[hlcoders] Re: 3 round burst

2005-05-10 Thread bob


Thanks Again ---
--- Robert I Chatman III
--- www.swallowbush.com
--- [EMAIL PROTECTED]
--- (408) 569-4436


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Sent: Monday, May 09, 2005 6:25 AM
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Subject: hlcoders digest, Vol 1 #1908 - 9 msgs

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The three round burst is not nearly as complex as you are making it.

Look here : http://www.swallowbush.com/forum/viewtopic.php?t=326

By doing the code like this you don't have to worry about any of that
shooting 3 at once drama. It always shoots 1. I actually have refined my
code a bit more so if you want to, I can update my forum so it has the
flagged version. I added a flag for automatic, as well as ready, to fix
some bugs in my original code.


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Re: [hlcoders] Re: 3 round burst

2005-05-10 Thread Andre Bandarra
I think Tony has a good point there. Plus its easy to code...

On 5/10/05, bob [EMAIL PROTECTED] wrote:


 Thanks Again ---
 --- Robert I Chatman III
 --- www.swallowbush.com
 --- [EMAIL PROTECTED]
 --- (408) 569-4436


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
 Sent: Monday, May 09, 2005 6:25 AM
 To: hlcoders@list.valvesoftware.com
 Subject: hlcoders digest, Vol 1 #1908 - 9 msgs

 Send hlcoders mailing list submissions to
 hlcoders@list.valvesoftware.com

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 The three round burst is not nearly as complex as you are making it.

 Look here : http://www.swallowbush.com/forum/viewtopic.php?t=326

 By doing the code like this you don't have to worry about any of that
 shooting 3 at once drama. It always shoots 1. I actually have refined my
 code a bit more so if you want to, I can update my forum so it has the
 flagged version. I added a flag for automatic, as well as ready, to fix
 some bugs in my original code.


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Re: [hlcoders] Re: 3 round burst

2005-05-10 Thread Andre Bandarra
I gave a better thought about what Tony said.
The solution does not work...
Burst mode always fire 3 shot. Not more, not less. On his code, you
would be able to fire one or two shots while using burst mode

On 5/10/05, Andre Bandarra [EMAIL PROTECTED] wrote:
 I think Tony has a good point there. Plus its easy to code...

 On 5/10/05, bob [EMAIL PROTECTED] wrote:
 
 
  Thanks Again ---
  --- Robert I Chatman III
  --- www.swallowbush.com
  --- [EMAIL PROTECTED]
  --- (408) 569-4436
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  [EMAIL PROTECTED]
  Sent: Monday, May 09, 2005 6:25 AM
  To: hlcoders@list.valvesoftware.com
  Subject: hlcoders digest, Vol 1 #1908 - 9 msgs
 
  Send hlcoders mailing list submissions to
  hlcoders@list.valvesoftware.com
 
  To subscribe or unsubscribe via the World Wide Web, visit
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
  or, via email, send a message with subject or body 'help' to
  [EMAIL PROTECTED]
 
  The three round burst is not nearly as complex as you are making it.
 
  Look here : http://www.swallowbush.com/forum/viewtopic.php?t=326
 
  By doing the code like this you don't have to worry about any of that
  shooting 3 at once drama. It always shoots 1. I actually have refined my
  code a bit more so if you want to, I can update my forum so it has the
  flagged version. I added a flag for automatic, as well as ready, to fix
  some bugs in my original code.
 
 
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RE: [hlcoders] Re: 3 round burst

2005-05-10 Thread Tony \omega\ Sergi
Exactly, which is how burst fire works in reality.
When you press and hold the trigger, as long as you hold the trigger, the
weapon will fire automatically up to x shots and then stop firing.
If you let go after one shot it WILL stop firing. And reset the burst count
wheel. I have an mp5 manual, no I don't own an mp5, but I bought a manual
just for the sake of researching this. Here is an excerpt FROM HK's manual
(hopefully I won't get in shit for it:P)

--Quote: Heckler  Hoch MP5 Submachinegun Operators Manual, page 50-51

Burst Mode - When the safety/selector lever is set on the burst firing
position, the axle rotates a toothed counting wheel into position. This
toothed count wheel will hold the sear out of engagement with the hammer for
the total number of rounds in the burst provided the operator holds the
trigger rearward long enough for all rounds to fire.  After the last round
of the burst is fired the sear is automatically released to engage with and
hold the hammer in the cocked position.
Each time the trigger is released, whether the entire b urst has been fired
or not, the toothed counting wheel will automatically reset at zero to begin
the full count over again.  Thus, the HK style burst device is described as
having no memory.  It always provides the full burst as long as the
trigger is held rearward long enough to allow all two or three rounds to
fire.
--End Quote

Hope that clears some air here.

