Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-11 Thread Tom Edwards
Neat, I didn't know about him. Unfortunately that model isn't set up 
right for 9-way animation...plus, half the point of making the stickman 
was to provide the source for a simple model. :)


On 11/08/2011 5:19, Psy_Commando wrote:

I mean the model included with swarm and swarm_base.

On Thu, Aug 11, 2011 at 12:18 AM, Psy_Commando psycomma...@gmail.com 
mailto:psycomma...@gmail.com wrote:


That's pretty neat, but maybe you should use the included citizen,
or the colonist model for the player, instead of the weird
stickman. Its a better showcase of the included functionality :)


On Wed, Aug 10, 2011 at 7:22 PM, Tom Edwards
t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com wrote:

Here's an update which fixes the ragdoll issues. Still more to
go (see the readme), it's just finding the time...

http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a2.zip


On 30/07/2011 3:48, Tom Edwards wrote:

Thanks, email me if you find anything wrong!

On 30/07/2011 2:06, Tobias Kammersgaard wrote:

The biggest problem with using the ASW code is really
the lack of Half-Life 2 content. The singleplayer mod
I'm working on would love to have features from the
ASW code base, however lack of HL2 stops us from going
there. Granted we should replace all the HL2 content
with out own, but I don't see that happening with a
team of 5 people.

However I will checkout your skeleton Tom :)!

- ScarT


On 30 July 2011 14:57, Tom Edwards
t_edwa...@btinternet.com
mailto:t_edwa...@btinternet.com
mailto:t_edwa...@btinternet.com
mailto:t_edwa...@btinternet.com wrote:

   Don't expect any more significant updates to
2007/9, if for no
   other reason than the move from GCF to NCF. Alien
Swarm is from
   the main codeline and is much more recent than
2007/9 so is
   clearly the best choice for new mods.

   Since you probably aren't making a top-down shooter
here is an
   alpha for the Alien Swarm Skeleton, which is a
simple first-person
   game. Hopefully having something public will
encourage me to spend
   more time on its remaining problems. :)

http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip


   On 30/07/2011 12:24, Psy_Commando wrote:

   Sorry, for the previous message, forgot to put
a subject...

   Hi,this time I'm having a more complicated
question. Me and my
   team were about to switch from Source 2007 to
Alien Swarm
   Source, to make our mod free, and to have
access to the menu
   and loading UI and the Alien Swarm assets.
However, Source
   2007 is now free, so that removed one of the
big advantages of
   ASW. Beside ASW, has tons of references
directly to member
   variables of other classes, which makes it very
hard to make
   significant changes.

   What I'm wondering is, is this a good move in
the long term ?
   I mean ASW, and the ASW SDK are pretty much
left to die by its
   devs, and there are about two active mods...
Unlike with ASW I
   can expect that there will be a Source 2009
update at some
   point with the Source SDK. Any suggestions or
comments ?


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[hlcoders] Shadow map scissoring

2011-08-11 Thread Tom Edwards
I've been developing omnidirectional shadowmap entities lately, and it 
works great except for r_flashlightscissor being no good when you have 
multiple projections. Keeping it off results is crazy overdraw where 
large areas of the screen are written over at least seven times per 
frame, sending performance off a cliff:


On: 
http://cloud.steampowered.com/ugc/558664840002096292/18D0A75B5AB15EE433377DE5E792C3C52D8CB648/
Off: 
http://cloud.steampowered.com/ugc/558664840002097596/EFCB735994AE0BAA8ED371D47D1149F700518717/


The difference between those screens is 30 fps!

Has anyone worked out a way to fix scissoring for multi-projection 
scenes, or at least how to detect when it can safely be enabled?


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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-11 Thread Psy_Commando
You also can just use the marine model :)
And with the asw sdk we have the source for the marine model already.

On Thu, Aug 11, 2011 at 5:23 AM, Tom Edwards t_edwa...@btinternet.comwrote:

 Neat, I didn't know about him. Unfortunately that model isn't set up right
 for 9-way animation...plus, half the point of making the stickman was to
 provide the source for a simple model. :)


 On 11/08/2011 5:19, Psy_Commando wrote:

 I mean the model included with swarm and swarm_base.

