Re: [hlcoders] Getting a FULLBRIGHT picture of the scene into my Frame Buffer
-- [ 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 -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.322 / Virus Database: 267.3.0 - Release Date: 30/05/2005 ___ 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] [OT] Reality Revisited
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 ___ 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 * This e-mail and its attachments are confidential and are intended for the above named recipient only. If this has come to you in error, please notify the sender immediately and delete this e-mail from your system. You must take no action based on this, nor must you copy or disclose it or any part of its contents to any person or organisation. Statements and opinions contained in this email may not necessarily represent those of Littlewoods Group Limited or its subsidiaries. Please note that e-mail communications may be monitored. The Registered Office of Littlewoods Group Limited and its subsidiaries is 100 Old Hall Street, Liverpool, L70 1AB. Registered number of Littlewoods Group Limited is 5059352. * This message has been scanned for viruses by BlackSpider MailControl - www.blackspider.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Anyone made a Source Rcon class that be used by 3d party programs yet ? ( One that works in .net )
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 -- ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Bots Server Plugins Attn: Valve
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bots Server Plugins Attn: Valve
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ 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] 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 ___ 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] Bots Server Plugins Attn: Valve
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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bots Server Plugins Attn: Valve
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/ . ___ 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
[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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] VGUI graphics primitives (DrawLine) on a 3d space vgui_screen?
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? ___ 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
[hlcoders] DrawSetTextureRGBA
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bots Server Plugins Attn: Valve
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/ ___ 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
[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/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Enemies within LOS
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/ . ___ 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
[hlcoders] Re: Bots Server Plugins Attn: Valve
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Enemies within LOS
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 mail2web - Check your email from the web at http://mail2web.com/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Exposing Custom Interfaces.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] VMT Proxies list?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders