Re: [hlcoders] Orange Box SDK Code Update???
If you want an update, pay up. How much do you really want the update? On Sat, May 17, 2008 at 11:25 AM, John <[EMAIL PROTECTED]> wrote: > Come on Valve :D All us modders deserve that fixed code in good time :\ Its > been a few months > > On Sat, May 17, 2008 at 2:25 PM, Tom Leighton <[EMAIL PROTECTED]> > wrote: > >> That was a fix from Tony Sergi (VALVE) >> >> Tom Edwards wrote: >> > That /was/ a fix from Valve. >> > >> > Janek wrote: >> > >> >> @Benjamin and Tom> I saw this post as it was an answer to a question >> from >> >> me. But this fix is for sratch sdk (different in hl2mp) and also I >> prefer a >> >> fix frm Valva as there could have other less noticeable prediction >> issue. >> >> >> >> 2008/5/17 Mikie <[EMAIL PROTECTED]>: >> >> >> >> >> >> >> >>> For the last four years, Valve has needed to hire more people. >> >>> They have the budget considering the success they've had, >> >>> >> >>> I never understood why Valve management is so reluctant to do so. >> >>> >> >>> >> >>> >> >>> -Original Message- >> >>> From: [EMAIL PROTECTED] >> >>> [mailto:[EMAIL PROTECTED] On Behalf Of Daniel >> >>> Glenn >> >>> Sent: Saturday, May 17, 2008 12:14 AM >> >>> To: Discussion of Half-Life Programming >> >>> Subject: Re: [hlcoders] Orange Box SDK Code Update??? >> >>> >> >>> Obviously, they're not working on at least two retail games right now >> or >> >>> anything. Be patient is my advice. >> >>> >> >>> On Fri, May 16, 2008 at 10:35 PM, Joel R. <[EMAIL PROTECTED]> wrote: >> >>> >> >>> >> >>> >> We've been patiently waiting for about 5 months now waiting on an >> >> >> >>> update to >> >>> >> >>> >> the Source SDK Code. >> >> Major Things Needed: >> - Updated Source SDK (Scratch Mod/HL2MP) (This should be finished). >> - Source Shaders >> - Particle Editor >> >> Making effects is crucial to any game. Currently if you switch to >> >> >> >>> Orange >> >>> >> >>> >> Box, you cannot use Shaders or optimized particles (Particle Editor >> system). The current SDK is riddled with bugs that have been fixed >> >> >> >>> but are >> >>> >> >>> >> casually awaiting to be updated in. >> >> TF2 has received 26 updates since the release of Orange Box SDK. >> We have received 1 update to Hammer and Engine. >> We have received 0 updates to the code-base. >> >> In it's current state, Orange Box SDK is broken. >> >> I and many others would greatly appreciate an immediate update as soon >> >> >> >>> as >> >>> >> >>> >> possible. Thanks for your time. >> ___ >> 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 >> > >> > >> > >> >> ___ >> 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] Orange Box SDK Code Update???
I want to play Episode 3 more, so I'm happy enough with the the SDK update happening when it happens. Besides the update more than likely has enough changes to warrant the time spent on it. On Sat, May 17, 2008 at 5:25 PM, John <[EMAIL PROTECTED]> wrote: > Come on Valve :D All us modders deserve that fixed code in good time :\ Its > been a few months > > On Sat, May 17, 2008 at 2:25 PM, Tom Leighton <[EMAIL PROTECTED] > > > wrote: > > > That was a fix from Tony Sergi (VALVE) > > > > Tom Edwards wrote: > > > That /was/ a fix from Valve. > > > > > > Janek wrote: > > > > > >> @Benjamin and Tom> I saw this post as it was an answer to a question > > from > > >> me. But this fix is for sratch sdk (different in hl2mp) and also I > > prefer a > > >> fix frm Valva as there could have other less noticeable prediction > > issue. > > >> > > >> 2008/5/17 Mikie <[EMAIL PROTECTED]>: > > >> > > >> > > >> > > >>> For the last four years, Valve has needed to hire more people. > > >>> They have the budget considering the success they've had, > > >>> > > >>> I never understood why Valve management is so reluctant to do so. > > >>> > > >>> > > >>> > > >>> -Original Message- > > >>> From: [EMAIL PROTECTED] > > >>> [mailto:[EMAIL PROTECTED] On Behalf Of Daniel > > >>> Glenn > > >>> Sent: Saturday, May 17, 2008 12:14 AM > > >>> To: Discussion of Half-Life Programming > > >>> Subject: Re: [hlcoders] Orange Box SDK Code Update??? > > >>> > > >>> Obviously, they're not working on at least two retail games right now > > or > > >>> anything. Be patient is my advice. > > >>> > > >>> On Fri, May 16, 2008 at 10:35 PM, Joel R. <[EMAIL PROTECTED]> > wrote: > > >>> > > >>> > > >>> > > We've been patiently waiting for about 5 months now waiting on an > > > > > > >>> update to > > >>> > > >>> > > the Source SDK Code. > > > > Major Things Needed: > > - Updated Source SDK (Scratch Mod/HL2MP) (This should be finished). > > - Source Shaders > > - Particle Editor > > > > Making effects is crucial to any game. Currently if you switch to > > > > > > >>> Orange > > >>> > > >>> > > Box, you cannot use Shaders or optimized particles (Particle Editor > > system). The current SDK is riddled with bugs that have been fixed > > > > > > >>> but are > > >>> > > >>> > > casually awaiting to be updated in. > > > > TF2 has received 26 updates since the release of Orange Box SDK. > > We have received 1 update to Hammer and Engine. > > We have received 0 updates to the code-base. > > > > In it's current state, Orange Box SDK is broken. > > > > I and many others would greatly appreciate an immediate update as > soon > > > > > > >>> as > > >>> > > >>> > > possible. Thanks for your time. > > ___ > > 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 > > > > > > > > > > > > > ___ > > 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] Orange Box SDK Code Update???
Come on Valve :D All us modders deserve that fixed code in good time :\ Its been a few months On Sat, May 17, 2008 at 2:25 PM, Tom Leighton <[EMAIL PROTECTED]> wrote: > That was a fix from Tony Sergi (VALVE) > > Tom Edwards wrote: > > That /was/ a fix from Valve. > > > > Janek wrote: > > > >> @Benjamin and Tom> I saw this post as it was an answer to a question > from > >> me. But this fix is for sratch sdk (different in hl2mp) and also I > prefer a > >> fix frm Valva as there could have other less noticeable prediction > issue. > >> > >> 2008/5/17 Mikie <[EMAIL PROTECTED]>: > >> > >> > >> > >>> For the last four years, Valve has needed to hire more people. > >>> They have the budget considering the success they've had, > >>> > >>> I never understood why Valve management is so reluctant to do so. > >>> > >>> > >>> > >>> -Original Message- > >>> From: [EMAIL PROTECTED] > >>> [mailto:[EMAIL PROTECTED] On Behalf Of Daniel > >>> Glenn > >>> Sent: Saturday, May 17, 2008 12:14 AM > >>> To: Discussion of Half-Life Programming > >>> Subject: Re: [hlcoders] Orange Box SDK Code Update??? > >>> > >>> Obviously, they're not working on at least two retail games right now > or > >>> anything. Be patient is my advice. > >>> > >>> On Fri, May 16, 2008 at 10:35 PM, Joel R. <[EMAIL PROTECTED]> wrote: > >>> > >>> > >>> > We've been patiently waiting for about 5 months now waiting on an > > > >>> update to > >>> > >>> > the Source SDK Code. > > Major Things Needed: > - Updated Source SDK (Scratch Mod/HL2MP) (This should be finished). > - Source Shaders > - Particle Editor > > Making effects is crucial to any game. Currently if you switch to > > > >>> Orange > >>> > >>> > Box, you cannot use Shaders or optimized particles (Particle Editor > system). The current SDK is riddled with bugs that have been fixed > > > >>> but are > >>> > >>> > casually awaiting to be updated in. > > TF2 has received 26 updates since the release of Orange Box SDK. > We have received 1 update to Hammer and Engine. > We have received 0 updates to the code-base. > > In it's current state, Orange Box SDK is broken. > > I and many others would greatly appreciate an immediate update as soon > > > >>> as > >>> > >>> > possible. Thanks for your time. > ___ > 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 > > > > > > > > ___ > 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] Emitting a non-spatialised sound on the server
> > CReliableBroadcastRecipientFilter everyBody; > UserMessageBegin( everyBody, "SendAudio" ); > WRITE_STRING( "Sound.Name" ); > MessageEnd(); I was hoping to avoid having to do that. :-p Thinking about it though, isn't that how the stock EmitSound functions do it? Perhaps not a usermessage, but a message of some sort. > I do it in plugins using no attenuation. Something like > engine->EmitSound(recipients, 0, CHAN_AUTO, soundname, volume, ATTN_NONE); I get a "sound not precached" error when I try that, even if the sound /is/ precached. Andrew Ritchie wrote: > maybe something like this would work for you > > CReliableBroadcastRecipientFilter everyBody; > UserMessageBegin( everyBody, "SendAudio" ); > WRITE_STRING( "Sound.Name" ); > MessageEnd(); > > On Sat, May 17, 2008 at 3:14 PM, Tom Edwards <[EMAIL PROTECTED]> > wrote: > > >> The only function I have found that emits a sound without a source >> location (i.e. at full volume everywhere) is >> enginesound->EmitAmbientSound(), which is client-only. All other >> functions, even ones that describe themselves as ambient, play from a >> location in the world. >> >> I've been able to hack it in singleplayer by emitting from the player >> entity, but obviously that won't work online! >> >> Surely there is a way of doing this? >> >> >> ___ >> 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] some fundamental questions on prediction, weapon
