Re: [hlcoders] Implementing a CoD-style killcam in a multiplayer mod

2010-12-09 Thread Saul Rennison
Thanks for the heads up Stephen, but unfortunately, the actual replay code
seems to be unfinished/disabled. Note the:

#if defined( REPLAY_ENABLED )

In a few places, including around the IReplayHistoryManager interface
singleton, so I doubt it's enabled at the moment. Thanks for the help
though! I think I must be on the right track with storing frame states. I'll
take a look when I'm free at the weekend.

Thanks,
 - Saul.


On 8 December 2010 15:06, Stephen Swires stephen.swi...@gmail.com wrote:

 Actually, it's CBasePlayer.

 extern int g_nKillCamMode;
 extern int g_nKillCamTarget1;
 extern int g_nKillCamTarget2;
 extern int g_nUsedPrediction;

 These will need to be set too.

 On Wed, Dec 8, 2010 at 2:43 PM, Saul Rennison saul.renni...@gmail.com
 wrote:

  On 8 December 2010 12:28, Adam amckern McKern amck...@yahoo.com
 wrote:
 
   Whats your after would be in in_camera.cpp
  
   You may only want a kill cam for a single item, such as a awp
  
   A simple hack in my kind of logic would be to record the last 2 trace
   points on the ammo class, and then change them to a func_track, for a
 TE
   camera ent to run down.
  
   I have not done this, or knows if it would work, but you got a rough
 idea
   what source code you could pile through.
  
   
   Owner Nigredo Studios http://www.nigredostudios.com
 
 
  You seem to be thinking of a TF2/CS:S Beta style killcam, where as I am
  referring to a Call of Duty one. If you are unfamiliar, the killcam
 replays
  the movement of the attacker seconds before the kill.
 
  On 8 December 2010 12:46, Stephen Swires stephen.swi...@gmail.com
 wrote:
 
   Clue: CBaseEntity::SetReplayMode
 
 
  I can't seem to find this method anywhere, do you mind elaborating on
  filename?
 
  Thanks in advance,
   - Saul.
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Re: [hlcoders] Implementing a CoD-style killcam in a multiplayer mod

2010-12-09 Thread Stephen Swires
It works in the Orange Box template mod, but you have to shut down
prediction or you get some oddities.

On Thu, Dec 9, 2010 at 11:54 AM, Saul Rennison saul.renni...@gmail.comwrote:

 Thanks for the heads up Stephen, but unfortunately, the actual replay
 code
 seems to be unfinished/disabled. Note the:

 #if defined( REPLAY_ENABLED )

 In a few places, including around the IReplayHistoryManager interface
 singleton, so I doubt it's enabled at the moment. Thanks for the help
 though! I think I must be on the right track with storing frame states.
 I'll
 take a look when I'm free at the weekend.

 Thanks,
  - Saul.


 On 8 December 2010 15:06, Stephen Swires stephen.swi...@gmail.com wrote:

  Actually, it's CBasePlayer.
 
  extern int g_nKillCamMode;
  extern int g_nKillCamTarget1;
  extern int g_nKillCamTarget2;
  extern int g_nUsedPrediction;
 
  These will need to be set too.
 
  On Wed, Dec 8, 2010 at 2:43 PM, Saul Rennison saul.renni...@gmail.com
  wrote:
 
   On 8 December 2010 12:28, Adam amckern McKern amck...@yahoo.com
  wrote:
  
Whats your after would be in in_camera.cpp
   
You may only want a kill cam for a single item, such as a awp
   
A simple hack in my kind of logic would be to record the last 2 trace
points on the ammo class, and then change them to a func_track, for a
  TE
camera ent to run down.
   
I have not done this, or knows if it would work, but you got a rough
  idea
what source code you could pile through.
   

Owner Nigredo Studios http://www.nigredostudios.com
  
  
   You seem to be thinking of a TF2/CS:S Beta style killcam, where as I am
   referring to a Call of Duty one. If you are unfamiliar, the killcam
  replays
   the movement of the attacker seconds before the kill.
  
   On 8 December 2010 12:46, Stephen Swires stephen.swi...@gmail.com
  wrote:
  
Clue: CBaseEntity::SetReplayMode
  
  
   I can't seem to find this method anywhere, do you mind elaborating on
   filename?
  
   Thanks in advance,
- Saul.
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   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
 
 
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Re: [hlcoders] Colliding with BSP (GoldSrc) - Messing with the renderer

2010-12-09 Thread Tom Schumann
I think the TriAPI should give you the functionality required for the movie
rendering (minus the sound anyway). There may be a way to find the
coordinates of where to render somewhere in the world model's model_t
structure.
I recall seeing some physics code for Half-Life using Newton (it was
server-side), but I can't remember where.

On 9 December 2010 13:57, Adam amckern McKern amck...@yahoo.com wrote:

 Any plugin API will work, the only trouble you may have is pulling all the
 right calls at all the right places, svencoop is still having trouble after
 replacing the sound system with fmod x more then 3 years ago.

 
 Owner Nigredo Studios http://www.nigredostudios.com

 --- On Thu, 9/12/10, Trevor 'Drak' dhlco...@wowway.com wrote:

 From: Trevor 'Drak' dhlco...@wowway.com
 Subject: [hlcoders] Colliding with BSP (GoldSrc) - Messing with the
 renderer
 To: HLCoders List hlcoders@list.valvesoftware.com
 Received: Thursday, 9 December, 2010, 2:46 PM

 I’m still stuck in the past with HL1.
 But I’m sure most of you seen videos of people that managed to get a
 physics engine running inside goldsrc. I wanted to give this a go.
 I’m messed around with Newton / Bullet / PhysX and I can whip up a small
 D3D/OpenGL app that throw’s boxes around.

 But two major problems, I have no idea where to start on finding a
 solution. How can I get an OpenGL object inside the 3D viewport/world HL is
 in?
 I’ve also seen love .avi videos (procedural textures ?) inside HL. I asked
 the author, and he said he used simple OpenGL calls.

 I can do the same, but only 2D.  Drawing stuff over the HL window.

 Last thing. If I managed to even get over the hump, to drawing stuff. How
 can I get my physic objects to collide, when I have no access to the engine
 code?
 I don’t assume tracing of any sort can help me here? Mind you, this is all
 client-side. So I don’t need to network the physics.
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