how is bloom going anyway?
--------
Owner Nigredo Studios http://www.nigredostudios.com
>________________________________
> From: Nick <xnicho...@gmail.com>
>To: Discussion of Half-Life Programming <hlcoders@list.valvesoftware.com>
>Sent: Wednesday, 30 May 2012 11:58 AM
>Subject: Re: [hlcoders] Is this possible ?
>
>I am part of a mod team interested in unique forms of fps gameplay.
>
>I was just curious.. i like to see bits of interesting code so that I
>can learn a bit here and there..
>On Mon, May 28, 2012 at 11:11 PM, Psy_Commando <psycomma...@gmail.com> wrote:
>> @Tony: Didn't I did it that way too ? What did I do wrong ?
>>
>> @Nick:
>> Well, first just who are you exactly, who is "we". Are you part of a mod
>> team ?
>>
>> And secondly my source code will be available to anybody soon, once i can
>> transfer to google projects. But I have to figure out the damn problem with
>> my fighter entity first, because I'll probably just go back to orange box if
>> I can't and change of repository altogether...
>>
>>
>> On Mon, May 28, 2012 at 11:04 PM, Nick <xnicho...@gmail.com> wrote:
>>>
>>> I find this code of yours to be quite interesting is there any chance
>>> we could get a copy or sample of how to recreate?
>>>
>>> On Mon, May 28, 2012 at 4:02 AM, Tony "omega" Sergi <omegal...@gmail.com>
>>> wrote:
>>> > I only create a client entity when it needs an effect. If it doesn't
>>> > need to
>>> > render a particle or a model, it doesn't create one.
>>> >
>>> >
>>> >
>>> > On Mon, May 28, 2012 at 7:40 AM, Psy_Commando <psycomma...@gmail.com>
>>> > wrote:
>>> >>
>>> >> Just to add to this, I found out that Tony's suggestion of using
>>> >> clientside only entities on the client to represent visually bullets,
>>> >> is the
>>> >> most viable. Since with the non-entity clientside bullets, you can't
>>> >> attach
>>> >> an effect, or have it follow the projectile... Or at least you can't
>>> >> with
>>> >> the new particle system.
>>> >>
>>> >> Here's the final result :
>>> >> http://www.youtube.com/watch?v=xbeM9sg0DX0
>>> >>
>>> >>
>>> >> On Tue, May 22, 2012 at 10:25 PM, Psy_Commando <psycomma...@gmail.com>
>>> >> wrote:
>>> >>>
>>> >>> Nice. I wonder what other tricks you mean, it sounds pretty
>>> >>> interesting
>>> >>> :)
>>> >>>
>>> >>> Anyways, here's the code I forgot to post in my last mail :
>>> >>> http://pastebin.com/dcpppD3b
>>> >>>
>>> >>> Its called in the PostRender() method of the game system.
>>> >>>
>>> >>>
>>> >>> On Tue, May 22, 2012 at 9:26 PM, Tony "omega" Sergi
>>> >>> <omegal...@gmail.com>
>>> >>> wrote:
>>> >>>>
>>> >>>> http://youtu.be/Zl1K4Ep9jVg
>>> >>>> That was mine. I'm sure i have the code laying around somewhere.
>>> >>>> Also, I did an alien swarm implementation as well, i'll look around
>>> >>>> for
>>> >>>> it, if need be.
>>> >>>> After thinking about this, I want to revise the whole thing some more
>>> >>>> with some other tricks that I've learned over the past 2 years :->
>>> >>>>
>>> >>>>
>>> >>>>
>>> >>>> On Wed, May 23, 2012 at 6:13 AM, Psy_Commando <psycomma...@gmail.com>
>>> >>>> wrote:
>>> >>>>>
>>> >>>>> Woops, thanks, I didn't think about that ..
>>> >>>>> Anyways, I converted it to an AutoGameSystemPerFrame, and it works.
