RE: [hlcoders] Open Source Mods (again)
-- [ Picked text/plain from multipart/alternative ] I know Visual Basic and am currently being self-taught C++ and Source. I could not help with the code yet, but I would be willing to donate bandwidth and server space as well as a subdomain to anyone interested in starting a community mod. I would really like to see this happen.First responsible person to email me gets the deal. From: [EMAIL PROTECTED] Subject: Re: [hlcoders] Open Source Mods (again) To: hlcoders@list.valvesoftware.com Date: Sat, 13 Jan 2007 14:44:36 -0800 Yeah, like the ZHLT tools - you can download the source code mess around with it, and then submit any changes to the person that maintains the tools - look at http://www.zhlt.info to see how many programmers have in fact worked on the tools. Adam --- Nate Nichols [EMAIL PROTECTED] wrote: I don't know it for a fact, but my guess is that these mods are open-source in the sense that the smallish group of modders would show you the code they wrote if you asked, or they would post small interesting bits as tutorials or examples. It's not open-source in the sense that it's a large community of coders submitting diffs and bugfixes back into a large central repository. That's my hunch anyway. Nate On 13/01/07, Nikolaos Tzimoulis [EMAIL PROTECTED] wrote: Err... sorry to be bothering you again with this matter. I've been doing a bit researching about the open source mods you mentioned. I could find their releases and their source code but I couldn't understand how they did their open-source development. I didn't find them registered to any sites like sourceforge.net and I didn't find any other means by which one can submit code to the project. Am I missing something here? Also, it seems that they're using the whole altered SDK rather than just diff files. I guess that's all right, then? Nicholas This message was sent using IMP, the Internet Messaging Program. ___ 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 Nigredo Studios http://www.nigredostudios.com We won't tell. Get more on shows you hate to love (and love to hate): Yahoo! TV's Guilty Pleasures list. http://tv.yahoo.com/collections/265 ___ 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] Recording demos broken in EP1?
I put up a video on YouTube of the animation glitching I'm experiencing when trying to record a demo. It's the opening for EP1: http://youtube.com/watch?v=sAjBTfAnIIo Looking back at the mailing list archives, I think Vitaliy Protasov first described the problem following the big August 4 SDK update. I've looked through the available code, but was unable to find much help regarding demo recording. (The record and stop ConVars, for example, aren't setup anywhere.) There is a IsRecordingDemo() declared in cdll_int.h, but I think it's definition is out of the SDK, and it's not called anywhere. (I was hoping to find an if (engine-IsRecordingDemo()) { AnimationFreakOut(); } call somewhere that I could comment out, but no luck.) So, this looks like something that used to work and was inadvertently broken in the August SDK update. I don't know if this is the same problem with animation that Adam is experiencing or not. Mike, I'm sure you have a very full plate right now, but do you have any idea what would be causing this problem, or what it would take to fix it? I assume that recording demos works within Valve, and there is some discrepancy between your code and ours. Thanks a lot for any help, Nate PS: I want recording demos to work because we could automate a big part of the News at Seven production chain and obviate the need for a second video-capturing machine, but I assume it would be useful to other modders as well. Thanks again. On 12/01/07, Adam amckern Mckern [EMAIL PROTECTED] wrote: I have the same problem, but my anims (mostly guns) are all courpted the first time i built the mod code - with default settings. Adam --- Nate Nichols [EMAIL PROTECTED] wrote: Hi, On the two machines I've tried it on (one of which is full of my modding stuff and the other which is a clean HL2/HL2:EP1 install), the record command works correctly in Half-Life 2, and munges animations and other things in Episode 1 and my mod. The animations jump all around, NPCs looking at targets are spasmodic, etc. Changing my mod's AppID from 215 to 220 doesn't fix anything. I can record a demo video if it would help. Has anyone else experienced this or have any idea why record/demos in general would break between HL2 and EP1? Thanks and have a nice weekend, Nate ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com TV dinner still cooling? Check out Tonight's Picks on Yahoo! TV. http://tv.yahoo.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] Code File Structure
http://www.youtube.com/watch?v=Af1OxkFOK18 At 2007/01/10 02:20 PM, John Sheu wrote: On Wednesday 10 January 2007 1:57 pm, Nick wrote: Hard work and determination beats experience hands down. Well, generally, hard work and determination lead to experience... -John Sheu ___ 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] Code File Structure
hahaha On 1/15/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: http://www.youtube.com/watch?v=Af1OxkFOK18 At 2007/01/10 02:20 PM, John Sheu wrote: On Wednesday 10 January 2007 1:57 pm, Nick wrote: Hard work and determination beats experience hands down. Well, generally, hard work and determination lead to experience... -John Sheu ___ 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] Open Source Mods (again)
-- [ Picked text/plain from multipart/alternative ] I know Visual Basic and am currently being self-taught C++ and Source. I could not help with the code yet, but I would be willing to donate bandwidth and server space as well as a subdomain to anyone interested in starting a community mod. I would really like to see this happen.First responsible person to email me gets the deal. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player HULL vs HIT BOXES
Exactly how much more load does USE_HITBOXES put on the server, say for a 16 player with a similar amout of raycasts as counterstrike (for example)? I've found it gives much more accurate reg on player's extremities, but i wonder at what cost? Would it be cheaper to make an exagerated bbox using USE_SPECIFIED_BOUNDS (considering all the extra ray casts that may collide)? On 1/11/07, Jay Stelly [EMAIL PROTECTED] wrote: Hitboxes are only tested when the ray/box trace intersects the surrounding bounds of the entity. For players the surrounding bounds are simply the collision hull in world space. In your case that won't work so you'll need to modify the surrounding bounds. I just wrote a page on the wiki that should answer your question: http://developer.valvesoftware.com/wiki/CollisionProperty Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Minh Sent: Wednesday, January 10, 2007 11:01 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Player HULL vs HIT BOXES I believe any hitbox that lies outside of the player's hull cannot be hit. I am pretty sure you must keep your hitboxes inside of the hull. So you cannot make your hull too small or else the traceline will not detect the hitbox. - Original Message - From: Niclas [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, January 10, 2007 2:44 AM Subject: [hlcoders] Player HULL vs HIT BOXES -- [ Picked text/plain from multipart/alternative ] I changed the player hull and view to very low and now it seems like I cant hit the model over that hull (projectiles go right through) even though that the hitboxes cover the whole model (custom model). - Nic2 -- ___ 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] Split Collision Routines
You could do it by creating a new collision group for your energy sheilds, and then putting rules in place in the GameRules::ShouldCollide (i think?) function so players don't collide with it. On 1/6/07, Daniel Menard [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Is it at all possible to hot-swap VPhysics Objects in the middle of simulation depending on what is being collided against? Say for energy shields, where we want players to go through, but other objects to hit the shield. We could also use it for performance boosting our vehicles by having a world-collide model which would be much simpler than the player-collide model. Are these swaps possible? If not, could it be done by somehow simulating two objects for the same entity with different collision groups? Something along these lines would be useful and I would like everyone (and Valve's) insight on the problem. -- ___ 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] Player HULL vs HIT BOXES
I tried to answer this in the wiki page: USE_SPECIFIED_BOUNDS could also be used to solve this problem by specifying a constant box that is always larger than the space occupied by hitboxes in any animation. As a tradeoff, this will be cheaper than USE_HITBOXES as the player animates and moves, but more a conservative boundary resulting in more hitbox queries happening against ray tests that miss. The highest performance method will depend on the mod's number of players moving vs. number of ray/box traces computed against players (and how many of those queries actually miss). It really depends on several variables (like how many rays are near misses, the number of hitboxes and the complexity of the player skeleton). The only way to determine exactly how much is to measure it in your mod. HL2 uses this method for striders' bounds so it's not insanely expensive or anything, just more expensive when you have only a few ray traces nearly missing players in a frame. It may be less expensive if you have a enough rays being rejected as a result or less expensive if the animation of the player varies enough to require a large enough USE_SPECIFIED_BOX. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: Monday, January 15, 2007 7:29 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Player HULL vs HIT BOXES Exactly how much more load does USE_HITBOXES put on the server, say for a 16 player with a similar amout of raycasts as counterstrike (for example)? I've found it gives much more accurate reg on player's extremities, but i wonder at what cost? Would it be cheaper to make an exagerated bbox using USE_SPECIFIED_BOUNDS (considering all the extra ray casts that may collide)? On 1/11/07, Jay Stelly [EMAIL PROTECTED] wrote: Hitboxes are only tested when the ray/box trace intersects the surrounding bounds of the entity. For players the surrounding bounds are simply the collision hull in world space. In your case that won't work so you'll need to modify the surrounding bounds. I just wrote a page on the wiki that should answer your question: http://developer.valvesoftware.com/wiki/CollisionProperty Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Minh Sent: Wednesday, January 10, 2007 11:01 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Player HULL vs HIT BOXES I believe any hitbox that lies outside of the player's hull cannot be hit. I am pretty sure you must keep your hitboxes inside of the hull. So you cannot make your hull too small or else the traceline will not detect the hitbox. - Original Message - From: Niclas [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, January 10, 2007 2:44 AM Subject: [hlcoders] Player HULL vs HIT BOXES -- [ Picked text/plain from multipart/alternative ] I changed the player hull and view to very low and now it seems like I cant hit the model over that hull (projectiles go right through) even though that the hitboxes cover the whole model (custom model). - Nic2 -- ___ 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