I Googled Sam's email address.

Wow....

On 2 November 2011 16:09, Psy_Commando <psycomma...@gmail.com> wrote:
>>  and got stabbed in the head a few times around 1989 too :(
>
> lmao, that explains a lot of things my virtual friend...
>
> On Wed, Nov 2, 2011 at 2:06 AM, Sam <aersi...@gmail.com> wrote:
>>
>> it's just one of me, and i lack time due to doing so many diverse
>> activities. if you think my games sound need but need more effort into them,
>> are you offering ?
>>
>> :)
>>
>> I'd love to team up with someone, but yeah i move around a lot and do a
>> lotta diverse things and got stabbed in the head a few times around 1989 too
>> :(
>>
>> On Mon, Oct 31, 2011 at 8:52 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: A very fast novel game based on tf2 sdk, and makin money
>>>      by sharing freely counterintuitively like billy (Acrethaen Audias)
>>>   2. Re: mod projekt ; aims killer anti walls hackin to code?
>>>      (Acrethaen Audias)
>>>
>>>
>>> ----------------------------------------------------------------------
>>>
>>> Message: 1
>>> Date: Tue, 1 Nov 2011 16:49:56 +1300
>>> From: Acrethaen Audias <timothy123...@hotmail.com>
>>> To: Half-Life Coders <hlcoders@list.valvesoftware.com>
>>> Subject: Re: [hlcoders] A very fast novel game based on tf2 sdk, and
>>>        makin money by sharing freely counterintuitively like billy
>>> Message-ID: <bay147-w222a66b64f4f4ef2becff0b5...@phx.gbl>
>>> Content-Type: text/plain; charset="iso-8859-1"
>>>
>>>
>>> Well, the problem isn't that they make stupid sounding games, its just
>>> that they don't put enough effort into it, i mean, its always good to start
>>> with a good idea, but still, it needs hard work 98% of the time.
>>>
>>>
>>>
>>> From: gameexpertmas...@gmail.com
>>> Date: Sun, 30 Oct 2011 15:43:58 -0600
>>> To: hlcoders@list.valvesoftware.com
>>> Subject: Re: [hlcoders] A very fast novel game based on tf2 sdk, and
>>> makin money by sharing freely counterintuitively like billy
>>>
>>> Regardless of that, a lot of the stuff is still spam, such as his "Let's
>>> make a sex game like GTA" among others....
>>>
>>>
>>> On Sun, Oct 30, 2011 at 10:51 AM, Tony "omega" Sergi
>>> <omegal...@gmail.com> wrote:
>>>
>>> Thought of that too, but if you look at his "blog" for his "space racer"
>>> game, he talks similar to how he does here.
>>>
>>>
>>>
>>>
>>>
>>> On Mon, Oct 31, 2011 at 12:46 AM, Psy_Commando <psycomma...@gmail.com>
>>> wrote:
>>>
>>> Its a chatterbot.
>>> It probably parsed the hlcoder archives and is spewing semi cohesive
>>> sentences related to the discussions. Like Jan said.
>>>
>>> Could be useful for brainstorming though...
>>>
>>>
>>>
>>>
>>>
>>> On Sat, Oct 29, 2011 at 10:53 PM, Tony "omega" Sergi
>>> <omegal...@gmail.com> wrote:
>>>
>>>
>>>
>>>
>>> This is the one and only time that i'm going to reply to anything you've
>>> said,
>>>
>>> Pro-Tip: Don't Post here when you're High.
>>> You make no sense 100% of the time.
>>>
>>> -Tony
>>>
>>>
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>>
>>>
>>> --
>>> Michael Kramer, Software Engineer & SEO Wizard
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
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>>> ------------------------------
>>>
>>> Message: 2
>>> Date: Tue, 1 Nov 2011 16:52:22 +1300
>>> From: Acrethaen Audias <timothy123...@hotmail.com>
>>> To: Half-Life Coders <hlcoders@list.valvesoftware.com>
>>> Subject: Re: [hlcoders] mod projekt ; aims killer anti walls hackin to
>>>        code?
>>> Message-ID: <bay147-w3672122720ec55114048b4b5...@phx.gbl>
>>> Content-Type: text/plain; charset="iso-8859-1"
>>>
>>>
>>> I think i stopped taking in information after the first 2 lines.
>>>
>>>
>>>
>>>
>>> Date: Sun, 30 Oct 2011 13:44:30 +0100
>>> From: tobias.kammersga...@gmail.com
>>> To: hlcoders@list.valvesoftware.com
>>> Subject: Re: [hlcoders] mod projekt ; aims killer anti walls hackin to
>>> code?
>>>
>>> This is too terrible to read without any proper formatting.
>>> - ScarT
>>>
>>>
>>>
>>> On 30 October 2011 13:41, Sam <aersi...@gmail.com> wrote:
>>>
>>>
>>> anyone wanna talk about it? I'm thinkin cs 1.6, make a server mod
>>> hopefully compatable or not whatever otherwise similar....goal is to break
>>> aimbot
>>>
>>> one option is to look for signs in code, including lag, apm, etc....
>>>
>>> could use flaggin...
>>>
>>> do i just make a c++ copy and open it in visual c++ and hit compile to
>>> build cs 1.6 (i do own it, got source sdk, not the 2006 or 2007)
>>>
>>> one thing maybe is i'm thinkin of makin my own 1.6 server, probably
>>> stockish to start with, maybe later some big cut & paste maps lol is engine
>>> big? i can maybe fix that replace floats with big double doubles or custom,
>>> then on d3d or opengl render calls, shift camera to precise 0.0000000,
>>> 0.000000, 0.000000 n round ur floats with the (float) compuierl flag there
>>> only , also subtract old camera xyz from all other objects...maybe other
>>> optimziations but lol maybe not shiftin world matrix back n forth...
>>>
>>> also maybe one option is dividing server into zones, and then over time
>>> flaggin players by different things both hackin, scores dying, etc,
>>> affecting spawn and acccesss, including options to add ai that appears as
>>> players, and maybe some options to have many virtual dedicated .exe servers
>>> goin, those are like $5 for 64 players right?
>>>
>>> anwyays i'm gonna click around in teh c ++ , good chance i maybe make c#
>>> interface anyone interested? maybe convert whole thing lol could write
>>> simple c# skript to replace all the **lpSTczDevice with Direct3D.Device ,
>>> how long is code ? also i could put all that math.c and shit in a .dll (list
>>> of functions with no main in binary x86 hardware stuff), then link to that
>>> dll with c# compiler flag...
>>>
>>> also how hard to spawn t...well with code, lol, i could maybe do a lot,
>>> how 'available' is the hard code like the networking, etc, for doin weird
>>> shit like distributed p2p servers that maybe each player tracks nearby
>>> players redudantly and with regards to matching internals, flaggin bad ones
>>> to each other, and then all the players occasionaly connect to distant
>>> bigger ones, or perhaps u always connect to people near you in net and game
>>> code, and always server for them if ur the fast one perhaps, even with a
>>> game point thing for leavin servers running too,
>>>
>>> also how about cs 1.6 with the guns all doing more dmg ?
>>>
>>> also rotation, how hard to change it to acclerate so you have a max speed
>>> of rotation per update that is not glitchy....and is smooth, so the rotation
>>> has momentum and force perhaps...
>>>
>>> also if i wanna make the player perhaps have the same gravity, more
>>> jumping, and wall jump off with some vector mathie stuff, anyone wanna help?
>>> i'm thinkin more mobile, and perhaps skills too, so on the network of
>>> servers and the c# web site with the azure p2p data, perhaps you get you my
>>> servers account, free account you get lotsa free servers stuff on em all ,
>>> and maybe buy item shop currency for , +cash or +xp or tournaments or forum
>>> icons or whatever perhaps, to fund servers and employees to create more and
>>> make them more gooder.
>>>
>>> maybe some in-game moddable servers, perhaps randomly change numbers ,
>>> then vote or other options for player input to evolve code perhaps
>>>
>>> maybe a slo mo version? how hard for slow mo...also waitin for cable
>>> inet, so i gonna try n fijnd a 1.6 single player mod, no built in ai, lol i
>>> coudl go for a good rts ai, perhaps on both teams, then a game loops and you
>>> can pimp your rpg guy with run speed and armor and nice guns, or hire or get
>>> more ai and be a tactical talk zxc commander perhaps, against mysetiousr
>>> forces in single encouters, like on milita with random ai spawns with ai
>>> hardness based on mercenary contracting fees and random from a list, retreat
>>> ok maybe some penalites or not, partial succes tracked, perhaps absteracted,
>>> and then all those stuffs i make i can retool for sale, imperss people with
>>> and get to play them , learn from them to make even cooler one next, also
>>> single player's easier to test and i'm new to soruce sdk, but lol it looks
>>> like when id carmack died in texas, nobody did shit with quake+ from there,
>>> but a lotta people did a lotta shit to break it, probably since they like
>>> biin in the gun club exclusively and feel they need that exclusivity to
>>> survive>?
>>>
>>>
>>> On Sat, Oct 29, 2011 at 1:11 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. A very fast novel game based on tf2 sdk, and makin money by
>>>     sharing freely counterintuitively like billy (Sam)
>>>
>>>
>>> ----------------------------------------------------------------------
>>>
>>> Message: 1
>>> Date: Sat, 29 Oct 2011 13:11:36 -0700
>>> From: Sam <aersi...@gmail.com>
>>> To: hlcoders@list.valvesoftware.com
>>> Subject: [hlcoders] A very fast novel game based on tf2 sdk, and makin
>>>       money by sharing freely counterintuitively like billy
>>> Message-ID:
>>>
>>> <caehfqmxmscm5wuh98-kxu9rkaxpb+cqo+mkznebwzj7mvkc...@mail.gmail.com>
>>> Content-Type: text/plain; charset="iso-8859-1"
>>>
>>> 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
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>>> > > > 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 ?
>>> > > >
>>> > > >
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