Re: [hlcoders] PreCaching Models - what exactly does it do?

2011-09-14 Thread Ryan Sheffer
Hey Jed

Model precaching is very important considering the model first exists on the
hard drive, and then it needs to be broken up once loaded.

The model is loaded (FROM THE HARD DRIVE), all the required data is laid out
in an easy to retrieve manner in memory, the video card memory probably gets
a vertex buffer sent to it plus more. The biggest thing to keep in mind
especially when developing games is to never load from the hard drive at run
time, the bus between the hard drive and your memory is ridiculously slow.
Again, caching is very important mostly in that the model exists on the hard
drive and shouldn't be constantly loaded from the hard drive every time it
is needed.

Also, the memory usage is insignificant compared to the performance gains. I
hope this somewhat explains why Valve throw up red warnings whenever you
precache something late.

Ryan

On Wed, Sep 14, 2011 at 8:02 AM, AndreaZzZ andrea_s...@mail.ru wrote:

 If there were levels of detail, I think things would be a lot easier.


 2011/9/14 Garry Newman garrynew...@gmail.com

 I stopped models precaching in GMod - and you can get up to a second
 loading delay when spawning a model - especially ragdolls.

 So I think it's safe to assume it loads the whole thing, model, physics,
 materials, textures.

 garry


 On Wed, Sep 14, 2011 at 2:57 PM, Jed j...@wunderboy.org wrote:

  I've been wondering about model pre-caching lately and what exactly it
 achieves.

 I'm noticing that the potential number of player models for our mod is
 growing exponentially and along with that there are various play model
 attachments which are needed. I could just put them all into an array
 and pre-cache them in one go but I keep wondering if that in fact
 could have a negative effect?

 aching to me implies that the model is loaded into memory and held
 there for quick access but in our case while there are say maybe 32
 separate models, only 6 would say ever be used at one time in a single
 map. So my thought is that while the caching will stop stutters
 waiting for the model to load, will it in fact use more memory as not
 all the cached models are being used.

 So does model pre-caching actually store the whole model in RAM or
 does is simply let the system know that this model might be needed and
 do some sort of preparation for it?

 - Jed

 ___
 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





-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Getting an attachment position on client side view model

2011-08-23 Thread Ryan Sheffer
Yea, it is possible the values are local space, that would make sense. Ill
try that out. :)

Thank you.

On Fri, Aug 19, 2011 at 3:03 PM, Asher Baker asher...@gmail.com wrote:

 Complete guess, but is it possible the position you are getting is
 relative to the entity origin instead of world? Would explain the
 small values.

 On Fri, Aug 19, 2011 at 8:49 PM, Michael Kramer
 gameexpertmas...@gmail.com wrote:
  is pEntity of type CBaseViewModel?
  if not, try casting pEntity to CBaseViewModel
 
  On Fri, Aug 19, 2011 at 12:55 PM, Ryan Sheffer darksk...@gmail.com
 wrote:
 
  Thanks for the code, but unfortunately I need a way to get the
 attachment
  without using the beams attachment point stuff.
 
  On Thu, Aug 18, 2011 at 11:13 PM, Michael Kramer
  gameexpertmas...@gmail.com wrote:
 
  When I drew a beam for one of my weapons I used the following:
  pBeam-PointEntInit( endPos, this );
  pBeam-SetEndAttachment( 1 );
  pBeam-SetWidth( width / 4.0f );
  pBeam-SetEndWidth( width );
  However this was serverside code, But I did then have it also spark on
  the muzzle, so I did:
  CBaseViewModel *pViewModel = pOwner-GetViewModel();
  pViewModel-GetAttachment(LookupAttachment(muzzle),origin,angles);
  g_pEffects-Sparks(origin);
 
  Below is the entire drawBeam function I used:
  CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
  CBaseViewModel *pViewModel = pOwner-GetViewModel();
  if ( pOwner == NULL )
  return;
  //Check to store off our view model index
  if ( pViewModel == NULL )
  {
  CBaseViewModel *vm = pOwner-GetViewModel();
  if ( vm )
  {
  m_hViewModel.Set( vm );
  }
  }
  #ifndef CLIENT_DLL
  //Draw a tracer down the middle
  UTIL_Tracer( startPos, endPos, 0, TRACER_DONT_USE_ATTACHMENT, 6500,
 true,
  GaussTracer );
  //Draw the main beam shaft
  CBeam *pBeam = CBeam::BeamCreate( GAUSS_BEAM_SPRITE, width );
  if ( useMuzzle )
  {
  pBeam-PointEntInit( endPos, this );
  pBeam-SetEndAttachment( 1 );
  pBeam-SetWidth( width / 4.0f );
  pBeam-SetEndWidth( width );
  }
  else
  {
  pBeam-SetStartPos( startPos );
  pBeam-SetEndPos( endPos );
  pBeam-SetWidth( width );
  pBeam-SetEndWidth( width / 4.0f );
  }
  pBeam-SetBrightness( 255 );
  pBeam-SetColor( 255, 145+random-RandomInt( -16, 16 ), 0 );
  pBeam-RelinkBeam();
  pBeam-LiveForTime( 5.1f );
 
  On Thu, Aug 18, 2011 at 11:11 PM, Ryan Sheffer darksk...@gmail.com
  wrote:
 
  Hey coders!
 
  I came across a nasty little issue and I thought maybe somebody has
 come
  across this before.
  I am trying to create a client side beam from the muzzle of the
 players
  view model to where the bullet impacts, but I cannot get the
 attachment
  position for the muzzle on the view model.
 
  Here is the code I am using for getting the attachment:
 
  intattachment = pEntity-LookupAttachment( muzzle );
  pEntity-GetAttachment( attachment, vecAttachment, angAttachment
 );
 
  pEntity is the view model.
  This is the same way I saw it done on the physcannons client side
 code.
  The position it gets appears to be somewhere close to the origin of
 the
  map but the coordinates are not exactly 0, 0, 0. One way to fix the
 position
  is to give myself a weapon_physcannon and then when I switch back to
 my gun
  the attachment position is where it should be, from the muzzle. I
 don't see
  anything special in the weapon_physcannon's code so I am baffled.
 
  Some things to note:
  - This is a client side entity, client side code
  - The attachment on the model looks fine in the model viewer
 
  So any help would be wonderful, I am just digging away at the
 debugging
  trying to find the issue but nothing sticks out, only the fact that
 having a
  physcannon at the same time fixes the problem.
 
  Here is the full code for the beam just in case:
 
  void C_WeaponSonicRifle::CreateShotBeam(void)
  {
  CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
 
  if ( pOwner == NULL )
  return;
 
  BeamInfo_t beamInfo;
  C_BaseAnimating *pEntity = NULL;
  trace_t tr;
 
  VectorvecAttachment, vecCrosshair, vecDir;
  QAngleangAttachment;
 
  if ( IsCarriedByLocalPlayer()  !::input-CAM_IsThirdPerson() )
  {
  pEntity = pOwner-GetViewModel();
  vecDir = pOwner-GetAutoaimVector(AUTOAIM_5DEGREES);
  }
  else
  {
  pEntity = this;
  vecDir = pOwner-GetAutoaimVector(AUTOAIM_5DEGREES);
  }
 
  pEntity-PushAllowBoneAccess( true, true, sonic rifle );
 
  intattachment = pEntity-LookupAttachment( muzzle );
  pEntity-GetAttachment( attachment, vecAttachment, angAttachment
 );
 
  pEntity-PopBoneAccess( sonic rifle );
 
  vecCrosshair = pOwner-Weapon_ShootPosition();
  UTIL_TraceLine(vecCrosshair, vecCrosshair + (vecDir *
  MAX_TRACE_LENGTH), MASK_SONICBEAMS, pOwner, COLLISION_GROUP_NONE,
 tr);
 
  beamInfo.m_pStartEnt = NULL;
  beamInfo.m_pEndEnt = NULL;
 
  //beamInfo.m_nType = TE_BEAMPOINTS;
  beamInfo.m_vecStart = tr.endpos

Re: [hlcoders] Getting an attachment position on client side view model

2011-08-19 Thread Ryan Sheffer
Thanks for the code, but unfortunately I need a way to get the attachment
without using the beams attachment point stuff.

On Thu, Aug 18, 2011 at 11:13 PM, Michael Kramer gameexpertmas...@gmail.com
 wrote:

 When I drew a beam for one of my weapons I used the following:

 pBeam-PointEntInit( endPos, this );
 pBeam-SetEndAttachment( 1 );
 pBeam-SetWidth( width / 4.0f );
 pBeam-SetEndWidth( width );

 However this was serverside code, But I did then have it also spark on the
 muzzle, so I did:
 CBaseViewModel *pViewModel = pOwner-GetViewModel();
 pViewModel-GetAttachment(LookupAttachment(muzzle),origin,angles);
 g_pEffects-Sparks(origin);


 Below is the entire drawBeam function I used:

 CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
 CBaseViewModel *pViewModel = pOwner-GetViewModel();

  if ( pOwner == NULL )
 return;

 //Check to store off our view model index
  if ( pViewModel == NULL )
 {
 CBaseViewModel *vm = pOwner-GetViewModel();
  if ( vm )
 {
 m_hViewModel.Set( vm );
  }
 }
 #ifndef CLIENT_DLL
 //Draw a tracer down the middle
  UTIL_Tracer( startPos, endPos, 0, TRACER_DONT_USE_ATTACHMENT, 6500, true,
 GaussTracer );

 //Draw the main beam shaft
  CBeam *pBeam = CBeam::BeamCreate( GAUSS_BEAM_SPRITE, width );

 if ( useMuzzle )
  {
 pBeam-PointEntInit( endPos, this );
 pBeam-SetEndAttachment( 1 );
  pBeam-SetWidth( width / 4.0f );
 pBeam-SetEndWidth( width );
 }

 else
 {
 pBeam-SetStartPos( startPos );
  pBeam-SetEndPos( endPos );
 pBeam-SetWidth( width );
 pBeam-SetEndWidth( width / 4.0f );
  }

 pBeam-SetBrightness( 255 );
 pBeam-SetColor( 255, 145+random-RandomInt( -16, 16 ), 0 );
  pBeam-RelinkBeam();
 pBeam-LiveForTime( 5.1f );


 On Thu, Aug 18, 2011 at 11:11 PM, Ryan Sheffer darksk...@gmail.comwrote:

 Hey coders!