 On Thu, Aug 11, 2011 at 12:18 AM, Psy_Commando psycomma...@gmail.commailto:
 psycomma...@gmail.com** wrote:

That's pretty neat, but maybe you should use the included citizen,
or the colonist model for the player, instead of the weird
stickman. Its a better showcase of the included functionality :)


On Wed, Aug 10, 2011 at 7:22 PM, Tom Edwards
t_edwa...@btinternet.com 
 mailto:t_edwards@btinternet.**comt_edwa...@btinternet.com
 wrote:

Here's an update which fixes the ragdoll issues. Still more to
go (see the readme), it's just finding the time...


 http://steamreview.org/**external/vdc/srcsdk-skeleton-**2.0a2.ziphttp://steamreview.org/external/vdc/srcsdk-skeleton-2.0a2.zip


On 30/07/2011 3:48, Tom Edwards wrote:

Thanks, email me if you find anything wrong!

On 30/07/2011 2:06, Tobias Kammersgaard wrote:

The biggest problem with using the ASW code is really
the lack of Half-Life 2 content. The singleplayer mod
I'm working on would love to have features from the
ASW code base, however lack of HL2 stops us from going
there. Granted we should replace all the HL2 content
with out own, but I don't see that happening with a
team of 5 people.

However I will checkout your skeleton Tom :)!

- ScarT


On 30 July 2011 14:57, Tom Edwards
t_edwa...@btinternet.com
mailto:t_edwards@btinternet.**comt_edwa...@btinternet.com
 
mailto:t_edwards@btinternet.**comt_edwa...@btinternet.com

 mailto:t_edwards@btinternet.**comt_edwa...@btinternet.com
 wrote:

   Don't expect any more significant updates to
2007/9, if for no
   other reason than the move from GCF to NCF. Alien
Swarm is from
   the main codeline and is much more recent than
2007/9 so is
   clearly the best choice for new mods.

   Since you probably aren't making a top-down shooter
here is an
   alpha for the Alien Swarm Skeleton, which is a
simple first-person
   game. Hopefully having something public will
encourage me to spend
   more time on its remaining problems. :)

http://steamreview.org/**external/vdc/srcsdk-skeleton-**
 2.0a1.zip http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip


   On 30/07/2011 12:24, Psy_Commando wrote:

   Sorry, for the previous message, forgot to put
a subject...

   Hi,this time I'm having a more complicated
question. Me and my
   team were about to switch from Source 2007 to
Alien Swarm
   Source, to make our mod free, and to have
access to the menu
   and loading UI and the Alien Swarm assets.
However, Source
   2007 is now free, so that removed one of the
big advantages of
   ASW. Beside ASW, has tons of references
directly to member
   variables of other classes, which makes it very
hard to make
   significant changes.

   What I'm wondering is, is this a good move in
the long term ?
   I mean ASW, and the ASW SDK are pretty much
left to die by its
   devs, and there are about two active mods...
Unlike with ASW I
   can expect that there will be a Source 2009
update at some
   point with the Source SDK. Any suggestions or
comments ?


   __**_
   To unsubscribe, edit your list preferences, or
view the list
   archives, please visit:

 http://list.valvesoftware.com/**mailman/listinfo/hlcodershttp://list.valvesoftware.com/mailman/listinfo/hlcoders


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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-11 Thread Tom Edwards
The marine models are rigged horribly (the legs bones are way outside 
the leg mesh!) and their animations look terrible from close up. The 
model is also complicated and not an ideal place to start learning.


On 11/08/2011 7:46, Psy_Commando wrote:

You also can just use the marine model :)
And with the asw sdk we have the source for the marine model already.

On Thu, Aug 11, 2011 at 5:23 AM, Tom Edwards t_edwa...@btinternet.com 
mailto:t_edwa...@btinternet.com wrote:


Neat, I didn't know about him. Unfortunately that model isn't set
up right for 9-way animation...plus, half the point of making the
stickman was to provide the source for a simple model. :)


On 11/08/2011 5:19, Psy_Commando wrote:

I mean the model included with swarm and swarm_base.

On Thu, Aug 11, 2011 at 12:18 AM, Psy_Commando
psycomma...@gmail.com mailto:psycomma...@gmail.com
mailto:psycomma...@gmail.com mailto:psycomma...@gmail.com
wrote:

   That's pretty neat, but maybe you should use the included
citizen,
   or the colonist model for the player, instead of the weird
   stickman. Its a better showcase of the included
functionality :)


   On Wed, Aug 10, 2011 at 7:22 PM, Tom Edwards
t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com
mailto:t_edwa...@btinternet.com
mailto:t_edwa...@btinternet.com wrote:

   Here's an update which fixes the ragdoll issues. Still
more to
   go (see the readme), it's just finding the time...

http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a2.zip


   On 30/07/2011 3:48, Tom Edwards wrote:

   Thanks, email me if you find anything wrong!

   On 30/07/2011 2:06, Tobias Kammersgaard wrote:

   The biggest problem with using the ASW code is
really
   the lack of Half-Life 2 content. The
singleplayer mod
   I'm working on would love to have features from the
   ASW code base, however lack of HL2 stops us
from going
   there. Granted we should replace all the HL2
content
   with out own, but I don't see that happening with a
   team of 5 people.

   However I will checkout your skeleton Tom :)!

   - ScarT


   On 30 July 2011 14:57, Tom Edwards
t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com
mailto:t_edwa...@btinternet.com
mailto:t_edwa...@btinternet.com
mailto:t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com
mailto:t_edwa...@btinternet.com
mailto:t_edwa...@btinternet.com wrote:

  Don't expect any more significant updates to
   2007/9, if for no
  other reason than the move from GCF to NCF.
Alien
   Swarm is from
  the main codeline and is much more recent than
   2007/9 so is
  clearly the best choice for new mods.

  Since you probably aren't making a top-down
shooter
   here is an
  alpha for the Alien Swarm Skeleton, which is a
   simple first-person
  game. Hopefully having something public will
   encourage me to spend
  more time on its remaining problems. :)

http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip


  On 30/07/2011 12:24, Psy_Commando wrote:

  Sorry, for the previous message, forgot
to put
   a subject...

  Hi,this time I'm having a more complicated
   question. Me and my
  team were about to switch from Source
2007 to
   Alien Swarm
  Source, to make our mod free, and to have
   access to the menu
  and loading UI and the Alien Swarm assets.
   However, Source
  2007 is now free, so that removed one of the
   big advantages of
  ASW. Beside ASW, has tons of references
   directly to member
  variables of other classes, which makes
it very
   hard to make
  significant changes.

  What I'm wondering is, is this a good
move in
   the long term ?
  I mean ASW, and the ASW SDK are pretty much
  

Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-11 Thread Psy_Commando
Yeah, there's that...

On Thu, Aug 11, 2011 at 3:06 PM, Tom Edwards t_edwa...@btinternet.comwrote:

 The marine models are rigged horribly (the legs bones are way outside the
 leg mesh!) and their animations look terrible from close up. The model is
 also complicated and not an ideal place to start learning.


 On 11/08/2011 7:46, Psy_Commando wrote:

 You also can just use the marine model :)
 And with the asw sdk we have the source for the marine model already.

 On Thu, Aug 11, 2011 at 5:23 AM, Tom Edwards 
 t_edwa...@btinternet.commailto:
 t_edwards@btinternet.**com t_edwa...@btinternet.com wrote:

Neat, I didn't know about him. Unfortunately that model isn't set
up right for 9-way animation...plus, half the point of making the
stickman was to provide the source for a simple model. :)


On 11/08/2011 5:19, Psy_Commando wrote:

I mean the model included with swarm and swarm_base.

On Thu, Aug 11, 2011 at 12:18 AM, Psy_Commando
psycomma...@gmail.com mailto:psycomma...@gmail.com
mailto:psycomma...@gmail.com mailto:psycomma...@gmail.com**

wrote:

   That's pretty neat, but maybe you should use the included
citizen,
   or the colonist model for the player, instead of the weird
   stickman. Its a better showcase of the included
functionality :)


   On Wed, Aug 10, 2011 at 7:22 PM, Tom Edwards
t_edwa...@btinternet.com 
 mailto:t_edwards@btinternet.**comt_edwa...@btinternet.com
 
mailto:t_edwards@btinternet.**com t_edwa...@btinternet.com
mailto:t_edwards@btinternet.**com t_edwa...@btinternet.com
 wrote:

   Here's an update which fixes the ragdoll issues. Still
more to
   go (see the readme), it's just finding the time...


 http://steamreview.org/**external/vdc/srcsdk-skeleton-**2.0a2.ziphttp://steamreview.org/external/vdc/srcsdk-skeleton-2.0a2.zip


   On 30/07/2011 3:48, Tom Edwards wrote:

   Thanks, email me if you find anything wrong!

   On 30/07/2011 2:06, Tobias Kammersgaard wrote:

   The biggest problem with using the ASW code is
really
   the lack of Half-Life 2 content. The
singleplayer mod
   I'm working on would love to have features from the
   ASW code base, however lack of HL2 stops us
from going
   there. Granted we should replace all the HL2
content
   with out own, but I don't see that happening with a
   team of 5 people.

   However I will checkout your skeleton Tom :)!

   - ScarT


   On 30 July 2011 14:57, Tom Edwards
t_edwa...@btinternet.com 
 mailto:t_edwards@btinternet.**comt_edwa...@btinternet.com
 
mailto:t_edwards@btinternet.**com t_edwa...@btinternet.com
mailto:t_edwards@btinternet.**com t_edwa...@btinternet.com
mailto:t_edwards@btinternet.**com t_edwa...@btinternet.commailto:
 t_edwards@btinternet.**com t_edwa...@btinternet.com
mailto:t_edwards@btinternet.**com t_edwa...@btinternet.com
mailto:t_edwards@btinternet.**com t_edwa...@btinternet.com
 wrote:

  Don't expect any more significant updates to
   2007/9, if for no
  other reason than the move from GCF to NCF.
Alien
   Swarm is from
  the main codeline and is much more recent than
   2007/9 so is
  clearly the best choice for new mods.

  Since you probably aren't making a top-down
shooter
   here is an
  alpha for the Alien Swarm Skeleton, which is a
   simple first-person
  game. Hopefully having something public will
   encourage me to spend
  more time on its remaining problems. :)


 http://steamreview.org/**external/vdc/srcsdk-skeleton-**2.0a1.ziphttp://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip


  On 30/07/2011 12:24, Psy_Commando wrote:

  Sorry, for the previous message, forgot
to put
   a subject...

  Hi,this time I'm having a more complicated
   question. Me and my
  team were about to switch from Source
2007 to
   Alien Swarm
  Source, to make our mod free, and to have
   access to the menu
  and loading UI and the Alien Swarm assets.
   However, Source
  2007 is now free, so that 

[hlcoders] Swap_Buffers spiking to 10-15 ms every few seconds

2011-08-11 Thread Joel R.
Hi Valve,

There is a very noticeable drop in FPS every so often due to Swap_Buffers.
I see it on my mod and on a vanilla scratch mod when I use +showbudget.  Is
it possible this could be looked at?  It's causing a slight hiccup in my
smoothness.

Thank You,

Joel
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Re: [hlcoders] Swap_Buffers spiking to 10-15 ms every few seconds

2011-08-11 Thread James Pizzurro
Is this a custom map we're talking about here?

Regardless, I'm sure you've already looked at this, but just in case:
http://developer.valvesoftware.com/wiki/Showbudget#Showbudget_categories

Scroll on down to the Swap buffers section and have a look.

*James Pizzurro*
Co-founder, Programmer
Agent Red Productions
646-341- direct
ja...@agentredproductions.com | www.agentredproductions.com


On Fri, Aug 12, 2011 at 12:06 AM, Joel R. joelru...@gmail.com wrote:

 Hi Valve,

 There is a very noticeable drop in FPS every so often due to Swap_Buffers.
 I see it on my mod and on a vanilla scratch mod when I use +showbudget.  Is
 it possible this could be looked at?  It's causing a slight hiccup in my
 smoothness.

 Thank You,

 Joel

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Re: [hlcoders] Swap_Buffers spiking to 10-15 ms every few seconds

2011-08-11 Thread Joel R.
It's actually on the map scratch mod map sdk_teams_hdr.bsp, and on my mod a
simple custom map with only 2 textures and absolutely no
shaders/particles/effects.

It could be that i'm in window mode, but i doubt it, its a low reso.

On Thu, Aug 11, 2011 at 11:14 PM, James Pizzurro 
ja...@agentredproductions.com wrote:

 Is this a custom map we're talking about here?

 Regardless, I'm sure you've already looked at this, but just in case:
 http://developer.valvesoftware.com/wiki/Showbudget#Showbudget_categories

 Scroll on down to the Swap buffers section and have a look.

 *James Pizzurro*
 Co-founder, Programmer
 Agent Red Productions
 646-341- direct
 ja...@agentredproductions.com | www.agentredproductions.com


 On Fri, Aug 12, 2011 at 12:06 AM, Joel R. joelru...@gmail.com wrote:

 Hi Valve,

 There is a very noticeable drop in FPS every so often due to
 Swap_Buffers.  I see it on my mod and on a vanilla scratch mod when I use
 +showbudget.  Is it possible this could be looked at?  It's causing a slight
 hiccup in my smoothness.

 Thank You,

 Joel

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 please visit:
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