[hlcoders] Half-Life 2 rendering api
Hello, does anyone know if Half-Life 2 will support OpenGL / OpenGL 2 ? Best regards, Slava ___ 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 rendering api
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 ___ 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] Half-Life 2 rendering api
__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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] clientside weapon prediction
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 ___ 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 rendering api
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] clientside weapon prediction
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 ___ 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] clientside weapon prediction
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 ___ 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] clientside weapon prediction
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 ___ 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