Re: [hlcoders] Implementing a CoD-style killcam in a multiplayer mod
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ 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] Implementing a CoD-style killcam in a multiplayer mod
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ 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 -- - Stephen Swires ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Colliding with BSP (GoldSrc) - Messing with the renderer
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. ___ 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