User talk:Ts2do

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Archive 1 Archive 2

The Ship

Thanks for helping with The Ship, it's really appreciated man - You saved me a ton of extra work. :)


Purely out of self-interest (I probably won't be playing Ep1 for a few days after release, but will be using the VDC in that time), I wanted to ask what your approach is going to be with regards adding further Ep1 details/spoilers to the VDC? (Previous discussion). Thanks, Giles 07:01, 31 May 2006 (PDT)

EP1 Content

Hey, I am away from my dev computer right now so I cant check this myself. I was wondering if the source for EP1 is available for modding. If not, do you know if/when it will be? I understand that the changes are really only in Alyx's ai and an upgrade to the face movement system, but I still am rather interested. --General Eskimo

It is possible to mod it....but I'm not sure if you'll be able to use any upgrades if you override the can mod anything else tho (although episode 1 uses a newer bsp version)—ts2do 12:04, 4 Jun 2006 (PDT)

Hey, don't forget to tell us when you update your .fgd to reflect all the ep1 goodness. I'll be honest I'm planning on using them as the base for my mod teams .fgd so i wanna know when you get round to it so I can update them, and i know I could @include yours but its a little bit more complicated than that :) --Angry Beaver 21:05, 5 Aug 2006 (PDT)

Player Markers

Hey, you are god, so I thought I'd ask you another question. I have been wanting to add player markers like those seen in DOD:S (the floating icons above teammates with the team's logo). I can't seem to figure out where such code is located (I am sure some of it lies in the current source code), but I have been having trouble finding the correct terms to use when searching the net for held on this subject. Any help would be greatly appreciated. --General Eskimo

Check out AttachTentToPlayer in c_te_legacytempents.cpp
you can also try creating a sprite entity on the client—ts2do 12:13, 4 Jun 2006 (PDT)

Player Markers Continued

Wow! That was nice and fast. You wouln't happen to know 3 other things about that would you? First, I wanted to attach text to players (such as showing who is carrying a flag, so on), including the player's name. Next, I want to make sure that that text is not rescaled for distance (meaning the text is always the same size on the screen, no matter how far away the player). Finally, I was wondering how I could make sure it would be rendered on top of the rest of the world geometry (I want to see this text through walls, smoke, etc), but behind the player's hud/weapon (I am sure it is just some flag I need to set chaning the order in which it is rendered). Thanks for the help in advance! --General Eskimo

The best way to do this may be to DECLARE_HUDELEMENT_DEPTH that utilizes need to use ScreenTransform to find the point on the screen the player is
as for the origin of the player & whether or not they have the flag, you can modify player_resource to send that info—ts2do 12:37, 4 Jun 2006 (PDT)
OMG you are the best! Valve should pay you! --General Eskimo

... Alrighty then

...Why'd you remove all the clr tags I had in Intermediate Lighting. I was going to need thoose after I'd added pictures and images so I was keeping them there to mark where each section ended and as a reminder. Yeah its cleaner the way you've done but dont clean someone up while thier still working. GJ on all the cleaning work your doing, but nobody appricates thier desk getting organized for them when they go on a coffe break. Just give it a little more time so I can work my article through. I'm doing this at work so I can't devote consitent ammounts of time to it so you'll see a lot of semi updates on my projects from now on, and some will be half done, i'd use the wip template but it was "being edited" at the time. Nothing major just gimmie a little bit of time to clean my own mess before you do :) Angry Beaver 13:42, 7 Jun 2006 (PDT)

you should use the Template:wip template when your still editing something so no-one else does anything to it while your working. --PanFrie 14:15, 17 Jul 2006 (PDT)

steam:// article

You told me you made some article on my problem, where? what?--RP 12:58, 9 Jun 2006 (PDT)

Application not foundts2do 15:23, 9 Jun 2006 (PDT)
Thanks!--RP 16:40, 9 Jun 2006 (PDT)

AI Documentation

Nice work on the AI documentation so far!

Now that Ep1 is done, I'm hoping to be able to spend some significant time helping out with it. The first big problem I think we need to tackle is the path that we'd expect someone to move through the AI documentation. You've produced a bunch of good documentation on the discrete pieces (like tasks, schedules, anim event, etc). The path through it (starting at Defining_the_NPC) has a couple of problems:

  • Almost all the pages in that path are great at explaining how to do something, but not why you would need or choose to do it.
  • The path doesn't follow the AI logic of the NPCs. i.e. you don't really create Tasks before Schedules, and in most cases you start with the Conditions because they'll be causing the schedule selection. So, I'd like to start generating the entry point into the AI system, which would walk the reader through the system (starting with the stuff in AI_Programming) and moving eventually into the discrete coding problems once they understand the concepts.

