Hello Cortex, Sunday, September 21, 2003, 1:42:50 PM, you wrote:
C> For your debug question, here's a post of Alfred (from VALVe) 3 days ago : C> ########## C> Alfred Reynolds wrote: >> To debug in steam you will need to do the following: >> 1) Install steam. >> 2) Run steam at least once and launch half-life and have it load. >> 3) Place your mod in the directory of the program you launched in step >> 2 (i.e c:\program files\steam\steamapps\<email addr>\Half-Life) 4) >> Copy >> the "SteamApp.cfg" file (created from the text below) into the >> programs >> directory (i.e c:\program files\steam\steamapps\<email >> addr>\Half-Life\SteamApp.cfg 5) Edit "SteamApp.cfg" to point to the >> correct username, password, install path and AppID. The AppID value >> should be 70 (meaning Half-Life). >> >> The version entry should be 0 for now, if we ever update the content >> for your chosen AppID you will need to increment this number (we will >> phase this field out soon). >> >> 6) Copy Steam.dll from the base steam directory into the program >> directory (i.e copy c:\program files\steam\steam.dll c:\program >> files\steam\steamapps\<email addr>\Half-Life\). >> >> 7) Launch hl.exe in the debugger like usual, just add "-steam" to the >> command line. If you forget "-steam" you will launch hl.exe using >> steam.exe and you will be unable to use the debugger (unless you >> attach >> to the process). >> >> >> We will be releasing details on customizing the UI soon. >> >> - Alfred >> >> >> >> ------------ SteamApp.cfg -------- Cut Here >> C> ############################################################################ >> ## >> # SteamApp.cfg >> # >> # Steam Client App configuration-override file >> # >> # This file is read by the Steam code in the Client >> # Application, and controls configurable parameters that >> # affect only that App. >> # >> # To be effective it must be placed in the App directory >> # (for example, c:[EMAIL PROTECTED]). >> # >> C> ############################################################################ >> ## >> # >> # Debug-launch settings >> # >> # Use these settings when you are running your application directly >> # from your debugger (ie, not launching the App from the Steam UI) >> # In such cases, you need to tell Steam which application >> # you are running and the version you want to use. Each application >> has # an ID number and each version of your application has a version >> ID >> number. # You also need to indicate the username you are running Steam >> under. # >> # SteamInstallPath should point to the directory where the >> corresponding Steam.exe # resides >> # >> # To do a debug launch: >> # >> # - do at least one launch from the UI first to ensure the Minimum >> Footprint files # are present >> # - leave the Steam UI running >> # - copy this file into the App directory >> # - fill out the following config parameters Hello! This is a new idea I have found interesting to share. Terrain maps withouth engine support. Actually you can make some primitive terrain with bsp. Of course, you can end with a bad r_speed very easy... this why terrain with bsp is underused.. but.. Whats about If you have invisible bsp models? collision will still ocurr against your terrain bsp, FPS will be not as high as will be if you need to draw all these complex polys. You can have a low-poly version of your terrain. Its not need to have a very high poly terrain model. Of course, you will need to draw with opengl the high poly version of your terrain model. This seems easy.. actually the net is full of terrain engines with source to use. Construction: 0) you need a paint tool that export to raw. Photoshop, or similar may work, also exist some cool POVRAY to edit heighfields. 1) you need Lord Galbraith raw2map tool, to generate your .map file from your .raw heighfield data. Map is here: http://www.planetquake.com/gg/raw2map.html 2) you need to make the polys invisible (this way the render will not need to work), you can use clip_texture 3) with most bsp tools you need also a big box with sky texture 3) maybe you can disable skybox and oldsky and activate gl_clear? this way you will have a infinite sky 4) activate fog, to fake very long distances 5) use a vis utility that "break" in short distances (long poly not render anyway), or maybe with vis data that fake everything is hidden?. Maybe only 1 portal, and in this portal you see nothing. I dont know, I am not a bsp/vis hacker. Well.. Only 1,2 and 3 is required. Thats all. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

