[hlcoders] Zoner's Half Life Tools license

2003-07-07 Thread Entropy
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


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Re: [hlcoders] Zoner's Half Life Tools license

2003-07-07 Thread botman
 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

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Re: [hlcoders] new hl1 sdk??

2003-07-07 Thread James Couzens
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

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Re: [hlcoders] new hl1 sdk??

2003-07-07 Thread Alfred
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

---
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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

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[hlcoders] Half-Life 2 / Source Mod FAQ

2003-07-07 Thread Chris Bokitch
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.

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Re: [hlcoders] Zoner's Half Life Tools license

2003-07-07 Thread Skyler York
[ 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

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[hlcoders] Valve? Client Side Traces

2003-07-07 Thread Tony \omega\ Sergi
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





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[hlcoders] Client-Side Hitbox Tracing

2003-07-07 Thread Jonah Sherman
--
--
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;
}

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[hlcoders] Client-Side Hitbox Tracing

2003-07-07 Thread Jonah Sherman
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;
}

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