTED]@@UAEXXZ) editor_sendcommand.obj : error LNK2019: unresolved external symbol [EMAIL PROTECTED] referenced in function enum EditorSendResult_t __cdecl Editor_SendCommand(char const *,bool) (?Editor_SendCommand@@YA?AW4EditorSendResult_t@@[EMAIL PROTECTED]) I have: platform sdk / dx sdk / and SP2 of the program. I also added user32.lib winmm.lib to linker-input can someone help? sorry for the noob question thanks in advance _ Update vandaag nog in één klik je hele online leven! http://get.live.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] help !!
its already in there ! Date: Fri, 11 Apr 2008 19:19:09 +0100 From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] help !! You need to add user32.lib to your linker additional dependencies for the client. steven belmans wrote: Trying to compile with C++ 2005 express but I got an error :in_mouse.obj : error LNK2019: unresolved external symbol [EMAIL PROTECTED] referenced in function public: virtual void __thiscall CInput::ActivateMouse(void) ([EMAIL PROTECTED]@@UAEXXZ) editor_sendcommand.obj : error LNK2019: unresolved external symbol [EMAIL PROTECTED] referenced in function enum EditorSendResult_t __cdecl Editor_SendCommand(char const *,bool) (?Editor_SendCommand@@YA?AW4EditorSendResult_t@@[EMAIL PROTECTED]) I have: platform sdk / dx sdk / and SP2 of the program. I also added user32.lib winmm.lib to linker-inputcan someone help?sorry for the noob question thanks in advance _ Update vandaag nog in één klik je hele online leven! http://get.live.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Start een boeiend online leven...helemaal gratis! http://get.live.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] help !!
You also need to add tier0.lib, tier1.lib, vsdtlib.lib, and mathlib.lib On Fri, Apr 11, 2008 at 3:34 PM, steven belmans [EMAIL PROTECTED] wrote: its already in there ! Date: Fri, 11 Apr 2008 19:19:09 +0100 From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] help !! You need to add user32.lib to your linker additional dependencies for the client. steven belmans wrote: Trying to compile with C++ 2005 express but I got an error :in_mouse.obj : error LNK2019: unresolved external symbol [EMAIL PROTECTED] in function public: virtual void __thiscall CInput::ActivateMouse(void) ([EMAIL PROTECTED]@@UAEXXZ) editor_sendcommand.obj : error LNK2019: unresolved external symbol [EMAIL PROTECTED] referenced in function enum EditorSendResult_t __cdecl Editor_SendCommand(char const *,bool) (?Editor_SendCommand@ @YA?AW4EditorSendResult_t@@[EMAIL PROTECTED]) I have: platform sdk / dx sdk / and SP2 of the program. I also added user32.lib winmm.lib to linker-inputcan someone help?sorry for the noob question thanks in advance _ Update vandaag nog in één klik je hele online leven! http://get.live.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Start een boeiend online leven...helemaal gratis! http://get.live.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help with server crash please.
Either the heap/stack is corrupt or Physics_RunThinkFunctions() has been modified from the Valve SDK default to not do it's if ( pPlayer ) check. At 2007/11/19 08:03 AM, RYell wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, this is an error that has been happening for some time in my mod, it's a rare server crash which only happens in a map. The exact cause is not known at all by me, but there is only one thing in my mind: this map is the only one using a specific prop breakable (planks walkable by players). If someone shoots the plank it breaks in several pieces, if there is a player walking over it (touching) then it falls. This seems to be related with the crash. As far I can tell the last thing in call stack is a touchlink error in physics_main_shared.cpp: server.dll!AllocTouchLink() Line 361 + 0x41 bytes C++ server.dll!CBaseEntity::PhysicsMarkEntityAsTouched(CBaseEntity * other=0x0d1ff200) Line 850 + 0x5 bytes C++ server.dll!CBaseEntity::PhysicsMarkEntitiesAsTouching(CBaseEntity * other=0x, CGameTrace trace={...}) Line 892 + 0x8 bytes C++ server.dll!CMoveHelperServer::ProcessImpacts() Line 241 + 0x2b bytes C++ server.dll!CPlayerMove::RunCommand(CBasePlayer * player=0x, CUserCmd * ucmd=0x, IMoveHelper * moveHelper=) Line 411 C++ server.dll!CBasePlayer::PlayerRunCommand(CUserCmd * ucmd=0x11572620, IMoveHelper * moveHelper=0x22712cd0) Line 3337 + 0xf bytes C++ server.dll!CBasePlayer::PhysicsSimulate() Line 3210 + 0x34 bytes C++ server.dll!Physics_SimulateEntity(CBaseEntity * pEntity=0x) Line 2109 C++ server.dll!Physics_RunThinkFunctions(bool simulating=true) Line 2161 + 0x5 bytes C++ server.dll!CServerGameDLL::GameFrame(bool simulating=true) Line 995 C++ Probably there is more, also don't understand why player is null in that playerruncommand. Any help will be appreciated, I haven't enough experience to track this alone. BTW, in parallel to this issue, I tried to replace those prop_physic_respawnable models with func_breakable brushes. Only needed to make them respawn too once destroyed. That addition seemed easy, just a think function to call Spawn() once needed again, however those func_breakable aren't even spawning for first time. Hmm, can I even respawn such brush based entity? Thanks. -- Ángel Oliver (RYell) - Project Lead Fistful of Frags. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help removing a prop breakable's gibs.
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Thanks Skillet, yes that was just what I needed, it worked nicely. The fact it was client side stuff got me confused all the time. -- Ángel Oliver (RYell) - Project Lead Fistful of Frags Mod. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help with using CSS Weapon Models
-- [ Picked text/plain from multipart/alternative ] Yea I found the Muzzle flash fix on the Wiki, So if you wrote that thanks! I had it working before by adding a bone and changing the .qc but this is much easier, Ill look into the recoil function. On 6/29/07, Tom Leighton [EMAIL PROTECTED] wrote: The recoil issue is due to the recoil function (Look it up in your SMG1 gun, you will see, depending on the amount fired, a certain activity is played. Some of those won't exist in the css weapons, so my advice is to comment out the if statements and just return primary. The muzzle flash may also be an issue, i posted a fix on the VALVe developer Josh Marshall wrote: -- [ Picked text/plain from multipart/alternative ] Hey, For my mod Im using a few weapons from Counter-Strike Source, At the moment Ive got them working fine apart from the recoil animation when you fire plays only twice in a row when you first start shooting then stops. But this is only if you shoot bullet after bullet as it works if you leave a small break between shots. I was wondering what I could do either to fix the model itself or is there a way to code in a system that accepts the CSS weapon models as they are without editing the .mdl, I think this was used in SMOD. Thanks! -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help with using CSS Weapon Models
-- [ Picked text/plain from multipart/alternative ] Right I found this Activity CWeaponUSP::GetPrimaryAttackActivity( void ) { if ( m_nNumShotsFired 1 ) return ACT_VM_PRIMARYATTACK; if ( m_nNumShotsFired 2 ) return ACT_VM_RECOIL1; if ( m_nNumShotsFired 3 ) return ACT_VM_RECOIL2; return ACT_VM_RECOIL3; } So Should I comment out the whole lot apart from the ACT_VM_PRIMARYATTACK; or leave a ACT_VM_RECOIL line in? On 6/29/07, Josh Marshall [EMAIL PROTECTED] wrote: Yea I found the Muzzle flash fix on the Wiki, So if you wrote that thanks! I had it working before by adding a bone and changing the .qc but this is much easier, Ill look into the recoil function. On 6/29/07, Tom Leighton [EMAIL PROTECTED] wrote: The recoil issue is due to the recoil function (Look it up in your SMG1 gun, you will see, depending on the amount fired, a certain activity is played. Some of those won't exist in the css weapons, so my advice is to comment out the if statements and just return primary. The muzzle flash may also be an issue, i posted a fix on the VALVe developer Josh Marshall wrote: -- [ Picked text/plain from multipart/alternative ] Hey, For my mod Im using a few weapons from Counter-Strike Source, At the moment Ive got them working fine apart from the recoil animation when you fire plays only twice in a row when you first start shooting then stops. But this is only if you shoot bullet after bullet as it works if you leave a small break between shots. I was wondering what I could do either to fix the model itself or is there a way to code in a system that accepts the CSS weapon models as they are without editing the .mdl, I think this was used in SMOD. Thanks! -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help with using CSS Weapon Models
I didnt write the code, but i put it up there because i kept losing it. The interweb's a big place. I use this for mine, you might want to look for some more recoil animations in the guns themselves. //if ( m_nNumShotsFired 1 ) return ACT_VM_PRIMARYATTACK; //if ( m_nNumShotsFired 2 ) //return ACT_VM_RECOIL1; //if ( m_nNumShotsFired 3 ) //return ACT_VM_RECOIL2; //return ACT_VM_RECOIL3; Josh Marshall wrote: -- [ Picked text/plain from multipart/alternative ] Right I found this Activity CWeaponUSP::GetPrimaryAttackActivity( void ) { if ( m_nNumShotsFired 1 ) return ACT_VM_PRIMARYATTACK; if ( m_nNumShotsFired 2 ) return ACT_VM_RECOIL1; if ( m_nNumShotsFired 3 ) return ACT_VM_RECOIL2; return ACT_VM_RECOIL3; } So Should I comment out the whole lot apart from the ACT_VM_PRIMARYATTACK; or leave a ACT_VM_RECOIL line in? On 6/29/07, Josh Marshall [EMAIL PROTECTED] wrote: Yea I found the Muzzle flash fix on the Wiki, So if you wrote that thanks! I had it working before by adding a bone and changing the .qc but this is much easier, Ill look into the recoil function. On 6/29/07, Tom Leighton [EMAIL PROTECTED] wrote: The recoil issue is due to the recoil function (Look it up in your SMG1 gun, you will see, depending on the amount fired, a certain activity is played. Some of those won't exist in the css weapons, so my advice is to comment out the if statements and just return primary. The muzzle flash may also be an issue, i posted a fix on the VALVe developer Josh Marshall wrote: -- [ Picked text/plain from multipart/alternative ] Hey, For my mod Im using a few weapons from Counter-Strike Source, At the moment Ive got them working fine apart from the recoil animation when you fire plays only twice in a row when you first start shooting then stops. But this is only if you shoot bullet after bullet as it works if you leave a small break between shots. I was wondering what I could do either to fix the model itself or is there a way to code in a system that accepts the CSS weapon models as they are without editing the .mdl, I think this was used in SMOD. Thanks! -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help with using CSS Weapon Models
-- [ Picked text/plain from multipart/alternative ] Thankyou! Fixed my problem. Now the recoil animation plays every shot! On 6/29/07, Tom Leighton [EMAIL PROTECTED] wrote: I didnt write the code, but i put it up there because i kept losing it. The interweb's a big place. I use this for mine, you might want to look for some more recoil animations in the guns themselves. //if ( m_nNumShotsFired 1 ) return ACT_VM_PRIMARYATTACK; //if ( m_nNumShotsFired 2 ) //return ACT_VM_RECOIL1; //if ( m_nNumShotsFired 3 ) //return ACT_VM_RECOIL2; //return ACT_VM_RECOIL3; Josh Marshall wrote: -- [ Picked text/plain from multipart/alternative ] Right I found this Activity CWeaponUSP::GetPrimaryAttackActivity( void ) { if ( m_nNumShotsFired 1 ) return ACT_VM_PRIMARYATTACK; if ( m_nNumShotsFired 2 ) return ACT_VM_RECOIL1; if ( m_nNumShotsFired 3 ) return ACT_VM_RECOIL2; return ACT_VM_RECOIL3; } So Should I comment out the whole lot apart from the ACT_VM_PRIMARYATTACK; or leave a ACT_VM_RECOIL line in? On 6/29/07, Josh Marshall [EMAIL PROTECTED] wrote: Yea I found the Muzzle flash fix on the Wiki, So if you wrote that thanks! I had it working before by adding a bone and changing the .qc but this is much easier, Ill look into the recoil function. On 6/29/07, Tom Leighton [EMAIL PROTECTED] wrote: The recoil issue is due to the recoil function (Look it up in your SMG1 gun, you will see, depending on the amount fired, a certain activity is played. Some of those won't exist in the css weapons, so my advice is to comment out the if statements and just return primary. The muzzle flash may also be an issue, i posted a fix on the VALVe developer Josh Marshall wrote: -- [ Picked text/plain from multipart/alternative ] Hey, For my mod Im using a few weapons from Counter-Strike Source, At the moment Ive got them working fine apart from the recoil animation when you fire plays only twice in a row when you first start shooting then stops. But this is only if you shoot bullet after bullet as it works if you leave a small break between shots. I was wondering what I could do either to fix the model itself or is there a way to code in a system that accepts the CSS weapon models as they are without editing the .mdl, I think this was used in SMOD. Thanks! -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help with Creating Health Bar?