-Original Message-
From: Andre Bandarra [mailto:[EMAIL PROTECTED]
Sent: May 10, 2005 8:50 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Re: 3 round burst

I gave a better thought about what Tony said.
The solution does not work...
Burst mode always fire 3 shot. Not more, not less. On his code, you
would be able to fire one or two shots while using burst mode

On 5/10/05, Andre Bandarra [EMAIL PROTECTED] wrote:
 I think Tony has a good point there. Plus its easy to code...


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RE: [hlcoders] Netcode and Vehicles

2005-05-10 Thread Jay Stelly
 With this post you sorta imply that you will be releasing an
 update that fixes the vehicles problems.  Do you plan on
 doing that, or was I simply misreading it?

It's not being worked on right now.

The SDK already has a framework for writing your own predicted entities.
The client DLL has full control over the simulation and rendering of
these entities.  But you have to do that work if you want to get
predicted vehicles into a multiplayer mod right now.  There is no
built-in solution in the SDK.

 I am having a lot
 of problems trying to transfer the vehicles to client side.
 Can you give me some tips, or preferebly some example code
 (besides whats in the SDK) to get me started?

There isn't any example code to send.  If we had some it would be in the
SDK already.

 How do the IVehicle, IclientVehicle, and Iservervehicle work
 with relation to each other?  Are these going to have to be
 consolidated into one, or which class should most of this
 consolidation take place in?  There seems to be so much that
 goes in either client or server that it would be impossible
 to code it in both.  I really need some help here, and would
 appreciate it if the guys at valve who wrote and
 (should) know this code could give me some real help.  If I
 do get it working I plan on posting advice on Wiki to allow
 other modders to get it done without having to pull all of
 their hair out.


IVehicle is the base interface.  You can use all of its functions from
shared code (or client code or server code).
IClientVehicle is the stuff that's only implemented on the client-side
of the vehicle code (view, fov, prediction, hud)
IServerVehicle is the stuff that's only implemented on the server (game
rules stuff  passenger handling)

These can all be changed in a mod, but it shouldn't be necessary to make
tons of changes here.

Basically, the above interfaces define vehicles without defining any of
the simulation.  So a vehicle in this case could simply be a mounted
gun or some other thing that has its own rules for overriding the
player's view  movement.  That's the basic purpose of this stuff.  The
other vehicle stuff (fourwheelvehicle, etc) is for working with the
specific body+suspension+wheels physics simulation that vphysics
provides.

A good starting point would be to put together something like a mounted
gun (that isn't simulated) and build up that to use client-side
prediction.

Jay

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Re: [hlcoders] Re: 3 round burst

2005-05-10 Thread r00t 3:16
Not all weapons fire like that.
Burst Mode on the M16A2 fires 3 rounds when you pull the trigger. Then fires
another 3 rounds when you pull the trigger again.
http://usmilitary.about.com/od/weapons/l/blm16a2.htm
burst control device, that limits the number of rounds fired in the
automatic mode to three per trigger pull, which increases accuracy while
reducing ammunition expenditure
Also that is a submachine gun not an assault rifle.

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, May 10, 2005 9:35 PM
Subject: RE: [hlcoders] Re: 3 round burst

Exactly, which is how burst fire works in reality.
When you press and hold the trigger, as long as you hold the trigger, the
weapon will fire automatically up to x shots and then stop firing.
If you let go after one shot it WILL stop firing. And reset the burst
count
wheel. I have an mp5 manual, no I don't own an mp5, but I bought a manual
just for the sake of researching this. Here is an excerpt FROM HK's
manual
(hopefully I won't get in shit for it:P)
--Quote: Heckler  Hoch MP5 Submachinegun Operators Manual, page 50-51
Burst Mode - When the safety/selector lever is set on the burst firing
position, the axle rotates a toothed counting wheel into position. This
toothed count wheel will hold the sear out of engagement with the hammer
for
the total number of rounds in the burst provided the operator holds the
trigger rearward long enough for all rounds to fire.  After the last round
of the burst is fired the sear is automatically released to engage with
and
hold the hammer in the cocked position.
Each time the trigger is released, whether the entire b urst has been
fired
or not, the toothed counting wheel will automatically reset at zero to
begin
the full count over again.  Thus, the HK style burst device is described
as
having no memory.  It always provides the full burst as long as the
trigger is held rearward long enough to allow all two or three rounds to
fire.
--End Quote
Hope that clears some air here.
-Original Message-
From: Andre Bandarra [mailto:[EMAIL PROTECTED]
Sent: May 10, 2005 8:50 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Re: 3 round burst
I gave a better thought about what Tony said.
The solution does not work...
Burst mode always fire 3 shot. Not more, not less. On his code, you
would be able to fire one or two shots while using burst mode
On 5/10/05, Andre Bandarra [EMAIL PROTECTED] wrote:
I think Tony has a good point there. Plus its easy to code...
--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.308 / Virus Database: 266.11.7 - Release Date: 09/05/2005