Hi Chris Thanks for your advice! That clears a few things up. It is better for your melee weapon to probably not using physics touch for > it. I would suggest doing a sort of trace arc. Like trace in the arc of the > attack at 10-15 degree intervals over a short distance. Unfortunately my skills are not good enough to do a full procedural arc for every swing in our game (there are about 7 swing types for our first build, each have a different arc based on animation: see http://www.moddb.com/mods/10890/berimbau/videos to know what I mean), and later on 3 stances for each of these. We could also code up a procedural tracer on the sword itself but again I'm not that familiar with the engine yet. I think a crude mesh/hit-detect should be sufficient for our prototype, unfortunately the side-effects (getting physics hulls stuck inside each other) is a bit severe. Are there any alternatives to doing hit-detection (from a physics hull against a hitbox, or maybe even hitbox to hitbox) without causing an actual physics interaction? Thanks. ~M Date: Thu, 15 May 2008 20:05:23 -0400 From: "Christopher Harris" <[EMAIL PROTECTED]> Subject: Re: [hlcoders] some fundamental questions on prediction, weapon entities, and touch To: "'Discussion of Half-Life Programming'" Message-ID: <[EMAIL PROTECTED]> Content-Type: text/plain; charset="us-ascii" Valve chose to not predict projectiles for their default weapons. This means as lag goes up delay in firing is a huge symptom, you can simulate lag with net_fakelag. Every object exists both server and client-side usually. CMissle would exist as a C_BaseAnimating possibly on the client. You generally only need a client class for special rendering needs or other client specific needs that the server does not need to process or where you need to have both predicting the same processes ala players and weapons. Server is used for processing and client is used for rendering generally. It is better for your melee weapon to probably not using physics touch for it. I would suggest doing a sort of trace arc. Like trace in the arc of the attack at 10-15 degree intervals over a short distance. Chris -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Chang Sent: Thursday, May 15, 2008 12:26 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] some fundamental questions on prediction, weapon entities, and touch I've been knee-deep trying to swim in the Source engine I have some meaty questions I hope to get some advice from you experts :) Preface: I'm coding a HL2DM OB mod. 1. Weapon entities. I see that when doing cl_predictionlist that my weapons are all predicted. However, the entities that get spawned from my weapons are not in this list. Why is that? For example, CMissile is not in this list when I fire a missile. No crossbow bolt either. Am I correct to assume it's unnecessary to predict these, or are they just not listed because they are somehow wrapped up in the weapon entity itself? 2. Most entities I see have a server/client pair. C_WeaponRPG is the client side class, whereas CWeaponRPG is the server side. How come there is no client-side C_Missile class? This is yet again different from CCrossbowBolt since it has a heavily simplified C_CrossbowBolt in c_weapon_crossbowBolt. Was there a reason why crossbow bolt was treated differently than missile? 3. How do I get an entity to call Touch based on it's physics model intersecting with the player model, without the actual physical collision effect (pushing around, getting stuck, etc)? I've created a custom melee weapon that spawns a CBladeTracer entity. This tracer entity would be responsible for hitting players, rather than the melee weapon itself. To accomplish this I've given the tracer entity a proper model and a collision/physics model. The effect that I want is: - the tracer gets created - if the tracer's physics hull intersects with another player, call the Touch method - on Touch, damage the other player. In the tracer's Spawn I have SetMoveType( MOVETYPE_NONE, MOVECOLLIDE_DEFAULT ); // also tried SetMoveType( MOVETYPE_VPHYSICS, MOVECOLLIDE_DEFAULT ); UTIL_SetSize( this, -Vector(60,60,60), Vector(60,60,60) ); SetSolid( SOLID_VPHYSICS ); SetTouch( &CBladeTracer::BladeTouch ); // also tried SetCollisionGroup(COLLISION_GROUP_NONE); And then unsigned int CBladeTracer::PhysicsSolidMaskForEntity() const{ return BaseClass::PhysicsSolidMaskForEntity(); } bool CBladeTracer::CreateVPhysics( void ){ VPhysicsInitNormal( SOLID_BBOX, FSOLID_NOT_STANDABLE, false ); return true; } The first problem is that the physics model gets the player stuck inside it. Is there a way to avoid the actual physics collision while still having Touch get called? The second problem is that the Touch seems to be called a bit later than it's supposed to (at very random intervals). The third is that the Touch seems to be c
Re: [hlcoders] Emitting a non-spatialised sound on the server
maybe something like this would work for you CReliableBroadcastRecipientFilter everyBody; UserMessageBegin( everyBody, "SendAudio" ); WRITE_STRING( "Sound.Name" ); MessageEnd(); On Sat, May 17, 2008 at 3:14 PM, Tom Edwards <[EMAIL PROTECTED]> wrote: > The only function I have found that emits a sound without a source > location (i.e. at full volume everywhere) is > enginesound->EmitAmbientSound(), which is client-only. All other > functions, even ones that describe themselves as ambient, play from a > location in the world. > > I've been able to hack it in singleplayer by emitting from the player > entity, but obviously that won't work online! > > Surely there is a way of doing this? > > > ___ > 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] Emitting a non-spatialised sound on the server
I do it in plugins using no attenuation. Something like engine->EmitSound(recipients, 0, CHAN_AUTO, soundname, volume, ATTN_NONE); On Sat, May 17, 2008 at 8:14 AM, Tom Edwards <[EMAIL PROTECTED]> wrote: > The only function I have found that emits a sound without a source > location (i.e. at full volume everywhere) is > enginesound->EmitAmbientSound(), which is client-only. All other > functions, even ones that describe themselves as ambient, play from a > location in the world. > > I've been able to hack it in singleplayer by emitting from the player > entity, but obviously that won't work online! > > Surely there is a way of doing this? > > > ___ > 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] Emitting a non-spatialised sound on the server
The only function I have found that emits a sound without a source location (i.e. at full volume everywhere) is enginesound->EmitAmbientSound(), which is client-only. All other functions, even ones that describe themselves as ambient, play from a location in the world. I've been able to hack it in singleplayer by emitting from the player entity, but obviously that won't work online! Surely there is a way of doing this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Orange Box SDK Code Update???
That was a fix from Tony Sergi (VALVE) Tom Edwards wrote: > That /was/ a fix from Valve. > > Janek wrote: > >> @Benjamin and Tom> I saw this post as it was an answer to a question from >> me. But this fix is for sratch sdk (different in hl2mp) and also I prefer a >> fix frm Valva as there could have other less noticeable prediction issue. >> >> 2008/5/17 Mikie <[EMAIL PROTECTED]>: >> >> >> >>> For the last four years, Valve has needed to hire more people. >>> They have the budget considering the success they've had, >>> >>> I never understood why Valve management is so reluctant to do so. >>> >>> >>> >>> -Original Message- >>> From: [EMAIL PROTECTED] >>> [mailto:[EMAIL PROTECTED] On Behalf Of Daniel >>> Glenn >>> Sent: Saturday, May 17, 2008 12:14 AM >>> To: Discussion of Half-Life Programming >>> Subject: Re: [hlcoders] Orange Box SDK Code Update??? >>> >>> Obviously, they're not working on at least two retail games right now or >>> anything. Be patient is my advice. >>> >>> On Fri, May 16, 2008 at 10:35 PM, Joel R. <[EMAIL PROTECTED]> wrote: >>> >>> >>> We've been patiently waiting for about 5 months now waiting on an >>> update to >>> >>> the Source SDK Code. Major Things Needed: - Updated Source SDK (Scratch Mod/HL2MP) (This should be finished). - Source Shaders - Particle Editor Making effects is crucial to any game. Currently if you switch to >>> Orange >>> >>> Box, you cannot use Shaders or optimized particles (Particle Editor system). The current SDK is riddled with bugs that have been fixed >>> but are >>> >>> casually awaiting to be updated in. TF2 has received 26 updates since the release of Orange Box SDK. We have received 1 update to Hammer and Engine. We have received 0 updates to the code-base. In it's current state, Orange Box SDK is broken. I and many others would greatly appreciate an immediate update as soon >>> as >>> >>> possible. Thanks for your time. ___ 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 > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Orange Box SDK Code Update???
That /was/ a fix from Valve. Janek wrote: > @Benjamin and Tom> I saw this post as it was an answer to a question from > me. But this fix is for sratch sdk (different in hl2mp) and also I prefer a > fix frm Valva as there could have other less noticeable prediction issue. > > 2008/5/17 Mikie <[EMAIL PROTECTED]>: > > >> For the last four years, Valve has needed to hire more people. >> They have the budget considering the success they've had, >> >> I never understood why Valve management is so reluctant to do so. >> >> >> >> -Original Message- >> From: [EMAIL PROTECTED] >> [mailto:[EMAIL PROTECTED] On Behalf Of Daniel >> Glenn >> Sent: Saturday, May 17, 2008 12:14 AM >> To: Discussion of Half-Life Programming >> Subject: Re: [hlcoders] Orange Box SDK Code Update??? >> >> Obviously, they're not working on at least two retail games right now or >> anything. Be patient is my advice. >> >> On Fri, May 16, 2008 at 10:35 PM, Joel R. <[EMAIL PROTECTED]> wrote: >> >> >>> We've been patiently waiting for about 5 months now waiting on an >>> >> update to >> >>> the Source SDK Code. >>> >>> Major Things Needed: >>> - Updated Source SDK (Scratch Mod/HL2MP) (This should be finished). >>> - Source Shaders >>> - Particle Editor >>> >>> Making effects is crucial to any game. Currently if you switch to >>> >> Orange >> >>> Box, you cannot use Shaders or optimized particles (Particle Editor >>> system). The current SDK is riddled with bugs that have been fixed >>> >> but are >> >>> casually awaiting to be updated in. >>> >>> TF2 has received 26 updates since the release of Orange Box SDK. >>> We have received 1 update to Hammer and Engine. >>> We have received 0 updates to the code-base. >>> >>> In it's current state, Orange Box SDK is broken. >>> >>> I and many others would greatly appreciate an immediate update as soon >>> >> as >> >>> possible. Thanks for your time. >>> ___ >>> 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] Orange Box SDK Code Update???
@Benjamin and Tom> I saw this post as it was an answer to a question from me. But this fix is for sratch sdk (different in hl2mp) and also I prefer a fix frm Valva as there could have other less noticeable prediction issue. 2008/5/17 Mikie <[EMAIL PROTECTED]>: > For the last four years, Valve has needed to hire more people. > They have the budget considering the success they've had, > > I never understood why Valve management is so reluctant to do so. > > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Daniel > Glenn > Sent: Saturday, May 17, 2008 12:14 AM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] Orange Box SDK Code Update??? > > Obviously, they're not working on at least two retail games right now or > anything. Be patient is my advice. > > On Fri, May 16, 2008 at 10:35 PM, Joel R. <[EMAIL PROTECTED]> wrote: > > > We've been patiently waiting for about 5 months now waiting on an > update to > > the Source SDK Code. > > > > Major Things Needed: > > - Updated Source SDK (Scratch Mod/HL2MP) (This should be finished). > > - Source Shaders > > - Particle Editor > > > > Making effects is crucial to any game. Currently if you switch to > Orange > > Box, you cannot use Shaders or optimized particles (Particle Editor > > system). The current SDK is riddled with bugs that have been fixed > but are > > casually awaiting to be updated in. > > > > TF2 has received 26 updates since the release of Orange Box SDK. > > We have received 1 update to Hammer and Engine. > > We have received 0 updates to the code-base. > > > > In it's current state, Orange Box SDK is broken. > > > > I and many others would greatly appreciate an immediate update as soon > as > > possible. Thanks for your time. > > ___ > > 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 > > -- --- [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Orange Box SDK Code Update???
For the last four years, Valve has needed to hire more people. They have the budget considering the success they've had, I never understood why Valve management is so reluctant to do so. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Daniel Glenn Sent: Saturday, May 17, 2008 12:14 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Orange Box SDK Code Update??? Obviously, they're not working on at least two retail games right now or anything. Be patient is my advice. On Fri, May 16, 2008 at 10:35 PM, Joel R. <[EMAIL PROTECTED]> wrote: > We've been patiently waiting for about 5 months now waiting on an update to > the Source SDK Code. > > Major Things Needed: > - Updated Source SDK (Scratch Mod/HL2MP) (This should be finished). > - Source Shaders > - Particle Editor > > Making effects is crucial to any game. Currently if you switch to Orange > Box, you cannot use Shaders or optimized particles (Particle Editor > system). The current SDK is riddled with bugs that have been fixed but are > casually awaiting to be updated in. > > TF2 has received 26 updates since the release of Orange Box SDK. > We have received 1 update to Hammer and Engine. > We have received 0 updates to the code-base. > > In it's current state, Orange Box SDK is broken. > > I and many others would greatly appreciate an immediate update as soon as > possible. Thanks for your time. > ___ > 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] Orange Box SDK Code Update???
Tony "omega" Sergi wrote: > Here are the ones for sdkplayer: > note that when the sdk gets updated these will change again, but this should > get you started for now - you can make the same changes to hl2mp_player as > necessary. > > sdk_player.cpp: > --- > > //- > // Purpose: Filters updates to a variable so that only non-local players see > // the changes. This is so we can send a low-res origin to non-local > players > // while sending a hi-res one to the local player. > // Input : *pVarData - > //*pOut - > //objectID - > //- > > void* SendProxy_SendNonLocalDataTable( const SendProp *pProp, const void > *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int > objectID ) > { > pRecipients->SetAllRecipients(); > pRecipients->ClearRecipient( objectID - 1 ); > return ( void * )pVarData; > } > REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendNonLocalDataTable ); > > BEGIN_SEND_TABLE_NOBASE( CSDKPlayer, DT_SDKLocalPlayerExclusive ) > SendPropInt( SENDINFO( m_iShotsFired ), 8, SPROP_UNSIGNED ), > // send a hi-res origin to the local player for use in prediction > SendPropVector(SENDINFO(m_vecOrigin), -1, > SPROP_NOSCALE|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_Origin ), > > SendPropFloat( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 8, > SPROP_CHANGES_OFTEN, -90.0f, 90.0f ), > //SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 10, > SPROP_CHANGES_OFTEN ), > END_SEND_TABLE() > > BEGIN_SEND_TABLE_NOBASE( CSDKPlayer, DT_SDKNonLocalPlayerExclusive ) > // send a lo-res origin to other players > SendPropVector(SENDINFO(m_vecOrigin), -1, > SPROP_COORD_MP_LOWPRECISION|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, > SendProxy_Origin ), > > SendPropFloat( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 8, > SPROP_CHANGES_OFTEN, -90.0f, 90.0f ), > SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 10, > SPROP_CHANGES_OFTEN ), > END_SEND_TABLE() > > > // main table > IMPLEMENT_SERVERCLASS_ST( CSDKPlayer, DT_SDKPlayer ) > SendPropExclude( "DT_BaseAnimating", "m_flPoseParameter" ), > SendPropExclude( "DT_BaseAnimating", "m_flPlaybackRate" ), > SendPropExclude( "DT_BaseAnimating", "m_nSequence" ), > SendPropExclude( "DT_BaseEntity", "m_angRotation" ), > SendPropExclude( "DT_BaseAnimatingOverlay", "overlay_vars" ), > SendPropExclude( "DT_BaseEntity", "m_vecOrigin" ), > > // playeranimstate and clientside animation takes care of these on the > client > SendPropExclude( "DT_ServerAnimationData" , "m_flCycle" ), > SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ), > > // Data that only gets sent to the local player. > SendPropDataTable( "sdklocaldata", 0, > &REFERENCE_SEND_TABLE(DT_SDKLocalPlayerExclusive), > SendProxy_SendLocalDataTable ), > // Data that gets sent to all other players > SendPropDataTable( "sdknonlocaldata", 0, > &REFERENCE_SEND_TABLE(DT_SDKNonLocalPlayerExclusive), > SendProxy_SendNonLocalDataTable ), > > SendPropEHandle( SENDINFO( m_hRagdoll ) ), > > SendPropInt( SENDINFO( m_iPlayerState ), Q_log2( NUM_PLAYER_STATES )+1, > SPROP_UNSIGNED ), > > SendPropBool( SENDINFO( m_bSpawnInterpCounter ) ), > > END_SEND_TABLE() > > c_sdk_player.cpp: > -- > BEGIN_RECV_TABLE_NOBASE( C_SDKPlayer, DT_SDKLocalPlayerExclusive ) > RecvPropInt( RECVINFO( m_iShotsFired ) ), > RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin ) ), > > RecvPropFloat( RECVINFO( m_angEyeAngles[0] ) ), > //RecvPropFloat( RECVINFO( m_angEyeAngles[1] ) ), > END_RECV_TABLE() > > BEGIN_RECV_TABLE_NOBASE( C_SDKPlayer, DT_SDKNonLocalPlayerExclusive ) > RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin ) ), > > RecvPropFloat( RECVINFO( m_angEyeAngles[0] ) ), > RecvPropFloat( RECVINFO( m_angEyeAngles[1] ) ), > END_RECV_TABLE() > > // main table > IMPLEMENT_CLIENTCLASS_DT( C_SDKPlayer, DT_SDKPlayer, CSDKPlayer ) > RecvPropDataTable( "sdklocaldata", 0, 0, > &REFERENCE_RECV_TABLE(DT_SDKLocalPlayerExclusive) ), > RecvPropDataTable( "sdknonlocaldata", 0, 0, > &REFERENCE_RECV_TABLE(DT_SDKNonLocalPlayerExclusive) ), > > RecvPropEHandle( RECVINFO( m_hRagdoll ) ), > > RecvPropInt( RECVINFO( m_iPlayerState ) ), > > RecvPropBool( RECVINFO( m_bSpawnInterpCounter ) ), > END_RECV_TABLE() > Benjamin Davison wrote: > The solution to numero uno, has already been fixed on this list. Have a > search for tolerance as I can't remember the exact post. > > On Sat, May 17, 2008 at 11:33 AM, Janek <[EMAIL PROTECTED]> wrote: > > >> Personnaly, the 2 main concerns I have are the following : >> >> - fixing perdiction error causing jittering movements >> - providing us with a working linux version >> >> My mod is already transfered to O
Re: [hlcoders] Orange Box SDK Code Update???
The solution to numero uno, has already been fixed on this list. Have a search for tolerance as I can't remember the exact post. On Sat, May 17, 2008 at 11:33 AM, Janek <[EMAIL PROTECTED]> wrote: > Personnaly, the 2 main concerns I have are the following : > > - fixing perdiction error causing jittering movements > - providing us with a working linux version > > My mod is already transfered to OB engine, but this two issues prevent me > from releasing. > > [EMAIL PROTECTED] > > 2008/5/17 Stephen Micheals <[EMAIL PROTECTED]>: > > > being patient is one thing but shader's and particles can be a > > important thing in a mod and we have been waiting for the code and > > tools for that a damn long time. > > > > On Fri, May 16, 2008 at 9:13 PM, Daniel Glenn <[EMAIL PROTECTED]> > > wrote: > > > Obviously, they're not working on at least two retail games right now > or > > > anything. Be patient is my advice. > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -- > --- > [EMAIL PROTECTED] > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- - Benjamin Davison ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Orange Box SDK Code Update???
Personnaly, the 2 main concerns I have are the following : - fixing perdiction error causing jittering movements - providing us with a working linux version My mod is already transfered to OB engine, but this two issues prevent me from releasing. [EMAIL PROTECTED] 2008/5/17 Stephen Micheals <[EMAIL PROTECTED]>: > being patient is one thing but shader's and particles can be a > important thing in a mod and we have been waiting for the code and > tools for that a damn long time. > > On Fri, May 16, 2008 at 9:13 PM, Daniel Glenn <[EMAIL PROTECTED]> > wrote: > > Obviously, they're not working on at least two retail games right now or > > anything. Be patient is my advice. > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- --- [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Orange Box SDK Code Update???
being patient is one thing but shader's and particles can be a important thing in a mod and we have been waiting for the code and tools for that a damn long time. On Fri, May 16, 2008 at 9:13 PM, Daniel Glenn <[EMAIL PROTECTED]> wrote: > Obviously, they're not working on at least two retail games right now or > anything. Be patient is my advice. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders