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Source Coding | Forum profile

Forum profile page for Source Coding on http://www.steampowered.com. This report page is the aggregated overview from a single forum: Source Coding, located on the Message Board at http://www.steampowered.com. This forum profile page summarizes the general forum statistics such as: Users Activity, Forum Activity, and Top Authors, which are reported in either a table or graph below for a given reporting time period. Additional forum profile information for "Source Coding" on the Message Board at http://www.steampowered.com is also shown in the following ways:

1) Latest Active Threads
2) Hot Threads for Last Week

Warning: These statistics are generated using 'best efforts' and can experience delays and reporting errors at times. Please note that such statistics do not constitute a forum's popularity and/or exact posting volumes at any given reporting period.

Site: Steam Users Forums - Source Coding (site profile, domain info steampowered.com)
Title: Source Coding
Url: http://forums.steampowered.com/forums/forumdisp...
Users activity: 33 posts per thread
Forum activity: 87 active threads during last week
 

Posting activity on Source Coding:

  Week Month 3 Months
Threads: 87 267 703
Post: 349 1,091 2,310
 

Source Coding Posting activity graph:

Posts by:  day  week  month 

Top authors during last week:

Name
Posts
z33ky
51
user's latest post:
how do i disable zombine grenades
Published (2009-12-29 15:19:00)
Well, I assume that you are somewhat capable with programming, right? There are numerous of possibilities, the proper one would be removing everything related to the grenade. It depends on how good you want your code to look.
Biohazard_90
48
user's latest post:
View Bob
Published (2009-12-29 04:36:00)
If you do it in calcview the shootdirection won't even be influenced... If you don't care about it that's fine though, otherwise don't do this clientside only. EDIT: I think you might fix this with... something like GetFinalPredictedTime() on the client instead of curtime btw.
ks_ratchet
27
user's latest post:
A question about vgui::Panel
Published (2009-12-29 12:57:00)
Quate from VDC Quote: VGUI (or, technically, "VGUI2"), is used to display dynamic 2D images in Source. This includes dialogues and buttons, the HUD, and even the surfaces of monitors and screens in the 3D world. It is platform-independent and Unicode-compliant. VGUI2 forms can technically be displayed on the Windows desktop (e.g. Steam) as well as in-game, but mod authors don't have access to that functionality.
Aniketos00
21
user's latest post:
Issues with client-server...
Published (2009-12-27 14:38:00)
Quote: Originally Posted by Biohazard_90 You could do that cmd client side only and then add a 'engine->ClientCmd();' that sends something for the server to be processed in ClientCommand( const CCommand &args ) on your player, that way it could be made predictable I guess. Or you add something to CUserCmd or make it serverside only (last resort). But I don't understand why the client doesn't switch back to...
o0OpsyphiO0o
19
user's latest post:
Physx middleware in use? - Page...
Published (2009-12-29 12:21:00)
Portal is a perfect example of how advanced Havok on Source is. In fact it's cool that Source is really just tech licensed from other companies that gets turned into something original. It's a great way to give a new game develeoper the chance to create an original product while rtaining industry standards. What I'd love to do is add physx physics into portal. I'd love to create a situation where two clashing environments...
zgzg2020
13
user's latest post:
A question about vgui::Panel
Published (2009-12-29 12:47:00)
Code: //----------------------------------------------------------------------------- // Purpose: Base interface to all vgui windows // All vgui controls that receive message and/or have a physical presence // on screen are be derived from Panel. // This is designed as an easy-access to the vgui-functionality; for more // low-level access to vgui functions use the IPanel/IClientPanel interfaces directly...
DT21
12
user's latest post:
Problem when making my own...
Published (2009-12-27 23:01:00)
Make sure it's placed correctly like this in the weapon script file: Code: WeaponData { // Weapon characteristics: "Damage" "26" // damage per bullet "Bullets" "1" // bullets per shoot "CycleTime" "0.140" // time between shoots "BuiltRightHanded" "1" Try removing the...
psihomir2
11
user's latest post:
Changing weapon reload times?
Published (2009-12-29 04:13:00)
Thanks again for your help, all of you In the end, I solved it through a few extra lines in the common reloading function: Code: tempDur = SequenceDuration(); if (GetSlot() == 1 && GetPosition() == 1) tempDur = 2.0f; // 357 if (GetSlot() == 3 && GetPosition() == 1) tempDur = 1.0f; // xbow float flSequenceEndTime = gpGlobals->curtime + tempDur; Not sure if that's the best way, but it suits me fine for...
Netzke
11
user's latest post:
Problem when making my own...
Published (2009-12-28 15:08:00)
Quote: Originally Posted by Biohazard_90 Yes, you need to negate something, but I can't tell you which one. You could go trial and error on the four entries at the end until it works. It might be sufficient if you remove temp[1][3] = -temp[1][3];, but it's probably wrong.. I'm totally lost at projection matrices, I think they describe a transformation from one space, defined by 3 local direction vectors and a worldspace offset,...
FerrisWheel
8
user's latest post:
Destroy entity?
Published (2009-12-23 20:14:00)
Code: error C3861: 'UTIL_Remove': identifier not found
 

Latest active threads on Source Coding::

Steam Users Forums
Started 1 day, 18 hours ago (2009-12-29 14:57:00)  by z33ky
npc_zombine.cpp -> search for grenade (ignoring case) That was easy!
Thread:  Show this thread (5 posts)   Thread info: how do i disable zombine grenades Size: 78 bytes
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Steam Users Forums
Started 1 day, 18 hours ago (2009-12-29 15:06:00)  by z33ky
I don't know how the TFC Conc-nade works. Care to elaborate what you want CVars for?
Thread:  Show this thread (2 posts)   Thread info: Anyone have any idea how to code a conc grenade? Size: 91 bytes
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Steam Users Forums
Started 1 day, 21 hours ago (2009-12-29 11:42:00)  by z33ky
What does the Call Stack-window say? Also, you already have compiled your dll.
Thread:  Show this thread (12 posts)   Thread info: Newb Compiler Issues Size: 93 bytes
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Steam Users Forums
Started 2 days, 4 hours ago (2009-12-29 04:39:00)  by ks_ratchet
Well Vgui panel can be button so i guess it can be interactable. And mostly its used for health/ammo display and stuff like that.
Thread:  Show this thread (4 posts)   Thread info: A question about vgui::Panel Size: 129 bytes
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Steam Users Forums
Started 1 year, 4 months ago (2008-08-30 02:37:11)  by z33ky
You need to re-write the physics-interface.
Thread:  Show this thread (65 posts)   Thread info: Physx middleware in use? Size: 82 bytes
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Steam Users Forums
Started 2 days ago (2009-12-29 09:24:00)  by Holymac
Quote: Originally Posted by CaelCyndar So I'm just recently beginning to work with SourceMod, and I've been able to write a bit of code that actually works, but I was hoping to work more with entities, so I looked around, all through the gcf and in the folders that I thought the files would be in. I found the tf_weapon_ files, but ...
Thread:  Show this thread (2 posts)   Thread info: Team Fortress 2 Entities Size: 1,397 bytes
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Steam Users Forums
Started 3 days, 19 hours ago (2009-12-27 14:29:00)  by BakonGuy
View Bob Well, recently I followed this tutorial ( http://developer.valvesoftware.com/wiki/Camera_Bob ) on adding a view-bob to my mod. Well, it works perfect besides one thing. It seems to be server-side, I found this out after adding a disable/enable option for clients. When someone is the host, it works perfectly, but whatever they set...
Thread:  Show this thread (7 posts)   Thread info: View Bob Size: 975 bytes
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Steam Users Forums
Started 4 days, 5 hours ago (2009-12-27 03:53:00)  by Biohazard_90
I think reloading just increases m_flNextPrimaryAttack and m_flNextSecondaryAttack. Override 'Reload()', call the baseclass, and do something like m_flNextPrimaryAttack += 0.5f;, I think that should work. The check is executed in PrimaryAttack() with if(m_flNextPrimaryAttack>gpGlobals->curtime)return ;. But it wouldn't look good imho, so you probably want to slow down the animation instead....
Thread:  Show this thread (9 posts)   Thread info: Changing weapon reload times? Size: 672 bytes
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Steam Users Forums
Started 3 days, 9 hours ago (2009-12-28 00:30:00)  by ks_ratchet
Did you find where are sounds emited? I'd like to try it too someday
Thread:  Show this thread (6 posts)   Thread info: Player Dynamic Footsteps Size: 68 bytes
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Steam Users Forums
Started 3 days, 9 hours ago (2009-12-28 00:05:00)  by Geowil
part 2: weapon_he_frag.cpp: Code: //========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================ =================================// #include "cbase.h" #include "basehlcombatweapon.h" #include "player.h" #include "gamerules.h" #include "he_grenade_frag.h" #include "npcevent.h" #include "...
Thread:  Show this thread (14 posts)   Thread info: Cant get Custom Grenade Weapon in-game Size: 13 kb
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Hot threads for last week on Source Coding::

