RE: [hlcoders] Why doesn't zoom work anymore ?
Didn't 2.2 introduce client weps? It's probably the client code overriding your server settings. Search client dll for fov and disable it. Just a guess. Mark. -Original Message- From: Mike Beamish Blowers [mailto:beamish;maverickdev.com] Sent: 17 October 2002 12:10 To: [EMAIL PROTECTED] Subject: [hlcoders] Why doesn't zoom work anymore ? Hi, We've recently changed SDK's from 2.1 to 2.2... everything works fine except I can't alter the FOV anymore... We are using the same weapon code as in the previous SDK, but it doesn't want to zoom. I've even tried changing the FOV from the console while running the game... I get conformation that the value has changed, but the view doesn't... i.e.: Type in console:FOV reply is:fov is 0 Type in console:FOV 20 Type in console:FOV reply is:fov is 20 So the value is definately changing. Has anyone got any ideas why ? Mike. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Why doesn't zoom work anymore ?
Hi, We've recently changed SDK's from 2.1 to 2.2... everything works fine except I can't alter the FOV anymore... We are using the same weapon code as in the previous SDK, but it doesn't want to zoom. I've even tried changing the FOV from the console while running the game... I get conformation that the value has changed, but the view doesn't... i.e.: Type in console:FOV reply is:fov is 0 Type in console:FOV 20 Type in console:FOV reply is:fov is 20 So the value is definately changing. Has anyone got any ideas why ? Mike. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Why doesn't zoom work anymore ?
As I remember, you have to set m_pPlayer-pev-fov too. If it doesn't help, please post the piece of code where you set the FOV :) I've a Foved weapon, so I'll be able to compare with my code and to help you ;) - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st ) - email : [EMAIL PROTECTED]ICQ : 71548738 Mike [EMAIL PROTECTED] nous disait : Hi, We've recently changed SDK's from 2.1 to 2.2... everything works fine except I can't alter the FOV anymore... We are using the same weapon code as in the previous SDK, but it doesn't want to zoom. I've even tried changing the FOV from the console while running the game... I get conformation that the value has changed, but the view doesn't... i.e.: Type in console:FOV reply is:fov is 0 Type in console:FOV 20 Type in console:FOV reply is:fov is 20 So the value is definately changing. Has anyone got any ideas why ? Mike. ___ 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
[hlcoders] little bug in the SDK 2.3 ?
Hi, I'm porting my mod to SDK 2.3. While browsing the files, I found : return !!gEngfuncs.GetPlayerUniqueID( iPlayer, playerID ); int the bool HACK_GetPlayerUniqueID (int iPlayer, char PlayerID[16]); function, in cl_dll/vgui_ScorePanel.cpp. It's weird... I think it must be a taping error, but I'd like to have a confirmation from you, guys ;) - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st ) - email : [EMAIL PROTECTED]ICQ : 71548738 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Why doesn't zoom work anymore ?
Thanks Steven, worked a treat. Mike. - Original Message - From: Steven Guy [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, October 17, 2002 3:46 PM Subject: Re: [hlcoders] Why doesn't zoom work anymore ? fov doesn't work since SDK 2.2 it's defualt_fov now -Ms From: Cortex [EMAIL PROTECTED] Reply-To: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Why doesn't zoom work anymore ? Date: Thu, 17 Oct 2002 13:57:38 +0200 As I remember, you have to set m_pPlayer-pev-fov too. If it doesn't help, please post the piece of code where you set the FOV :) I've a Foved weapon, so I'll be able to compare with my code and to help you ;) - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st ) - email : [EMAIL PROTECTED]ICQ : 71548738 Mike [EMAIL PROTECTED] nous disait : Hi, We've recently changed SDK's from 2.1 to 2.2... everything works fine except I can't alter the FOV anymore... We are using the same weapon code as in the previous SDK, but it doesn't want to zoom. I've even tried changing the FOV from the console while running the game... I get conformation that the value has changed, but the view doesn't... i.e.: Type in console:FOV reply is:fov is 0 Type in console:FOV 20 Type in console:FOV reply is:fov is 20 So the value is definately changing. Has anyone got any ideas why ? Mike. ___ 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 _ Get a speedy connection with MSN Broadband. Join now! http://resourcecenter.msn.com/access/plans/freeactivation.asp ___ 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
Re: [hlcoders] little bug in the SDK 2.3 ?
