does anyone here wanna tell me how to use source sdk from a c-programmers perspective ? i found the online docs unhelpful...also anyone got a c# wrapper ? you could compile everything shared as a 'dll' or other shared object style, then open that with c#, and you might need some compiler specific labels (i use free visual c# express 2010, gonna grab 2012 and win8 soon), or otherwise i like a nice clean simple wrapper if possible, perhaps geared towards uses....including a single player mod of counter-strike, perhaps with pickin maps or generating maps and doing a looping rpg style , start over on death, maybe pick 'contracts' like a hitman and upgrade your weapons, skills etc, possibly from the cs-source models and code as a base....but with pickin the bot hardness and initial placement...also options to go over bot code and/or replace with better different bots, woudl be nice i'm thinkuin of those old quake 'reaper' bots or other realistic ones, also with difficutly settings, adjustable loadouts and perhaps some models with and without armor , and programmatic variety (color etc) if possible, or even maybe one 'human' opponent with many models like armor with without, leg with without, etc , or even 10 of them loosly based on hitpoints so low-hp means u have a bloody damaged model, or see one, perhaps blood or red textured on to show hp....also maybe some options around partial mission success and retreat, including a retreat zone you can run to (perhaps off the 'edge' of the big map), also if source is having precision issues, i noticed it's detailed and mapsize limited, you could use the trick on my blog with the internal string/precise storage , then use the d3d render calls, for those u gotta convert precise to float, so at that time, note your x,y,z camera location, set camera = 0,0,0, then also subtract camera old x,y,z from all objects, do not save values after render all other internal code uses high precision.
On Fri, Oct 28, 2011 at 12:00 PM, <hlcoders-requ...@list.valvesoftware.com>wrote: > Send hlcoders mailing list submissions to > hlcoders@list.valvesoftware.com > > To subscribe or unsubscribe via the World Wide Web, visit > http://list.valvesoftware.com/mailman/listinfo/hlcoders > or, via email, send a message with subject or body 'help' to > hlcoders-requ...@list.valvesoftware.com > > You can reach the person managing the list at > hlcoders-ow...@list.valvesoftware.com > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of hlcoders digest..." > > > Today's Topics: > > 1. Re: problems with Over the shoulder, cover system, climbing > system (Jan Hartung) > > > ---------------------------------------------------------------------- > > Message: 1 > Date: Fri, 28 Oct 2011 20:49:36 +0200 > From: "Jan Hartung" <jan.hart...@gmx.de> > To: "'Discussion of Half-Life Programming'" > <hlcoders@list.valvesoftware.com> > Subject: Re: [hlcoders] problems with Over the shoulder, cover system, > climbing system > Message-ID: <002801cc95a2$577b7110$06725330$@hart...@gmx.de> > Content-Type: text/plain; charset="us-ascii" > > In our case I carefully worked out the required velocities and amount of > time and worked with our animator to make it all fit. So yes, fixed > velocity for a fixed amount of time would be the way to go. > > > > Jan > > > > Von: hlcoders-boun...@list.valvesoftware.com > [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von > Psy_Commando > Gesendet: Donnerstag, 27. Oktober 2011 18:19 > An: Discussion of Half-Life Programming > Betreff: Re: [hlcoders] problems with Over the shoulder, cover system, > climbing system > > > > I tried to apply a velocity as long as I haven't reached my position. > But apparently the character never reached the position, and just aply > velocity toward the destination continually : > http://www.youtube.com/watch?v=_yH0uXAUWy4 > > Any ideas how to determine when I reach my destination position ? Should > I use a fixed time instead ? > > On Tue, Oct 25, 2011 at 2:00 PM, Psy_Commando <psycomma...@gmail.com> > wrote: > > Oh ok, I thought you meant that you somehow put this stuff in the player > cmd, lol. Anyways, thanks. > > > > On Mon, Oct 24, 2011 at 5:55 PM, Jan Hartung <jan.hart...@gmx.de> wrote: > > During the climb I set the velocities on the x, y and z axis to fixed > values and thus "overwrite" any changes to the velocities any player > input would cause. > > > > Jan > > > > Von: hlcoders-boun...@list.valvesoftware.com > [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von > Psy_Commando > Gesendet: Montag, 24. Oktober 2011 23:34 > An: Discussion of Half-Life Programming > Betreff: Re: [hlcoders] problems with Over the shoulder, cover system, > climbing system > > > > Thanks, that sounds good. My first plan was to teleport the player on > the ledge, make him invisible and spawn an animated character climbing > with his damages forwarded to the player, but your method sounds more > sensible. > However, what do you mean by "it more or less gets overwritten by the > values needed for tthe climb" ? > > And have you any suggestions for the over the shoulder and cover code ? > > On Mon, Oct 24, 2011 at 12:30 PM, Jan Hartung <jan.hart...@gmx.de> > wrote: > > Actually I have done that for Action Half-Life 2. The basic idea behind > how it works for us is that I perform the same checks you mentioned and > set the player into wallclimb mode once the checks are passed. While in > wallclimb mode any player input is kind of discarded (it more or less > gets overwritten by the values needed for the climb). That way I move > the player bbox up and on top of the ledge that's been grabbed. Along > with an animation that fits the player bbox movement it looks and works > quite well. > > > > Jan > > > > Von: hlcoders-boun...@list.valvesoftware.com > [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von > Psy_Commando > Gesendet: Sonntag, 23. Oktober 2011 16:50 > An: Half-Life Coder > Betreff: [hlcoders] problems with Over the shoulder, cover system, > climbing system > > > > Hi guys, I've got another batch of issues :) > > First, has anyone been able to make proper crosshairs for third person > over the shoulder view ? since the shooting pos is in diagonals from the > camera's perspective, it makes the actual point of impact differ based > on distance. I thought about tracing constantly but it seems a little > inefficient to me, is there a simple way to do this ? > > Next, I'm in the process of creating a cover system, in the style of > Mass Effect and Metal Gear Solid. I'm having problems making the > character lean against a wall. And should I actually rotate the player > entity's origin, or simply animate the turning around, when leaning > against a wall? > > Finally, I got a basic ledge climbing code working, but I want to add to > it and do something similar to this: > http://www.youtube.com/watch?feature=player_embedded > <http://www.youtube.com/watch?feature=player_embedded&v=GFu44oeLYPI> > &v=GFu44oeLYPI > What I'm doing right now is, tracing the player hull 2 times, once above > the player, and once at the top of the ledge, I then evaluate if I have > enough space on the ledge, and just teleport the player into position. > Here's what it looks in action right now : > http://www.youtube.com/watch?v=XiO-GacEBJc > I'd like to have him hold the ledge, but I'm not too sure whats the best > course of action. Anybody done this before ? > > > _______________________________________________ > 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 > > > > > > > > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: < > http://list.valvesoftware.com/mailman/private/hlcoders/attachments/20111028/72117ba2/attachment-0001.html > > > > ------------------------------ > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > End of hlcoders Digest, Vol 7, Issue 27 > *************************************** >
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