-- [ Picked text/plain from multipart/alternative ] Have you read the VGUI documents on the valve developer page? I think I recall seeing a tutorial describing how to do something similar to which you're asking http://developer.valvesoftware.com/wiki/Category:VGUI - Original Message - From: Josh Marshall [EMAIL PROTECTED] To: hlcoders hlcoders@list.valvesoftware.com Sent: Friday, June 29, 2007 10:51 AM Subject: [hlcoders] Help with Creating Health Bar? -- [ Picked text/plain from multipart/alternative ] Hey, Basically I want to Create a health and armor bar that function similar to the Aux power bar. with animations etc. Just want to know if theres any easy way through HudLayout.res HudAnimations.txt or if not what code i would have to change? Thanks! -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help identify crash cause on closed source please
-- -- [ Picked text/plain from multipart/alternative ] - That crash has been forever. - To reproduce it I load a map and start strafing and firing until it crashes. I was aiming this more at a valve rep since they could tell me it's trying to play a missing sound or something. -- X-Attachment-Id: f_euvay5nx [ Steam_23_2006_11.mdmp of type application/octet-stream deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help identify crash cause on closed source please
A few suggestions: could you post the minidump file? what have you done lately that causes it to crash? when does it crash? can you reproduce it? how? On 11/21/06, Giancarlo Rivas [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hi, I keep getting crashes randomly when playing my mod, the mdmps all agree on the same stack trace, but it's on the closed side so I don't know how to fix it. Almost all the mdmps I had said the stack was: kernel32.dll!7c812a5b() kernel32.dll!7c812a5b() user32.dll!77d50577() tier0.dll!009124e9() tier0.dll!00901db0() engine.dll!0db6dbad() Except one, which was the oldest one: kernel32.dll!7c812a5b() kernel32.dll!7c812a5b() user32.dll!77d50577() tier0.dll!009124e9() tier0.dll!00901db0() filesystem_steam.dll!0d1696ab() filesystem_steam.dll!0d15dd0a() filesystem_steam.dll!0d15be43() filesystem_steam.dll!0d15329d() filesystem_steam.dll!0d1532e6() When it crashes it says it failed on DirectX Present() - pure virtual function call. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Help with figuring out NPC movement...
Talia, That is some interesting stuff and I will definitely look into your suggestions, thanks much. Matt -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Spektre Sent: Thursday, January 26, 2006 9:06 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Help with figuring out NPC movement... Matt wrote: If anyone could help with a brief walk through of the code or some sample code on how to changes things in that general area or even a good place to go to find out more info, that would be incredibly helpful. I'm not a coder, but from a level designer's standpoint and a gameplay standpoint, I've pushed the AI about as far as it will go without reprogramming it. I'll share a little bit of what I've learned here, in the hopes that it will help you with your goal. I've found it's pretty easy to get the NPCs to jump down from an object, but getting them to jump up to something is another thing entirely. You'll probably want to have a look at how the fast zombies navigate, to get an idea at how they work. They use the jump paths calculated off the info_node graph to determine where they're allowed to jump from/to. The NPCs, just like the player, will step over an object up to 18 units high. They don't know how to jump onto an object higher than that, really (other than the exception of the fast zombie). I've found that the moveprobe is an excellent tool to see how the AI's navigation routines work. You'll wanna play with it a bit in-game to figure it out. Also. The AI requires hint nodes with the Override Jump Permission type to allow any NPC other than the fast zombies to jump from one height level down to another. That's about the extent of my knowledge. Check the fast zombies. Talia ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.375 / Virus Database: 267.14.23/243 - Release Date: 1/27/2006 -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.1.375 / Virus Database: 267.14.23/243 - Release Date: 1/27/2006 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help with figuring out NPC movement...
-- [ Picked text/plain from multipart/alternative ] Myself have looked at the npc jump code, for antlions. What I understood to be occuring, though I could be wrong, and it has been a while since I examined it, but it is basically the same as using the hint node override jump position except the code is picking a position close to the target and seeing if it is a location that can be jumped to, and if it can then it overrides to allow the jump as the jump behavior is precoded to use three jump animations jump_glide, jump_land, etc. So depending on the effect you want is how you would animate those three animations to show the kind of jump you want the npc to do, like if you wanted a long leap like the antlions and zombies you would make the animation have a very strong initial leap and then the glide needs to look like it has some forward momentum unlike the humanoid jump animations which are designed to look like they are dropping from one position to another below. Hope this helps you some how, ps: the animation stuff is handled in the hint behavior I believe if I recall correctly. Chris On 1/27/06, Matt [EMAIL PROTECTED] wrote: Talia, That is some interesting stuff and I will definitely look into your suggestions, thanks much. Matt -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Spektre Sent: Thursday, January 26, 2006 9:06 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Help with figuring out NPC movement... Matt wrote: If anyone could help with a brief walk through of the code or some sample code on how to changes things in that general area or even a good place to go to find out more info, that would be incredibly helpful. I'm not a coder, but from a level designer's standpoint and a gameplay standpoint, I've pushed the AI about as far as it will go without reprogramming it. I'll share a little bit of what I've learned here, in the hopes that it will help you with your goal. I've found it's pretty easy to get the NPCs to jump down from an object, but getting them to jump up to something is another thing entirely. You'll probably want to have a look at how the fast zombies navigate, to get an idea at how they work. They use the jump paths calculated off the info_node graph to determine where they're allowed to jump from/to. The NPCs, just like the player, will step over an object up to 18 units high. They don't know how to jump onto an object higher than that, really (other than the exception of the fast zombie). I've found that the moveprobe is an excellent tool to see how the AI's navigation routines work. You'll wanna play with it a bit in-game to figure it out. Also. The AI requires hint nodes with the Override Jump Permission type to allow any NPC other than the fast zombies to jump from one height level down to another. That's about the extent of my knowledge. Check the fast zombies. Talia ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.375 / Virus Database: 267.14.23/243 - Release Date: 1/27/2006 -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.1.375 / Virus Database: 267.14.23/243 - Release Date: 1/27/2006 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help with figuring out NPC movement...