Oh yes, it could be a good explanation. But, why wouldn't it be : return (gEngfuncs.GetPlayerUniqueID( iPlayer, playerID ) != 0); ? It's much more concise... And it doesn't look as a mistake :p - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st ) - email : [EMAIL PROTECTED]ICQ : 71548738 David Flor [EMAIL PROTECTED] nous disait : Don't know if it's meant to be that way, but the !! convention ensures that the value is ALWAYS either a one or a zero. -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Cortex Sent: Thursday, October 17, 2002 10:24 AM To: [EMAIL PROTECTED] Subject: [hlcoders] little bug in the SDK 2.3 ? Hi, I'm porting my mod to SDK 2.3. While browsing the files, I found : return !!gEngfuncs.GetPlayerUniqueID( iPlayer, playerID ); int the bool HACK_GetPlayerUniqueID (int iPlayer, char PlayerID[16]); function, in cl_dll/vgui_ScorePanel.cpp. It's weird... I think it must be a taping error, but I'd like to have a confirmation from you, guys ;) - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st ) - email : [EMAIL PROTECTED]ICQ : 71548738 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] little bug in the SDK 2.3 ?
Don't know if it's meant to be that way, but the !! convention ensures that the value is ALWAYS either a one or a zero. -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Cortex Sent: Thursday, October 17, 2002 10:24 AM To: [EMAIL PROTECTED] Subject: [hlcoders] little bug in the SDK 2.3 ? Hi, I'm porting my mod to SDK 2.3. While browsing the files, I found : return !!gEngfuncs.GetPlayerUniqueID( iPlayer, playerID ); int the bool HACK_GetPlayerUniqueID (int iPlayer, char PlayerID[16]); function, in cl_dll/vgui_ScorePanel.cpp. It's weird... I think it must be a taping error, but I'd like to have a confirmation from you, guys ;) - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st ) - email : [EMAIL PROTECTED]ICQ : 71548738 ___ 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
RE: [hlcoders] little bug in the SDK 2.3 ?
Sorry for the newbie C++ coder question, but wouldn't it be wrong to use a comparison on a return statement like was suggested? Is the !! an operator? I haven't seen it before. From this thread I'm guessing that it converts any 0 value to a 1 and any 0 value to 0, making the return perform an assignment before returning? Just a guess. I know this is a little OT I guess, so feel free to answer me off-list if you know. Thanks! =) -Nick -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin;list.valvesoftware.com]On Behalf Of Mark Gornall Sent: Thursday, October 17, 2002 12:43 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] little bug in the SDK 2.3 ? valve use '!!' a few times in the sdk so it's probably deliberate. -Original Message- From: Cortex [mailto:cort;meloo.com] Sent: 17 October 2002 16:51 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] little bug in the SDK 2.3 ? Oh yes, it could be a good explanation. But, why wouldn't it be : return (gEngfuncs.GetPlayerUniqueID( iPlayer, playerID ) != 0); ? It's much more concise... And it doesn't look as a mistake :p - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st ) - email : [EMAIL PROTECTED]ICQ : 71548738 David Flor [EMAIL PROTECTED] nous disait : Don't know if it's meant to be that way, but the !! convention ensures that the value is ALWAYS either a one or a zero. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ 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
RE: [hlcoders] little bug in the SDK 2.3 ?
valve use '!!' a few times in the sdk so it's probably deliberate. -Original Message- From: Cortex [mailto:cort;meloo.com] Sent: 17 October 2002 16:51 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] little bug in the SDK 2.3 ? Oh yes, it could be a good explanation. But, why wouldn't it be : return (gEngfuncs.GetPlayerUniqueID( iPlayer, playerID ) != 0); ? It's much more concise... And it doesn't look as a mistake :p - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st ) - email : [EMAIL PROTECTED]ICQ : 71548738 David Flor [EMAIL PROTECTED] nous disait : Don't know if it's meant to be that way, but the !! convention ensures that the value is ALWAYS either a one or a zero. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SDK 2.3 spectator modes
Sonofa. I forgot about that... Whenever I looked at the size of the iuser1 value (2), I for some reason thought it went past 3... But then now as you mentioned it, 2 bits only maxes to 3 in decimal... A RETARDED ME -Mazor www.firearmsmod.com -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Mark Gornall Sent: Thursday, October 17, 2002 3:57 AM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] SDK 2.3 spectator modes Add the new cases to your spectator selection code on the server yourself (so user1 can get set to the new modes). Make sure user1 is at least 3 bits in delta.lst so it can pass modes larger than 3 (this caught me out). If you want first-person in-game search for IN_EYE in view.cpp and comment out the IsSpectatorOnly() that stops the first person view from being set up. It's only one place, then it should work. Mark. www.planethalflife.com/vampire www.planethalflife.com/ios -Original Message- From: Mazor [mailto:mazor579;hotmail.com] Sent: 17 October 2002 02:38 To: [EMAIL PROTECTED] Subject: [hlcoders] SDK 2.3 spectator modes This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] How do I get the spectator modes to work? The only ones I can get to work on the old ones from before... chase cam, locked chase, free look -Mazor ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ 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
RE: [hlcoders] little bug in the SDK 2.3 ?
