[hlcoders] Zoner's Half Life Tools license
Hello all, I was trying to find out how the source to ZHLT is licensed, but I don't see any thing in the source distribution that says anything about it. Basically, I've made some modifications and wanted to know what my rights responsibilities are in redistributing the source and/or binaries. Also, I wanted to know whether there was any restriction on the use of the source - for example, could I use parts of it to create a different tool (for processing a bsp file) and if so, could I release the source code? So, does anyone know how it's licensed? Or at least who owns the rights to it? (Valve? Gearbox?) Thanks in advance. Entropy ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Zoner's Half Life Tools license
I was trying to find out how the source to ZHLT is licensed, but I don't see any thing in the source distribution that says anything about it. Basically, I've made some modifications and wanted to know what my rights responsibilities are in redistributing the source and/or binaries. Also, I wanted to know whether there was any restriction on the use of the source - for example, could I use parts of it to create a different tool (for processing a bsp file) and if so, could I release the source code? So, does anyone know how it's licensed? Or at least who owns the rights to it? (Valve? Gearbox?) Ask Zoner... [EMAIL PROTECTED] Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] new hl1 sdk??
Any chance it will be GCC friendly out of the box? Or will Will Day have a go at it? ;) James --- James Couzens ClanMod Dev Team WWW: http://unitedadmins.com/clanmod.php UA LISTS: http://list.unitedadmins.com/mailman/listinfo - Original Message - From: Erik Johnson [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, July 02, 2003 8:57 AM Subject: RE: [hlcoders] new hl1 sdk?? There will be an SDK release to go along with the next big release, which is getting near to ready. -Original Message- From: botman [mailto:[EMAIL PROTECTED] Sent: Wednesday, July 02, 2003 5:24 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] new hl1 sdk?? anyone any idea when? and will we get vgui2? and any other valvey stuff? I thought that Erik had said that there wouldn't be another SDK release for Half-Life. There will be another client update at some point in the near future which will include features from the latest DoD and CZ engine changes, but no SDK (unless I am hallucinating, in which case, I don't know what I'm talking about). Jeffrey botman Broome ___ 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] new hl1 sdk??
It should compile clean under gcc 2.95.2 and gcc 3.2. James Couzens wrote: Any chance it will be GCC friendly out of the box? Or will Will Day have a go at it? ;) James --- James Couzens ClanMod Dev Team WWW: http://unitedadmins.com/clanmod.php UA LISTS: http://list.unitedadmins.com/mailman/listinfo - Original Message - From: Erik Johnson [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, July 02, 2003 8:57 AM Subject: RE: [hlcoders] new hl1 sdk?? There will be an SDK release to go along with the next big release, which is getting near to ready. -Original Message- From: botman [mailto:[EMAIL PROTECTED] Sent: Wednesday, July 02, 2003 5:24 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] new hl1 sdk?? anyone any idea when? and will we get vgui2? and any other valvey stuff? I thought that Erik had said that there wouldn't be another SDK release for Half-Life. There will be another client update at some point in the near future which will include features from the latest DoD and CZ engine changes, but no SDK (unless I am hallucinating, in which case, I don't know what I'm talking about). Jeffrey botman Broome ___ 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] Half-Life 2 / Source Mod FAQ