One approach to the coding problems could be to organise them into buckets like "How do I make my NPC move somewhere?", "How do I make my NPC attack something?", and "How do I make my NPC play a specific animation?". These could then reference the pages you've written about how to write task/schedule/anim event/etc.

Thoughts / Suggestions? -- Robin Walker 22:27, 13 Jun 2006 (PDT)

A FAQ sort of thing would be a useful accompaniment to the documentation...if you'd like, you could reorganize the list {{npc tut}}...I'll update the navbars once it's done (Get on Friends if you want to talk)—ts2do 23:02, 13 Jun 2006 (PDT)

Ts2do Translator

Thanks for fixing all my pitty attempts to create stuff that look like english :)--RP 17:12, 17 Jun 2006 (PDT)

You're quick

You jump in quickly! I was in the midst of making addition edits and got a "conflict." ;) —BJ(talk) 15:45, 6 Jul 2006 (PDT)

SORRIE! Mistakes burn my eyes—ts2do 15:48, 6 Jul 2006 (PDT)
No problem.. just a surprise. Thanks for the Warning edit. Much better. —BJ(talk) 15:54, 6 Jul 2006 (PDT)

Thank for fixing the new entities I put in. helps out for the .fgd file i made. --PanFrie 22:59, 11 Jul 2006 (PDT)

I can send you the fgd I wrote up...what's your email address? We should also note here that they changed prop_static so we'll have to wait for a custom SDK release so maps for it can be made—ts2do 11:09, 17 Jul 2006 (PDT) - if you have G-Talk you can add me to that as well. I've just uploaded my detonation FGD file to . also, what did they change with the prop_static? --PanFrie 14:06, 17 Jul 2006 (PDT)

Hell, you sure are quick... Do you stick to "recent changes" all day? ;P thx 4 the small fix -- Rotzi 14:14, 1 Aug 2006 (PDT)

Me again with a problem

Hey! Since you are god, i thought i'd ask you a question. How do I tell if a player is right up against a wall (actually touching it). --General Eskimo 18:16, 17 Jul 2006 (PDT)

you can expand the player's hull (subtract Vector(1,1,1) from mins and add Vector(1,1,1) to maxs) and use the same check noclip does to test if it's in a solid...then you'd need to use traces along the bounds of the hull to find the wall—ts2do 18:36, 17 Jul 2006 (PDT)

SDK Nuts

Thanks for taking care of that stuff.
Let me know if you have any requests. --wisemx 10:44, 26 Jul 2006 (PDT)

Episode 1 Additions

Unless they are somehow not working in-game, we have ALL gotten these improvements (I don't have Episode 1, but I still have these new options.) so guess what? You're probably gonna have to remove those ep1 tags from all those pages you added them to. Sorry. --Andreasen 07:37, 6 Aug 2006 (PDT)

However, I have the npc_zombine in the list, but it won't show up in the preview or in the game, so at least SOME of those might be Episode 1 specific. I really hope Valve hasn't included flags and outputs that will show but will only work with ep1 too. --Andreasen 07:48, 6 Aug 2006 (PDT)
Ouch. Just dropping by to say thanks for adding all the Ep1 stuff (even if you perhaps aren't done yet!) --Giles 09:11, 6 Aug 2006 (PDT)

I know that the Episode 1 labeled stuff is in the updated SDK, and so should the people working on their mod...—ts2do 11:07, 6 Aug 2006 (PDT)

But we all seem to have the updated SDK, so unless you have confirmed that all this stuff doesn't work unless you have ep1, it would be pointless to add these tags. --Andreasen 12:13, 6 Aug 2006 (PDT)

But if someone were to come by who had HL2 and wanted to make a singleplayer mission for it, they wouldn't be able to use these docs—ts2do 12:17, 6 Aug 2006 (PDT)

You didnt get it, but never mind. I tried to use one of those flags, and they didn't work, so you're right. ...which is horrible, because that means you'll have to consult this wiki in order to know which flags and stuff work. What are you doing, Valve?! =S --Andreasen 12:30, 6 Aug 2006 (PDT)

There's a very important boolean cvar called hl2_episodic—ts2do 12:36, 6 Aug 2006 (PDT)

??? What does it do? If I type it in the console in-game, will it enable these new features, or turn off the features in the list in the SDK? --Andreasen 13:40, 6 Aug 2006 (PDT)

It should turn on many of the new features (which are incased in an if(hl2_episodic.GetBool())—ts2do 18:15, 6 Aug 2006 (PDT)

VS2002 compile errors

Hi, I've another patch for VS2002 post-update compilation errors:

Index: sourcecode/trunk/game_shared/hl2/hl_gamemovement.cpp
--- sourcecode/branches/ep1/game_shared/hl2/hl_gamemovement.cpp (revision 270)
+++ sourcecode/trunk/game_shared/hl2/hl_gamemovement.cpp (revision 294)
@@ -544,5 +544,5 @@
 	float alternateDist = 99999.0f;
-	CUtlRBTree< NearbyDismount_t, int >	nearbyDismounts( 0, 0, NearbyDismountLessFunc );
+	CUtlRBTree< NearbyDismount_t, int >	nearbyDismounts( 0, 0, (CUtlRBTree< NearbyDismount_t, int >::LessFunc_t)NearbyDismountLessFunc );
 	GetSortedDismountNodeList( mv->m_vecAbsOrigin, 100.0f, ladder, nearbyDismounts );

Hope it will help someone.. --Vaber 05:05, 12 Aug 2006 (PDT)

The VS2002 patch posted on the page isn't updated to the actual patch file... I think I took care of them all, thanks anyways—ts2do 08:31, 13 Aug 2006 (PDT)

vconfig errors

Ts2do this vconfig error is driving me bananas...Any thoughts? --wisemx 06:09, 12 Aug 2006 (PDT)

Just copy Steam.dll and subsequent files to the sourcesdk bin...if that doesn't work, just modify GameConfig.txt directly—ts2do 08:34, 13 Aug 2006 (PDT)
Thanks bro. I've tried the typical fixes. Hammer works properly except for the SiN:E SDK. Double-click on your vconfig from File manager and see what you get. --wisemx 10:31, 13 Aug 2006 (PDT)

Remind me next week and I'll get to it...I'm vacationing now till Friday—ts2do 16:08, 13 Aug 2006 (PDT)

Did you try it yet? I'm getting the same thing on a Pentium D SLI system. --wisemx 18:35, 30 Aug 2006 (PDT)
An obvious workaround would be to drop the Sin episodes sdk altogether and use the gameinfo appid hack thingie I guess. What error do you get?—ts2do 18:45, 30 Aug 2006 (PDT)
The SiN:E SDK is working well on the SLI system, seems to have been a problem with the ATI X850 Pro, however not related to that is the continuing HL2 vconfig error if you double-click on it now.

btw, none of the hacks worked on the ATI system, even after working with the guys at Ritual we could not find a solution other than opening Hammer and checking the option "Use Independent Window Configurations". --wisemx 04:26, 31 Aug 2006 (PDT)

Another question

Since you are the best, how do you make a model smaller? I want to do this with an entity, so not just prop_static in hammer. General Eskimo 16:39, 14 Aug 2006 (PDT)

Actually, it isn't possible to change a model's size in Hammer. If you redid vbsp, you could resize static props with a code tweak. For scaling non-physics-simulated props, see C_BaseAnimating::m_flModelWidthScale usage. For scaling physics props, see C_BaseAnimating::m_flModelWidthScale usage for model resize & ScalePhysicsObject for (theoretic) phymodel resize—ts2do 20:06, 14 Aug 2006 (PDT)
I actually found the answer myself! I decompiled the model and changed it's scale when I recompiled!

Oh, if you wanted to scale it for every instance, why didn't you say so =p—ts2do 17:12, 17 Aug 2006 (PDT)

Episode 1 enhancements

I have been having some trouble due to the new SDK code. I was wondering: do calls like "HL2GameRules()->IsAlyxInDarknessMode()" crash the game if there is no alyx (or at least no EP1 alyx)??? I also noticed that the new MP code won't compile if you remove everything within the "#ifdef HL2_EPISODIC" markers. That is kinda annoying. Plus, when trying to get the npc's to work in coop, I noticed that now their movements (animations, not paths) are glitchy and "spazy". Is the client predicting the next state in the animation incorrectly and then being corrected by the server? I tried stopping CBaseFlex from networking, but that did nothing. I is very odd. I hope you can help with some or all of these questions. General Eskimo 20:21, 17 Aug 2006 (PDT)

I haven't looked into it at all and don't plan to. If you'd like to know, go try fixing stuff up yourself or talk to dutchmega—ts2do 20:28, 17 Aug 2006 (PDT)
Take a look at Known Issues List. The fix for the HL2Gamerules() and jittery animations is there. Also, what errors are you getting when you remove the #ifdef HL2_EPISODIC? (are you sure you want to remove all of them? Some have actually fixes/enhancements). You can find me at MSN/ICQ/whatever. --dutchmega 03:45, 18 Aug 2006 (PDT)


I was just testing my mod, and I got an "out of memory" error. I was running an extremely simple map, with only 3 npc 's. When I load up the map, the i quit to desktop, I get an error saying "out of memory". Then I get one of those "memory could not read at 0x000000...". What the hell is with that?!?! General Eskimo 21:57, 21 Aug 2006 (PDT)

This may be caused by leaks from other programs running in the background too. Bring up the "Process handler" (I don't know what it's called in english.) and check how much memory is available before you attempt to run your map. If it isn't much, search the processes to see which active process is hogging all your memory. Rebooting your computer should fix this. Tell him again if it doesn't. --Andreasen 05:45, 22 Aug 2006 (PDT)
I have 3 Gigabytes of RAM. When the Lost Cost is running, I am not even using HALF of it. When my mod is running, I am barely using 1/4 of it. I have restarted several times. Nothing works. General Eskimo 08:33, 22 Aug 2006 (PDT)
Have you tried cordoning off areas of your map, to pinpoint the problem? It might be a leaf problem. --Andreasen 08:47, 22 Aug 2006 (PDT)
My map is a single room, 20 feet wide, 50 feet across, and 20 feet tall. It contains only dev textures (orange squares, grey squares, and skybox). It worked before, when I had hdr, but I forgot to add cubemaps, so I added ONE cubemap, and not it has all gone to ****. General Eskimo 09:11, 22 Aug 2006 (PDT)

metascore you really want to update every of these pages once the score changes?! I'm quite sure their number will increase in the near future, so it seems like a rather hopeless/senseless waste of time to me. --Vaarscha 04:10, 26 Aug 2006 (PDT)

They settle down after a while...—ts2do 15:10, 26 Aug 2006 (PDT)

Poisonzombie headcount

1 + 1-3 = 2-4

You probably forgot to count the one on its head, and there is always one riding on its back. --Andreasen 05:06, 27 Aug 2006 (PDT)

All of those not attached to its head can be it is possible to end up with just one crab—ts2do 08:28, 27 Aug 2006 (PDT)

Render Modes

"Alphatest"? "Alpha Add"? "None"? Previously it had names according to the list in Hammer. Where did you find these? --Andreasen 06:26, 4 Sep 2006 (PDT)

Alphatest is the real name for what it does...don't know where they got "solid" from...alpha add is in the code, not in fgd—ts2do 08:49, 4 Sep 2006 (PDT)
I've always suspected that someone down the line got the Solid and Texture render modes confused, and never corrected it. =) --Andreasen 11:48, 4 Sep 2006 (PDT)

Multiple trailers page

I like the idea of having all the media for one game being grouped together. Don't you think that we should just have the individual pages redirect to those larger pages, to save on duplicates and such? Makes more sense to me. --AndrewNeo 21:51, 7 Sep 2006 (PDT)

The current way makes it so the categories list all trailers—ts2do 13:42, 8 Sep 2006 (PDT)

  • Actually I believe that you can trick names from inside categories by something like [[Category:The Category|Alternate Title]] and then just put like five of those inside the single page. --AndrewNeo 17:45, 8 Sep 2006 (PDT)
This is the trick you are looking for, right?
{{:Half-Life 2: Episode Two Gameplay Movie 5}}
Jeff demonstrated it here the other day.
--Giles 18:41, 8 Sep 2006 (PDT)
  • That's for using a page like a template. Yes, that would definitely work but what I meant was to have everything on one page then trick the categorization system into putting the one page in multiple times under different names. Which doesn't work, so we'll go with that method. --AndrewNeo 14:10, 9 Sep 2006 (PDT)

Clean up on Entities pages

Thanks for doing that man, I was actually thinking when editing them that it's getting a little packed and it seemed pretty pointless to have CSS ents link to HL2 ents when there is no real connection so thanks mate you've saved me the trouble. :)

Archiving older talk pages

I see you have a neat system for archiving your talk stuff. How do you get those links? --Andreasen 08:32, 9 Sep 2006 (PDT)

Check the history of your usertalk page. Just click at some date. --dutchmega 10:15, 9 Sep 2006 (PDT)