Maybe they like to use it because it requires less keystrokes? Lol, the wanna be all Look at us, we're bad, we can use '!!' instead of '== 0', W!!! Actually I have no clue... =/ -Mazor -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Mark Gornall Sent: Thursday, October 17, 2002 11:43 AM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] little bug in the SDK 2.3 ? valve use '!!' a few times in the sdk so it's probably deliberate. -Original Message- From: Cortex [mailto:cort;meloo.com] Sent: 17 October 2002 16:51 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] little bug in the SDK 2.3 ? Oh yes, it could be a good explanation. But, why wouldn't it be : return (gEngfuncs.GetPlayerUniqueID( iPlayer, playerID ) != 0); ? It's much more concise... And it doesn't look as a mistake :p - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st ) - email : [EMAIL PROTECTED]ICQ : 71548738 David Flor [EMAIL PROTECTED] nous disait : Don't know if it's meant to be that way, but the !! convention ensures that the value is ALWAYS either a one or a zero. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ 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
RE: [hlcoders] SDK 2.3 spectator modes
Also, how can I get that camera mode selection button to work... You know, that menu that's on the right in the new spectator stuff, its like a command menu. I have the speccammodes.txt or whatever file it is in the right folder, but when you click on the buttons, nothing happens, they're broke! =O -Mazor www.firearmsmod.com -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Mark Gornall Sent: Thursday, October 17, 2002 3:57 AM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] SDK 2.3 spectator modes Add the new cases to your spectator selection code on the server yourself (so user1 can get set to the new modes). Make sure user1 is at least 3 bits in delta.lst so it can pass modes larger than 3 (this caught me out). If you want first-person in-game search for IN_EYE in view.cpp and comment out the IsSpectatorOnly() that stops the first person view from being set up. It's only one place, then it should work. Mark. www.planethalflife.com/vampire www.planethalflife.com/ios -Original Message- From: Mazor [mailto:mazor579;hotmail.com] Sent: 17 October 2002 02:38 To: [EMAIL PROTECTED] Subject: [hlcoders] SDK 2.3 spectator modes This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] How do I get the spectator modes to work? The only ones I can get to work on the old ones from before... chase cam, locked chase, free look -Mazor ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ 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
Re: [hlcoders] SDK 2.3 spectator modes
Make sure that iuser1 is 3 bits in delta.lst. The old spectator mode had you specify it at 2 (so you can only have 4 possible values, you need a couple more as the values go up to 6 with new spec modes). Stupid high level languages making us forget the basics *grumble* *grumble* :) Once I worked that out, mine started working. Pat 'sluggo' Magnan Tour of Duty Mod http://www.tourofdutymod.com At 08:37 PM 10/16/2002 -0500, you wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] How do I get the spectator modes to work? The only ones I can get to work on the old ones from before... chase cam, locked chase, free look -Mazor ___ 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
Re: [hlcoders] Config vars for improved graphics?
I believe the precise verbiage from the Modelling for Halflife document states that 'textures may be no more than 1024 pixels in any direction'. Textures most assuredly can be 512 x 512, no configuration value needed. They compile with studiomdl or they don't, it will tell you if it's 'too big'. There's no default, just a limit on what studiomdl allows. By the way, 1024 x 1024 textures are about a meg of texture memory, if you only have 3 models on screen at any one time, that's a reasonable amount of memory to consume. Otherwise, I think you're just wasting texture memory for nothing. We've sized down weapon textures in photoshop, and found very little difference between a 512 x 512 texture and a 256 x 256 one, if it's done correctly. Don't forget, they're being applied to objects that are only 200 pixels large on screen, if that. Or are you talking about map textures? I'd suggest: http://www.valve-erc.com/resources/?page=zhlt I haven't found anything there that deals specifically with increasing the dimensions, just the max texture memory. As I understand it, DOD pushed this a little too hard in one release, and then scaled back, limiting mappers after that experience. Halflife may be old, but modern gfx systems, while stunning compared to what we had in 98, are still lacking to throw away texture memory frivilously. I'd spend it where it matters, i.e. on your 'main' weapons, or frequently seen models, etc. If your artists can't work in those constraints, maybe they should consider another profession ;), tell them they should be happy not to be working with 4 bit palettes :) Maybe I'm confused, but I don't know what config file you are asking about either ;). Pat 'sluggo' Magnan Tour of Duty mod http://www.tourofdutymod.com At 01:49 AM 10/17/2002 -0400, you wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I remember hearing somewhere that there were 2 or more config vars you could set to improve the graphics resolution of the HL engine over the default values. I think one had to do with raising Texture sizes from 256 to 512 or 1024, and there were one or two others. Can anyone tell me what the correct config file command line syntax would be to set those, and what those variable names were? If you have a good URL that explains that would be great. Thanks. -- ___ 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
Re: [hlcoders] Config vars for improved graphics?
Correct me if I'm getting confused but surely HL uses as much memory as needed and considering the sort of spec machines around nowadays and the capabilities of gfx cards then having several Mb of texture memory for each npc isn't such an issue. Or does the HL engine have internal limitations that hold it back in regards to assigning memory usage? - Original Message - From: Pat Magnan [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, October 17, 2002 8:36 PM Subject: Re: [hlcoders] Config vars for improved graphics? I believe the precise verbiage from the Modelling for Halflife document states that 'textures may be no more than 1024 pixels in any direction'. Textures most assuredly can be 512 x 512, no configuration value needed. They compile with studiomdl or they don't, it will tell you if it's 'too big'. There's no default, just a limit on what studiomdl allows. By the way, 1024 x 1024 textures are about a meg of texture memory, if you only have 3 models on screen at any one time, that's a reasonable amount of memory to consume. Otherwise, I think you're just wasting texture memory for nothing. We've sized down weapon textures in photoshop, and found very little difference between a 512 x 512 texture and a 256 x 256 one, if it's done correctly. Don't forget, they're being applied to objects that are only 200 pixels large on screen, if that. Or are you talking about map textures? I'd suggest: http://www.valve-erc.com/resources/?page=zhlt I haven't found anything there that deals specifically with increasing the dimensions, just the max texture memory. As I understand it, DOD pushed this a little too hard in one release, and then scaled back, limiting mappers after that experience. Halflife may be old, but modern gfx systems, while stunning compared to what we had in 98, are still lacking to throw away texture memory frivilously. I'd spend it where it matters, i.e. on your 'main' weapons, or frequently seen models, etc. If your artists can't work in those constraints, maybe they should consider another profession ;), tell them they should be happy not to be working with 4 bit palettes :) Maybe I'm confused, but I don't know what config file you are asking about either ;). Pat 'sluggo' Magnan Tour of Duty mod http://www.tourofdutymod.com At 01:49 AM 10/17/2002 -0400, you wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I remember hearing somewhere that there were 2 or more config vars you could set to improve the graphics resolution of the HL engine over the default values. I think one had to do with raising Texture sizes from 256 to 512 or 1024, and there were one or two others. Can anyone tell me what the correct config file command line syntax would be to set those, and what those variable names were? If you have a good URL that explains that would be great. Thanks. -- ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Config vars for improved graphics?
At 07:53 PM 17/10/2002 +0100, you wrote: Correct me if I'm getting confused but surely HL uses as much memory as needed and considering the sort of spec machines around nowadays and the capabilities of gfx cards then having several Mb of texture memory for each npc isn't such an issue. Or does the HL engine have internal limitations that hold it back in regards to assigning memory usage? I don't think that HL has internal limitations that hold back it's memory usage, but no matter how powerful todays machines are, memory will be exhausted at some point. Many computers today have 128-256 meg of memory and 32-64meg of memory on the graphics card. The memory on the graphics card is not just being used by the textures, it is also being used by the models and maps and for all that graphics processing that the card does. Using textures that are 1meg big can add up very quickly. How many textures are used in the average map? Don't forget player models, v_models, p_models w_models for every weapon, map models, monsters, sprites, decals, etc. That can quickly add up to 64 meg for textures alone. Whatever the gfx card cannot handle, gets put in main memory, but that is limited too. Depending on the map, our mod uses around 125meg of memory and we keep our textures as small as is reasonably possible. DoD, CS and even HL are similar. Add to that the memory being used by the OS and services running on your computer. Right now, I only have a few programs open (not HL) and I am using 307 meg (damn windows wastage ;) ) of which 227 is not cached. So, if you use too much memory, you get delays as memory is swapped between main memory and graphics memory, then if you use way too much, you start getting major lag when stuff starts swapping to your HD. Not to mention how long it will take your level to load if all of your textures are 1meg (1024x1024). Also, like sluggo said, most models display at about 200 pixels in-game, do detail above about 256 pixels is a bit of a waste. The renders that your modelers do and you post on your web site will look great, but the players in-game will not be able to tell the difference. So, you should still be budgeting everything in your mod and expending memory where it will make the most difference (ie the most used weapon, a common map texture) and saving wherever you can. Today's machines have more memory, but it is not unlimited. Rob Prouse (Commando) Tour of Duty Mod http://www.tourofdutymod.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Model viewer that writes animation sequences to AVI's
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] A long time ago I hacked a version of the Half Life model viewer modified by Bouma, Dunn, and Schonefeld, to process a MDL file and write each of the model's animation sequences to a separate AVI file. Recently one of the other members of this forum asked me for a copy so I sent it to him. I figured I'd make it available to anyone else who wanted it. NOTE: It is a quick hack, there is no warranty and it is buggy! Use it at your own risk. But if you really need it then fine, here it is. Send me your email address and I'll send a copy to you. If someone would like to provide an FTP site to warehouse it, then that would be great, I don't have one available. Thanks. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Config vars for improved graphics?
The difference is that while a multiplayer mod needs to load all of the models and all of the weapons, it has a higher memory useage. Luckily I'm working on a single player project so we have more direct control over what is precashed and what isn't. So if there's a way to all for 1024x1024 texture then please don't hold back, i doubt we'd use them much but it would nice to have that option available. - Original Message - From: Commando [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, October 17, 2002 8:24 PM Subject: Re: [hlcoders] Config vars for improved graphics? At 07:53 PM 17/10/2002 +0100, you wrote: Correct me if I'm getting confused but surely HL uses as much memory as needed and considering the sort of spec machines around nowadays and the capabilities of gfx cards then having several Mb of texture memory for each npc isn't such an issue. Or does the HL engine have internal limitations that hold it back in regards to assigning memory usage? I don't think that HL has internal limitations that hold back it's memory usage, but no matter how powerful todays machines are, memory will be exhausted at some point. Many computers today have 128-256 meg of memory and 32-64meg of memory on the graphics card. The memory on the graphics card is not just being used by the textures, it is also being used by the models and maps and for all that graphics processing that the card does. Using textures that are 1meg big can add up very quickly. How many textures are used in the average map? Don't forget player models, v_models, p_models w_models for every weapon, map models, monsters, sprites, decals, etc. That can quickly add up to 64 meg for textures alone. Whatever the gfx card cannot handle, gets put in main memory, but that is limited too. Depending on the map, our mod uses around 125meg of memory and we keep our textures as small as is reasonably possible. DoD, CS and even HL are similar. Add to that the memory being used by the OS and services running on your computer. Right now, I only have a few programs open (not HL) and I am using 307 meg (damn windows wastage ;) ) of which 227 is not cached. So, if you use too much memory, you get delays as memory is swapped between main memory and graphics memory, then if you use way too much, you start getting major lag when stuff starts swapping to your HD. Not to mention how long it will take your level to load if all of your textures are 1meg (1024x1024). Also, like sluggo said, most models display at about 200 pixels in-game, do detail above about 256 pixels is a bit of a waste. The renders that your modelers do and you post on your web site will look great, but the players in-game will not be able to tell the difference. So, you should still be budgeting everything in your mod and expending memory where it will make the most difference (ie the most used weapon, a common map texture) and saving wherever you can. Today's machines have more memory, but it is not unlimited. Rob Prouse (Commando) Tour of Duty Mod http://www.tourofdutymod.com ___ 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
Re: [hlcoders] Model viewer that writes animation sequences to AVI's
-- [ Picked text/plain from multipart/alternative ] I'll hook ya up with a ftp ftp://rod.servecounterstrike.com Peter Immarco [EMAIL PROTECTED] wrote:This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] A long time ago I hacked a version of the Half Life model viewer modified by Bouma, Dunn, and Schonefeld, to process a MDL file and write each of the model's animation sequences to a separate AVI file. Recently one of the other members of this forum asked me for a copy so I sent it to him. I figured I'd make it available to anyone else who wanted it. NOTE: It is a quick hack, there is no warranty and it is buggy! Use it at your own risk. But if you really need it then fine, here it is. Send me your email address and I'll send a copy to you. If someone would like to provide an FTP site to warehouse it, then that would be great, I don't have one available. Thanks. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders And always remember that it is better to be dead and cool, then alive and uncool. - Do you Yahoo!? Faith Hill - Exclusive Performances, Videos, more faith.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Sounds automatically called?
