Re: [hlcoders] Getting a FULLBRIGHT picture of the scene into my Frame Buffer

2005-05-31 Thread Ignacio Martín
--
[ Picked text/plain from multipart/alternative ]
First, I think that you should give an alpha value less than 1 to each quad
and enable alpha blending. If you dont do it, the material will be
completely opaque and won´t add to the layer below.
Second, I will use a shader (in fact, I achieve this effect with one :) ). I
convert the entire imge to grayscale (dot product of the pixel color with
the eye sensitivity to each color component), multiply each color component
by an amplification factor (try until you find a value that looks good), and
multiply now only the green component by another factor (doubling it should
be ok). This can be improved adding a noise texture and applying some
blurring. I think that this should be done with a second pass.
Regards,
Newen

 2005/5/31, Imperio59 [EMAIL PROTECTED]:

 Ok,
 The title may sound corny, but this is what i have so far (thanks root
 for giving me msot of this code ;) ).
 I'm trying to copy CSS's Nightvision, except i'm trying to make it light
 DARK spots as well as brigthen existing lit-up spots.

 Here's what i have so far, it brightens the scene but not enough for me:
 This is in CViewRender::RenderView.
 //Imperio59 NVG
 if ( C_BasePlayer::GetLocalPlayer() 
 C_BasePlayer::GetLocalPlayer()-m_bNVG )
 {
 IMaterial *pMaterial = materials-FindMaterial(
 effects/nightvision, TEXTURE_GROUP_CLIENT_EFFECTS, true );

 if ( pMaterial )
 {

 // This copies the contents of the framebuffer (drawn
 during RenderView) into our nightvision texture.

 UpdateScreenEffectTexture( 0 );//_rt_FrameBufferFB

 materials-MatrixMode( MATERIAL_PROJECTION );
 materials-PushMatrix();
 materials-LoadIdentity();

 materials-MatrixMode( MATERIAL_VIEW );
 materials-PushMatrix();
 materials-LoadIdentity();

 materials-MatrixMode( MATERIAL_MODEL );
 materials-LoadIdentity();

 materials-DrawScreenSpaceQuad( pMaterial );
 materials-DrawScreenSpaceQuad( pMaterial );

 //Draw twice + a third time modulated.

 pMaterial-AlphaModulate(cl_nvg_brightness.GetFloat());
 materials-DrawScreenSpaceQuad( pMaterial );

 materials-MatrixMode( MATERIAL_PROJECTION );
 materials-PopMatrix();
 materials-MatrixMode( MATERIAL_VIEW );
 materials-PopMatrix();
 }
 }
 //END NVG

 Except drawing twice + modulated doesn't make it brighter than drawing
 ONCE! I think this is because of me just slapping a quad with the
 texture on top of the scene, no matter how many times i do it it's still
 the same texture. Right.

 So what i wanted to do was get a fullbright image (i want to get an
 image of what you see when mat_fullbright is 1) and slap that onto my
 screen, alpha'ed of course, and with my green screenfade (to make it
 look NVG-ish ;) )
 I haven't been able to figure this out yet, i've tried calling
 UpdateScreenEffectTexture( 0 ); before the call to RenderLights, at the
 beginning of the frame, lots of places, with various unwanted results.

 Can someone from valve explain to me where i need to stick this call so
 i get my fullbright image, or somehow manage to unload the lightmaps
 from all textures, get the image of the scene, then reload the lightmaps
 (sounds like it's going to drag performance down).

 I also thought of using a post-processing shader, but most cards don't
 support them (am I wrong?) and you would need to turn on Shaders in the
 options to have a working NVG, wich is not what i want.

 Am i stuck with what i have now ( a semi-bright NVG wich brightens lit
 up spots but not dark spots) or is there a way to do this right?

 Imperio59

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RE: [hlcoders] [OT] Reality Revisited

2005-05-31 Thread McCormack, Chris
wow !

next

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of r00t 3:16
Sent: 31 May 2005 01:51
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] [OT] Reality Revisited


wow..


r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: tei [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, May 30, 2005 5:15 PM
Subject: [hlcoders] [OT] Reality Revisited



 Wow!

 http://www.facepunchstudios.com/forums/showthread.php?t=21286


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Re: [hlcoders] Anyone made a Source Rcon class that be used by 3d party programs yet ? ( One that works in .net )

2005-05-31 Thread badger
The second link is for HL1, isn't it?


