Re: [hlcoders] Help with strange performance problem

2015-02-17 Thread geotavros

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?

2013-06-05 Thread m...@tobiasbaumann.net
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?

2013-06-04 Thread Psy_Commando
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?

2012-10-08 Thread m...@tobiasbaumann.net
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?

2012-10-08 Thread m...@tobiasbaumann.net
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?

2012-10-08 Thread m...@tobiasbaumann.net
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?

2012-09-01 Thread RedEyes Fuzz
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?

2012-08-24 Thread 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



Re: [hlcoders] Help! How to change the $origin of a model without access to the QC file?

2012-08-23 Thread edman747
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

2011-01-17 Thread Saul Rennison
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

2011-01-17 Thread defraptor sum


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

2010-10-25 Thread Marek Sieradzki
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

2010-10-25 Thread Harry Pidcock
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

2010-10-25 Thread Adam amckern McKern
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

2010-10-25 Thread guill ld
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

2008-11-16 Thread Yorg Kuijs
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

2008-11-15 Thread Yorg Kuijs
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

2008-11-15 Thread Tom Leighton
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

2008-11-11 Thread Garry Newman
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

2008-11-11 Thread Tom Leighton
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 !!

2008-04-12 Thread steven belmans

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 !!

2008-04-12 Thread Olly
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 !!

2008-04-11 Thread Tom Leighton
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 !!

2008-04-11 Thread steven belmans

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 !!

2008-04-11 Thread theY4Kman
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.

2007-11-21 Thread bloodykenny
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.

2007-07-16 Thread FoF
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

2007-06-29 Thread Josh Marshall
--
[ 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

2007-06-29 Thread Josh Marshall
--
[ 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

2007-06-29 Thread Tom Leighton

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

2007-06-29 Thread Josh Marshall
--
[ 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?

2007-06-29 Thread Minh
--
[ 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

2006-11-23 Thread Giancarlo Rivas
--
--
[ 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

2006-11-22 Thread Nick

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...

2006-01-27 Thread Matt
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...

2006-01-27 Thread Chris Harris
--
[ 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...

2006-01-27 Thread Adam \amckern\ Mckern
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...

2006-01-26 Thread Adam \amckern\ Mckern
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,



 I’m new to the SDK and I’m trying to figure some
 things out.  I can compile
 it, debug it, make my own maps, etc.  For a mod I’m
 working on, I want to be
 able to allow the NPCs to move over small or large
 obstacles (though I’m
 only work on small now, like a low wall).  I’ve
 found, I think, the point
 where the movement happens and I’ve stepped through
 in debug mode, but I’m
 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...

2006-01-26 Thread Spektre
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

2005-08-22 Thread Teddy
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

2005-07-14 Thread Zach Brockway
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

2005-07-14 Thread Zach Brockway
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

2005-07-14 Thread Michael A. Hobson

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

2005-07-14 Thread Ben Davison
--
[ 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

2005-07-14 Thread Jeff Fearn
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

2005-07-14 Thread Ben Davison
--
[ 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

2005-07-14 Thread Fabian Schreyer
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

2005-07-14 Thread Jeff Fearn
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

2005-07-13 Thread Nick
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

2005-07-13 Thread Alfred Reynolds
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

2005-07-13 Thread Nick
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

2005-07-12 Thread Alfred Reynolds
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

2005-06-16 Thread Jeffrey \botman\ Broome

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

2005-02-25 Thread Rodrigo 'r2d2rigo' Diaz
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

2005-02-24 Thread Philip Searle
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!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

2002-11-29 Thread Michael Shimmins
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!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

2002-11-28 Thread Sniper
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!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

2002-11-28 Thread Mark Striemer
[ 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

2002-10-14 Thread Oskar 'Zoot' Lindgren

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

2002-10-14 Thread David Flor

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!

2002-04-02 Thread Michael Shimmins

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




RE: [hlcoders] help!

2002-04-02 Thread Dynerman David M

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!

2002-04-02 Thread Michael Shimmins

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