Does DefaultReload() automatically call sounds that look like they're related to the gun? Cause, I never told it to use these sounds in my sound\weapons folder, but it's using them anyway. Like uhm4a1_clipout.wav. I never told it to use it, but it uses it. At first I figured maybe the default sound was similar to the one in my mod's folder...but I edited the sound, and it was actually the sound in my folder. So, apparently it uses the sound even without me asking to use it. I mean, I was going to make it use it anyway, but it did it before I wrote the code. I wouldn't have a problem with this if it was just timed right. The clip is taken out in the animation, but the sound is a little delayed...so it's buggin' me. It's not just the clipout sound, it's all the sounds related to the m4a1. I'm fairly new to understanding the HL code, and this is actually my first working weapon that I coded from scratch. That's most likely the problem. Jonathan Day Trepid http://www.trepid.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Sounds automatically called?
At 04:53 PM 17/10/2002 -0400, you wrote: Does DefaultReload() automatically call sounds that look like they're related to the gun? Cause, I never told it to use these sounds in my sound\weapons folder, but it's using them anyway. Like uhm4a1_clipout.wav. I never told it to use it, but it uses it. At first I figured maybe the default sound was similar to the one in my mod's folder...but I edited the sound, and it was actually the sound in my folder. So, apparently it uses the sound even without me asking to use it. I mean, I was going to make it use it anyway, but it did it before I wrote the code. I wouldn't have a problem with this if it was just timed right. The clip is taken out in the animation, but the sound is a little delayed...so it's buggin' me. It's not just the clipout sound, it's all the sounds related to the m4a1. The sounds for certain things are compiled into the model as events that play when the animation is played. For example, here is the line for the reload animation for our AK47. As you see, it plays the clipout.wav on frame 13 of the animation and the clipin on frame 42. This is in the QC file that is used to compile the model. $sequence reload6 reload6 fps 30 { event 5004 13 weapons/ak47_clipout.wav } { event 5004 42 weapons/ak47_clipin.wav } Rob Prouse (Commando) Tour of Duty Mod http://www.tourofdutymod.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2??????
Vyacheslav Djura wrote: I just wanted to ask that because magazine is rather proffesional and never published rumor newsCouldn't you just write No, it is not a true !? No, it is not a true. Me not being affiliated with or working for Valve I don't know if that helps you but my opinion is that this is far from the truth. Maybe HL2 will be released for the Xbox first. But it will also be released for the PC for sure. And I seriously doubt that it will be released in January 2003. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Half-Life 2??????
Actually, Chris you are quite wrong. Though making your Xbox does involve voiding your warranty, in no way at all does it make your system no longer a gaming console. XboxLinux is only loaded when booted from the CD. There is no way at all to know if it's on your system without inserting the XboxLinux boot CD. Anything else put into the system will have it react as an un modded system would. Plus, the only money you'll spend is maybe 50 bucks on standard USB connectors to replace the modified ended USB Xbox controllers, and that is all. You should probably read the resources before making statements like that. All the info you'll need is right here on the XboxLinux main webpage. http://xbox-linux.sourceforge.net/index.php -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Florian Zschocke Sent: Thursday, October 17, 2002 4:09 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Half-Life 2?? Vyacheslav Djura wrote: I just wanted to ask that because magazine is rather proffesional and never published rumor newsCouldn't you just write No, it is not a true !? No, it is not a true. Me not being affiliated with or working for Valve I don't know if that helps you but my opinion is that this is far from the truth. Maybe HL2 will be released for the Xbox first. But it will also be released for the PC for sure. And I seriously doubt that it will be released in January 2003. Florian. ___ 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
RE: [hlcoders] SDK 2.3 spectator modes
Lol Damn straight... Mine works now too. THANK YOU! -Mazor www.firearmsmod.com -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Pat Magnan Sent: Thursday, October 17, 2002 2:19 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] SDK 2.3 spectator modes Make sure that iuser1 is 3 bits in delta.lst. The old spectator mode had you specify it at 2 (so you can only have 4 possible values, you need a couple more as the values go up to 6 with new spec modes). Stupid high level languages making us forget the basics *grumble* *grumble* :) Once I worked that out, mine started working. Pat 'sluggo' Magnan Tour of Duty Mod http://www.tourofdutymod.com At 08:37 PM 10/16/2002 -0500, you wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] How do I get the spectator modes to work? The only ones I can get to work on the old ones from before... chase cam, locked chase, free look -Mazor ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Half-Life 2??????