Cool! Some of this stuff needs to find a home in nightfall at some stage - thanks for the tips Adam --- Chris Harris [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Myself have looked at the npc jump code, for antlions. What I understood to be occuring, though I could be wrong, and it has been a while since I examined it, but it is basically the same as using the hint node override jump position except the code is picking a position close to the target and seeing if it is a location that can be jumped to, and if it can then it overrides to allow the jump as the jump behavior is precoded to use three jump animations jump_glide, jump_land, etc. So depending on the effect you want is how you would animate those three animations to show the kind of jump you want the npc to do, like if you wanted a long leap like the antlions and zombies you would make the animation have a very strong initial leap and then the glide needs to look like it has some forward momentum unlike the humanoid jump animations which are designed to look like they are dropping from one position to another below. Hope this helps you some how, ps: the animation stuff is handled in the hint behavior I believe if I recall correctly. Chris On 1/27/06, Matt [EMAIL PROTECTED] wrote: Talia, That is some interesting stuff and I will definitely look into your suggestions, thanks much. Matt -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Spektre Sent: Thursday, January 26, 2006 9:06 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Help with figuring out NPC movement... Matt wrote: If anyone could help with a brief walk through of the code or some sample code on how to changes things in that general area or even a good place to go to find out more info, that would be incredibly helpful. I'm not a coder, but from a level designer's standpoint and a gameplay standpoint, I've pushed the AI about as far as it will go without reprogramming it. I'll share a little bit of what I've learned here, in the hopes that it will help you with your goal. I've found it's pretty easy to get the NPCs to jump down from an object, but getting them to jump up to something is another thing entirely. You'll probably want to have a look at how the fast zombies navigate, to get an idea at how they work. They use the jump paths calculated off the info_node graph to determine where they're allowed to jump from/to. The NPCs, just like the player, will step over an object up to 18 units high. They don't know how to jump onto an object higher than that, really (other than the exception of the fast zombie). I've found that the moveprobe is an excellent tool to see how the AI's navigation routines work. You'll wanna play with it a bit in-game to figure it out. Also. The AI requires hint nodes with the Override Jump Permission type to allow any NPC other than the fast zombies to jump from one height level down to another. That's about the extent of my knowledge. Check the fast zombies. Talia ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.375 / Virus Database: 267.14.23/243 - Release Date: 1/27/2006 -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.1.375 / Virus Database: 267.14.23/243 - Release Date: 1/27/2006 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net Developer of CST and ZHLT 3.0 http://www.zhlt.info Team Lead - Prime - Website TBA... __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help with figuring out NPC movement...
You might want to contact sniper at www.svencoop.com (he might not answer for a while due to the car acident he was in) he has made some wonderful changes to HL1 NPC's and the code should be an easy port to HL2. Adam --- Matt [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Friends, Im new to the SDK and Im trying to figure some things out. I can compile it, debug it, make my own maps, etc. For a mod Im working on, I want to be able to allow the NPCs to move over small or large obstacles (though Im only work on small now, like a low wall). Ive found, I think, the point where the movement happens and Ive stepped through in debug mode, but Im not sure I really understand it. If anyone could help with a brief walk through of the code or some sample code on how to changes things in that general area or even a good place to go to find out more info, that would be incredibly helpful. BTW, love the wiki and my thanks to all that contribute to it. Matt -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.1.375 / Virus Database: 267.14.23/240 - Release Date: 1/25/2006 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net Developer of CST and ZHLT 3.0 http://www.zhlt.info Team Lead - Prime - Website TBA... This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delete the email, and not respond in any way to it. __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help with figuring out NPC movement...
Matt wrote: If anyone could help with a brief walk through of the code or some sample code on how to changes things in that general area or even a good place to go to find out more info, that would be incredibly helpful. I'm not a coder, but from a level designer's standpoint and a gameplay standpoint, I've pushed the AI about as far as it will go without reprogramming it. I'll share a little bit of what I've learned here, in the hopes that it will help you with your goal. I've found it's pretty easy to get the NPCs to jump down from an object, but getting them to jump up to something is another thing entirely. You'll probably want to have a look at how the fast zombies navigate, to get an idea at how they work. They use the jump paths calculated off the info_node graph to determine where they're allowed to jump from/to. The NPCs, just like the player, will step over an object up to 18 units high. They don't know how to jump onto an object higher than that, really (other than the exception of the fast zombie). I've found that the moveprobe is an excellent tool to see how the AI's navigation routines work. You'll wanna play with it a bit in-game to figure it out. Also. The AI requires hint nodes with the Override Jump Permission type to allow any NPC other than the fast zombies to jump from one height level down to another. That's about the extent of my knowledge. Check the fast zombies. Talia ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help with Tracers
Have you tried the C_BasePlayer::MakeTracer(...) function? If that's not working, try the running UTIL_Tracer() on the client On 8/23/05, Michael Kramer [EMAIL PROTECTED] wrote: Im having some problems with a tracer im making. It won't show up at all...can someone direct me to some code that can help with Tracers please? If you need to see my code just ask. Thanx :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type
He meant GCC, not your entire distro. On 7/13/05, Nick [EMAIL PROTECTED] wrote: On 7/13/05, Alfred Reynolds [EMAIL PROTECTED] wrote: 4.0 has not been tested, you should use the 3.4.x series. - Alfred - i will try to install fedora core 3 tonight and see how that works ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I am at the point where coffee just makes my teeth vibrate. - Tycho, Penny-Arcade.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type
er...I realized you probably realized that. Don't mind me, I'm really tired. On 7/14/05, Zach Brockway [EMAIL PROTECTED] wrote: He meant GCC, not your entire distro. On 7/13/05, Nick [EMAIL PROTECTED] wrote: On 7/13/05, Alfred Reynolds [EMAIL PROTECTED] wrote: 4.0 has not been tested, you should use the 3.4.x series. - Alfred - i will try to install fedora core 3 tonight and see how that works ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I am at the point where coffee just makes my teeth vibrate. - Tycho, Penny-Arcade.com -- I am at the point where coffee just makes my teeth vibrate. - Tycho, Penny-Arcade.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type
Zack: In order to get the right version of GCC as well as everything it depends upon, it's easier for him to just install an older Fedora Core. I'm pretty sure he set up Fedora Core 4 just for building Source on Linux, so it's not like he's going to lose anything but a little time. At 02:23 AM 7/14/2005, you wrote: He meant GCC, not your entire distro. On 7/13/05, Nick [EMAIL PROTECTED] wrote: On 7/13/05, Alfred Reynolds [EMAIL PROTECTED] wrote: 4.0 has not been tested, you should use the 3.4.x series. - Alfred - i will try to install fedora core 3 tonight and see how that works Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type
-- [ Picked text/plain from multipart/alternative ] I wish there was an easy way to install that XML parser, I'm a god damn linux nub. Does anybody know another distrubution that dosent need 4 discs to install, which can build source? On 7/14/05, Michael A. Hobson [EMAIL PROTECTED] wrote: Zack: In order to get the right version of GCC as well as everything it depends upon, it's easier for him to just install an older Fedora Core. I'm pretty sure he set up Fedora Core 4 just for building Source on Linux, so it's not like he's going to lose anything but a little time. At 02:23 AM 7/14/2005, you wrote: He meant GCC, not your entire distro. On 7/13/05, Nick [EMAIL PROTECTED] wrote: On 7/13/05, Alfred Reynolds [EMAIL PROTECTED] wrote: 4.0 has not been tested, you should use the 3.4.x series. - Alfred - i will try to install fedora core 3 tonight and see how that works Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type
On 7/14/05, Ben Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I wish there was an easy way to install that XML parser, I'm a god damn linux nub. I'm loosing track of who is who here ... are you using Fedora? Googling for 'XML Parser rpm' first link http://dag.wieers.com/packages/perl-XML-Parser/ Follow the instructions on the link below to add that repo to your yum config so you can use yum to get any deps for you. That is, after follwing those instructions 'yum install perl-XML-Parser' will install the parser and any dependencies. http://dag.wieers.com/home-made/apt/FAQ.php#B Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type
-- [ Picked text/plain from multipart/alternative ] If I could kiss you I would ;) On 7/14/05, Jeff Fearn [EMAIL PROTECTED] wrote: On 7/14/05, Ben Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I wish there was an easy way to install that XML parser, I'm a god damn linux nub. I'm loosing track of who is who here ... are you using Fedora? Googling for 'XML Parser rpm' first link http://dag.wieers.com/packages/perl-XML-Parser/ Follow the instructions on the link below to add that repo to your yum config so you can use yum to get any deps for you. That is, after follwing those instructions 'yum install perl-XML-Parser' will install the parser and any dependencies. http://dag.wieers.com/home-made/apt/FAQ.php#B Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: [hlcoders] help with ../dlls/./entityoutpu t.h:126: error: ‘Vector’ is not a template type
I don't know how to fix this, but I would recommend you using Fedora Core 3 (or a 3.4.x version of gcc), which works fine for me. On 7/13/05, Nick [EMAIL PROTECTED] wrote: $ make if [ -z /usr/bin/gcc ]; then echo Compiler not defined.; exit; fi if [ ! -d . ];then mkdir .;fi cd . if [ ! -f tier0_i486.so ]; then ln -s /home/nick/valve/hl2mp/bin/tier0_i486.so .; fi if [ ! -f vstdlib_i486.so ]; then ln -s /home/nick/valve/hl2mp/bin/vstdlib_i486.so .; fi ./vcpm ../dlls/hl_sdk.vcproj Valve Software - vcprojtomake.exe (Jul 12 2005) Memory leak: mempool blocks left in memory: 469 make -f Makefile.mod CC=/usr/bin/gcc CPLUS=/usr/bin/g++ CPP_LIB=/usr/lib/gcc/i386-redhat-linux/4.0.0/libstdc++.a /usr/lib/gcc/i386-redhat-linux/4.0.0/libgcc_eh.a BUILD_DIR=. BUILD_OBJ_DIR=./obj SOURCE_DIR=.. SHLIBLDFLAGS=-shared -Wl,-Map,mod_map.txt -Wl SHLIBEXT=so CLINK=/usr/bin/gcc CFLAGS=-rpath-link /home/nick/valve/hl2mp/bin/tier0_i486.so -fpermissive -D_LINUX -DNDEBUG -Dstricmp=strcasecmp -D_stricmp=strcasecmp -D_strnicmp=strncasecmp -Dstrnicmp=strncasecmp -D_snprintf=snprintf -D_vsnprintf=vsnprintf -D_alloca=alloca -Dstrcmpi=strcasecmp -Usprintf=use_Q_snprintf_instead_of_sprintf -Ustrncpy=use_Q_strncpy_instead -UPROTECTED_THINGS_ENABLE LDFLAGS=-lm -ldl /home/nick/valve/hl2mp/bin/tier0_i486.so /home/nick/valve/hl2mp/bin/vstdlib_i486.so ARCH=i486 GAME_DIR=/home/nick/valve/hl2mp MOD_CONFIG=hl_ReleaseSDKWin32 NAME=sourceforts151 XERCES_INC_DIR=/home/nick/xerces-c_2_6_0-redhat_80-gcc_32/include XERCES_LIB_DIR=/home/nick/xerces-c_2_6_0-redhat_80-gcc_32/lib make[1]: Entering directory `/home/nick/src/src/linux_sdk' mkdir -p obj/sourceforts151/dlls/game_shared mkdir -p obj/sourceforts151/dlls mkdir -p obj/sourceforts151/dlls/tier1 mkdir -p obj/sourceforts151/dlls/public mkdir -p obj/sourceforts151/dlls/hl2_dll mkdir -p obj/sourceforts151/dlls/public/keyframe mkdir -p obj/sourceforts151/dlls/public/tier0 mkdir -p obj/sourceforts151/dlls/common mkdir -p obj/sourceforts151/dlls/game_shared/hl2 mkdir -p obj/sourceforts151/dlls/hl2mp_dll mkdir -p obj/sourceforts151/dlls/game_shared/hl2mp /usr/bin/g++ -w -I../dlls/../game_shared/hl2 -I../dlls/. -I../dlls/../public -I../dlls/../public/tier1 -I../dlls/../game_shared -I../dlls/../utils/common -I../dlls/../dlls -I../dlls/../../dlls -I../dlls/../dlls/hl2_dll -I../dlls/../dlls/hl2mp_dll -I../dlls/../game_shared/hl2mp -DHL2MP -DHL2_DLL -DUSES_SAVERESTORE -DNDEBUG -DGAME_DLL -Dsprintf=use_Q_snprintf_instead_of_sprintf -DVECTOR -Dstrncpy=use_Q_strncpy_instead -D_snprintf=use_Q_snprintf_instead -DPROTECTED_THINGS_ENABLE -rpath-link /home/nick/valve/hl2mp/bin/tier0_i486.so -fpermissive -D_LINUX -DNDEBUG -Dstricmp=strcasecmp -D_stricmp=strcasecmp -D_strnicmp=strncasecmp -Dstrnicmp=strncasecmp -D_snprintf=snprintf -D_vsnprintf=vsnprintf -D_alloca=alloca -Dstrcmpi=strcasecmp -Usprintf=use_Q_snprintf_instead_of_sprintf -Ustrncpy=use_Q_strncpy_instead -UPROTECTED_THINGS_ENABLE -o obj/sourceforts151/dlls/game_shared/activitylist.o -c ../dlls/../game_shared/activitylist.cpp g++: unrecognized option '-rpath-link' ../dlls/./entityoutput.h:148: error: 'Vector' is not a template type make[1]: *** [obj/sourceforts151/dlls/game_shared/activitylist.o] Error 1 make[1]: Leaving directory `/home/nick/src/src/linux_sdk' make: *** [mod] Error 2 Can anyone help me on this?? I'm using fedora core 4, gcc 4.0, and xerces-c 2.60 binaries ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type