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[hlcoders] networked entity question

2005-05-10 Thread Heritage
Id like to build a networked entity class for my voting structure in
my mod. however, one thing is bugging me. I have a global pointer to
my main voting entity and i want a corresponding client side
counterpart. But i only create this entity once during the lifetime of
a server. It has to live outside game rules and the level. So my
questing is, when clients connect, how/when does the client side
entity get created if at all?

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Re: Re[2]: [hlcoders] shareware?

2005-05-10 Thread Heritage
all i ask is implement drag and drop for extracting and packing files.
Unless you have done so

On 5/9/05, Vyacheslav Dzhura [EMAIL PROTECTED] wrote:
 Hello tei,

 Monday, May 9, 2005, 4:50:08 PM, you wrote:
 t note to self: Never run on bankrupt tryiing to get money from shareware
 t *tools*, users are too greedy. *tools* dont fit the shareware model.
 I hope there will be some percentage of people who will agree to
 support further development. Who knows :)

 --
 Best regards,
 Vyacheslavmailto:[EMAIL PROTECTED]

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RE: [hlcoders] networked entity question

2005-05-10 Thread Matt Boone
If it an entity that is set up to always transmit, it will transmit its
state to any connecting client and create the client-side counterpart,
and transmit deltas from then on. See the player resource for a good
example of this.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Heritage
Sent: Tuesday, May 10, 2005 7:20 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] networked entity question

Id like to build a networked entity class for my voting structure in my
mod. however, one thing is bugging me. I have a global pointer to my
main voting entity and i want a corresponding client side counterpart.
But i only create this entity once during the lifetime of a server. It
has to live outside game rules and the level. So my questing is, when
clients connect, how/when does the client side entity get created if at
all?

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Re: [hlcoders] networked entity question

2005-05-10 Thread Heritage
oh ok, thanks Matt, that answered my question.

On 5/10/05, Matt Boone [EMAIL PROTECTED] wrote:
 If it an entity that is set up to always transmit, it will transmit its
 state to any connecting client and create the client-side counterpart,
 and transmit deltas from then on. See the player resource for a good
 example of this.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Heritage
 Sent: Tuesday, May 10, 2005 7:20 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] networked entity question

 Id like to build a networked entity class for my voting structure in my
 mod. however, one thing is bugging me. I have a global pointer to my
 main voting entity and i want a corresponding client side counterpart.
 But i only create this entity once during the lifetime of a server. It
 has to live outside game rules and the level. So my questing is, when
 clients connect, how/when does the client side entity get created if at
 all?

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 please visit:
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Re: [hlcoders] Re: 3 round burst

2005-05-10 Thread Michael A. Hobson
root 3:16,
At 07:16 PM 5/10/2005, you wrote:
Not all weapons fire like that.
Burst Mode on the M16A2 fires 3 rounds when you pull the trigger. Then fires
another 3 rounds when you pull the trigger again.
http://usmilitary.about.com/od/weapons/l/blm16a2.htm
burst control device, that limits the number of rounds fired in the
automatic mode to three per trigger pull, which increases accuracy while
reducing ammunition expenditure
You should know better than to expect to get accurate information about
military
weapons from anywhere but the manufacturer's site or a .MIL domain training-
related site.
According to the U.S. Marine Corp Basic School Weapons Handling and Safety
Course student handout (B2200) notes for the M16 Family page 25 (top):
NOTE: The burst cam is not self-indexing. If BURST is selected, the burst
cam does not automatically reset to
the first shot position of the 3-round burst unless the trigger is released
before the cycle is complete. If the
trigger is released during the burst, and the 3-round cycle is interrupted,
the next pull of the trigger fires the
rounds remaining in the interrupted cycle.
You can grab the PDF version of that manual at URL:
https://www.tbs.usmc.mil/Pages/Downloads/Student%20Handouts/Weapons/B2200%20Weapons%20Handling%20and%20Safety.pdf
(if the list mailer mangles this link, reassemble it with copy/paste)
Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 344-3585 (cell)
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Re: [hlcoders] Re: 3 round burst