Well, all I have to say is that if this is true, I will not be playing anything new in the Half-Life series. There is no way in hell I'm going to buy an Xbox (POS console) for one game. -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Chris Foss Sent: Tuesday, October 15, 2002 11:26 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Half-Life 2?? -snip snip- exclusively for XBox platform. Price is 49.95$. and publisher is not a Sierra, but some well-known publisher name of which I don't remember. -glue- ah, that has to be fake. I don't think anyone would shell out 248.99$ for an Xbox and the game, just to get their fix. I'm sure most of the gaming public would express outrage, and it would also probably alienate everyone on this list. (Xbox is a closed platform mind you. nothing that isn't digitally signed, doesn't run. you have to get approval from Big Brother^w^w microsoft everytime you want to modify your code...) ___ 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
[hlcoders] Re: Sounds automatically called?
That is so weird that you replied. Of all the peopl here, you replied. It's weird, because I wrote the code for this m4a1 based on your m16 tutorial at the Coding Collective site. I just used some m4a1 model to practice with. Seriously...it's like those levi comercials...the one with the dead emu in the back seat that's not dead so the driver crashes into a pool hall where the emu sorority girls are. OK, it's not exactly like that...but you know what I mean. Anyway, onto the coding stuff. Is it possible to edit the events for the model without having the original model and its qc file? This just for practice, of course...I don't plan on using this in one of my mods without the modeler's permission. But, right now I'm just figuring things out. Jonathan Day Trepid http://www.trepid.net At 04:53 PM 17/10/2002 -0400, you wrote: Does DefaultReload() automatically call sounds that look like they're related to the gun? Cause, I never told it to use these sounds in my sound\weapons folder, but it's using them anyway. Like uhm4a1_clipout.wav. I never told it to use it, but it uses it. At first I figured maybe the default sound was similar to the one in my mod's folder...but I edited the sound, and it was actually the sound in my folder. So, apparently it uses the sound even without me asking to use it. I mean, I was going to make it use it anyway, but it did it before I wrote the code. I wouldn't have a problem with this if it was just timed right. The clip is taken out in the animation, but the sound is a little delayed...so it's buggin' me. It's not just the clipout sound, it's all the sounds related to the m4a1. The sounds for certain things are compiled into the model as events that play when the animation is played. For example, here is the line for the reload animation for our AK47. As you see, it plays the clipout.wav on frame 13 of the animation and the clipin on frame 42. This is in the QC file that is used to compile the model. $sequence reload6 reload6 fps 30 { event 5004 13 weapons/ak47_clipout.wav } { event 5004 42 weapons/ak47_clipin.wav } Rob Prouse (Commando) Tour of Duty Mod http://www.tourofdutymod.com ___ 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
RE: [hlcoders] Re: Sounds automatically called?
Is it possible to edit the events for the model without having the original model and its qc file? You could decompile the model and try recompiling it back like you want. OR WARNING BELOW IS A HACK ! //START HACK HACK: you could go client side in entity.cpp in HUD_StudioEvent() and intercept the sound event and play the sound you want depending on the weapon model. Although this is just off the top of my head and not to mention a HUGE HUGE hack =). //END TERRIBLE HACK But this all goes back to what you mentioned as well I don't plan on using this in one of my mods without the modeler's permission. I would not suggest using anything unless you have permission. -Brandon Russell Programmer for Day of Defeat -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin;list.valvesoftware.com]On Behalf Of Jonathan Day Sent: Thursday, October 17, 2002 9:07 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Re: Sounds automatically called? That is so weird that you replied. Of all the peopl here, you replied. It's weird, because I wrote the code for this m4a1 based on your m16 tutorial at the Coding Collective site. I just used some m4a1 model to practice with. Seriously...it's like those levi comercials...the one with the dead emu in the back seat that's not dead so the driver crashes into a pool hall where the emu sorority girls are. OK, it's not exactly like that...but you know what I mean. Anyway, onto the coding stuff. Is it possible to edit the events for the model without having the original model and its qc file? This just for practice, of course...I don't plan on using this in one of my mods without the modeler's permission. But, right now I'm just figuring things out. Jonathan Day Trepid http://www.trepid.net At 04:53 PM 17/10/2002 -0400, you wrote: Does DefaultReload() automatically call sounds that look like they're related to the gun? Cause, I never told it to use these sounds in my sound\weapons folder, but it's using them anyway. Like uhm4a1_clipout.wav. I never told it to use it, but it uses it. At first I figured maybe the default sound was similar to the one in my mod's folder...but I edited the sound, and it was actually the sound in my folder. So, apparently it uses the sound even without me asking to use it. I mean, I was going to make it use it anyway, but it did it before I wrote the code. I wouldn't have a problem with this if it was just timed right. The clip is taken out in the animation, but the sound is a little delayed...so it's buggin' me. It's not just the clipout sound, it's all the sounds related to the m4a1. The sounds for certain things are compiled into the model as events that play when the animation is played. For example, here is the line for the reload animation for our AK47. As you see, it plays the clipout.wav on frame 13 of the animation and the clipin on frame 42. This is in the QC file that is used to compile the model. $sequence reload6 reload6 fps 30 { event 5004 13 weapons/ak47_clipout.wav } { event 5004 42 weapons/ak47_clipin.wav } Rob Prouse (Commando) Tour of Duty Mod http://www.tourofdutymod.com ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Sounds automatically called?