On 7/14/05, Ben Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] If I could kiss you I would ;) Ben had better be short for Benita! ;) Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type
On 7/13/05, Alfred Reynolds [EMAIL PROTECTED] wrote: Make sure you are using GCC 3.4.1 or above. - Alfred I'm using fedora core 4, with gcc 4.0? does that count or do i need to downgrade to 3.4, or give gcc 4.0 some special compile options ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type
4.0 has not been tested, you should use the 3.4.x series. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent: Wednesday, July 13, 2005 6:04 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type On 7/13/05, Alfred Reynolds [EMAIL PROTECTED] wrote: Make sure you are using GCC 3.4.1 or above. - Alfred I'm using fedora core 4, with gcc 4.0? does that count or do i need to downgrade to 3.4, or give gcc 4.0 some special compile options ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type
On 7/13/05, Alfred Reynolds [EMAIL PROTECTED] wrote: 4.0 has not been tested, you should use the 3.4.x series. - Alfred - i will try to install fedora core 3 tonight and see how that works ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type
Make sure you are using GCC 3.4.1 or above. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent: Tuesday, July 12, 2005 10:41 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type $ make if [ -z /usr/bin/gcc ]; then echo Compiler not defined.; exit; fi if [ ! -d . ];then mkdir .;fi cd . if [ ! -f tier0_i486.so ]; then ln -s /home/nick/valve/hl2mp/bin/tier0_i486.so .; fi if [ ! -f vstdlib_i486.so ]; then ln -s /home/nick/valve/hl2mp/bin/vstdlib_i486.so .; fi ./vcpm ../dlls/hl_sdk.vcproj Valve Software - vcprojtomake.exe (Jul 12 2005) Memory leak: mempool blocks left in memory: 469 make -f Makefile.mod CC=/usr/bin/gcc CPLUS=/usr/bin/g++ CPP_LIB=/usr/lib/gcc/i386-redhat-linux/4.0.0/libstdc++.a /usr/lib/gcc/i386-redhat-linux/4.0.0/libgcc_eh.a BUILD_DIR=. BUILD_OBJ_DIR=./obj SOURCE_DIR=.. SHLIBLDFLAGS=-shared -Wl,-Map,mod_map.txt -Wl SHLIBEXT=so CLINK=/usr/bin/gcc CFLAGS=-rpath-link /home/nick/valve/hl2mp/bin/tier0_i486.so -fpermissive -D_LINUX -DNDEBUG -Dstricmp=strcasecmp -D_stricmp=strcasecmp -D_strnicmp=strncasecmp -Dstrnicmp=strncasecmp -D_snprintf=snprintf -D_vsnprintf=vsnprintf -D_alloca=alloca -Dstrcmpi=strcasecmp -Usprintf=use_Q_snprintf_instead_of_sprintf -Ustrncpy=use_Q_strncpy_instead -UPROTECTED_THINGS_ENABLE LDFLAGS=-lm -ldl /home/nick/valve/hl2mp/bin/tier0_i486.so /home/nick/valve/hl2mp/bin/vstdlib_i486.so ARCH=i486 GAME_DIR=/home/nick/valve/hl2mp MOD_CONFIG=hl_ReleaseSDKWin32 NAME=sourceforts151 XERCES_INC_DIR=/home/nick/xerces-c_2_6_0-redhat_80-gcc_32/include XERCES_LIB_DIR=/home/nick/xerces-c_2_6_0-redhat_80-gcc_32/lib make[1]: Entering directory `/home/nick/src/src/linux_sdk' mkdir -p obj/sourceforts151/dlls/game_shared mkdir -p obj/sourceforts151/dlls mkdir -p obj/sourceforts151/dlls/tier1 mkdir -p obj/sourceforts151/dlls/public mkdir -p obj/sourceforts151/dlls/hl2_dll mkdir -p obj/sourceforts151/dlls/public/keyframe mkdir -p obj/sourceforts151/dlls/public/tier0 mkdir -p obj/sourceforts151/dlls/common mkdir -p obj/sourceforts151/dlls/game_shared/hl2 mkdir -p obj/sourceforts151/dlls/hl2mp_dll mkdir -p obj/sourceforts151/dlls/game_shared/hl2mp /usr/bin/g++ -w -I../dlls/../game_shared/hl2 -I../dlls/. -I../dlls/../public -I../dlls/../public/tier1 -I../dlls/../game_shared -I../dlls/../utils/common -I../dlls/../dlls -I../dlls/../../dlls -I../dlls/../dlls/hl2_dll -I../dlls/../dlls/hl2mp_dll -I../dlls/../game_shared/hl2mp -DHL2MP -DHL2_DLL -DUSES_SAVERESTORE -DNDEBUG -DGAME_DLL -Dsprintf=use_Q_snprintf_instead_of_sprintf -DVECTOR -Dstrncpy=use_Q_strncpy_instead -D_snprintf=use_Q_snprintf_instead -DPROTECTED_THINGS_ENABLE -rpath-link /home/nick/valve/hl2mp/bin/tier0_i486.so -fpermissive -D_LINUX -DNDEBUG -Dstricmp=strcasecmp -D_stricmp=strcasecmp -D_strnicmp=strncasecmp -Dstrnicmp=strncasecmp -D_snprintf=snprintf -D_vsnprintf=vsnprintf -D_alloca=alloca -Dstrcmpi=strcasecmp -Usprintf=use_Q_snprintf_instead_of_sprintf -Ustrncpy=use_Q_strncpy_instead -UPROTECTED_THINGS_ENABLE -o obj/sourceforts151/dlls/game_shared/activitylist.o -c ../dlls/../game_shared/activitylist.cpp g++: unrecognized option '-rpath-link' ../dlls/./entityoutput.h:148: error: 'Vector' is not a template type make[1]: *** [obj/sourceforts151/dlls/game_shared/activitylist.o] Error 1 make[1]: Leaving directory `/home/nick/src/src/linux_sdk' make: *** [mod] Error 2 Can anyone help me on this?? I'm using fedora core 4, gcc 4.0, and xerces-c 2.60 binaries ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help debugging half-life 1 mod
Kuja wrote: Hey, all. Normally I wouldn't bother the list with this question, but I've exhausted every other resource in trying to figure out my problem. I am completely and totally unable to debug my mod in steam half-life, or even won half-life. I am unable to do it when attaching, when launched from the ide, or even using a different debugger (debuggy). I always get the same call stack: a bunch of ntdll.dll and kernel32.dll (sometimes winmm.dll, dsound.dll etc). It loads my module, and it finds the debug symbols. It just sticks me in ntdll, which is absolutely useless. Am I doing something wrong? This is .net 2k3 on XP SP2. How far does it get before crashing? If it's crashing during startup, place breakpoints at various startup functions (like ServerActivate, ClientConnect, ClientPutInServer, etc.) to determine which functions are working and which aren't. If it's happening during gameplay, begin by commenting out huge chunks of code that you've added until it stops crashing, then gradually re-enable stuff until you narrow down what's causing the problem. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help with HL1 SPR file format
Thanks, I discovered that thing a while ago! Sprite data are references to palette colours, and I thought they were RGB triplets :) On Thu, 24 Feb 2005 21:00:42 +, Philip Searle [EMAIL PROTECTED] wrote: Rodrigo 'r2d2rigo' Diaz wrote: Hi, I want to load a SPR file to use it as a texture in one OpenGL program. I have based my code from the one in sprgen.c. For testing, I'm using a single frame 256*256 sprite, and I follow this order for reading the data: -1 struct dsprite_t (sprite header) -1 short (# of palette indexes - 256) -256 bytes (colours of the palette indexes) -1 struct spriteframetype_t (frame type - single or multiple) -1 struct dspriteframe_t (sprite frame header) -dspriteframe_t-height*dspriteframe_t-width bytes (height*width bytes - sprite frame data) And then I create the texture with glTexImage2D. The problem is the final texture gets messy; did I miss something? Is there any documentation about SPR file format? I'm not sure whether this was a typo, but the palette is actually 256*3 bytes (red, green and blue). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help with HL1 SPR file format
Rodrigo 'r2d2rigo' Diaz wrote: Hi, I want to load a SPR file to use it as a texture in one OpenGL program. I have based my code from the one in sprgen.c. For testing, I'm using a single frame 256*256 sprite, and I follow this order for reading the data: -1 struct dsprite_t (sprite header) -1 short (# of palette indexes - 256) -256 bytes (colours of the palette indexes) -1 struct spriteframetype_t (frame type - single or multiple) -1 struct dspriteframe_t (sprite frame header) -dspriteframe_t-height*dspriteframe_t-width bytes (height*width bytes - sprite frame data) And then I create the texture with glTexImage2D. The problem is the final texture gets messy; did I miss something? Is there any documentation about SPR file format? I'm not sure whether this was a typo, but the palette is actually 256*3 bytes (red, green and blue). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] help!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Although as already pointed out this is a Coding forum not a Mapping one, make sure Don't run game when finished is checked in your compile options. This will prevent it from running the game when the map compilation process finishes. Hope this helps. Michael Shimmins The Absconder Effect -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Mark Striemer Sent: Friday, November 29, 2002 2:22 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] help [ Converted text/html to text/plain ] i have set it up correctly and it was working fine but i just compiles once and it started using tfc for no reason Mark Striemer (image) From: Sniper Reply-To: [EMAIL PROTECTED] To: Subject: Re: [hlcoders] help Date: Thu, 28 Nov 2002 22:09:12 -0500 That's more of a mapping problem. Visit Valve-ERC to learn how to setup Worldcraft/Hammer correctly. http://www.valve-erc.com -Sniper - Original Message - From: Mark Striemer To: Sent: Thursday, November 28, 2002 7:00 PM Subject: [hlcoders] help [ Converted text/html to text/plain ] when i compile my map for some reason it starts up tfc. i didnt change anything and all the files in configuration are still for cstrike. please help me Mark Striemer (image) -- Tired of spam? Get advanced junk mail protection[1] with MSN 8. ===References:=== 1. http://g.msn.com/8HMQEN/2017 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- MSN 8 helps ELIMINATE E-MAIL VIRUSES.[1] Get 2 months FREE*. ===References:=== 1. http://g.msn.com/8HMPEN/2023 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] help!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
That's more of a mapping problem. Visit Valve-ERC to learn how to setup Worldcraft/Hammer correctly. http://www.valve-erc.com -Sniper - Original Message - From: Mark Striemer [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, November 28, 2002 7:00 PM Subject: [hlcoders] help [ Converted text/html to text/plain ] when i compile my map for some reason it starts up tfc. i didnt change anything and all the files in configuration are still for cstrike. please help me Mark Striemer (image) -- Tired of spam? Get advanced junk mail protection[1] with MSN 8. ===References:=== 1. http://g.msn.com/8HMQEN/2017 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] help!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
[ Converted text/html to text/plain ] i have set it up correctly and it was working fine but i just compiles once and it started using tfc for no reason Mark Striemer (image) From: Sniper Reply-To: [EMAIL PROTECTED] To: Subject: Re: [hlcoders] help Date: Thu, 28 Nov 2002 22:09:12 -0500 That's more of a mapping problem. Visit Valve-ERC to learn how to setup Worldcraft/Hammer correctly. http://www.valve-erc.com -Sniper - Original Message - From: Mark Striemer To: Sent: Thursday, November 28, 2002 7:00 PM Subject: [hlcoders] help [ Converted text/html to text/plain ] when i compile my map for some reason it starts up tfc. i didnt change anything and all the files in configuration are still for cstrike. please help me Mark Striemer (image) -- Tired of spam? Get advanced junk mail protection[1] with MSN 8. ===References:=== 1. http://g.msn.com/8HMQEN/2017 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- MSN 8 helps ELIMINATE E-MAIL VIRUSES.[1] Get 2 months FREE*. ===References:=== 1. http://g.msn.com/8HMPEN/2023 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] help
omg, it is true. - Original Message - From: David Flor [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, October 14, 2002 11:09 PM Subject: [hlcoders] help -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of [EMAIL PROTECTED] Sent: Monday, October 14, 2002 3:01 PM To: [EMAIL PROTECTED] Subject: hlcoders digest, Vol 1 #719 - 1 msg Send hlcoders mailing list submissions to [EMAIL PROTECTED] To subscribe or unsubscribe via the World Wide Web, visit http://list.valvesoftware.com/mailman/listinfo/hlcoders or, via email, send a message with subject or body 'help' to [EMAIL PROTECTED] You can reach the person managing the list at [EMAIL PROTECTED] When replying, please edit your Subject line so it is more specific than Re: Contents of hlcoders digest... Today's Topics: 1. RE: Lots 'o precaching. (Ken Birdwell) --__--__-- Message: 1 From: Ken Birdwell [EMAIL PROTECTED] To: '[EMAIL PROTECTED] ' [EMAIL PROTECTED] Subject: RE: [hlcoders] Lots 'o precaching. Date: Mon, 14 Oct 2002 04:17:27 -0700 Reply-To: [EMAIL PROTECTED] Precacheing only allocates a name slot for model. It doesn't force it to be in memory. The HL engine demand loads model data only when needed. To further help reduce memory footprint, use $externaltextures (though this only really helps in software) and use $sequencegroupsize to break the .mdl file into multiple smaller chunks so that blocks of animation data are also demand loaded. http://www.thewavelength.net/oldsite/models/reference/qcscript.html -Original Message- From: Daniel Koppes To: [EMAIL PROTECTED] Sent: 10/12/2002 7:39 AM Subject: [hlcoders] Lots 'o precaching. I have a rather big problem. I need some way to precache ~200 models but I cannot think of anyway to do this. I can't guarantee that any of them won't be in a level, but loading all of them would be a terrible waste of memory (even @ 500k per model thats 100mb of ram gone). All attempts I have made were (mostly) met with that horrible 'Precaching can only be done in Precache function' Does anyone have any ideas? (If this seems vague, I blame it on 4am). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders --__--__-- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders End of hlcoders Digest ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] help
