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 >>> >>> >>> >>> >>> >>> >>> >>> >>> _______________________________________________ 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/20111101/b45b7d61/attachment-0001.html> >>> >>> ------------------------------ >>> >>> 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 >>> > > > 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. 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