 I came across a nasty little issue and I thought maybe somebody has come
 across this before.
 I am trying to create a client side beam from the muzzle of the players
 view model to where the bullet impacts, but I cannot get the attachment
 position for the muzzle on the view model.

 Here is the code I am using for getting the attachment:

 intattachment = pEntity-LookupAttachment( muzzle );
 pEntity-GetAttachment( attachment, vecAttachment, angAttachment );

 pEntity is the view model.
 This is the same way I saw it done on the physcannons client side code.
 The position it gets appears to be somewhere close to the origin of the
 map but the coordinates are not exactly 0, 0, 0. One way to fix the position
 is to give myself a weapon_physcannon and then when I switch back to my gun
 the attachment position is where it should be, from the muzzle. I don't see
 anything special in the weapon_physcannon's code so I am baffled.

 Some things to note:
 - This is a client side entity, client side code
 - The attachment on the model looks fine in the model viewer

 So any help would be wonderful, I am just digging away at the debugging
 trying to find the issue but nothing sticks out, only the fact that having a
 physcannon at the same time fixes the problem.

 Here is the full code for the beam just in case:

 void C_WeaponSonicRifle::CreateShotBeam(void)
 {
 CBasePlayer *pOwner = ToBasePlayer( GetOwner() );

 if ( pOwner == NULL )
 return;

 BeamInfo_t beamInfo;
 C_BaseAnimating *pEntity = NULL;
 trace_t tr;

 VectorvecAttachment, vecCrosshair, vecDir;
 QAngleangAttachment;

 if ( IsCarriedByLocalPlayer()  !::input-CAM_IsThirdPerson() )
 {
 pEntity = pOwner-GetViewModel();
 vecDir = pOwner-GetAutoaimVector(AUTOAIM_5DEGREES);
 }
 else
 {
 pEntity = this;
 vecDir = pOwner-GetAutoaimVector(AUTOAIM_5DEGREES);
 }

 pEntity-PushAllowBoneAccess( true, true, sonic rifle );

 intattachment = pEntity-LookupAttachment( muzzle );
 pEntity-GetAttachment( attachment, vecAttachment, angAttachment );

 pEntity-PopBoneAccess( sonic rifle );

 vecCrosshair = pOwner-Weapon_ShootPosition();
 UTIL_TraceLine(vecCrosshair, vecCrosshair + (vecDir *
 MAX_TRACE_LENGTH), MASK_SONICBEAMS, pOwner, COLLISION_GROUP_NONE, tr);

 beamInfo.m_pStartEnt = NULL;
 beamInfo.m_pEndEnt = NULL;

 //beamInfo.m_nType = TE_BEAMPOINTS;
 beamInfo.m_vecStart = tr.endpos;
 beamInfo.m_vecEnd = vecAttachment;

 beamInfo.m_nStartAttachment = NULL;
 beamInfo.m_nEndAttachment = NULL;

 beamInfo.m_pszModelName = sprites/laserbeam.vmt;
 beamInfo.m_flHaloScale = 0.0f;
 beamInfo.m_flLife = 2.5f;

 beamInfo.m_flWidth = 3.0f;
 beamInfo.m_flEndWidth = 3.0f;

 beamInfo.m_flFadeLength = 0.0f;
 beamInfo.m_flAmplitude = 0;

 beamInfo.m_flBrightness = 255.0;

 beamInfo.m_flSpeed = 1.0f;
 beamInfo.m_nStartFrame = 0.0;
 beamInfo.m_flFrameRate = 30.0;

 beamInfo.m_flRed = 255;
 beamInfo.m_flGreen = 255;
 beamInfo.m_flBlue = 255;

 beamInfo.m_nSegments = 4;
 beamInfo.m_bRenderable = true;
 beamInfo.m_nFlags

[hlcoders] Getting an attachment position on client side view model

2011-08-18 Thread Ryan Sheffer
Hey coders!

I came across a nasty little issue and I thought maybe somebody has come
across this before.
I am trying to create a client side beam from the muzzle of the players view
model to where the bullet impacts, but I cannot get the attachment position
for the muzzle on the view model.

Here is the code I am using for getting the attachment:

intattachment = pEntity-LookupAttachment( muzzle );
pEntity-GetAttachment( attachment, vecAttachment, angAttachment );

pEntity is the view model.
This is the same way I saw it done on the physcannons client side code.
The position it gets appears to be somewhere close to the origin of the map
but the coordinates are not exactly 0, 0, 0. One way to fix the position is
to give myself a weapon_physcannon and then when I switch back to my gun the
attachment position is where it should be, from the muzzle. I don't see
anything special in the weapon_physcannon's code so I am baffled.

Some things to note:
- This is a client side entity, client side code
- The attachment on the model looks fine in the model viewer

So any help would be wonderful, I am just digging away at the debugging
trying to find the issue but nothing sticks out, only the fact that having a
physcannon at the same time fixes the problem.

Here is the full code for the beam just in case:

void C_WeaponSonicRifle::CreateShotBeam(void)
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );

if ( pOwner == NULL )
return;

BeamInfo_t beamInfo;
C_BaseAnimating *pEntity = NULL;
trace_t tr;

VectorvecAttachment, vecCrosshair, vecDir;
QAngleangAttachment;

if ( IsCarriedByLocalPlayer()  !::input-CAM_IsThirdPerson() )
{
pEntity = pOwner-GetViewModel();
vecDir = pOwner-GetAutoaimVector(AUTOAIM_5DEGREES);
}
else
{
pEntity = this;
vecDir = pOwner-GetAutoaimVector(AUTOAIM_5DEGREES);
}

pEntity-PushAllowBoneAccess( true, true, sonic rifle );

intattachment = pEntity-LookupAttachment( muzzle );
pEntity-GetAttachment( attachment, vecAttachment, angAttachment );

pEntity-PopBoneAccess( sonic rifle );

vecCrosshair = pOwner-Weapon_ShootPosition();
UTIL_TraceLine(vecCrosshair, vecCrosshair + (vecDir * MAX_TRACE_LENGTH),
MASK_SONICBEAMS, pOwner, COLLISION_GROUP_NONE, tr);

beamInfo.m_pStartEnt = NULL;
beamInfo.m_pEndEnt = NULL;

//beamInfo.m_nType = TE_BEAMPOINTS;
beamInfo.m_vecStart = tr.endpos;
beamInfo.m_vecEnd = vecAttachment;

beamInfo.m_nStartAttachment = NULL;
beamInfo.m_nEndAttachment = NULL;

beamInfo.m_pszModelName = sprites/laserbeam.vmt;
beamInfo.m_flHaloScale = 0.0f;
beamInfo.m_flLife = 2.5f;

beamInfo.m_flWidth = 3.0f;
beamInfo.m_flEndWidth = 3.0f;

beamInfo.m_flFadeLength = 0.0f;
beamInfo.m_flAmplitude = 0;

beamInfo.m_flBrightness = 255.0;

beamInfo.m_flSpeed = 1.0f;
beamInfo.m_nStartFrame = 0.0;
beamInfo.m_flFrameRate = 30.0;

beamInfo.m_flRed = 255;
beamInfo.m_flGreen = 255;
beamInfo.m_flBlue = 255;

beamInfo.m_nSegments = 4;
beamInfo.m_bRenderable = true;
beamInfo.m_nFlags = (FBEAM_SHADEIN | FBEAM_SHADEOUT | FBEAM_FADEOUT);

beams-CreateBeamPoints( beamInfo );
}

Thanks guys :)

-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Gravity Gun vs The use key pick-up

2010-11-18 Thread Ryan Sheffer
Yea the MP version of the gravity gun predicts the props location on the
client side which is nice and quick. You just have to setup the 'use' key
version of pickup the same way as the gravity gun like you mentioned. There
might be a tutorial to do this on the wiki... Not sure.

On Wed, Nov 17, 2010 at 5:58 PM, Trevor 'Drak' dhlco...@wowway.com wrote:

 Using a OB MP mod, and copying the code from the single player “
 CHL2MP_Player::PickupObject() “ allowing me todo the “use” pickup work’s
 just fine.
 But (I don’t think so) are the props you pick up with the gravity gun
 handled the same as the ones with the “use” key?
 Because the code leads to the pickup function within “weapon_physcannon”.
 But they act slightly different. The gravity gun is more “clean” the props
 don’t collide as buggy or move as sluggish.

 Also, I know this has been discussed, but would it be better just to have
 the “use” pickup, create a client-side prop (since there usually small
 props).
 And when it’s let go, restore the server-side one?
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Entity Limit

2010-10-23 Thread Ryan Sheffer
So since you cannot up the limit, you need to create a sub entity system.
One entity that controls a number of sub entities if you will, like a single
entity that controls a number of particles. Your mod is already all about
making something from nothing, so you should be able to figure something
out.

On Sat, Oct 23, 2010 at 5:05 PM, Adam amckern McKern amck...@yahoo.comwrote:

 Working on svencoop, i can confirm this, however you may run out of temp
 memory, and need to enable a command -num_edicts 4096 at the game shortcut.

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

 --- On Sat, 23/10/10, Tobias Kammersgaard tobias.kammersga...@gmail.com
 wrote:

 From: Tobias Kammersgaard tobias.kammersga...@gmail.com
 Subject: Re: [hlcoders] Entity Limit
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 
 Received: Saturday, 23 October, 2010, 9:31 PM

 I'm pretty sure the concept of Garry's mod isn't under patent.

 As Cory said there is no way to up the entity limit on GoldSrc.

 - ScarT


 On 23 October 2010 11:07, Cory de La Torre gear@gmail.com wrote:

  Not to be rude or anything, but perhaps the community felt the need to
 act
  that way because of the quality of the content you're putting up on
 moddb.
  I
  mean hey, it's your mod, do whatever you want. But you should understand
 it
  looks like you made the majority of that stuff being on LSD.
 