2005-05-10 Thread r00t 3:16
Right then when u read up a couple of sections it says the same thing I
posted.
When the trigger is pulled 3 rounds are fired.
With the same URL you gave..
Combination of
automatic and
semiautomatic fire
. Some weapons, designed to fire automatically or semi-automatically, have a
selector
that permits the shooter to choose the type of fire desired.
. Burst control. The M16A2 fires automatically for three rounds when the
selector is on
burst. Therefore, the M16A2 combines both automatic and semiautomatic fire
but is
limited to a maximum of three rounds in one burst of fire.
Then there is another part about burst and then has that NOTE:
At any rate, I have shot the M16A2, when you pull and release it fires 3
rounds. Regardless if you pull and hold the trigger or just pull and release
the trigger.
Although that was quite a few years back so maybe they redid this dunno...
3 sites I went to .org's .mils have the same thing it fires 3 rounds
automatically in burst mode.
http://www.au.af.mil/au/awc/systems/dvic534.htm

r00t 3:16
CQC Gaming
www.cqc-gaming.com

- Original Message -
From: Michael A. Hobson [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, May 10, 2005 11:20 PM
Subject: Re: [hlcoders] Re: 3 round burst

root 3:16,
At 07:16 PM 5/10/2005, you wrote:
Not all weapons fire like that.
Burst Mode on the M16A2 fires 3 rounds when you pull the trigger. Then
fires
another 3 rounds when you pull the trigger again.
http://usmilitary.about.com/od/weapons/l/blm16a2.htm
burst control device, that limits the number of rounds fired in the
automatic mode to three per trigger pull, which increases accuracy while
reducing ammunition expenditure
You should know better than to expect to get accurate information about
military
weapons from anywhere but the manufacturer's site or a .MIL domain
training-
related site.
According to the U.S. Marine Corp Basic School Weapons Handling and Safety
Course student handout (B2200) notes for the M16 Family page 25 (top):
NOTE: The burst cam is not self-indexing. If BURST is selected, the
burst
cam does not automatically reset to
the first shot position of the 3-round burst unless the trigger is
released
before the cycle is complete. If the
trigger is released during the burst, and the 3-round cycle is
interrupted,
the next pull of the trigger fires the
rounds remaining in the interrupted cycle.
You can grab the PDF version of that manual at URL:
https://www.tbs.usmc.mil/Pages/Downloads/Student%20Handouts/Weapons/B2200%20Weapons%20Handling%20and%20Safety.pdf
(if the list mailer mangles this link, reassemble it with copy/paste)
Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 344-3585 (cell)
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Re: [hlcoders] Re: 3 round burst

2005-05-10 Thread [EMAIL PROTECTED]
r00t: I don't think you get the point of his mail.  Indeed, each trigger
pull is limited to a 3 rounds.  The point is that you are able to interrupt
the burst by releasing the trigger before you finish.

Most of the references you're pointing out cite three bullets per pull, but
they aren't as specific as his in pointing out the mechanism.  And while
you
did fire the rifle, I doubt you took care to verify this particular point.


mail2web - Check your email from the web at
http://mail2web.com/ .



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Re: [hlcoders] Re: 3 round burst

2005-05-10 Thread Michael A. Hobson
root 3:16,
Just for once, maybe you could stop pretending to be the all-knowing
infallible font of knowledge you seem to think you are as demonstrated
by at least half your posts to this list ?
At 08:55 PM 5/10/2005, you wrote:
3 sites I went to .org's .mils have the same thing it fires 3 rounds
automatically in burst mode.
http://www.au.af.mil/au/awc/systems/dvic534.htm
Link above is not to an actual training manual, wherein one might
learn all the subtle nuances of the weapon.
Are you suggesting that some random web pages are superior in
authority to an actual scanned *US MARINE CLASS TRAINING
MANUAL* ???
At any rate, I have shot the M16A2, when you pull and release it fires 3
rounds. Regardless if you pull and hold the trigger or just pull and release
the trigger.
Did you actually try to make it cut the bursts short ?
Why do I find that hard to believe?
I shall now quote from page 4 (top paragraph) of the M16A2 MILSPEC
document for the M16A2 Assault Rifle:  MIL-R-63997B(AR) MILITARY
SPECIFICATION  Rifle, 5.56mm: M16A2, which is
available from Armalite (the AR in AR-15) at the following URL:
http://www.ar15.com/content/manuals/m16a2milspec.pdf
quote:
...  When the selector is placed in the BURST
position, it shall permit the automatic sear to engage the hammer,
so that the rifle is capable of burst firing.  (One, two, or three
continuous shots the first time the trigger is pulled and held
back. Three continuous shots on the second and each successive
time the trigger is pulled and held back. One, two or three shots
if the trigger is released before completion of the three shot
cycle or all cartridges are expended before completion of the
three shot cycle.)
This is from the DoD manufacturing specification for the M16A2
dated 12 December 1986.  Do you think you know more about this weapon
than both the USMC and the DoD?
Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 344-3585 (cell)
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