Yeah, I don't plant to use it. It's a good model, it's the m4a1 that replaced the aug in the CS Fusion Pack. The sounds are also from the fusion pack. But, I actually have no use for an m4 or any other military weapons in my mod. I'm just tryin' to get the hang of making a weapon from beginning to end. And, it's not that I don't want the sound to be played...it's just that it's not timed right. The clip comes out..and then the sound is played. The rest of the sounds are good though. Since there's not really anything I can do, I think it's time to move on to a different weapon. Jonathan Day Trepid http://www.trepid.net - Original Message - From: Brandon Axis Russell [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, October 17, 2002 10:36 PM Subject: RE: [hlcoders] Re: Sounds automatically called? Is it possible to edit the events for the model without having the original model and its qc file? You could decompile the model and try recompiling it back like you want. OR WARNING BELOW IS A HACK ! //START HACK HACK: you could go client side in entity.cpp in HUD_StudioEvent() and intercept the sound event and play the sound you want depending on the weapon model. Although this is just off the top of my head and not to mention a HUGE HUGE hack =). //END TERRIBLE HACK But this all goes back to what you mentioned as well I don't plan on using this in one of my mods without the modeler's permission. I would not suggest using anything unless you have permission. -Brandon Russell Programmer for Day of Defeat -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin;list.valvesoftware.com]On Behalf Of Jonathan Day Sent: Thursday, October 17, 2002 9:07 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Re: Sounds automatically called? That is so weird that you replied. Of all the peopl here, you replied. It's weird, because I wrote the code for this m4a1 based on your m16 tutorial at the Coding Collective site. I just used some m4a1 model to practice with. Seriously...it's like those levi comercials...the one with the dead emu in the back seat that's not dead so the driver crashes into a pool hall where the emu sorority girls are. OK, it's not exactly like that...but you know what I mean. Anyway, onto the coding stuff. Is it possible to edit the events for the model without having the original model and its qc file? This just for practice, of course...I don't plan on using this in one of my mods without the modeler's permission. But, right now I'm just figuring things out. Jonathan Day Trepid http://www.trepid.net At 04:53 PM 17/10/2002 -0400, you wrote: Does DefaultReload() automatically call sounds that look like they're related to the gun? Cause, I never told it to use these sounds in my sound\weapons folder, but it's using them anyway. Like uhm4a1_clipout.wav. I never told it to use it, but it uses it. At first I figured maybe the default sound was similar to the one in my mod's folder...but I edited the sound, and it was actually the sound in my folder. So, apparently it uses the sound even without me asking to use it. I mean, I was going to make it use it anyway, but it did it before I wrote the code. I wouldn't have a problem with this if it was just timed right. The clip is taken out in the animation, but the sound is a little delayed...so it's buggin' me. It's not just the clipout sound, it's all the sounds related to the m4a1. The sounds for certain things are compiled into the model as events that play when the animation is played. For example, here is the line for the reload animation for our AK47. As you see, it plays the clipout.wav on frame 13 of the animation and the clipin on frame 42. This is in the QC file that is used to compile the model. $sequence reload6 reload6 fps 30 { event 5004 13 weapons/ak47_clipout.wav } { event 5004 42 weapons/ak47_clipin.wav } Rob Prouse (Commando) Tour of Duty Mod http://www.tourofdutymod.com ___ 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 ___ 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
[hlcoders] Breaking the bone controller limit?
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Has anybody ever figured out, if its possible, to exceed the limit of 4 bone controllers in HL, possibley from a server or client DLL coding standpoint? If so I'd like to know how. Thanks. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Need to find a really dog model
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Does anyone know where I can find a really good dog model for use with HL? Something with a few good bone controllers (neck, eyes) and some decent animations? If it costs a few bucks that's alright. Thanks. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders