[hlcoders] Half-Life 2 rendering api

2003-09-11 Thread Vyacheslav Djura
Hello,

does anyone know if Half-Life 2 will support OpenGL / OpenGL 2 ?

Best regards,
 Slava


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RE: [hlcoders] Half-Life 2 rendering api

2003-09-11 Thread Tony \omega\ Sergi
Doesn't the fact that its directx 9 kind of clue you in as to what API
it is?

Where it requires dx6, and is scalable up to dx9. thus, its all dx.

-omega
http://www.frontline2.com


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Waldher
Sent: September 11, 2003 11:45 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Half-Life 2 rendering api

It sounds highly doubtful. The benchmarks haven't had anything to do
with
OpenGL. Which probably means there wont be any linux client :(.
- Original Message -
From: Vyacheslav Djura [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, September 10, 2003 12:22 PM
Subject: [hlcoders] Half-Life 2 rendering api


 Hello,

 does anyone know if Half-Life 2 will support OpenGL / OpenGL 2 ?

 Best regards,
  Slava


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Re: [hlcoders] Half-Life 2 rendering api

2003-09-11 Thread tei

__About


Will be sad if HL2 will not have a linux dedicated servers. For
perfomance, and popularity issues.




__Some Guess___

But I guess Valve will have to fix a lot of mistakes that windows
coders make:

This is from a valve BSP file :

\quiver\valve\halflife.wad;\quiver\valve\decals.wad;\quiver\valve\liquid.wad

Whats happens if i pass this paths to a standard C or standard C++
function? Bad stuff. You need to parse this before to pass to a
function.

char filename[] = \normal\quiver\valve\halflife.wad;

f = fopen( filename, r);//BOMB! at windows, BOMB! at linux...


__Conclusion

Interesting enough, most errors compiling a windows app to linux where
mistakes, as not follow standards.  Code that is good (ANSI-C, ISO
C++,..) compile withouth problem. Maybe the infestation d3d can be
isolated with #defines, and project compiled with gcc.

I think the HL2 engine is .. GREAT .. and If is need to firm a pact
with Bill Gates with blood, I will do. But he.. a cool ping with Linux
dedicated server'is lotsa cool, too.



 That sucks... I was hoping for a linux client.

 Doesn't the fact that its directx 9 kind of clue you in as to what API
 it is?
 Where it requires dx6, and is scalable up to dx9. thus, its all dx.
 -omega
 http://www.frontline2.com


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[hlcoders] clientside weapon prediction

2003-09-11 Thread Rockefeller
hi,

when trying to do some advanced weapon coding i discovered a strange
behavior of the client weapon prediction.
I'm using a counter in PrimaryAttack(). On the server everything works
perfectly, but on client the counter is almost always wrong.
Now here's the problem: PrimaryAttack() gets called MANY times on client
when its just called once on the server.
m_flNextPrimaryAttack is set in PrimaryAttack(), but on next frame it
seems to be gone, m_flNextPrimaryAttack is still 0, and PrimaryAttack()
gets called again! That changes not until a few frames later (maybe when
the next server packet arrive?)
I reproduced this what i think is a bug with an clean version of SDK2.3.

Add this to hl_weapons.cpp before calling into PrimaryAttack():
gEngfuncs.Con_Printf(attack: %f\n, gEngfuncs.GetClientTime());
Take a pistol and fire once. You see many calls into PrimaryAttack().
Maybe there's something wrong with my HL? Can someone plz try to
reproduce this? If this is indeed a bug, it's very bad: it makes the
random_seed useless.
Rockefeller

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Re: [hlcoders] Half-Life 2 rendering api

2003-09-11 Thread Phantom
why would a DX9 windows CLIENT stop there being a linux SERVER, its totaly
unrelated.

btw, just coz things are described as being for DX6 card to DX9 cards doesnt
mean it wont use OGL, its just easier to work out which cards are which DX
class hardware than it is to work out what OGL version a card will run :)
For example its easier to say 'this requires DX9 hardware' than it is to say
'this requires OpenGL1.4 with ARB shader support', both can equate to the
same thing in a technical sense but if I said DX9 hardware to someone they
would know what cards i was on about right away :)
(this isnt imply that HL2 uses OGL, afaik its a pure DX engine, i just like
to point these things out :))


- Original Message -
From: tei [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, September 12, 2003 12:21 AM
Subject: Re: [hlcoders] Half-Life 2 rendering api



 __About


 Will be sad if HL2 will not have a linux dedicated servers. For
 perfomance, and popularity issues.


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Re: [hlcoders] clientside weapon prediction

2003-09-11 Thread Pat Magnan
I don't think this is reproducible in a clean SDK when I did it (had to
keep setting the silly cl_lw cvar on for some reason, until it decided to
'stick'  -- third time's the charm.. ;)).
But, that line prints exactly once per primary attack. I made the
absolutely most minimal mod possible (dlls, liblist, 2 maps and that's it).
Didn't test over the network, just a lan game. Maybe that makes a difference?
At 02:44 AM 9/12/2003 +0200, you wrote:
hi,

when trying to do some advanced weapon coding i discovered a strange
behavior of the client weapon prediction.
I'm using a counter in PrimaryAttack(). On the server everything works
perfectly, but on client the counter is almost always wrong.
Now here's the problem: PrimaryAttack() gets called MANY times on client
when its just called once on the server.
m_flNextPrimaryAttack is set in PrimaryAttack(), but on next frame it
seems to be gone, m_flNextPrimaryAttack is still 0, and PrimaryAttack()
gets called again! That changes not until a few frames later (maybe when
the next server packet arrive?)
I reproduced this what i think is a bug with an clean version of SDK2.3.

Add this to hl_weapons.cpp before calling into PrimaryAttack():
gEngfuncs.Con_Printf(attack: %f\n, gEngfuncs.GetClientTime());
Take a pistol and fire once. You see many calls into PrimaryAttack().
Maybe there's something wrong with my HL? Can someone plz try to
reproduce this? If this is indeed a bug, it's very bad: it makes the
random_seed useless.
Rockefeller

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Re: [hlcoders] clientside weapon prediction

2003-09-11 Thread Pat Magnan
I was wrong.. it calls it several times if you're on a network game ;). So
i see your problem as well.
At 10:13 PM 9/11/2003 -0400, you wrote:
I don't think this is reproducible in a clean SDK when I did it (had to
keep setting the silly cl_lw cvar on for some reason, until it decided to
'stick'  -- third time's the charm.. ;)).
But, that line prints exactly once per primary attack. I made the
absolutely most minimal mod possible (dlls, liblist, 2 maps and that's it).
Didn't test over the network, just a lan game. Maybe that makes a difference?
At 02:44 AM 9/12/2003 +0200, you wrote:
hi,

when trying to do some advanced weapon coding i discovered a strange
behavior of the client weapon prediction.
I'm using a counter in PrimaryAttack(). On the server everything works
perfectly, but on client the counter is almost always wrong.
Now here's the problem: PrimaryAttack() gets called MANY times on client
when its just called once on the server.
m_flNextPrimaryAttack is set in PrimaryAttack(), but on next frame it
seems to be gone, m_flNextPrimaryAttack is still 0, and PrimaryAttack()
gets called again! That changes not until a few frames later (maybe when
the next server packet arrive?)
I reproduced this what i think is a bug with an clean version of SDK2.3.

Add this to hl_weapons.cpp before calling into PrimaryAttack():
gEngfuncs.Con_Printf(attack: %f\n, gEngfuncs.GetClientTime());
Take a pistol and fire once. You see many calls into PrimaryAttack().
Maybe there's something wrong with my HL? Can someone plz try to
reproduce this? If this is indeed a bug, it's very bad: it makes the
random_seed useless.
Rockefeller

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Re: [hlcoders] clientside weapon prediction

2003-09-11 Thread Cortex
You can use a static variable in PrimaryAttack client side. Then, you return
from the function if not enough time has elapsed since your previous shot...

=- Michaƫl Cortex Monerau -=

Rockefeller wrote:
 hi,

 when trying to do some advanced weapon coding i discovered a strange
 behavior of the client weapon prediction.
 I'm using a counter in PrimaryAttack(). On the server everything works
 perfectly, but on client the counter is almost always wrong.

 Now here's the problem: PrimaryAttack() gets called MANY times on
 client
 when its just called once on the server.

 m_flNextPrimaryAttack is set in PrimaryAttack(), but on next frame it
 seems to be gone, m_flNextPrimaryAttack is still 0, and
 PrimaryAttack()
 gets called again! That changes not until a few frames later (maybe
 when
 the next server packet arrive?)

 I reproduced this what i think is a bug with an clean version of
 SDK2.3.

 Add this to hl_weapons.cpp before calling into PrimaryAttack():
 gEngfuncs.Con_Printf(attack: %f\n, gEngfuncs.GetClientTime());
 Take a pistol and fire once. You see many calls into PrimaryAttack().


 Maybe there's something wrong with my HL? Can someone plz try to
 reproduce this? If this is indeed a bug, it's very bad: it makes the
 random_seed useless.

 Rockefeller


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 archives, please visit:
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