User talk:Ndnichols
Great work on those projects. I'm very impressed with the News at Seven video. :-) Just don't take up a career in comedy any time soon! ;-) --TomEdwards 11:27, 12 Aug 2006 (PDT)
- Haha, thanks. Yeah, I gotta tell you, though, it's always a crowd-pleaser during demos when she calmly goes back to the news after blasting the zombie. Thanks a lot for all your work documenting FacePoser. We're in the process of moving everything into .VCDs and out of our own over-socket "scripting" language, and I have a feeling your wiki pages will end up being invaluable.--Ndnichols 11:49, 12 Aug 2006 (PDT)
Contents
Fire Completion vs. Fire Trigger
Could you possibly look into the differences between these, aside from each firing a different LCS output of course? There's got to be a reason to have two events for the same job. Cheers. --TomEdwards 08:34, 16 Aug 2006 (PDT)
- It looks like to me Fire Completition is the way you fire the LCS' Completion Output, and you use Fire Trigger to fire one of the other eight Outputs. It's a little weird I guess to have two different ways of firing outputs, but they seem qualitatively different; you'd use one of the eight for exterior elements of your script (an explosion at a certain time or whatever) and the Completion to signal, well, completion :-) --Ndnichols 11:40, 16 Aug 2006 (PDT)
- Nothing else to seperate them then? Very odd. --TomEdwards 11:44, 16 Aug 2006 (PDT)
- Nothing that I noticed, but I didn't do look too deeply into it. On another note, I noticed in the wiki that custom expressions aren't currently working. Are there any other outstanding bugs you're aware of? Specifically, the first gesture seems to fire early during a scene. Moving the entire gesture back along the time line just makes the gesture move more slowly (it seems to correctly change the endtime but not the starttime?) The result is that scenes play back really differently in FacePoser than they actually do in-engine. Opening the .VCD in a text editor doesn't show any obvious bugs. Have you (or anyone else) experienced this? Thanks for any advice. --Ndnichols 12:08, 16 Aug 2006 (PDT)
- They don't work in HL2, but they will in Ep1/SDK Base as long as you remember to compile them to VFE. I'll try to do the required restructuring to that article later this evening. --TomEdwards 12:25, 16 Aug 2006 (PDT)
- Nothing that I noticed, but I didn't do look too deeply into it. On another note, I noticed in the wiki that custom expressions aren't currently working. Are there any other outstanding bugs you're aware of? Specifically, the first gesture seems to fire early during a scene. Moving the entire gesture back along the time line just makes the gesture move more slowly (it seems to correctly change the endtime but not the starttime?) The result is that scenes play back really differently in FacePoser than they actually do in-engine. Opening the .VCD in a text editor doesn't show any obvious bugs. Have you (or anyone else) experienced this? Thanks for any advice. --Ndnichols 12:08, 16 Aug 2006 (PDT)
- Nothing else to seperate them then? Very odd. --TomEdwards 11:44, 16 Aug 2006 (PDT)
Early Gesture Bug in Scripts
To answer my own question, it looks like the first gesture in the scene (maybe first for each actor?) is indeed messed up. It seems to start as soon as the scene begins, and end at the appropriate time (if the gesture should go from seconds 2 - 3, it instead goes from seconds 0-3.) Gestures after the first one work appropriately. Happily, inserting a Null Gesture (and you thought they were deprecated!) at the beginning of the scene seems to fix it. Weird. Has anyone else had this problem? If I get eager, and it's not just me, I'll see if I can find the bug in code. --Ndnichols 12:22, 16 Aug 2006 (PDT)
- Perhaps you still need to place a NULL Gesture at the start of the channel? --TomEdwards 12:25, 16 Aug 2006 (PDT)
- Thanks, I just noticed that it is indeed channel specific. I guess I missed mention of it in the Wiki, but I see it now at the Gesture Manipulation page. Is there any reason for it? Or is it just a bug with an established workaround? --Ndnichols 12:42, 16 Aug 2006 (PDT)
- It's probably a throwback to the old system, where you needed hundreds or NULLs to prevent Gestures all wrapping to each other and generally screwing up. I've not noticed it in my choreo: are you triggering your scene after another one in any way, like something coming through the response system? Are you using the Ep1 codebase and updated DLL code? --TomEdwards 12:45, 16 Aug 2006 (PDT)
- I'm just triggering the scene with an ent_fire ingame. I haven't changed codebases yet though. I assume this is something to do after the recent SDK update? I have changed my mod number in gameinfo.txt. Is there a page or anything describing what to do to change over to the newest code? Thanks a lot. --Ndnichols 13:48, 16 Aug 2006 (PDT)
- Right again, Tom. It's fixed in the newest code. Cheers.--Ndnichols 09:11, 17 Aug 2006 (PDT)
- It's probably a throwback to the old system, where you needed hundreds or NULLs to prevent Gestures all wrapping to each other and generally screwing up. I've not noticed it in my choreo: are you triggering your scene after another one in any way, like something coming through the response system? Are you using the Ep1 codebase and updated DLL code? --TomEdwards 12:45, 16 Aug 2006 (PDT)
- Thanks, I just noticed that it is indeed channel specific. I guess I missed mention of it in the Wiki, but I see it now at the Gesture Manipulation page. Is there any reason for it? Or is it just a bug with an established workaround? --Ndnichols 12:42, 16 Aug 2006 (PDT)
AVI Materials; Orange Box
I think that you should look at the talk page for AVI Materials, thanks MLSTRM 14:40, 22 August 2009 (UTC)
Avi materials has a error
hi avimaterialproxy.h has a error
error C2259: 'CAviMaterialProxy' : cannot instantiate abstract class j:\program files\sourcemods sourcecode\mfs - copy\src\game\client\hl2mp\avimaterialproxy.h
i dont know how should i fix that..