- Original Message -
From: Erling K. Sæterdal [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, May 30, 2005 10:21 PM
Subject: Re: [hlcoders] Anyone made a Source Rcon class that be used by 3d
party programs yet ? ( One that works in .net )


http://wikki.kquery.net/index.php/Other:SourceRcon

http://collective.valve-erc.com/index.php?doc=1063146620-20111500

Are 2 links of my head
- Original Message -
From: Andrew Simpson [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, May 30, 2005 10:03 PM
Subject: RE: [hlcoders] Anyone made a Source Rcon class that be used by 3d
party programs yet ? ( One that works in .net )


I'll write one for you if you can point me in the direction of the Source
RCON spec...

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Erling K.
Sæterdal
Sent: 30 May 2005 20:28
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Anyone made a Source Rcon class that be used by 3d party
programs yet ? ( One that works in .net )

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi,

Not being a expert coder, it would take me alot of time making this myself.
If anyone writen a library file that can be used in a C#  .net application
or even better writen in C#. And would be willing to share it ?

I tried google, but ended up with the explation on how to create it.

Best Regards
Erling K. Sæterdal
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[hlcoders] Bots Server Plugins Attn: Valve

2005-05-31 Thread Jeremy Swigart
I sent this once, but doesn't seem like it went through.

Hello Valve, I was hoping you could take a look at a forum thread that
I have created that outlines some of the things that are missing from
server plugins that prevents us bot authors from creating a plugin
based bot. Some other authors have been asking for most of these
things for some time now with no response. If these things could be
addressed we would all appreciate it.

Here is the link that outlines some of the things we are missing.

http://forums.bots-united.com/showthread.php?p=39173#post39173

Could we please get some closure about these issues so we can move on?

Thanks for your time.

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Re: [hlcoders] Bots Server Plugins Attn: Valve

2005-05-31 Thread Jeffrey \botman\ Broome

Jeremy Swigart wrote:

I sent this once, but doesn't seem like it went through.


It went through before but nobody responded.  So I'm responding now just
so you know that it went through.

I suggest Source: Metamod for all your Source engine hacking needs...

http://www.sourcemm.net/

zOMG HOW DO IR INSTALL THIS AND WHERE ARE MY PANTS  :)

--
Jeffrey botman Broome

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Re: [hlcoders] Bots Server Plugins Attn: Valve

2005-05-31 Thread Jeremy Swigart
Thanks. I thought it would reflect back to me if it went through but
apparently didn't.

I don't see from my(admittedly limited) looking at source metamod that
it helps in many of the cases that I need. Like getting weapon/item
info for a client, or position/rotation data for arbitrary entities,
not just players. Can sourcemm do these things? It would sure be nice
to get proper support for these things, so we don't have to hack
around.

Right now, at best, a bot can only be made that runs around shooting
at players. He won't have any knowledge of the props scattered about
on maps, so he can easily get stuck. He better not switch weapons too
much or he will blow the entity array, he has no clue of his ammo
status, etc...

Hopefully these things get addressed soon.

Jeremy

On 5/31/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
 Jeremy Swigart wrote:
  I sent this once, but doesn't seem like it went through.

 It went through before but nobody responded.  So I'm responding now just
 so you know that it went through.

 I suggest Source: Metamod for all your Source engine hacking needs...

 http://www.sourcemm.net/

 zOMG HOW DO IR INSTALL THIS AND WHERE ARE MY PANTS  :)

 --
 Jeffrey botman Broome

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Re: [hlcoders] Bots Server Plugins Attn: Valve

2005-05-31 Thread Daniel Jennings

- Original Message -
From: Jeremy Swigart [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, May 31, 2005 8:12 AM
Subject: Re: [hlcoders] Bots  Server Plugins Attn: Valve


 Thanks. I thought it would reflect back to me if it went through but
 apparently didn't.

 I don't see from my(admittedly limited) looking at source metamod that
 it helps in many of the cases that I need. Like getting weapon/item
 info for a client, or position/rotation data for arbitrary entities,
 not just players. Can sourcemm do these things? It would sure be nice
 to get proper support for these things, so we don't have to hack
 around.

 Right now, at best, a bot can only be made that runs around shooting
 at players. He won't have any knowledge of the props scattered about
 on maps, so he can easily get stuck. He better not switch weapons too
 much or he will blow the entity array, he has no clue of his ammo
 status, etc...

 Hopefully these things get addressed soon.

 Jeremy

 On 5/31/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
  Jeremy Swigart wrote:
   I sent this once, but doesn't seem like it went through.
 
  It went through before but nobody responded.  So I'm responding now just
  so you know that it went through.
 
  I suggest Source: Metamod for all your Source engine hacking needs...
 
  http://www.sourcemm.net/
 
  zOMG HOW DO IR INSTALL THIS AND WHERE ARE MY PANTS  :)
 
  --
  Jeffrey botman Broome
 
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Re: [hlcoders] Bots Server Plugins Attn: Valve

2005-05-31 Thread Daniel Jennings
Sorry, my computer lagged when I was opening this message and somehow I hit
Send without replying at all.


- Original Message -
From: Daniel Jennings [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, May 31, 2005 8:55 AM
Subject: Re: [hlcoders] Bots  Server Plugins Attn: Valve



 - Original Message -
 From: Jeremy Swigart [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Tuesday, May 31, 2005 8:12 AM
 Subject: Re: [hlcoders] Bots  Server Plugins Attn: Valve


  Thanks. I thought it would reflect back to me if it went through but
  apparently didn't.
 
  I don't see from my(admittedly limited) looking at source metamod that
  it helps in many of the cases that I need. Like getting weapon/item
  info for a client, or position/rotation data for arbitrary entities,
  not just players. Can sourcemm do these things? It would sure be nice
  to get proper support for these things, so we don't have to hack
  around.
 
  Right now, at best, a bot can only be made that runs around shooting
  at players. He won't have any knowledge of the props scattered about
  on maps, so he can easily get stuck. He better not switch weapons too
  much or he will blow the entity array, he has no clue of his ammo
  status, etc...
 
  Hopefully these things get addressed soon.
 
  Jeremy
 
  On 5/31/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
   Jeremy Swigart wrote:
I sent this once, but doesn't seem like it went through.
  
   It went through before but nobody responded.  So I'm responding now
just
   so you know that it went through.
  
   I suggest Source: Metamod for all your Source engine hacking needs...
  
   http://www.sourcemm.net/
  
   zOMG HOW DO IR INSTALL THIS AND WHERE ARE MY PANTS  :)
  
   --
   Jeffrey botman Broome
  
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 please visit:
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Re: [hlcoders] Bots Server Plugins Attn: Valve

2005-05-31 Thread [EMAIL PROTECTED]
Wow, your mail client lags too?  That explains it, I thought
you were speedhacking.

On Tuesday 31 May 2005 11:07 am, Daniel Jennings wrote:
 Sorry, my computer lagged when I was opening this message and
 somehow I hit Send without replying at all.


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



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Re: [hlcoders] Bots Server Plugins Attn: Valve

2005-05-31 Thread Daniel Jennings
I use SpeederXP to make my mail and my typing faster. Using it I can get 600
words per minute and practically send the email as soon as I get the one I'm
replying to!

- Original Message -
From: [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, May 31, 2005 10:11 AM
Subject: Re: [hlcoders] Bots  Server Plugins Attn: Valve


 Wow, your mail client lags too?  That explains it, I thought
 you were speedhacking.

 On Tuesday 31 May 2005 11:07 am, Daniel Jennings wrote:
  Sorry, my computer lagged when I was opening this message and
  somehow I hit Send without replying at all.

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



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[hlcoders] VGUI graphics primitives (DrawLine) on a 3d space vgui_screen?

2005-05-31 Thread Tim Holt
I've been doing conventional HUD type displays, and have been using the
DrawLine graphics primitive to draw various graphics items on them just fine.
Now I want to take one of those displays and have sitting in 3d game space via
the vgui_screen entity.  It works up to a point, with my text elements showing
up etc. however it has problems when I try and draw lines with DrawLine.

Normally I would do...

vgui::surface()-DrawLine (x1, y1, x2, y2);

to draw a line from point [x1,y1] to [x2,y2] in the VGUI object's coordinate
space. Works great when it's on the HUD. But when it's in 3d space, it still
draws the lines on the HUD and does not draw them in the 3d rendered version of
the VGUI screen.

I've searched through the SDK source but so far haven't found any place where
this is actually done in the game, so I don't know if it's even possible.

I suppose what I need is the equivalent of

vgui::surface()

which gives me the drawing surface for the 3d rendered VGUI screen.

Alternately, I wondered if I could draw the lines on an off-screen image buffer,
then just put the image onto the VGUI panel once it's drawn.  That or use the
temporary entity line to draw 3d lines in front of my VGUI screen.  The screen
won't move at all (fixed orientation) so getting the transforms right won't be
that big of a deal.

Anyone have any clues or suggestions?

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RE: [hlcoders] VGUI graphics primitives (DrawLine) on a 3d space vgui_screen?

2005-05-31 Thread Yahn Bernier
I would write your own mathed using the material system using
CMeshBuilder with MATERIAL_LINES as the primitive type.  The cl_dll code
has some examples of using a meshbuilder instead of surface() to do
drawing.  You'll need to hook in at the correct part of rendering to
make sure the projection matrix is not set up for ortho/2d drawing, etc.
You might also look at CDebugOverlay::AddLineOverlay which might already
do what you want.

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tim Holt
Sent: Tuesday, May 31, 2005 12:34 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] VGUI graphics primitives (DrawLine) on a 3d space
vgui_screen?

I've been doing conventional HUD type displays, and have been using
the DrawLine graphics primitive to draw various graphics items on them
just fine.
Now I want to take one of those displays and have sitting in 3d game
space via the vgui_screen entity.  It works up to a point, with my text
elements showing up etc. however it has problems when I try and draw
lines with DrawLine.

Normally I would do...

vgui::surface()-DrawLine (x1, y1, x2, y2);

to draw a line from point [x1,y1] to [x2,y2] in the VGUI object's
coordinate space. Works great when it's on the HUD. But when it's in 3d
space, it still draws the lines on the HUD and does not draw them in the
3d rendered version of the VGUI screen.

I've searched through the SDK source but so far haven't found any place
where this is actually done in the game, so I don't know if it's even
possible.

I suppose what I need is the equivalent of

vgui::surface()

which gives me the drawing surface for the 3d rendered VGUI screen.

Alternately, I wondered if I could draw the lines on an off-screen image
buffer, then just put the image onto the VGUI panel once it's drawn.
That or use the temporary entity line to draw 3d lines in front of my
VGUI screen.  The screen won't move at all (fixed orientation) so
getting the transforms right won't be that big of a deal.

Anyone have any clues or suggestions?

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[hlcoders] DrawSetTextureRGBA

2005-05-31 Thread Jethro Beekman

Hi,

I can't get DrawSetTextureRGBA to work. At first it draws some weapons from
the weapons ttf, and later it paints all kinds of crosshairs. The
'solutions' in the mailing list (see March 2005) don't work. I use the
following code:

http://deathz0rz.homeunix.net/svgimage/vgui_svgpanel.cpp

(see the directory for headers and libs)

DrawSetTextureFile works fine, and my renderer also works fine, because I
tried writing the buffer to a file. I have to use DrawSetTextureRGBA because
AFAIK there is no other way of drawing raw RGBA data. Can you please test
your modifications/suggestions before you send them to the list? When I
previously debated this on hlcoders, I used the exact code suggested but it
still wouldn't work. I know I have to callD rawSetTextureRGBA every time
before I start drawing. Also, I have no idea what hardwareFilter and
forceReload are supposed to do.

Regards,
deathz0rz


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Re: [hlcoders] Bots Server Plugins Attn: Valve

2005-05-31 Thread Jeremy Swigart
Thanks for the info. I realize I could do most of this in the SDK with
minimal effort, but I'd like to be able to do it in a server plugin
for mod independance, if that's not possible theres little point in
having the half-assed bot functionality in there to begin with.

I understand not giving the plugin access to CBaseEntity or global
entity list, but IBotController and/or IPlayerInfo provide methods of
getting viewangles, position, angles, so it seems logical that there
should be an accessor for velocity in there as well.

And it's very bad that IBotController::SetActiveWeapon creates a new
weapon every time it's called. Seems like the main things missing from
full bot support would be relatively trivial to add to the SDK classes
so that mods get them for free, and therefor allow server plugin bots
to be made without hacking.

1) IPlayerInfo::GetAbsVelocity()
2) Add IPlayerInfo::HasWeapon(const char *), and fix SetActiveWeapon
so that it switches to the requested weapon only if the bot has it in
their inventory. Alternatively, give some read-only access to the bots
weapon list to get the proper numbers suitable to pass as the
CBotCmd.weaponselect.
3) Add IPlayerInfo::HasItem(const char *), return true/false if player
has a specific non-weapon item. Mods could extend this to support
their specific functionality
4) Also preferably some access to arbitrary entity info, similar to
IPlayerInfo, like IEntityInfo, so I could get
position/orientation/velocity of props, projectiles,...
5) Perhaps Ammo access could be handled through an event. Something like
Event player_addweapon
{
   userid (TYPE_SHORT)
   weapon (TYPE_BYTE)
   clipamountleft (TYPE_SHORT)
}
Maybe this could fire when a weapon is picked up to give a snap shot
of the current state of the weapons ammo, and maybe the Event
player_shoot event could have aclipamountleft (TYPE_SHORT)
added to it. Just some ideas.

1-3 and 5 would probably take valve 10-20 minutes to implement and
roll it out in the next sdk update. #4 is a bit more complex, and I
have doubts on whether they would even consider providing such access.
A bot could maybe make do without #4, at the expense of being
vulnerable to players blocking them with props, not being able to
dodge projectiles, not being able to 'see' the wall mounted
armor/health dispensers or any other non player entity.,...

I'm hoping to get valves attention and hopefully get these last
remaining accessors. They were kind enough to do a v2 of the
IPlayerInfo to give us more than what we had originally, but we're
still missing these last few things.

Pretty please ? :)

J

On 5/31/05, David Anderson [EMAIL PROTECTED] wrote:
 Jeremy Swigart wrote:
  I don't see from my(admittedly limited) looking at source metamod that
  it helps in many of the cases that I need.

 No, it won't.  I can try to answer your questions though, in the ways
 you probably won't like :p

 1) You can try to do this in a hacky way that relies on the base SDK.
   For example, CBaseCombatCharacter defines m_hMyWeapons in its data
 table, so you can probably extract it by enumerating the datamap or
 sendtables.

 2,3) Again, velocity is defined in the datamap of CBaseEntity.

 4) Valve won't do this, I guarantee it.

 6) Not needed, CGameTrace/trace_t has m_pEnt which you can convert to an
 edict_t.  It's defined in the Engine like that for niceness -- the
 Engine can't see CBaseEntities like the gamedll.

 7) The reason: Valve doesn't want you changing them.  That would be
 hacking, cheating, heresy, and terrorism. -- add something else in for
 extra credit

 8) Possibly same rule for #1-3, but in the way I've done it in my
 plugins, I used much hackier ways that aren't mod independent at all.

 9) SetModel() is a virtual function in CBaseEntity.  If you're pretty
 sure the mod doesn't change the virtual order of CBaseEntity, you can
 just try calling it.  Otherwise, you must get creative.

 If you're doing this for HL2DM, you have the source code, so you can do
 just about anything you want.  For other mods, you must be prepared to
 write very ugly things.

 Hope this helps,

---BAILOPAN
http://www.sourcemod.net/

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[hlcoders] Enemies within LOS

2005-05-31 Thread [EMAIL PROTECTED]
What would be the most efficient way to get all enemies within direct LOS?
My thoughts as of now:

1.  Get a list of entities within PVS with UTIL_EntitiesInPVS()
2.  Filter list for hostile player entities.
3.  UTIL_Trace[something] to each.  (Which 'something' is best?)

Thanks.

-JS


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Re: [hlcoders] Enemies within LOS

2005-05-31 Thread Daniel Jennings
You also have to remember that they can see just their hand, or maybe their
whole body, so the UTIL_Trace may show there is an entity between the
players vision and an enemy, because they may only see their rifle sticking
out from behind boxes.

- Original Message -
From: [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, May 31, 2005 3:24 PM
Subject: [hlcoders] Enemies within LOS


 What would be the most efficient way to get all enemies within direct LOS?
 My thoughts as of now:

 1.  Get a list of entities within PVS with UTIL_EntitiesInPVS()
 2.  Filter list for hostile player entities.
 3.  UTIL_Trace[something] to each.  (Which 'something' is best?)

 Thanks.

 -JS

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



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[hlcoders] Re: Bots Server Plugins Attn: Valve

2005-05-31 Thread Pierre-Marie Baty

Hello Valve,

I'm backing up Jeremy on this issue. We need a way for bots to know their
equipment. This includes the weapon list and ammo counts.

We need:
- to be able to know a player's arsenal (not only bots please)
- to be able to know a player's ammo counts
- to be able to know an entity's precise velocity *for the current frame*
this is mandatory.

We are quite a couple bot coders at Bots United eagerly expecting an update
to start working.

Pretty please, yes... HL2DM servers would enjoy bot plugins for weeks
already if this had been addressed from the start... :-|

Thank you for your time.

--
Pierre-Marie Baty


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RE: [hlcoders] Enemies within LOS

2005-05-31 Thread [EMAIL PROTECTED]
 1.  Get a list of entities within PVS with UTIL_EntitiesInPVS()
 2.  Filter list for hostile player entities.
 3.  UTIL_Trace[something] to each.  (Which 'something' is best?)

I've thought about and slightly modified the procedure.

1.  Get a list of enemy players from the CTeam entity.
2.  Exclude those players not within the local PVS.
3.  Call FInViewCone(), then FVisible() on them to determine visibility.

Question now is, how does one check if two entities are within the same PVS
segment?

-John Sheu


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[hlcoders] Exposing Custom Interfaces.

2005-05-31 Thread Jeremy Swigart
So I'm trying to make a custom interface that should be available to
server plugins. I've made a pure virtual interface class

#define INTERFACEVERSION_ENTITYINFOMANAGER EntityInfoManager001
class IEntityInfoManager
{
public:
virtual IEntityInfo *GetEntityInfo( edict_t *pEdict ) = 0;
};

and implementing it in another class

class CEntityInfoManager : public IEntityInfoManager
{
public:
virtual IEntityInfo *GetEntityInfo( edict_t *pEdict );
};

and in the cpp for the implementation

static CEntityInfoManager s_EntityInfoManager;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CEntityInfoManager,
IEntityInfoManager, INTERFACEVERSION_ENTITYINFOMANAGER,
s_EntityInfoManager);

Best I can tell this is all that the existing interfaces do.
Everything compiles fine, I copy the compiled server.dll over to the
bin folder

E:\games\steam\SteamApps\myemail\source dedicated server\hl2mp\bin
also tried
E:\games\steam\SteamApps\myemail\half-life 2 deathmatch\hl2mp\bin

Then add the following to my server plugin, to load it like any other interface
IEntityInfoManager*g_pEntityInfoManager = (IEntityInfoManager
*)gameServerFactory(INTERFACEVERSION_ENTITYINFOMANAGER, NULL);

But it doesn't work. Did I miss a step somewhere in here to getting my
custom interface exposed to be used in server plugins?

Thanks in advance.
Jeremy

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[hlcoders] VMT Proxies list?

2005-05-31 Thread r00t 3:16

Is there a list of commands which can be used for VMT Proxies { } ?
Sine / Multiply etc etc?


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

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