>>> >>>>> The
>>> >>>>> only think left to fix is the bullets appearing in weird places,
>>> >>>>> with weird
>>> >>>>> sizes. :
>>> >>>>> http://www.youtube.com/watch?v=xFKhODC1j34
>>> >>>>> Its the blue wireframe mesh, that appears behind the player..
>>> >>>>>
>>> >>>>> Here's my rendering code, Its all bits from the C_BaseAnimating
>>> >>>>> code. I
>>> >>>>> suspect its my transform that's wrong, because I don't really know
>>> >>>>> what that
>>> >>>>> matrix is supposed to contain..
>>> >>>>>
>>> >>>>>
>>> >>>>> On Tue, May 22, 2012 at 4:34 AM, Tony "omega" Sergi
>>> >>>>> <omegal...@gmail.com> wrote:
>>> >>>>>>
>>> >>>>>> .. Make an AutoGameSystem.
>>> >>>>>>
>>> >>>>>>
>>> >>>>>>
>>> >>>>>> On Tue, May 22, 2012 at 2:17 PM, Psy_Commando
>>> >>>>>> <psycomma...@gmail.com>
>>> >>>>>> wrote:
>>> >>>>>>>
>>> >>>>>>> Finally got it to work, the server part at least. For some obscure
>>> >>>>>>> reasons, my manager entity spawns only on the server, the
>>> >>>>>>> client-side part
>>> >>>>>>> doesn't spawn at all, even if I create it with CBaseEntity::Create
>>> >>>>>>> ...
>>> >>>>>>>
>>> >>>>>>>
>>> >>>>>>> On Sun, May 20, 2012 at 9:29 PM, Tony "omega" Sergi
>>> >>>>>>> <omegal...@gmail.com> wrote:
>>> >>>>>>>>
>>> >>>>>>>> The point of this system is so that you DON'T have to network
>>> >>>>>>>> anything.
>>> >>>>>>>> You don't create an entity, and you don't network any
>>> >>>>>>>> information.
>>> >>>>>>>> If you start doing that, you might as well just make entities,
>>> >>>>>>>> and
>>> >>>>>>>> do it the same as usual, as you then lose the whole point.
>>> >>>>>>>>
>>> >>>>>>>> In theory, you could just make one entity for using the render
>>> >>>>>>>> handle, it just becomes messy to maintain, but I had thought of
>>> >>>>>>>> doing the
>>> >>>>>>>> same thing.
>>> >>>>>>>> -Tony
>>> >>>>>>>>
>>> >>>>>>>>
>>> >>>>>>>>
>>> >>>>>>>> On Mon, May 21, 2012 at 9:44 AM, Psy_Commando
>>> >>>>>>>> <psycomma...@gmail.com> wrote:
>>> >>>>>>>>>
>>> >>>>>>>>> Thanks for the answer.
>>> >>>>>>>>>
>>> >>>>>>>>> But after looking at that solution, I have a few more questions:
>>> >>>>>>>>> Any ideas on how to network an array of structs with their own
>>> >>>>>>>>> sendtables ? I want to network the bullet info struct for each
>>> >>>>>>>>> bullets from
>>> >>>>>>>>> the server to the client.
>>> >>>>>>>>>
>>> >>>>>>>>> And, instead of creating many client entities, can I just have
>>> >>>>>>>>> one,
>>> >>>>>>>>> with multiple models ? I saw I could call the model renderer
>>> >>>>>>>>> with model
>>> >>>>>>>>> data.
>>> >>>>>>>>>
>>> >>>>>>>>> Also, what do you mean Adam by "assigning the sprites your
>>> >>>>>>>>> particle
>>> >>>>>>>>> manager"?
>>> >>>>>>>>>
>>> >>>>>>>>>
>>> >>>>>>>>> On Sun, May 20, 2012 at 1:26 AM, Tony "omega" Sergi
>>> >>>>>>>>> <omegal...@gmail.com> wrote:
>>> >>>>>>>>>>
>>> >>>>>>>>>> I did something similar to this in Project Valkyrie for all
>>> >>>>>>>>>> projectiles that don't need special functionality like seeking.
>>> >>>>>>>>>> Essentailly I have a manager that runs on both the client and
>>> >>>>>>>>>> the
>>> >>>>>>>>>> server, which handles the projectiles moving and doing traces
>>> >>>>>>>>>> for damage
>>> >>>>>>>>>> etc, and the client handles the visual representation.
>>> >>>>>>>>>> You still have to create a client-side entity for each
>>> >>>>>>>>>> projectile
>>> >>>>>>>>>> if you want to display a model though.
>>> >>>>>>>>>>
>>> >>>>>>>>>> Additionally, I have a system in the gamerules that networks a
>>> >>>>>>>>>> projectile index to keep them in sync; Every projectile when
>>> >>>>>>>>>> it's created is
>>> >>>>>>>>>> then assigned the same ID ( ie: when a client projectile is
>>> >>>>>>>>>> created in
>>> >>>>>>>>>> prediction, it gets the new ID from the networked gamerules
>>> >>>>>>>>>> list) which the
>>> >>>>>>>>>> server also pulls from. Eventually this number gets cycled back
>>> >>>>>>>>>> down.
>>> >>>>>>>>>> Then when the client receives an event from the server saying
>>> >>>>>>>>>> the
>>> >>>>>>>>>> projectile has impacted, it has an ID so that it knows which
>>> >>>>>>>>>> one to
>>> >>>>>>>>>> terminate.
>>> >>>>>>>>>>
>>> >>>>>>>>>> This system works really well, and if you're not using a lot of
>>> >>>>>>>>>> model based projectiles, or insane particle effects, it's
>>> >>>>>>>>>> capable to have
>>> >>>>>>>>>> thousands of projectiles active without any major perf hit.
>>> >>>>>>>>>> Unfortunately, in Valkyrie, some of the effects are a little
>>> >>>>>>>>>> heavy, and due to the development time taken, they were never
>>> >>>>>>>>>> really
>>> >>>>>>>>>> optimized, so Valkyrie still hits a rendering bottleneck with
>>> >>>>>>>>>> them.
>>> >>>>>>>>>>
>>> >>>>>>>>>> I had done another test for simulating just "bullets" (only the
>>> >>>>>>>>>> impact rendering, and occasionally a tracer if desired) for a
>>> >>>>>>>>>> properly
>>> >>>>>>>>>> simulated ballistic system, it worked quite well, but I never
>>> >>>>>>>>>> rolled it out
>>> >>>>>>>>>> into any production environment, as nothing I have ever worked
>>> >>>>>>>>>> on has really
>>> >>>>>>>>>> needed it. It still has some issues with losing synchronization
>>> >>>>>>>>>> over drastic
>>> >>>>>>>>>> angle changes, but it performs extremely well.
>>> >>>>>>>>>> -Tony
>>> >>>>>>>>>>
>>> >>>>>>>>>>
>>> >>>>>>>>>> On Sun, May 20, 2012 at 1:35 PM, Psy_Commando
>>> >>>>>>>>>> <psycomma...@gmail.com> wrote:
>>> >>>>>>>>>>>
>>> >>>>>>>>>>> Hello, I was wondering if it was possible to use the technique
>>> >>>>>>>>>>> the left4dead devs used for the infected, to handle non
>>> >>>>>>>>>>> hitscan bullets ?
>>> >>>>>>>>>>> The technique I'm talking about was referenced in an article
>>> >>>>>>>>>>> on
>>> >>>>>>>>>>> the vdc :
>>> >>>>>>>>>>> "If you're creating lots of individual objects all the time,
>>> >>>>>>>>>>> consider rolling them all into a single manager entity. This
>>> >>>>>>>>>>> is how Left 4
>>> >>>>>>>>>>> Dead handles huge numbers of infected: they are all "finger
>>> >>>>>>>>>>> puppets" of the
>>> >>>>>>>>>>>
>>> >>>>>>>>>>> director."(https://developer.valvesoftware.com/wiki/Entity_limit
>>> >>>>>>>>>>> )
>>> >>>>>>>>>>>
>>> >>>>>>>>>>> Essentially I'd want to create simple "entities" for each
>>> >>>>>>>>>>> bullets
>>> >>>>>>>>>>> and have them handled by a manager entity. But I was also
>>> >>>>>>>>>>> wondering how to
>>> >>>>>>>>>>> get the simple entities to transmit to the client, along with
>>> >>>>>>>>>>> their data ?
>>> >>>>>>>>>>>
>>> >>>>>>>>>>> The main reason I want to do this is because I have a lot of
>>> >>>>>>>>>>> sprite based projectiles to handle.
>>> >>>>>>>>>>>
>>> >>>>>>>>>>> _______________________________________________
>>> >>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>> >>>>>>>>>>> archives, please visit:
>>> >>>>>>>>>>>
>>> >>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>> >>>>>>>>>>>
>>> >>>>>>>>>>>
>>> >>>>>>>>>>
>>> >>>>>>>>>>
>>> >>>>>>>>>>
>>> >>>>>>>>>> --
>>> >>>>>>>>>> -Tony
>>> >>>>>>>>>>
>>> >>>>>>>>>>
>>> >>>>>>>>>> _______________________________________________
>>> >>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>> >>>>>>>>>> archives, please visit:
>>> >>>>>>>>>>
>>> >>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>> >>>>>>>>>>
>>> >>>>>>>>>>
>>> >>>>>>>>>
>>> >>>>>>>>>
>>> >>>>>>>>> _______________________________________________
>>> >>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>> >>>>>>>>> archives, please visit:
>>> >>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>> >>>>>>>>>
>>> >>>>>>>>>
>>> >>>>>>>>
>>> >>>>>>>>
>>> >>>>>>>>
>>> >>>>>>>> --
>>> >>>>>>>> -Tony
>>> >>>>>>>>
>>> >>>>>>>>
>>> >>>>>>>> _______________________________________________
>>> >>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>> >>>>>>>> archives, please visit:
>>> >>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>> >>>>>>>>
>>> >>>>>>>>
>>> >>>>>>>
>>> >>>>>>>
>>> >>>>>>> _______________________________________________
>>> >>>>>>> To unsubscribe, edit your list preferences, or view the list
>>> >>>>>>> archives, please visit:
>>> >>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>> >>>>>>>
>>> >>>>>>>
>>> >>>>>>
>>> >>>>>>
>>> >>>>>>
>>> >>>>>> --
>>> >>>>>> -Tony
>>> >>>>>>
>>> >>>>>>
>>> >>>>>> _______________________________________________
>>> >>>>>> To unsubscribe, edit your list preferences, or view the list
>>> >>>>>> archives,
>>> >>>>>> please visit:
>>> >>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>> >>>>>>
>>> >>>>>>
>>> >>>>>
>>> >>>>>
>>> >>>>> _______________________________________________
>>> >>>>> To unsubscribe, edit your list preferences, or view the list
>>> >>>>> archives,
>>> >>>>> please visit:
>>> >>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>> >>>>>
>>> >>>>>
>>> >>>>
>>> >>>>
>>> >>>>
>>> >>>> --
>>> >>>> -Tony
>>> >>>>
>>> >>>>
>>> >>>> _______________________________________________
>>> >>>> To unsubscribe, edit your list preferences, or view the list
>>> >>>> archives,
>>> >>>> please visit:
>>> >>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>> >>>>
>>> >>>>
>>> >>>
>>> >>
>>> >>
>>> >> _______________________________________________
>>> >> To unsubscribe, edit your list preferences, or view the list archives,
>>> >> please visit:
>>> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>> >>
>>> >>
>>> >
>>> >
>>> >
>>> > --
>>> > -Tony
>>> >
>>> >
>>> > _______________________________________________
>>> > To unsubscribe, edit your list preferences, or view the list archives,
>>> > please visit:
>>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>> >
>>> >
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>
>>
>> _______________________________________________
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>> please visit:
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>>
>>
>
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