I've posted a Half-Life 2 / Source Mod FAQ at the Collective, here: http://collective.valve-erc.com/?go=source_mod_faq It is comprised of questions received through email, seen on forums, and answered in interviews. As I receive more (and more, and more) email, I'll be adding more content to this FAQ. All of the content in this FAQ is checked through the Half-Life 2 team, so it should be fairly accurate, minus my own typos. :) I will be keeping it focused mainly on modding related questions and engine specs and guidelines that affect mods (map size, polygon budget, etc). Chris. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Zoner's Half Life Tools license
[ Converted text/html to text/plain ] I'd say that if you wish to distribute it, as long as you keep it free then you shouldn't have any problems. You could also use it for another tool as long as you also allow that to be free. If you chose to release it, because there's nothing that says you can't keep it internal also. That's just my speculation. If anything, Merl and I have also made changes to the tools and have released both the source and new binaries, and we're not getting any flak (or will I have spoken too soon ;) ). And botman made a few tools as well, and there's a good chance he took some BSP loading code from the tools' source so he wouldn't have to write it from scratch. Well, that's what I would do. Hey we'll see what he says :) From: botman Reply-To: [EMAIL PROTECTED] To: Subject: Re: [hlcoders] Zoner's Half Life Tools license Date: Mon, 7 Jul 2003 14:07:28 -0500 I was trying to find out how the source to ZHLT is licensed, but I don't see any thing in the source distribution that says anything about it. Basically, I've made some modifications and wanted to know what my rights responsibilities are in redistributing the source and/or binaries. Also, I wanted to know whether there was any restriction on the use of the source - for example, could I use parts of it to create a different tool (for processing a bsp file) and if so, could I release the source code? So, does anyone know how it's licensed? Or at least who owns the rights to it? (Valve? Gearbox?) Ask Zoner... [EMAIL PROTECTED] Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Add photos to your messages with MSN 8. [1] Get 2 months FREE*. ===References:=== 1. http://g.msn.com/8HMIENUS/2749??PS= ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Valve? Client Side Traces
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I'm just curious if client side traces will be fixed in the next HL Patch? Ie: hitboxes aren't checked. PM_NORMAL functions JUST as PM_STUDIO_BOX. This screws up weapon prediction, especially when the weapons have penetration. So, Any word? =) -omega Blackened Interactive http://www.blackened-interactive.com Omega Wing http://owing.blackened-interactive.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Client-Side Hitbox Tracing
-- -- As some of you know valve disabled hit-box tests for client-side tracelines. This causes problems with inconsistent hits between the client and server, leading to many OMG HAXXOR I SHOT YOU!!111s. To fix this, I implemented my own hitbox tests using the ray-polyhedron intersection algorithm from Graphics Gems II. Code is attached. g_BonePositions[n] is the stored value of m_pbonetransform after StudioDrawPlayer for player index n+1. Jonah -- extern floatg_BonePositions[32][ MAXSTUDIOBONES ][ 3 ][ 4 ]; void RealTrace(vec3_t start, vec3_t end,pmtrace_t *tr) { vec3_t dir,c[2],vec[3],o; int idx,i,x; cl_entity_t *ent; studiohdr_t *hdr; mstudiobbox_t *bbox; float t_near,t_far,t_max,t,vd,vn; gEngfuncs.pEventAPI-EV_PlayerTrace(start,end,PM_NORMAL,-1,tr); if(tr-fraction==1.0f) return; idx=gEngfuncs.pEventAPI-EV_IndexFromTrace(tr); if(idx1 || idx gEngfuncs.GetMaxClients()) return; ent=gEngfuncs.GetEntityByIndex(idx); if(!ent) return; hdr=(studiohdr_t*)IEngineStudio.Mod_Extradata(ent-model); bbox=(mstudiobbox_t*)((unsigned long)hdr + hdr-hitboxindex); idx--; VectorSubtract(end,start,dir); VectorScale(dir,1/Length(dir),dir); for(i=hdr-numhitboxes-1;i=0;i--,bbox++) { vec[0][0]=g_BonePositions[idx][bbox-bone][0][0]; vec[0][1]=g_BonePositions[idx][bbox-bone][1][0]; vec[0][2]=g_BonePositions[idx][bbox-bone][2][0]; vec[1][0]=g_BonePositions[idx][bbox-bone][0][1]; vec[1][1]=g_BonePositions[idx][bbox-bone][1][1]; vec[1][2]=g_BonePositions[idx][bbox-bone][2][1]; vec[2][0]=g_BonePositions[idx][bbox-bone][0][2]; vec[2][1]=g_BonePositions[idx][bbox-bone][1][2]; vec[2][2]=g_BonePositions[idx][bbox-bone][2][2]; o[0]=g_BonePositions[idx][bbox-bone][0][3]; o[1]=g_BonePositions[idx][bbox-bone][1][3]; o[2]=g_BonePositions[idx][bbox-bone][2][3]; VectorMA(o,bbox-bbmax[0],vec[0],c[0]); VectorMA(c[0],bbox-bbmax[1],vec[1],c[0]); VectorMA(c[0],bbox-bbmax[2],vec[2],c[0]); VectorMA(o,bbox-bbmin[0],vec[0],c[1]); VectorMA(c[1],bbox-bbmin[1],vec[1],c[1]); VectorMA(c[1],bbox-bbmin[2],vec[2],c[1]); t_near=-9.0; t_far=9.0; t_max=9.0f; for(x=0;x2;x++) { if(x) { VectorInverse(vec[0]); VectorInverse(vec[1]); VectorInverse(vec[2]); } for(int j=0;j3;j++) { vd=DotProduct(dir,vec[j]); if(vd==0.0f) continue; vn=DotProduct(vec[j],start)-DotProduct(vec[j],c[x]); t=-vn/vd; if(vd0.0tt_far) t_far=t; else if(vd0.0ftt_near) t_near=t; if(t_neart_far) goto box_end; } } tr-fraction=0.5f; return; box_end: do { } while(0); } tr-fraction=1.0f; } -- [ Content of type application/pgp-signature deleted ] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Client-Side Hitbox Tracing
Sorry if this got sent a second time, my first message did not go through as of a day later... Anyway, as some of you know valve removed client-side hitbox tracing from 1110 for whatever reason, meaning that if any traceline hits a player hull, it will count as hitting a player, leading to eg players seeing other players bleed when they shoot them between the legs or above the shoulder. This becomes quite annoying...here is how you can get hitbox testing on the client for more consistent hit detection: g_BonePositions are bonetransform values for each player, saved from StudioDrawPlayer. extern floatg_BonePositions[32][ MAXSTUDIOBONES ][ 3 ][ 4 ]; void RealTrace(vec3_t start, vec3_t end,pmtrace_t *tr) { vec3_t dir,c[2],vec[3],o; int idx,i,x; cl_entity_t *ent; studiohdr_t *hdr; mstudiobbox_t *bbox; float t_near,t_far,t_max,t,vd,vn; gEngfuncs.pEventAPI-EV_PlayerTrace(start,end,PM_NORMAL,-1,tr); if(tr-fraction==1.0f) return; idx=gEngfuncs.pEventAPI-EV_IndexFromTrace(tr); if(idx1 || idx gEngfuncs.GetMaxClients()) return; ent=gEngfuncs.GetEntityByIndex(idx); if(!ent) return; hdr=(studiohdr_t*)IEngineStudio.Mod_Extradata(ent-model); bbox=(mstudiobbox_t*)((unsigned long)hdr + hdr-hitboxindex); idx--; VectorSubtract(end,start,dir); VectorScale(dir,1/Length(dir),dir); for(i=hdr-numhitboxes-1;i=0;i--,bbox++) { vec[0][0]=g_BonePositions[idx][bbox-bone][0][0]; vec[0][1]=g_BonePositions[idx][bbox-bone][1][0]; vec[0][2]=g_BonePositions[idx][bbox-bone][2][0]; vec[1][0]=g_BonePositions[idx][bbox-bone][0][1]; vec[1][1]=g_BonePositions[idx][bbox-bone][1][1]; vec[1][2]=g_BonePositions[idx][bbox-bone][2][1]; vec[2][0]=g_BonePositions[idx][bbox-bone][0][2]; vec[2][1]=g_BonePositions[idx][bbox-bone][1][2]; vec[2][2]=g_BonePositions[idx][bbox-bone][2][2]; o[0]=g_BonePositions[idx][bbox-bone][0][3]; o[1]=g_BonePositions[idx][bbox-bone][1][3]; o[2]=g_BonePositions[idx][bbox-bone][2][3]; VectorMA(o,bbox-bbmax[0],vec[0],c[0]); VectorMA(c[0],bbox-bbmax[1],vec[1],c[0]); VectorMA(c[0],bbox-bbmax[2],vec[2],c[0]); VectorMA(o,bbox-bbmin[0],vec[0],c[1]); VectorMA(c[1],bbox-bbmin[1],vec[1],c[1]); VectorMA(c[1],bbox-bbmin[2],vec[2],c[1]); t_near=-9.0; t_far=9.0; t_max=9.0f; for(x=0;x2;x++) { if(x) { VectorInverse(vec[0]); VectorInverse(vec[1]); VectorInverse(vec[2]); } for(int j=0;j3;j++) { vd=DotProduct(dir,vec[j]); if(vd==0.0f) continue; vn=DotProduct(vec[j],start)-DotProduct(vec[j],c[x]); t=-vn/vd; if(vd0.0tt_far) t_far=t; else if(vd0.0ftt_near) t_near=t; if(t_neart_far) goto box_end; } } tr-fraction=0.5f; return; box_end: do { } while(0); } tr-fraction=1.0f; } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders