RE: [hlcoders] Open Source Mods (again)

2007-01-15 Thread Nathan Voge
--
[ 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  
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Re: [hlcoders] Recording demos broken in EP1?

2007-01-15 Thread Nate Nichols

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

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Re: [hlcoders] Code File Structure

2007-01-15 Thread bloodykenny
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

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Re: [hlcoders] Code File Structure

2007-01-15 Thread Nick

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

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RE: [hlcoders] Open Source Mods (again)

2007-01-15 Thread Nathan Voge
--
[ 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.
--

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Re: [hlcoders] Player HULL vs HIT BOXES

2007-01-15 Thread Teddy

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
  --
 
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Re: [hlcoders] Split Collision Routines

2007-01-15 Thread Teddy

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.
--

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RE: [hlcoders] Player HULL vs HIT BOXES

2007-01-15 Thread Jay Stelly
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
--
   
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