Source Coding
Started 1 year, 4 months ago (2008-08-30 02:37:11)  by z33ky
You need to re-write the physics-interface.
Thread:  Show this thread (65 posts)   Thread info: Physx middleware in use? Size: 82 bytes
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Source Coding
Started 1 week ago (2009-12-24 04:58:00)  by Aniketos00
Hmm I really confused now I changed: Code: virtual float GetWeaponSpread( void ) { if ( m_bIsIronsighted ) { float cone = 0.00083; return cone; } else { float cone = 0.05234; return cone; } } to: Code: virtual const Vector& GetBulletSpread( void ) { if ( m_bIsIronsighted ) { static const Vector cone = VECTOR_CONE_1DEGREES;...
Thread:  Show this thread (18 posts)   Thread info: Issues with client-server predictions? Size: 1,316 bytes
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Source Coding
RE: func_ladder code! - 15 new posts
Started 6 days, 3 hours ago (2009-12-25 06:04:00)  by z33ky
Why would you wanna remove all code from it?
Thread:  Show this thread (15 posts)   Thread info: func_ladder code! Size: 53 bytes
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Filesystem question - 14 new posts
Started 3 weeks, 4 days ago (2009-12-06 03:14:00)  by ks_ratchet
Filesystem question Ok, so i got filesystem working. And i want to save player current health and stuff like that. But i need that files would be by saved by steamid. So heres the thing how can i get client steam id? If ill get that i believe ill manage to make them load too.
Thread:  Show this thread (37 posts)   Thread info: Filesystem question Size: 724 bytes
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Source Coding
Started 3 days, 9 hours ago (2009-12-28 00:05:00)  by Geowil
part 2: weapon_he_frag.cpp: Code: //========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================ =================================// #include "cbase.h" #include "basehlcombatweapon.h" #include "player.h" #include "gamerules.h" #include "he_grenade_frag.h" #include "npcevent.h" #include "...
Thread:  Show this thread (14 posts)   Thread info: Cant get Custom Grenade Weapon in-game Size: 13 kb
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Source Coding
Started 1 day, 21 hours ago (2009-12-29 11:42:00)  by z33ky
What does the Call Stack-window say? Also, you already have compiled your dll.
Thread:  Show this thread (12 posts)   Thread info: Newb Compiler Issues Size: 93 bytes
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Source Coding
Started 3 days, 20 hours ago (2009-12-27 12:55:00)  by Lindsey
I'm assuming you're using the template. I had this issue myself, check where it says "BuiltRightHanded" 0 and set that to 1. Should fix it
Thread:  Show this thread (12 posts)   Thread info: Problem when making my own weapons. seems to be forced left hand Size: 239 bytes
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Source Coding
Need efficient way - 11 new posts
Started 5 days, 1 hour ago (2009-12-26 08:14:00)  by ks_ratchet
Need efficient way First of all Merry 2nd day of Cristmas. Ok so i'm making sleeping system for my mod. I already made that when player runs sleep command it creates ragdoll screen fades out and player joins spectator team so he cant see a thing. And when he runs it again he join his previous team and gets teleported back where he was. ...
Thread:  Show this thread (11 posts)   Thread info: Need efficient way Size: 1,488 bytes
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Source Coding
Started 1 week ago (2009-12-23 09:47:00)  by DBOL
NPC Custom Weapon Issue I have written and compiled a custom weapon for HL2 Orange box. The weapon is run off a custom ammo type but the weapon its self is cloned from the smg1.cpp . Both the player and the NPC's can wield this weapon and can shoot it. The player portion of the weapon works properly and fires with no issues, the npc however ...
Thread:  Show this thread (9 posts)   Thread info: NPC Custom Weapon Issue Size: 1,459 bytes
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Source Coding
Started 1 week, 1 day ago (2009-12-22 11:22:00)  by Biohazard_90
Modify this: Code: void CWeaponSDKBase::WeaponIdle( void ) { //Idle again if we've finished if ( HasWeaponIdleTimeElapsed() ) { SendWeaponAnim( GetIdleActivity() ); SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() ); } } add a bool to see if you were sprinting last frame and then change the condition 'if ( HasWeaponIdleTimeElapsed() )' to something like...
Thread:  Show this thread (9 posts)   Thread info: Some help needed with Weapon animation on Sprinting Size: 978 bytes
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