ARGH! Rats... I follow instructions and what do I get??? Public humiliation! Never mind... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of David Flor Sent: Monday, October 14, 2002 5:09 PM To: [EMAIL PROTECTED] Subject: [hlcoders] help -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of [EMAIL PROTECTED] Sent: Monday, October 14, 2002 3:01 PM To: [EMAIL PROTECTED] Subject: hlcoders digest, Vol 1 #719 - 1 msg Send hlcoders mailing list submissions to [EMAIL PROTECTED] To subscribe or unsubscribe via the World Wide Web, visit http://list.valvesoftware.com/mailman/listinfo/hlcoders or, via email, send a message with subject or body 'help' to [EMAIL PROTECTED] You can reach the person managing the list at [EMAIL PROTECTED] When replying, please edit your Subject line so it is more specific than Re: Contents of hlcoders digest... Today's Topics: 1. RE: Lots 'o precaching. (Ken Birdwell) --__--__-- Message: 1 From: Ken Birdwell [EMAIL PROTECTED] To: '[EMAIL PROTECTED] ' [EMAIL PROTECTED] Subject: RE: [hlcoders] Lots 'o precaching. Date: Mon, 14 Oct 2002 04:17:27 -0700 Reply-To: [EMAIL PROTECTED] Precacheing only allocates a name slot for model. It doesn't force it to be in memory. The HL engine demand loads model data only when needed. To further help reduce memory footprint, use $externaltextures (though this only really helps in software) and use $sequencegroupsize to break the .mdl file into multiple smaller chunks so that blocks of animation data are also demand loaded. http://www.thewavelength.net/oldsite/models/reference/qcscript.html -Original Message- From: Daniel Koppes To: [EMAIL PROTECTED] Sent: 10/12/2002 7:39 AM Subject: [hlcoders] Lots 'o precaching. I have a rather big problem. I need some way to precache ~200 models but I cannot think of anyway to do this. I can't guarantee that any of them won't be in a level, but loading all of them would be a terrible waste of memory (even @ 500k per model thats 100mb of ram gone). All attempts I have made were (mostly) met with that horrible 'Precaching can only be done in Precache function' Does anyone have any ideas? (If this seems vague, I blame it on 4am). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders --__--__-- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders End of hlcoders Digest ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] help!
Sure you can. Just make different gamerules for each, and then check a cvar setting and create the required gamerules based on that cvar value. Ie: if ( !gpGlobals-deathmatch ) { // generic half-life return new CHalfLifeRules; } else { if ( CVAR_GET_FLOAT( mp_gamemode ) 0 ) { // teamplay return new CHalfLifeTeamplay; } if ((int)gpGlobals-deathmatch == 1) { // vanilla deathmatch return new CHalfLifeMultiplay; } else { // vanilla deathmatch?? return new CHalfLifeTeamplay; } } First of all checks if its a multiplayer (deathmatch) game, if not, sets the gamerules to the single player gamerules. If it was a multiplayer game, goes through the different options, deathmatch classic, teamplay, etc. Hope that helps, Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Craig Jessup Sent: Wednesday, April 03, 2002 10:40 AM To: [EMAIL PROTECTED] Subject: [hlcoders] help! hi, can i intregate a MP£ player into singleplayer mode for my mod? if so, how?? -BIO- _ Send and receive Hotmail on your mobile device: http://mobile.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] help!
Shimms, I think he was asking about an mp3 player (but he made a typo) In any case, yes you can add an mp3 player to the SP game. There are quite a few tutorials to do this, a quick search should find them. david -Original Message- From: Michael Shimmins [mailto:[EMAIL PROTECTED]] Sent: Tuesday, April 02, 2002 7:34 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] help! Sure you can. Just make different gamerules for each, and then check a cvar setting and create the required gamerules based on that cvar value. Ie: if ( !gpGlobals-deathmatch ) { // generic half-life return new CHalfLifeRules; } else { if ( CVAR_GET_FLOAT( mp_gamemode ) 0 ) { // teamplay return new CHalfLifeTeamplay; } if ((int)gpGlobals-deathmatch == 1) { // vanilla deathmatch return new CHalfLifeMultiplay; } else { // vanilla deathmatch?? return new CHalfLifeTeamplay; } } First of all checks if it's a multiplayer (deathmatch) game, if not, sets the gamerules to the single player gamerules. If it was a multiplayer game, goes through the different options, deathmatch classic, teamplay, etc. Hope that helps, Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Craig Jessup Sent: Wednesday, April 03, 2002 10:40 AM To: [EMAIL PROTECTED] Subject: [hlcoders] help! hi, can i intregate a MP£ player into singleplayer mode for my mod? if so, how?? -BIO- _ Send and receive Hotmail on your mobile device: http://mobile.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] help!
Lol, /me blushes :p Oh well, Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Dynerman David M Sent: Wednesday, April 03, 2002 11:40 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] help! Shimms, I think he was asking about an mp3 player (but he made a typo) In any case, yes you can add an mp3 player to the SP game. There are quite a few tutorials to do this, a quick search should find them. david -Original Message- From: Michael Shimmins [mailto:[EMAIL PROTECTED]] Sent: Tuesday, April 02, 2002 7:34 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] help! Sure you can. Just make different gamerules for each, and then check a cvar setting and create the required gamerules based on that cvar value. Ie: if ( !gpGlobals-deathmatch ) { // generic half-life return new CHalfLifeRules; } else { if ( CVAR_GET_FLOAT( mp_gamemode ) 0 ) { // teamplay return new CHalfLifeTeamplay; } if ((int)gpGlobals-deathmatch == 1) { // vanilla deathmatch return new CHalfLifeMultiplay; } else { // vanilla deathmatch?? return new CHalfLifeTeamplay; } } First of all checks if it's a multiplayer (deathmatch) game, if not, sets the gamerules to the single player gamerules. If it was a multiplayer game, goes through the different options, deathmatch classic, teamplay, etc. Hope that helps, Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Craig Jessup Sent: Wednesday, April 03, 2002 10:40 AM To: [EMAIL PROTECTED] Subject: [hlcoders] help! hi, can i intregate a MP£ player into singleplayer mode for my mod? if so, how?? -BIO- _ Send and receive Hotmail on your mobile device: http://mobile.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders