LOL - get with the 90's man - cause they are over :^)

[DRP]Avatar-X wrote:

> Interesting... however, when I designed my complex seven-floor elevator with call
> buttons, in-elevator buttons, multi-floor-call-at-a-time, and floor-ordering, (all 
>with
> standard ents, my 4th ever HL map) i used an ancient device to help me keep track of
> what all the ents where called and how the entire idea flowed.
>
> This device is known as PAPER.
>
> That's right, i drew out my plans, so i could keep track of them.
>
> Maybe you should try it!
>
> -av
>
> Tim Holt wrote:
>
>
>>Was recently working on a pretty complex set of entities to manage a
>>firing range.  It involves a fairly complex set of entities
>>(game_counters, env_renders, func_guntargets, path_corners, weapon
>>strips, triggers, env_messages, func_buttons, etc. etc.
>>
>>And what I found was that actually testing this in the "fuzzy"
>>environment of a game was not always easy for several reasons...
>>    1) I had no way to actively check the exact state of entities
>>    2) Things happened too fast at times
>>    3) Trying to scroll through the console to view "developer 2"
>>       output is not very good.  Especially in a multi-player environment
>>       where people talking, dying, etc. cause excessive scroll.
>>    4) I had to shoot all 5 of the targets in the rifle range and there's
>>       one that's pretty hard to hit :^)
>>
>>OK so what do I want?
>>    1) A set of code that can parse a .map file, analyze the entities
>>       and identify...
>>       a) common errors such as targets with no matching target ent
>>       b) "orphan" entities that need to be targeted to do something,
>>          but nothing targets them
>>       c) "sequence trigger" entities that in some way start some
>>          event or sequence of events.  Examples are buttons,
>>          trigger_once/multiples, etc.
>>    2) Something that will diagram my entity relations in an abstract
>>       way.  Has anyone ever used National Instruments LabView?
>>    3) A way to simulate some entity behaviour using this view.  Click
>>       on a func_button and "simulate" it's trigger - and watch just
>>       what happens.
>>    4) View all entity properties during simulations to see just
>>       how they behave, etc.
>>
>>Now what would be REALLY cool would be some extension to HL that let
>>extensive debugging/tracing information be sent to a second computer on
>>the net.  So you could run the game on one machine, and monitor the
>>entities on another machine.  Even perhaps manually trigger items via
>>the debugging panel.  For example, what if you want to go into spectator
>>mode to properly view some event - yet then can't actually activate the
>>events because you're no longer a player?
>>
>>Ah well maybe this tool is called "WorldCraft 4"?
>>--
>>I think...I think it's in my basement. Let me go upstairs and check.
>>-M.C. Escher
>>
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>>
>
> --
> ---------
> [DRP]Avatar-X
> SillyZone Homepage: www.thesillyzone.com
> SillyZone Forums: forum.thesillyzone.com
> My Homepage: www.cyberwyre.com
>
>
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>
>


--
I think...I think it's in my basement. Let me go upstairs and check.
-M.C. Escher

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