just thought of this...one 'new' game based on tf2 might be simply modding the #s for the user.
One option is increasing hitpoints and decreasing dmg for longer battles or reducing gun velocity / bullet velocity perhaps someone could say here how one coudl do that, so if i wanna try tf2 with guns at +1000% dmg for all, or with any other 'easy' changes, then here we could discuss them, both in pre-theory, and after implementation and experience with gained info, perhaps my +1000% to all sounds fun until i try it with bots, or even then until i try it with players also same thing but cs source, including mods for guns doing more damage... also a source mod to break aims and walls...aimbot and wallhack (i got them on my youtube showin, they break css hard, tf2 less hard, etc) one option in most games would be indirect rotational controls , such as using mouse to accelerate instead of set position in directions, thus capping the rotation speed at any given update to the speed of the previous update, +- a small amount based on mouse movement, and also gun weight and injuries i think that one needs code, how about listing here the layers of ez -> hard mods, like gun dmg. vs p2p server code ? also what kinda networking does source sdk use? i was lookin at sockets in c#, including a style with double .exes for a 'server' that's p2p on each client, and also programatically simple and generic, accepting 'packets' of info that may be a users x,y,z location, or maybe an updated model 3d file or game.exe binary too along with server sharing / cloning code, so instead of 8 of us playing on 1 server, or 1500 on 1 like wow, the 8 gamers are each running the 'client p2p server' in addition to the client, which could be something like ms sql server with its ez networking via c# and ado.net....also any idea if c# is faster on 64 bits in d3d? seemed faster according to framerate in visual c++ and c# from ms free versions 2008ish....very similar lingos too, with c# having less **** and lpStCZmsOBJ, instead having nice names like GraphicsDevice and VertexPositionColored, along with the java/late c++ styles of using namespaces with including, instead of using files, the 'files' are ignored mostly replaced by namespace MyNewFile { } around stuff in 1 or more files, can have many namespaces in 1 file, then can 'using MyNewFile;' to not have to type in MyNewFile.MyObject, instead just MyObject, also visual c++ , c#, etc, when you type in MyObject. , on the . it opens a dropdown menu of functions with popup descriptions, and there's a visual c# and c++ sdk to add on source sdk support into visual studio in theory at least... but yeah i think the problem is nobody else is sharing info here, only asking for it. maybe if we all share a piece of info and form a club here, we all gain skills and can team up, or perhaps indie win with more xp each, and if you share 1 piece here, if first lol maybe not your best one, but if you get 9x after a halfway decent one, perhaps we make a superteam here, and are friendly enough and sharp enough to all succeed with each other and sharing, not to try and succeed by only takin and not givin, for others see and do what you do too so lotsa asking and no tellin, yet if we 'all' were to write everything we know here and teach each other, you keep your info forever till ya die can share it too and each new piece lol, if you share somethin about modeling, they share somethin about c++, back n forth a few times next thing everybody involved and participating gets models with code integrated , and that's the thing that actually is indie dollars. On Sat, Oct 29, 2011 at 12:47 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. how to read my text, make infinitly big and precise maps, and > more games from similar ones, and new games from the old (Sam) > > > ---------------------------------------------------------------------- > > Message: 1 > Date: Sat, 29 Oct 2011 12:47:04 -0700 > From: Sam <aersi...@gmail.com> > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] how to read my text, make infinitly big and > precise maps, and more games from similar ones, and new games from > the > old > Message-ID: > <caehfqmxwhd5ftyutgo+caoclwu+amvybqiyjhgba_z97-f5...@mail.gmail.com > > > Content-Type: text/plain; charset="iso-8859-1" > > ok so my text is hard to read...i'm asking for info about learning to use > source sdk, along with perhaps more options for ez game editing including > simple mods like changing dmg or making more tf2 items in a mod version > quickly for self use... > > > > it's freestyle and deep without being quoted or complete, > > > also this one is not sync'd, and i'm really high, but yeah there's a ton of > shit i already did, that one says how to use more than 32 bit floats in 32 > bit d3d / dx calls, including 128 bit floats in your games and 256+ or > dynamic, while makin it so you can interweave millimeter tiny robots next > to the moon besides the earth with the sun over there all to scale with no > gridlike movement... > > i also think i could make a ton of games that are based on something like > cs:source with very little modification into totally different games, > potentially each more fun than the original, or just as and very fresh, > with zero or near zero c++ changes , just some high level options including > menu / level loading... > > and i also don't know how it works, so perhaps easier tools would be a +, > or someone could add more layers, or if someone wants to chat with me, > perhaps me talkin to someone is better than talkin at everyone and jumpin > around a bit > > also read it carefully and ponder each strange line, skip ones that are > weird maybe typos or wahtever, and you might notice a greater density of > information in a paragraph in mine than anywhere else, also it takes longer > to read and absorb, my blog is the same way ... some people take one thing > and write a billion lines of it, i take all my varied experiences and > mishmash them into rapid 90wpm text while high and cpu happy :) > > but yeah if nobody does anything with me, i'm gonna wander off again...i'm > losing faith in you people's ability to do a thing other than expand one > sentance into a long paper....how about easier tools ? also why would > people use source sdk with vague lic. terms...although lol i bet if it's > good people would play, including and especially 'novel indie titles' that > are both different and fun from other games > > also anyone good wanna talk about design with me? i bet i could make you > rich if you just chat with me a bit and understand what i say then do what > you are inspired to do with what you know...and then if you run off, i > don't care you're normal and i forget you, i'm not a vengeful or debt > collector style, and yet if you keep consulting me as you build it, i bet > it's 1000x better too :) > > any teams i can chat with? i don't wanna get hired, i wanna talk to humans > online about source sdk and making games that are into it, i don't respect > money yet i do respect physical goods and designs.... > > anyways if you all are working solo and pounding on code or whatever and > not really making anything good, perhaps the problem is a lack of teamwork, > openness, and perhaps a focus on secrecy and destruction of what others do > over teamwork , trust, and buildnig, while also noting that most people > will take advantage of excessive trust, thus if you are valve people, you > could not trust me at all and lie to me, you could over trust me and gimme > your source and passwords and patents, or you could correctly note what i > am while keepin the mystery of it and find a way to work with me in a way > that is also defensable for you , but also allows the rare progressive > trusting teamwork to happen if possible too, without fear that lil ol me is > gonna sue you or somethin, especially with my current legal status ;p > > also if you want free ideas, code, etc, try my blog. also game ideas both > violent, different (how about regenerating a random map on death?) > > or even new stuff , like using ms skydrive to hold shared files/folders > containing real time (or not) game data, or also using azure....and yet > talkin at you ? i do so much already, i need people, and no people are > willing to do a thing other than say 'i can't read it' , or 'this code i > wrote has bugs' > > if you're alone, lol don't change the c++ if you can avoid it or very > little, it's important to start small, and if you do make something good > and hide it from all, you get nothing, but if you make 1 good thing that's > simple and share it freely, you get cred, experience, and try #2 you make > something nicer (assuming you didn't liecheat steal #1), try #3 is even > better, and more people will see what you're doing and join in and money > opps happen > > or you focus on lying and hiding what you do, and nothin happens , since if > you never fail at trafodata, you never build the wintel (road ahead, bill > gates), and win7 looks nicer than win98, but what if he stopped at dos 6 > and instead focused upon lying and stoppin others from making operating > systems, instead of focusing upon creating tools, debugging, and mostly > ignoring money and all things that are not advancing computers and > programming personally and with americans and globally too, limited only by > hate and patents and violence and marketing of others, including the > simpsons propaganda with the .wav file that normally is censored due to > containing dying kids or cats or something. > On Sat, Oct 29, 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: hlcoders Digest, Vol 7, Issue 27 (Sam) > > > > > > ---------------------------------------------------------------------- > > > > Message: 1 > > Date: Sat, 29 Oct 2011 00:24:08 -0700 > > From: Sam <aersi...@gmail.com> > > To: hlcoders@list.valvesoftware.com > > Subject: Re: [hlcoders] hlcoders Digest, Vol 7, Issue 27 > > Message-ID: > > <CAEhfQmyZgWwUP5BaJtTgT6c6T_kAsn+Ej+MqYk4MtrESrExJ= > g...@mail.gmail.com > > > > > Content-Type: text/plain; charset="iso-8859-1" > > > > 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 > > > *************************************** > > > > > -------------- next part -------------- > > An HTML attachment was scrubbed... > > URL: < > > > http://list.valvesoftware.com/mailman/private/hlcoders/attachments/20111029/6ed11ee6/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 28 > > *************************************** > > > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: < > http://list.valvesoftware.com/mailman/private/hlcoders/attachments/20111029/beb27011/attachment.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 29 > *************************************** >
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