  Anyways there is no way to increase the entity limit, sorry. Also you
 might
  want to talk to Garry about trying to remake his game. Regardless of
 engine
  versions, I'm fairly sure it's something you shouldn't really do.
 
  On Sat, Oct 23, 2010 at 12:58 AM, Krzysztof Krysztofiak
  sezam...@gmail.comwrote:
 
   Hello, I`m co-creator of mod called Go-Mod you can see it here
   http://www.moddb.com/mods/go-mod , it has been archived for a while
   because
   community were so stupid, but we decided to continue our work. I send a
   email to s...@valvesoftware month ago, but I can`t see response yet so
 I
   decided to ask here. Maybe Gabe can help me here though :)
  
   So, we`re having problems with entity limit. First version of Go-Mod
 was
   nice without any problems, second beta was tragedy. We were having host
   errors about that we exceed entity limit (512). Indeed it`s serious
  problem
   if we`re trying to recreate *(I can say that, yes ? Maybe it`s not so
   perfect as Garry`s Mod)* Garry`s Mod on GoldSource engine. New weapons,
   models, functions, toolguns, physic gun, and *Newton Dynamics Physics
   Engine
   * ! AMXX helped us because i got metamod to work with Go-Mod so we can
  have
   sweps and gamemodes instead of lua engine. Physics is just fantastic,
  works
   only on entbrushes for now, but okay.
  
   So, is there *any way* to incerase this 512 entity limit ?
  
   --
   Pozdrawiam,
   Krzysztof Krysztofiak
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
 
 
  --
  Gear Dev
  ___
  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




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Brush Plane data in VMF

2010-08-28 Thread Ryan Sheffer
Take a look at planes on the VMF documentation.

http://developer.valvesoftware.com/wiki/VMF_documentation:_World_Class#Planes

You need to do plane intersection testing to get the vertexes and the edges.

On Sat, Aug 28, 2010 at 3:39 PM, Harry Jeffery 
harry101jeff...@googlemail.com wrote:

 I'm trying to parse VMF files and load some brush geometry from them
 but I'm having trouble with the way the brush geometry is actually
 saved:

 side
{
id 24
plane (512 512 0) (1024 512 0) (1024 0 0)
material DEV/DEV_MEASUREGENERIC01
uaxis [1 0 0 0] 0.25
vaxis [0 -1 0 0] 0.25
rotation 0
lightmapscale 16
smoothing_groups 0
}

 Each side of the brush is stored as a plane using 3 vertices. The
 actual vertices that make up the side aren' stored, just a triangle
 that is in the same orientation and position of the plane.
 I've no idea on how to take all the sides of the brushes and convert
 it to a set of vertices that can be rendered. I've had a look around
 but I can't find any information on the net on how to do this.

 Any help on how to do this would be greatly appreciated.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Alien Swarm

2010-07-21 Thread Ryan Sheffer
If GCF support is gone, you won't be able to just load resourses using a third 
party GCF handler. The engine and filesystems deal with loading, unloading, and 
precache. Not to mention models get unloaded and reloaded on the fly depending 
on certain things, at least with my experience in encrypting models and trying 
to load them. Why model loading isn't in an open lib is beyond me.

~Ryan

On Jul 21, 2010, at 5:01 AM, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote:

 A friend of mine and I have begun work on reimplementing HL2 on the 
 AlienSwarm engine. We have set up a SVN, got first person working, and we 
 about to reimplement GCF loading through hllib. We have confirmed that GCF 
 support is gone. If anyone is interested in helping out on our project 
 cleverly called LiveSwarm, feel free to email me. Our results will be 
 released to the community. :)
 ___
 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] Alien Swarm

2010-07-21 Thread Ryan Sheffer
They should drop the GCF in all source games, but it doesn't seem like this is 
going to happen. Why the GCF hate all of the sudden? Too slow to read from or 
something?

~Ryan

On Jul 21, 2010, at 12:10 PM, Tom Edwards t_edwa...@btinternet.com wrote:

 VPK/Addons are no surprise as Valve have said GCF is being dropped, and the 
 menu system is entirely gamecode, but Squirrel support is convincing as it 
 doesn't seem to actually be used by the game.
 
 I still can't quite believe that Valve would persist with two 
 separately-maintained branches though. This must be a merge.
 
 On 21/07/2010 7:54, Stephen Swires wrote:
 - VPK file format over GCFs
 - Addon support
 - (pretty much) Identical menus
 - Squirrel scripting language support
 - Code probably reused for L4D2 such as the AI director
 
 Haven't checked the build number though
 
 On Wed, Jul 21, 2010 at 7:42 PM, Tom Edwardst_edwa...@btinternet.comwrote:
 
  Alien Swarm:
 
 Protocol version 7108
 Exe version 7.1.0.8 (swarm)
 Exe build: 10:58:16 Jul 19 2010 (4272) (630)
 
 TF2:
 
 Protocol version 15
 Exe version 1.1.0.0 (tf)
 Exe build: 16:21:09 Jul 16 2010 (4269) (440)
 
 And I don't own L4D2. The protocol version is different but the build
 numbers are very close...on what grounds are you saying L4D2 branch?
 
 Since L4D2 is coming out on Mac at some point it may be that Source 2009 is
 a merge between the two offices' trees.
 
 (It turns out that visibility isn't a problem BTW: it's done simply by
 running VBSP with -alldetail.)
 
 
 On 21/07/2010 5:33, Stephen Swires wrote:
 
 Alien Swarm is based on L4D2, not Source 2009. If someone can solve the
 VVIS
 issue then there should be no issues in using it for TCs - server
 browser's
 still there.
 
 
 On Wed, Jul 21, 2010 at 4:59 PM, Ollyoli...@gmail.com   wrote:
 
  AlienSwarm isn't using Source 2009. S2k9 doesn't have support for VPK.
 On 21 July 2010 16:55, Jonas 'Sortie' Termansenhlcod...@maxsi.dk
  wrote:
 
  On 2010-07-21 17:45, Tom Edwards wrote:
  That simply isn't true. If another user of the computer owns HL2 then
 the
 GCFs will be there, and I expect most of them will be there if the HL2
 demo
 is installed too.
 Requiring HL2 to be installed makes your whole effort redundant anyway!
 It's already on Source 2009 (though evidently not exactly the same
 
 version
 since it won't mount GCFs).
 
 
  HL2 is on the Source 2009 engine, indeed, but HL2 mods are not. Our
 project
 
 is simply porting HL2 mods to this engine.
 
 
 ___
 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] Alien Swarm

2010-07-16 Thread Ryan Sheffer
No engine code? No care.

On Fri, Jul 16, 2010 at 6:57 PM, Harry Jeffery 
harry101jeff...@googlemail.com wrote:

 Really? The closest thing I knew valve had to a depth buffer was using
 black fog and rendering in fullbright white.

 On 17 July 2010 01:28, Cory de La Torre gear@gmail.com wrote:
  Thats because there is an actual working depth buffer. OH MY!
 
  On Fri, Jul 16, 2010 at 5:21 PM, [|NoFaTe|] support@gmail.com
 wrote:
 
   Did they? o.O
 
 
  .No
 
  Cory de La Torre wrote:
 
  They said Codebase homie.
 
  On Fri, Jul 16, 2010 at 5:00 PM, [|NoFaTe|]support@gmail.com
   wrote:
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
  --
  Gear Dev
  ___
  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




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Compiling for mac

2010-07-14 Thread Ryan Sheffer
If only I had known of these great apps before I moved my code over manually. :(

~Ryan

On Jul 13, 2010, at 6:57 PM, Harry Pidcock haz...@tpg.com.au wrote:

 CMake is a pretty decent tool as well.
 
 --
 From: Bob Somers magicbob...@gmail.com
 Sent: Wednesday, July 14, 2010 9:30 AM
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Compiling for mac
 
 I've been using Premake to do just that on some of my personal
 projects. Very cool tool. Written mostly in Lua, too.
 
 http://industriousone.com/premake
 
 --Bob
 
 
 
 
 
 On Tue, Jul 13, 2010 at 3:58 PM, Harry Jeffery
 harry101jeff...@googlemail.com wrote:
 I asked a while back how they were doing cross platform. This is the
 response from Alfred:
 
 --
 Hey Harry, we actually have our own internal tool we developed that
 uses a custom project definition format that is processed into the
 appropriate output files for each platform (so vcproj's under Windows,
 Xcode projects under OSX).
 
 
 - Alfred
 
 On 13 July 2010 22:41, Dexter dex...@linux.com wrote:
 valve time joke here
 
 On Tue, Jul 13, 2010 at 3:37 PM, Michael Corsaro corsa...@gmail.com 
 wrote:
 
 I'm sure we will get it when Source Filmmaker is released
 
 On Tue, Jul 13, 2010 at 1:24 PM, Adam Buckland adamjbuckl...@gmail.com
 wrote:
 
  From a post I saw on Garry Newmans blog, it appears they use make
  files (as he was compiling on Windows). If you look at the
  Portal/Steam for Mac release photo, however, Xcode is clearly visible
  in the dock. My guess is that Valve uses a system similar to the
  chromium project utilising scripts to generate .vsproj .xcproj and
  make files automatically. This would allow them to use Xcode, but
  still compile on non-Mac servers. As we already know that each
  check-in triggers an automatic build for all platforms, this sounds
  reasonable.
 
  Sent from my iPhone
 
  On 13 Jul 2010, at 18:11, Ryan Sheffer darksk...@gmail.com wrote:
 
   I recently ported my own engine over to Mac and since it just uses  
gnu
  compiler and gcc or g++, really if your code compiles on a Linux  
  distro
 it
  will work fine on the Mac. Not sure if valve use Xcode IDE or make
 files...
  Hope they use Xcode since it's very simple.
  
   On another note, if anyone is interested in making a hammer clone   
   for
 Mac
  / Linux I would be interested in helping out.
  
   ~Ryan
  
   On Jul 12, 2010, at 4:33 PM, Harry Jeffery 
  harry101jeff...@googlemail.com wrote:
  
   I don't actually own a mac tbh. One of our voice actors wants to
   compile for Mac as he owns one and wants to support the mac   
   community
   when we release. I only use Windows 7 and Linux. The moment they  
port
   steam + the source engine to linux I'm nuking win7.
  
   A nice optimized install of arch linux will do me just fine. All I
   want is steam and TF2. CSS can come too.
  
   On 12 July 2010 20:37, Ryan Sheffer darksk...@gmail.com wrote:
   You can't link enough to have MFC on the Mac though right? And it
  relies on windows stuff I would think. Who doesn't have at least  
  windows
 xp
  these days. :p
  
   ~Ryan
  
   On Jul 10, 2010, at 7:44 PM, Rodrigo 'r2d2rigo' Diaz 
  r2d2r...@gmail.com wrote:
  
   Actually, it's still useful when your target is a machine that
 doesn't
  have
   .NET Framework installed. And you can statically link the MFC
  libraries to
   your executable.
  
   2010/7/11 Ryan Sheffer darksk...@gmail.com
  
   Hammer is very old and back in those days MFC was actually...
 decent?
  I
   cant
   imagine using it these days. :p
  
   On Fri, Jul 9, 2010 at 4:28 PM, Michelle Darcy 
  silverpowe...@gmail.com
   wrote:
  
   On 7/9/2010 7:08 PM, Harry Jeffery wrote:
   Has valve released the code update so a mod can be compiled  
on
 mac?
   The mod I work for is nearing release and we're looking into
  releasing
   for windows and mac, prehaps at the same time.
  
   Do I have to port the mod to source 2009 though or can I just
 keep
  the
   source 2007 code base?
  
   No. From what I understand, it's on Valve time at the moment,  
so
  it's
   effectively in limbo.
  
   And yes, you will have to port your mod to SE2009. The only  
Source
   engine they ported and plan to port to Mac (and eventually  
Linux?)
  is
   SE2009. Not SE2007, SE2006, or SE2004. Maybe we'll see the L4D
  engine
   branch ported too, but that's the only mainline engine we're
 likely
   going to get. I seriously doubt they want to port the older
 engines
  over
   to Mac/Linux, when they've outright refused to rewrite their  
SDK
  tools
   for portability (apparently they're nasty MFC-based
 monstrosities).
  
   It's a shame, because it'd mean I wouldn't be tied to Windows
 nearly
  as
   much as I am now. I really miss Unix-based OSes and tools.
  
   --michi
  
   ___
   To unsubscribe, edit

Re: [hlcoders] Compiling for mac

2010-07-13 Thread Ryan Sheffer
I recently ported my own engine over to Mac and since it just uses gnu compiler 
and gcc or g++, really if your code compiles on a Linux distro it will work 
fine on the Mac. Not sure if valve use Xcode IDE or make files... Hope they use 
Xcode since it's very simple.

On another note, if anyone is interested in making a hammer clone for Mac / 
Linux I would be interested in helping out.

~Ryan

On Jul 12, 2010, at 4:33 PM, Harry Jeffery harry101jeff...@googlemail.com 
wrote:

 I don't actually own a mac tbh. One of our voice actors wants to
 compile for Mac as he owns one and wants to support the mac community
 when we release. I only use Windows 7 and Linux. The moment they port
 steam + the source engine to linux I'm nuking win7.
 
 A nice optimized install of arch linux will do me just fine. All I
 want is steam and TF2. CSS can come too.
 
 On 12 July 2010 20:37, Ryan Sheffer darksk...@gmail.com wrote:
 You can't link enough to have MFC on the Mac though right? And it relies on 
 windows stuff I would think. Who doesn't have at least windows xp these 
 days. :p
 
 ~Ryan
 
 On Jul 10, 2010, at 7:44 PM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com 
 wrote:
 
 Actually, it's still useful when your target is a machine that doesn't have
 .NET Framework installed. And you can statically link the MFC libraries to
 your executable.
 
 2010/7/11 Ryan Sheffer darksk...@gmail.com
 
 Hammer is very old and back in those days MFC was actually... decent? I
 cant
 imagine using it these days. :p
 
 On Fri, Jul 9, 2010 at 4:28 PM, Michelle Darcy silverpowe...@gmail.com
 wrote:
 
 On 7/9/2010 7:08 PM, Harry Jeffery wrote:
 Has valve released the code update so a mod can be compiled on mac?
 The mod I work for is nearing release and we're looking into releasing
 for windows and mac, prehaps at the same time.
 
 Do I have to port the mod to source 2009 though or can I just keep the
 source 2007 code base?
 
 No. From what I understand, it's on Valve time at the moment, so it's
 effectively in limbo.
 
 And yes, you will have to port your mod to SE2009. The only Source
 engine they ported and plan to port to Mac (and eventually Linux?) is
 SE2009. Not SE2007, SE2006, or SE2004. Maybe we'll see the L4D engine
 branch ported too, but that's the only mainline engine we're likely
 going to get. I seriously doubt they want to port the older engines over
 to Mac/Linux, when they've outright refused to rewrite their SDK tools
 for portability (apparently they're nasty MFC-based monstrosities).
 
 It's a shame, because it'd mean I wouldn't be tied to Windows nearly as
 much as I am now. I really miss Unix-based OSes and tools.
 
 --michi
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
 --
 ~Ryan ( skidz )
 ___
 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] Compiling for mac

2010-07-12 Thread Ryan Sheffer
You can't link enough to have MFC on the Mac though right? And it relies on 
windows stuff I would think. Who doesn't have at least windows xp these days. :p

~Ryan

On Jul 10, 2010, at 7:44 PM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com 
wrote:

 Actually, it's still useful when your target is a machine that doesn't have
 .NET Framework installed. And you can statically link the MFC libraries to
 your executable.
 
 2010/7/11 Ryan Sheffer darksk...@gmail.com
 
 Hammer is very old and back in those days MFC was actually... decent? I
 cant
 imagine using it these days. :p
 
 On Fri, Jul 9, 2010 at 4:28 PM, Michelle Darcy silverpowe...@gmail.com
 wrote:
 
 On 7/9/2010 7:08 PM, Harry Jeffery wrote:
 Has valve released the code update so a mod can be compiled on mac?
 The mod I work for is nearing release and we're looking into releasing
 for windows and mac, prehaps at the same time.
 
 Do I have to port the mod to source 2009 though or can I just keep the
 source 2007 code base?
 
 No. From what I understand, it's on Valve time at the moment, so it's
 effectively in limbo.
 
 And yes, you will have to port your mod to SE2009. The only Source
 engine they ported and plan to port to Mac (and eventually Linux?) is
 SE2009. Not SE2007, SE2006, or SE2004. Maybe we'll see the L4D engine
 branch ported too, but that's the only mainline engine we're likely
 going to get. I seriously doubt they want to port the older engines over
 to Mac/Linux, when they've outright refused to rewrite their SDK tools
 for portability (apparently they're nasty MFC-based monstrosities).
 
 It's a shame, because it'd mean I wouldn't be tied to Windows nearly as
 much as I am now. I really miss Unix-based OSes and tools.
 
 --michi
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
 --
 ~Ryan ( skidz )
 ___
 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] Compiling for mac

2010-07-10 Thread Ryan Sheffer
Hammer is very old and back in those days MFC was actually... decent? I cant
imagine using it these days. :p

On Fri, Jul 9, 2010 at 4:28 PM, Michelle Darcy silverpowe...@gmail.comwrote:

 On 7/9/2010 7:08 PM, Harry Jeffery wrote:
  Has valve released the code update so a mod can be compiled on mac?
  The mod I work for is nearing release and we're looking into releasing
  for windows and mac, prehaps at the same time.
 
  Do I have to port the mod to source 2009 though or can I just keep the
  source 2007 code base?

 No. From what I understand, it's on Valve time at the moment, so it's
 effectively in limbo.

 And yes, you will have to port your mod to SE2009. The only Source
 engine they ported and plan to port to Mac (and eventually Linux?) is
 SE2009. Not SE2007, SE2006, or SE2004. Maybe we'll see the L4D engine
 branch ported too, but that's the only mainline engine we're likely
 going to get. I seriously doubt they want to port the older engines over
 to Mac/Linux, when they've outright refused to rewrite their SDK tools
 for portability (apparently they're nasty MFC-based monstrosities).

 It's a shame, because it'd mean I wouldn't be tied to Windows nearly as
 much as I am now. I really miss Unix-based OSes and tools.

 --michi

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Source Engine 2!!!

2010-06-23 Thread Ryan Sheffer
That new donkey kong game looks pretty sweet!

~Ryan

On Jun 21, 2010, at 7:23 PM, Katrina Payne fullmetalhar...@nimhlabs.com wrote:

 Whole minithread got started by someone whining about Valve's GI
 solution (very traditional one).
 
 I dunno--my understanding was that this whole mini-thread started via 
 mentioning lack of support for linux.
 
 Somebody suggested a single crazy solution the if it worked, would work to 
 get 
 people more interested on porting those more traditional solutions to Linux.
 
 Something weird about demonstrating how much more overhead there is on Linux, 
 via attempting of a self-admittedly extreme demo sort of thing.
 
 I mean--the point of the solution was merely to demonstrate how little 
 overhead Linux has, in comparison to Windows. People just somehow came to 
 some 
 rather puzzling conclusions about what this person was saying--seeming to 
 miss 
 the entire point.
 
 But nobody on this thread can really be bothered to read more than a few 
 sentences or words on some subject before coming to needless conclusions of 
 it.
 
 Your need to explain subvoxels kind of demonstrates this too, BTW.
 
 ~Katrina
 
 ___
 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] Source Engine 2!!!

2010-06-21 Thread Ryan Sheffer
I would hope not, pre baking is great for some things like maybe an  
ambient pass. Valve do a good job with rad but it's not as much fun.

~Ryan

On Jun 21, 2010, at 9:28 AM, Saul Rennison saul.renni...@gmail.com  
wrote:

 Ewww. Ew ew ew!

 Thanks,
 - Saul.


 On 21 June 2010 05:38, Harry Pidcock haz...@tpg.com.au wrote:

 Unless you pre bake your entire scene with static radiosity lighting.

 Then you only have to worry about dynamic scene elements.

 --
 From: Michael Corsaro corsa...@gmail.com
 Sent: Monday, June 21, 2010 2:12 PM
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com

 Subject: Re: [hlcoders] Source Engine 2!!!

 As a user on FP pointed out, it also culls backfacing points so all
 advanced
 shading is pointless, and shadows are impossible without re- 
 rendering the
 entire scene.

 On Sun, Jun 20, 2010 at 11:56 PM, Bob Somers magicbob...@gmail.com
 wrote:

 Same as Adam. The videos dumb it down too much. As far as I'm
 concerned, it's vaporware until the SIGGRAPH paper.

 --Bob





 On Sun, Jun 20, 2010 at 2:38 AM, Adam Buckland adamjbuckl...@gmail.com

 wrote:
 I still take this unlimited detail company with a pinch of salt.
 I'll believe it when they publish a paper at SIGGRAPH and show a
 real-time working demo.

 On 20 June 2010 08:18, Adam amckern McKern amck...@yahoo.com
 wrote:
 Yeah Unity 3d

 But point mapping is still a rather good idea

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

 --- On Sun, 20/6/10, kostiak kkapl...@gmail.com wrote:

 From: kostiak kkapl...@gmail.com
 Subject: Re: [hlcoders] Source Engine 2!!!
 To: Discussion of Half-Life Programming 
 hlcoders@list.valvesoftware.com
 Received: Sunday, 20 June, 2010, 4:36 PM

 Maybe you mean http://unity3d.com/

 On Sun, Jun 20, 2010 at 5:45 AM, Adam amckern McKern 
 amck...@yahoo.comwrote:

 I have seen that type of engine used before with a mac demo  
 engine -
 nothing new - it was called something like Infinity 3d - all i  
 can
 find
 on
 the web is some Russian flash game engine.

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

 --- On Sun, 20/6/10, Christopher Harris char...@resrchnet.com
 wrote:

 From: Christopher Harris char...@resrchnet.com
 Subject: Re: [hlcoders] Source Engine 2!!!
 To: 'Discussion of Half-Life Programming' 
 hlcoders@list.valvesoftware.com
 Received: Sunday, 20 June, 2010, 12:33 PM

 http://www.youtube.com/watch?v=eXJUGLiZkV0
 http://unlimiteddetailtechnology.com/pictures.html

 There is also possibility to render point cloud data instead.  
 This
 company
 has an algorithm to select points to renders so that you have  
 a 1 to
 1
 point
 to pixel ratio.

 Chris

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
 Justin
 Krenz
 Sent: Friday, June 18, 2010 4:49 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Source Engine 2!!!

 I believe he was referring to your claim about voxels being the
 first
 thing used in 3d.  Vector graphics (lines/edges) were the first
 things
 used in 3d with games like Battlezone and Star Wars at the  
 arcades..

 If you think voxels are so great, what did you think about Kevin
 Silverman's voxlap engine?  http://voxelstein3d.sourceforge.net/

 On Fri, Jun 18, 2010 at 2:23 PM, Joel R. joelru...@gmail.com
 wrote:
 Please enlighten me then, Marek.  Voxels can be better the  
 smaller
 they
 are,
 and in a few years will be better suited when we have more
 powerful
 computers.  Many are still struggling to even play TF2 with  
 their
 current
 machines.  So yes, I'm retarded because I thought ahead of your
 small
 mind.

 On Fri, Jun 18, 2010 at 2:06 PM, Adam Buckland
 adamjbuckl...@gmail.comwrote:

 That's the plan. He's hoping to do something similar to id  
 tech
 5's
 megatexture technology for geometry. It's called sparse voxel
 octree
 technology

 Basically(from what I understand), the idea is to make the  
 voxels
 very
 very small to allow for high fidelity, but to only load the  
 depth
 of
 the octree that could be seen at the current resolution,
 therefore
 allowing for incredibly detailed models, that only stream the
 small
 details if they could be seen at the current resolution.  
 This is
 a
 big
 step up from LOD where the programmer basically has to guess
 where
 to
 swap the models out (and they need to be separate models)

 On 18 June 2010 18:42, Harry Jeffery 
 harry101jeff...@googlemail.com
 wrote:
 I believe John Carmack is hoping to use voxels in id Tech 6.
 That
 engine's only 10 years away so who knows, this could be the
 future
 but
 we wont find out until we get there.

 On 18 June 2010 17:26, Harry Pidcock haz...@tpg.com.au
 wrote:
 Ray traced polygon rendering is quite an expensive task on a
 CPU.

 But real time point cloud rendering can be done on it quite
 well.

 http://www.youtube.com/watch?v=Q-ATtrImCx4

 Yes its 

Re: [hlcoders] Source Engine 2!!!

2010-06-18 Thread Ryan Sheffer
That looks impressive, I wonder how you model objects.

~Ryan

On Jun 18, 2010, at 9:26 AM, Harry Pidcock haz...@tpg.com.au wrote:

 Ray traced polygon rendering is quite an expensive task on a CPU.

 But real time point cloud rendering can be done on it quite well.

 http://www.youtube.com/watch?v=Q-ATtrImCx4

 Yes its a bit cheesy, but that's because Bruce Dell doesn't have a  
 marketing
 budget.


 This video is rendered in real time on a single core CPU, although  
 it is
 only rendering at like 800x600,
 if the algorithm had some parallelism, maybe even have it developed  
 for
 GPUs/hardware specialization. Then it would certainly be
 able to render large amounts of detail at a higher resolution.

 Although it doesn't have any advanced shading, it is still quite  
 interesting
 to see such a complex static environment drawn with a single CPU  
 thread.

 Of course there are huge computational and memory issues with bone
 animation, shading, transparency etc. So don't think you will see  
 this in
 the next 5 - 10years.

 --
 From: Jonathan Murphy nuclearfri...@gmail.com
 Sent: Saturday, June 19, 2010 12:31 AM
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com 
 
 Subject: Re: [hlcoders] Source Engine 2!!!

 Katrina, you might be interested in reading up on Real Time
 Raytracing, which is an alternative to rasterisation (GPU) based
 rendering and is/has been extensively researched and even  
 implemented.

 http://en.m.wikipedia.org/wiki/Ray_tracing_(graphics)
 http://en.m.wikipedia.org/wiki/Quake_Wars:_Ray_Traced

 At the moment though it seems GPUs are going to stay very mainstream.

 On Saturday, June 19, 2010, joshua simmons simmons...@gmail.com  
 wrote:
 Oh yeah I understand. There is only very rudmentry 3d support, in  
 no way
 capable of supporting any game. My point was more on the radical  
 rate at
 which they are evolving in comparison. Even the purely reverse  
 engineered
 open source NVIDIA driver is out doing the proprietary one in  
 terms of
 2d.
 Now I of course realise there is a big jump from that to capable  
 3d, but
 considering (iirc) amd have developers working on the open source  
 driver,
 I
 see it as mainly a matter of time before it becomes a viable  
 alternative.

 On 18 Jun 2010 22:01, Bob Somers magicbob...@gmail.com wrote:

 Katrina, I'm not giving lectures on computer graphics here. Google  
 has
 all the information you asked for. If you'd like, I can also  
 recommend
 some graphics textbooks which would clear things up. Also, saying a
 Linux system running on a 100 MHz machine is comparable to Windows
 running on a 2 GHz machine is a ridiculous overstatement. They are  
 not
 that radically different. If you're so convinced you can make the
 words best software renderer, by all means go do it. I'm sure at the
 very least you can wave your SIGGRAPH paper in our faces when you're
 done.

 Josh, I'm not sure you can call it better Linux support if their 3D
 support is... well... really bad. They may have opened up their
 hardware spec so that the free drivers can get rolling (I have tried
 the new drivers in Fedora 13 and they are quite good so far), but  
 the
 free drivers are at least a year behind their Windows counterpart in
 terms of supporting the full features of the cards. There is  
 virtually
 zero shader support in the free drivers at this point. nVidia's
 drivers, on the other hand, may be proprietary, but at least you can
 get decent 3D performance out of the machine on a current distro.  
 The
 proprietary ATI driver has decent support and performance, but it
 won't run on anything newer than Fedora 11. (Sorry if I keep
 referencing things in terms of Fedora versions, it's my distro of
 choice.)

 I'm all for free software, don't get me wrong. I would love for
 nothing more than to have free alternative drivers for ATI and  
 nVidia
 cards, but if gaming is really going to be commercially viable on  
 the
 Linux desktop it's the performance that matters. No publisher is  
 going
 to bother trying to ship a game for Linux where the poor driver
 support is going to cause them support headaches all day long.

 --Bob





 On Fri, Jun 18, 2010 at 4:38 AM, joshua simmons simmons...@gmail.com 
 
 wrote:
 Actually to be h...

 To unsubscribe, edit your list preferences, or view the list  
 archives,
 please visit:
 http://list...
 ___
 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






 No virus found in this incoming message.
 Checked by AVG - www.avg.com
 Version: 9.0.829 / Virus Database: 271.1.1/2945 - Release Date:  
 06/18/10
 04:35:00


 

Re: [hlcoders] Source Engine 2009

2010-06-15 Thread Ryan Sheffer
You still won't be able to play the old hl2 maps unless you mount the  
old content as well, which is your main problem. The map file has no  
relevance.

~Ryan

On Jun 15, 2010, at 1:04 AM, Adrian adri...@polsat.net.pl wrote:

 Hello,


 I have a question. I have tried starting a source mod yesterday  
 evening, and
 I have failed.
 The problem is that I want to start the mod on newest engine (2009  
 in the
 source_sdk)
 but the application tells me that mods are not yet supported for this
 version of source.

 Does any of You have an idea, when will Valve let us work on this  
 engine?


 A little offtopic now, but related to my plans.
 I'd like to create my mod on newest engine because I noticed that  
 HL2 works
 on EP2 engine now ( or sort of ) and the maps work totally fine.
 When I tried playing my mod (episode 2 engine ( 2007 if I remember
 correctly)) on those stock HL2 maps the game was unplayable
 due to massive ammounts of bugs like missing sequences, sounds and
 animations ( like lack Alyx beating metrocops near the Kleiner's  
 elevator so
 I couldn't advance in the campaign.)
 I have tried decompiling those maps of course, but re-compiling  
 haven't
 fixed anything, plus it caused even more bugs.

 Now again I have tried making a mod on the EP2 engine, due to old  
 files
 being lost.
 This is impossible due to C++ errors, the same stuff happens when  
 I'm trying
 to compile a mod on the earliest engine - errors.

 Is the SDK some sort of patch-broken or is it just me?



 Thanks,

 Adrian


 __ Informacja programu ESET NOD32 Antivirus, wersja bazy  
 sygnatur
 wirusow 5196 (20100614) __

 Wiadomosc zostala sprawdzona przez program ESET NOD32 Antivirus.
 http://www.eset.pl lub http://www.eset.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



Re: [hlcoders] Source Engine 2009

2010-06-15 Thread Ryan Sheffer
Again, your problem has nothing to do with the engine version. Just to  
make this clear.

~Ryan

On Jun 15, 2010, at 6:01 AM, James Murray james1...@gmail.com wrote:

 Valve has not released the new SDK yet so you will have to wait  
 Sorry...

 On Tue, Jun 15, 2010 at 2:04 AM, Adrian adri...@polsat.net.pl wrote:

 Hello,


 I have a question. I have tried starting a source mod yesterday  
 evening,
 and
 I have failed.
 The problem is that I want to start the mod on newest engine (2009  
 in the
 source_sdk)
 but the application tells me that mods are not yet supported for this
 version of source.

 Does any of You have an idea, when will Valve let us work on this  
 engine?


 A little offtopic now, but related to my plans.
 I'd like to create my mod on newest engine because I noticed that  
 HL2 works
 on EP2 engine now ( or sort of ) and the maps work totally fine.
 When I tried playing my mod (episode 2 engine ( 2007 if I remember
 correctly)) on those stock HL2 maps the game was unplayable
 due to massive ammounts of bugs like missing sequences, sounds and
 animations ( like lack Alyx beating metrocops near the Kleiner's  
 elevator
 so
 I couldn't advance in the campaign.)
 I have tried decompiling those maps of course, but re-compiling  
 haven't
 fixed anything, plus it caused even more bugs.

 Now again I have tried making a mod on the EP2 engine, due to old  
 files
 being lost.
 This is impossible due to C++ errors, the same stuff happens when I'm
 trying
 to compile a mod on the earliest engine - errors.

 Is the SDK some sort of patch-broken or is it just me?



 Thanks,

 Adrian


 __ Informacja programu ESET NOD32 Antivirus, wersja bazy  
 sygnatur
 wirusow 5196 (20100614) __

 Wiadomosc zostala sprawdzona przez program ESET NOD32 Antivirus.
 http://www.eset.pl lub http://www.eset.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


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Question about Motd Coding

2010-05-26 Thread Ryan Sheffer
Check the vgui_controls folder for a cpp called HTML. That is about all I
can suggest. I think Valve might be using an IE window. I assume you want to
add your own commands to the html standard, and I think you might be SOL.

On Wed, May 26, 2010 at 2:29 PM, Adam amckern McKern amck...@yahoo.comwrote:

 Hi,

 I suspect that it renders a HTML page if you enter a URL such as
 http://www.example.com/MOTD.htm

 Am i wrong?

 Adam

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

 --- On Thu, 27/5/10, hl1coder coders hl1co...@gmail.com wrote:

 From: hl1coder coders hl1co...@gmail.com
 Subject: [hlcoders] Question about Motd Coding
 To: hlcoders@list.valvesoftware.com
 Received: Thursday, 27 May, 2010, 6:17 AM

 What files need to be updated in order to update the code tags supported
 for
 HTML and Javascript for the MOTD ?

 Im assuming its going to have to do with VGUI HTML ?
 ___
 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




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-23 Thread Ryan Sheffer
I mentioned this also, way too many tracelines and mesh picking is CPU side.
But its the price you pay for dynamic splash locating. Valve do a good job
of optimizing, and bsp checking is cheap enough but still.

On Fri, May 21, 2010 at 5:30 PM, Tony omega Sergi omegal...@gmail.comwrote:

 That's why I said what I did in my comment, It also isn't so much the video
 card as it is the CPU.
 -Tony


 On Sat, May 22, 2010 at 8:47 AM, James Keith jimmy4...@gmail.com wrote:

  It seems to impact it a little bit but I have such a good video card
  that I can't see a difference.
 
 
 
  On May 21, 2010, at 6:04 PM, Dexter dex...@linux.com wrote:
 
   Glad you got it working! I'm looking for something similiar in
   effect, but
   isn't doing so many tracelines performance impacting?
  
   On Fri, May 21, 2010 at 12:23 PM, James K jimmy4...@gmail.com wrote:
  
   I didn't comment enough stuff out. Whoops. Thanks for putting up with
   my stupidity, Tony.
  
   -James
  
   On Fri, May 21, 2010 at 9:57 AM, Tony omega Sergi 
  omegal...@gmail.com
   
   wrote:
   I dropped the code into a a blank sdk and it works.
   I made one minor alteration though, here's the whole thing. if it
   still
   doesn't work for you then i have no idea, as i was just sitting in
   a box
   map
   with a displacement ground seeing slime splashes randomly, WITH rain
   coming
   down.
   http://pastebin.com/0KfbHkii
   -Tony
  
  
   On Fri, May 21, 2010 at 9:50 AM, James K jimmy4...@gmail.com
   wrote:
  
   Removing the IsInAir conditional broke the rain completely. No
   rain or
   splashes at all now.
  
   On Thu, May 20, 2010 at 8:13 AM, Tony omega Sergi 
   omegal...@gmail.com
   wrote:
   and remove all of the other randoms other than what that i
   changed the
   code
   to.
   So for the final output:
  
 /*Tony; the traceline replaces the IsInAir check.
 you also don't want the random's to be around the traceline
   either,
   or
   it will only check SOMETIMES. it needs to check _all_ the time.
 you also probably want to do some radius checking of the
   particles
   position (ignoring z) for if it's in range of the local player
   to run
   this
   code or not
 otherwise you will have traces for every particle all over the
   place
   even if there's no way that the player can see it
 so when the player is out of that radius, you would only use
   if (
   !IsInAir( pParticle-m_Pos ) { return false; }
*/
 trace_t trace;
 UTIL_TraceLine(vOldPos, pParticle-m_Pos, MASK_SOLID, NULL,
   COLLISION_GROUP_NONE, trace);
 if( trace.fraction  1 || trace.DidHit() )
 {
 if ( RandomInt( 0, 100 ) = r_RainSplashPercentage.GetInt
   () )
 DispatchParticleEffect( rain_splash,
   trace.endpos,trace.m_pEnt-GetAbsAngles() , NULL );
  
 // Tell the framework it's time to remove the particle
   from the
   list
 return false;
 }
 // We still want this particle
 return true;
  
   -Tony
  
   On Thu, May 20, 2010 at 7:16 PM, Saul Rennison 
   saul.renni...@gmail.com
   wrote:
  
   Remove the IsInAir conditional, that's your issue.
  
   On Thursday, May 20, 2010, James K jimmy4...@gmail.com wrote:
   I don't want to post the whole file because I really haven't
   changed
   anything else and that would be massive, so here's the tidbit
   i'm
   working with. The whole file is c_effects.cpp if you need to see
   the
   rest.
  
  // No longer in the air? punt.
  if ( !IsInAir( pParticle-m_Pos ) )
  {
  // Possibly make a splash if we hit a water
   surface
   and
   it's in
   front of the view.
  if ( m_Splashes.Count()  99 )
  {
  if ( RandomInt( 0, 100 ) 
   r_RainSplashPercentage.GetInt() )
  {
 trace_t trace;
 UTIL_TraceLine(vOldPos, pParticle-m_Pos, MASK_ALL, NULL,
   COLLISION_GROUP_NONE, trace);
 if( trace.fraction  1 || trace.DidHit() )
 {
 if ( RandomInt( 0, 100 ) = r_RainSplashPercentage.GetInt
   ()
   )
 DispatchParticleEffect( rain_splash, trace.endpos,
   trace.m_pEnt-GetAbsAngles() , NULL );
 }
  }
  }
  
  // Tell the framework it's time to remove the
   particle
   from the list
  return false;
  }
  
  // We still want this particle
  return true;
   }
  
  
   ___
   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
  
  
  
  
   --
   -Tony
   ___
   To unsubscribe, edit your list preferences, or 

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-18 Thread Ryan Sheffer
Try shooting a trace right to the ground from the starting point and see if
you can hit the displacment. You might be passing right through it on your
checks.
I don't remember having problems tracing to displacements myself, so I find
this sort of odd. Another thing to consider are the collision options for
displacements.

On Tue, May 18, 2010 at 4:08 PM, James K jimmy4...@gmail.com wrote:

 With the new code it will collide only with thick brushes. With the
 old code it collided with both.

 On Tue, May 18, 2010 at 6:54 PM, Tobias Kammersgaard
 tobias.kammersga...@gmail.com wrote:
  Does it collide with thin brushes?
 
  Den 19/05/2010 00.38 skrev James K jimmy4...@gmail.com:
 
  Still a no go with your code. Tried MASK_SOLID and
  COLLISION_GROUP_NONE too, still not working.
 
  Blargh.
 
 
  On Tue, May 18, 2010 at 12:33 AM, Ryan Sheffer darksk...@gmail.com
 wrote:
  Hmm, you could check ...
  ___
  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




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-17 Thread Ryan Sheffer
Ignore Util_remove, it's specific to his code. The mask and collision  
group should work fine. If not, you need to post all your code.

~Ryan

On May 16, 2010, at 12:58 PM, James K jimmy4...@gmail.com wrote:

 UTIL_Remove is a server thing, isn't it? The code doesn't work because
 it says it's undefined.

 I'm more concerned with making the tracer collide with displacements
 and other dynamic entities, because no matter what I do it won't
 recognize they're there. The skybox collision isn't a major issue yet.

 James
 On Sun, May 16, 2010 at 7:51 AM, Jonathan White
 killermonke...@gmail.com wrote:
 Hi James,

 I am going to offer this solution since I don't think you have  
 nailed down
 your problem to exactly what is going on. My guess is that the  
 trace is
 hitting the rain entity itself. I say this because you have not  
 added the
 rain entity a the ignored entity and have allowed the trace to hit
 ANYTHING.

 Try this code:

 UTIL_TraceLine( vOldPos, pParticle-m_Pos, MASK_SOLID, this,
 COLLISION_GROUP_PLAYER, tr );

 if( tr.surface.flags  SURF_SKY )
 {
// Game Over, we hit the sky box, remove the mine from the  
 world
UTIL_Remove(this);
return false;
 }

 Right before the collision group is this which if function call  
 is called
 in the rain entity class will produce the desired results.  
 Otherwise you
 might have to explicitly call on the rain particle entity  
 (pParticle)? I am
 not sure of your setup at the moment or if you are even using  
 entities, just
 wanted to throw it out there.

 Thanks
 Killermonkey
 ___
 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] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-17 Thread Ryan Sheffer
Hmm, you could check if its in a solid.

int contents = enginetrace-GetPointContents( position );
if ( contents  CONTENTS_SOLID )
return false;

Also try other masks like MASK_SOLID and use COLLISION_GROUP_NONE.

I imagine you are doing that trace per particle movement and that seems very
expensive to me. I would probably do a trace to the ground on creation and
get a z value and just have each particle have its own finishing z value.
Checking against a vector per check instead of tracing, hull checking, etc
is way better imo. I guess you want to make sure it can hit physical props
as well, and there are ways of optimizing for that specifically. Anyway,
good luck. :)


On Mon, May 17, 2010 at 7:03 PM, James K jimmy4...@gmail.com wrote:

 It's still not creating splashes on displacements.

 The code for creating splashes is found around line 331 in
 c_effects.cpp. Here's my modded code for it:
 ---
 // Possibly make a splash if we hit a water surface and it's in front
 of the view.
 if ( m_Splashes.Count()  99 )
  {
if ( RandomInt( 0, 100 )  r_RainSplashPercentage.GetInt() )
{
   trace_t trace;
UTIL_TraceLine(vOldPos, pParticle-m_Pos, MASK_SOLID, NULL,
 COLLISION_GROUP_PLAYER, trace);
   if( trace.fraction  1 )
   {
  DispatchParticleEffect( rain_splash, trace.endpos,
 trace.m_pEnt-GetAbsAngles() , NULL );
   }
}
 }

 // Tell the framework it's time to remove the particle from
 the list
return false;
}

// We still want this particle
return true;
 }
 --

 It's completely ignoring displacements, however. If you visualize the
 tracers you can see them going right through the displacements and
 hitting the surface below them.

 I'm so frustrated!

 On Mon, May 17, 2010 at 10:46 AM, Ryan Sheffer darksk...@gmail.com
 wrote:
  Ignore Util_remove, it's specific to his code. The mask and collision
  group should work fine. If not, you need to post all your code.
 
  ~Ryan
 
  On May 16, 2010, at 12:58 PM, James K jimmy4...@gmail.com wrote:
 
  UTIL_Remove is a server thing, isn't it? The code doesn't work because
  it says it's undefined.
 
  I'm more concerned with making the tracer collide with displacements
  and other dynamic entities, because no matter what I do it won't
  recognize they're there. The skybox collision isn't a major issue yet.
 
  James
  On Sun, May 16, 2010 at 7:51 AM, Jonathan White
  killermonke...@gmail.com wrote:
  Hi James,
 
  I am going to offer this solution since I don't think you have
  nailed down
  your problem to exactly what is going on. My guess is that the
  trace is
  hitting the rain entity itself. I say this because you have not
  added the
  rain entity a the ignored entity and have allowed the trace to hit
  ANYTHING.
 
  Try this code:
 
  UTIL_TraceLine( vOldPos, pParticle-m_Pos, MASK_SOLID, this,
  COLLISION_GROUP_PLAYER, tr );
 
  if( tr.surface.flags  SURF_SKY )
  {
 // Game Over, we hit the sky box, remove the mine from the
  world
 UTIL_Remove(this);
 return false;
  }
 
  Right before the collision group is this which if function call
  is called
  in the rain entity class will produce the desired results.
  Otherwise you
  might have to explicitly call on the rain particle entity
  (pParticle)? I am
  not sure of your setup at the moment or if you are even using
  entities, just
  wanted to throw it out there.
 
  Thanks
  Killermonkey
  ___
  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




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Missing RecvProp for DT_BaseGrenade

2010-05-13 Thread Ryan Sheffer
The only option here is to make sure your data maps are exactly the same as
those old EP2 data maps. Unfortunately, that will probably be a tedious
task.

On Thu, May 13, 2010 at 4:48 PM, Jonathan Murphy nuclearfri...@gmail.comwrote:

 Looks like Mike Durand is still working on it, he sent the email a few days
 ago about the SDK update. :)

 On Fri, May 14, 2010 at 9:46 AM, Tom Edwards t_edwa...@btinternet.com
 wrote:

  Potentially stupid question: so who's working on the SDK now?
 
  On 14/05/2010 12:09, Tony omega Sergi wrote:
   It's not exactly the same, no.
   I'm not sure why that it's erroring specifically on that network table,
  as
   with the preprocessor definitions the way that I said, would make it
  compile
   the same as it was before I modified it for the scratch SDK itself.
   I would think it would be something else, but I honestly cannot tell
 you
   concretely why that it isn't compatible as I'm not sure what is
 different
   anymore, it's been a long time now since I've done anything with it or
  been
   involved.
   -Tony
  
  
   On Fri, May 14, 2010 at 7:01 AM, Klaus Müller
 tloeffl...@googlemail.com
  wrote:
  
  
   Yeah, maybe I should have made it clearer that the mod itself runs
 fine.
   It's the demo recorded in Ep2 that doesn't run in the mod although
 it's
   basically the same game entirely; at least that's what I thought. It
   doesn't
   work the other way round either by the way, meaning a demo from my mod
   won't
   play in Ep2.
  
   Any idea what might cause this? I really just launched SDK, selected
   create
   a new SP mod based on Ep2, compiled the binaries, and that's it. I
  guess
   that's not exactly what you guys shipped Ep2 as in the Orange Box, eh?
  ;)
  
  
   2010/5/13 Tony omega Sergiomegal...@gmail.com
  
  
   Ah, oops.
  
   Well either way, if you applied that fix then the error shouldn't
  happen.
   unless the demo is not compatible with your build of the mod.
   Now, if you can launch your mod and get into a level without the
 issue,
   then
   the only thing i can think of is that the demo doesn't match.
   -Tony
  
  
   On Fri, May 14, 2010 at 3:48 AM, Klaus Müller
  tloeffl...@googlemail.com
  
   wrote:
  
  
   I'd base your mod on SDK Base Orange Box
   (AppID 218) then mount Ep2 just below it with AdditionalContentId
 to
  
   be
  
   on the safe side, even if it isn't.
  
   I tried that, but it didn't change anything unfortunately.
  
   Tony: that's the post I was referring to in my mail. I already
 applied
  
   that
  
   fix in basegrenade_shared.h, but it didn't fix the problem for me.
  
  
  
  
   2010/5/13 Tony omega Sergiomegal...@gmail.com
  
  
   See this previous post:
  
  
  
  
  
  
 
 http://list.valvesoftware.com/mailman/private/hlcoders/2009-August/030199.html
  
   essentially I made a booboo, and the fix never got applied to the
  
   SDK.
  
   -Tony
  
  
   On Fri, May 14, 2010 at 1:51 AM, Tom Edwards
  
   t_edwa...@btinternet.com
  
   wrote:
  
  
   Is Ep2 on 2007 or 2009 now? I'd base your mod on SDK Base Orange
  
   Box
  
   (AppID 218) then mount Ep2 just below it with AdditionalContentId
  
   to
  
   be
  
   on the safe side, even if it isn't.
  
   On 13/05/2010 5:27, Klaus Müller wrote:
  
   Hey list,
  
   I tried setting up a mini-mod for Ep2 today. Among other minor
  
   things,
  
   it's
  
   basically just supposed to suppress HudHints, etc. to make the
  
   game
  
   look
  
   cleaner. Anyway, I need the mod to be able to play demos that
  
   were
  
   recently
  
   recorded in Ep2 and that's where the problems occur. The mod is
  
   based
  
   on
  
   the
  
   SourceSDK 2007 version since I got a message that support for
  
   creating
  
   total conversion using the source 2009 engine is not available at
  
   this
  
   time
  
   when I tried to create the mod in SourceSDK. So I went with 2007,
  
   I
  
   mounted
  
   the ep2 gcf and have all the necessary search paths defined in
  
   gameinfo.txt
  
   as well. At first, I got a COM_CheckGameDirectory error saying
  
   that
  
   the
  
   demo
  
   (recorded to ep2) was in the wrong directory (ep2_mini). So, I
  
   just
  
   renamed
  
   the folder ep2_mini in sourcemods to ep2 and got rid of that
  
   error
  
   at
  
   least.
  
   Now, when I try to load the demo in my mod via demoui, I get:
  
   unrecognized conditional test lowfill?$minfadesize in
  
   particle/smoke1/smoke1
  
   unrecognized conditional test lowfill?$maxfadesize in
  
   particle/smoke1/smoke1
  
   unrecognized conditional test lowfill?$blendframes in
  
   particle/smoke1/smoke1
  
   unrecognized conditional test !lowfill?$depthblend in
  
   particle/smoke1/smoke1
  
   unrecognized conditional test lowfill?$depthblend in
  
   particle/smoke1/smoke1
  
   unrecognized conditional test lowfill?$minfadesize in
   particle/smoke1/smoke1_nearcull
   unrecognized conditional test lowfill?$maxfadesize in
   

Re: [hlcoders] Dugs in sdk update

2010-05-12 Thread Ryan Sheffer
So far making the editor has been pretty straight forward. I wrote the  
renderer into a dll so I share the code between the main game and the  
editor, so whenever I change the renderer code, the editor and the  
game are fine, unless I change the dll interface which means a  
recompile of the editor and the game, but that's fine. Using a dll  
version method alerts me. Writting the editor interface in C# since  
it's so easy.

~Ryan

On May 12, 2010, at 4:41 AM, Marek Sieradzki  
marek.sierad...@gmail.com wrote:

 Ogre is just a renderer but with RakNet, PhysX/Havok and some sound
 middleware you can make your own engine. Biggest problem would be
 making your own editor.

 I guess that UDK will be enough in 95% cases.

 ___
 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] Dugs in sdk update

2010-05-11 Thread Ryan Sheffer
I was looking into ogre until I noticed it was just a renderer.  
Everything else is out to make money, and I could have sworn fmod was  
open for free use with even commercial products, guess not. Writting  
my own engine now anyway.
It's actually a lot of fun though, learning how everything works  
through reseach, and writting your own interesting systems. There is a  
lot of info out there, even the valve guys have written many articles.

~Ryan

On May 11, 2010, at 10:46 AM, David Kraeutmann da...@davidkra.net  
wrote:

 It isn't, sadly. I thought about licensing C4 engine for Cold Trap,
 but it requires one license per coder, and it's a bit over my budget
 too... ($350/seat)

 On Tue, May 11, 2010 at 3:47 AM, Ryan Sheffer darksk...@gmail.com  
 wrote:
 Oh cmon, I hear the engine is open source. ;)

 On Mon, May 10, 2010 at 5:37 PM, Spencer 'voogru' MacDonald 
 voo...@voogru.com wrote:

 Besides that scripts are ugly as hell from a C++ coder's point of  
 view.

 Fixed.

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of David
 Kraeutmann
 Sent: Monday, May 10, 2010 4:50 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Dugs in sdk update

 Besides that Uscript is ugly as hell from a C++ coder's point of  
 view.

 On Mon, May 10, 2010 at 10:28 PM, Dexter dex...@linux.com wrote:
 Sure, let me just port all this C++ code to Uscript really  
 quick .. :)

 On Mon, May 10, 2010 at 1:27 PM, Ryan Sheffer darksk...@gmail.com
 wrote:

 Download the UDK today!

 ~Ryan

 On May 10, 2010, at 10:30 AM, Jeffrey \botman\ Broome 
 botman.hlcod...@gmail.com
   wrote:

 Coming Soon

 http://developer.valvesoftware.com/wiki/Valve_Time  :)


 On 5/10/2010 12:22 PM, Sam wrote:
 So does anyone know an ETA of when this is going to be fixed?  
 I'm
 tired of
 changing the appID every time I open Source SDK.

 On Mon, May 3, 2010 at 4:55 PM, JumpCore Productions
 onl...@jumpcore.com
 wrote:


 We're a bit off topic here, I know, but here's a work around  
 from
 the
 forums. It seems to do the job, as far as I can tell. Good  
 luck with
 finishing up your mod!

 ***

 Originally Posted by IcarusNine:
 Changing a mod's gameinfo.txt appID from 218 (SDK Base 2007) to
 440 (Team
 Fortress 2) seems to work around it. I'm not sure what Hammer  
 is
 using/associating with the appID, but the lack of it is what's
 causing at
 least some of the problem.


 -Original Message-
 Date: Mon, 3 May 2010 17:32:19 +0100
 From: Harry Jefferyharry101jeff...@googlemail.com
 Subject: Re: [hlcoders] Dugs in sdk update
 To: Discussion of Half-Life Programming
hlcoders@list.valvesoftware.com
 Message-ID:

  t2sbcdad96f1005030932ibc83eff2v5eb9c9c861465...@mail.gmail.com

 Content-Type: text/plain; charset=ISO-8859-1

 It'd be nice if valve could fix this soon. Our mod can't  
 progress at
 all, we only really need to fix up the maps at the moment.




 ___
 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




 --
 ~Ryan ( skidz )
 ___
 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] SDK Update 5/11/2009

2010-05-11 Thread Ryan Sheffer
Interesting portal being part of the 2009. I guess because of the new
achievements and such, the binaries were updated with the new compile.

On Tue, May 11, 2010 at 3:47 PM, Saul Rennison saul.renni...@gmail.comwrote:

 Would you mind fixing:
 http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes, too?
 It's
 locked for us mortal beings ;)

 Thanks,
 - Saul.


 On 11 May 2010 23:30, Mike Durand mik...@valvesoftware.com wrote:

  Yes. Thanks!
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:
  hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
  Sent: Tuesday, May 11, 2010 3:16 PM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] SDK Update 5/11/2009
 
  You have Episode 1 listed twice. Is the entry in 2007 supposed to be
  Episode 2?
 
  Also, thanks for the news and the update.
 
  On 11 May 2010 22:56, Saul Rennison saul.renni...@gmail.com wrote:
   Thanks for the clarification Mike, I understand you're going through a
  tough
   time with all the Mac updates :)
  
   Thanks,
   - Saul.
  
  
   On 11 May 2010 22:52, Mike Durand mik...@valvesoftware.com wrote:
  
   Hi All-
  
   We are updating the SDK later today to address the issues with using
  Hammer
   and Model Viewer with games built with the 2007 release of Source.
 Here
  are
   the release notes:
  
   ==Source SDK Update==
  
   The Source SDK was updated today to fix tool problems for some games
 and
   mods. We are sorry for the disruption to your work that the SDK issues
  may
   have caused for the past week. Thanks very much for your patience.
  
   =SDK Launcher=
  
   The terminology for Engine Version has changed and now maps to the
 year
  of
   release rather than to particular products. Here are the options now
  present
   in the list of engine versions along with the games which utilize
 them:
  
   Source Engine 2006
  Half-Life 2
  Counter-Strike: Source
  Half-Life 2: Deathmatch
  Half-Life 2: Episode 1
  
   Source Engine 2007
  Half-Life 2: Episode 1
  
   Source Engine 2009
  Day of Defeat:Source
  Portal
  Team Fortress 2
  
   Please note that you may need to re-create the game configurations for
   total conversion mods that were built using 'Source Engine 2007'.
 Simply
  run
   the 'Edit Game Configurations' utility to do this.
  
   Valve games should show up under the appropriate engine version. If
 they
  do
   not correspond to the list given above then you can either manually
 edit
  the
   configurations or run the [I]Reset Game Configurations[/I] utility.
  
   =SDK Tools=
  
   There are now tools supporting three versions of Source in the SDK
   distribution. If you are creating content for a game or total
 conversion
   based on 'Source Engine 2007' you may need to run some of the
  command-line
   tools now located at:
  
  sourcesdk\bin\source2007\bin
  
   The command-line tools needed for 'Source Engine 2006' and 'Source
  Engine
   2009' are still located at:
  
  sourcesdk\bin\ep1\bin
   and
  sourcesdk\bin\orangebox\bin
  
  
   ___
   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




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Dugs in sdk update

2010-05-10 Thread Ryan Sheffer
Download the UDK today!

~Ryan

On May 10, 2010, at 10:30 AM, Jeffrey \botman\ Broome 
botman.hlcod...@gmail.com 
  wrote:

 Coming Soon

 http://developer.valvesoftware.com/wiki/Valve_Time  :)


 On 5/10/2010 12:22 PM, Sam wrote:
 So does anyone know an ETA of when this is going to be fixed? I'm  
 tired of
 changing the appID every time I open Source SDK.

 On Mon, May 3, 2010 at 4:55 PM, JumpCore Productionsonl...@jumpcore.com 
 wrote:


 We're a bit off topic here, I know, but here's a work around from  
 the
 forums. It seems to do the job, as far as I can tell. Good luck with
 finishing up your mod!

 ***

 Originally Posted by IcarusNine:
 Changing a mod's gameinfo.txt appID from 218 (SDK Base 2007) to  
 440 (Team
 Fortress 2) seems to work around it. I'm not sure what Hammer is
 using/associating with the appID, but the lack of it is what's  
 causing at
 least some of the problem.


 -Original Message-
 Date: Mon, 3 May 2010 17:32:19 +0100
 From: Harry Jefferyharry101jeff...@googlemail.com
 Subject: Re: [hlcoders] Dugs in sdk update
 To: Discussion of Half-Life Programming
hlcoders@list.valvesoftware.com
 Message-ID:
t2sbcdad96f1005030932ibc83eff2v5eb9c9c861465...@mail.gmail.com 
 
 Content-Type: text/plain; charset=ISO-8859-1

 It'd be nice if valve could fix this soon. Our mod can't progress at
 all, we only really need to fix up the maps at the moment.




 ___
 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] Dugs in sdk update

2010-05-10 Thread Ryan Sheffer
Oh cmon, I hear the engine is open source. ;)

On Mon, May 10, 2010 at 5:37 PM, Spencer 'voogru' MacDonald 
voo...@voogru.com wrote:

 Besides that scripts are ugly as hell from a C++ coder's point of view.

 Fixed.

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of David
 Kraeutmann
 Sent: Monday, May 10, 2010 4:50 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Dugs in sdk update

 Besides that Uscript is ugly as hell from a C++ coder's point of view.

 On Mon, May 10, 2010 at 10:28 PM, Dexter dex...@linux.com wrote:
  Sure, let me just port all this C++ code to Uscript really quick .. :)
 
  On Mon, May 10, 2010 at 1:27 PM, Ryan Sheffer darksk...@gmail.com
 wrote:
 
  Download the UDK today!
 
  ~Ryan
 
  On May 10, 2010, at 10:30 AM, Jeffrey \botman\ Broome 
  botman.hlcod...@gmail.com
wrote:
 
   Coming Soon
  
   http://developer.valvesoftware.com/wiki/Valve_Time  :)
  
  
   On 5/10/2010 12:22 PM, Sam wrote:
   So does anyone know an ETA of when this is going to be fixed? I'm
   tired of
   changing the appID every time I open Source SDK.
  
   On Mon, May 3, 2010 at 4:55 PM, JumpCore Productions
  onl...@jumpcore.com
   wrote:
  
  
   We're a bit off topic here, I know, but here's a work around from
   the
   forums. It seems to do the job, as far as I can tell. Good luck with
   finishing up your mod!
  
   ***
  
   Originally Posted by IcarusNine:
   Changing a mod's gameinfo.txt appID from 218 (SDK Base 2007) to
   440 (Team
   Fortress 2) seems to work around it. I'm not sure what Hammer is
   using/associating with the appID, but the lack of it is what's
   causing at
   least some of the problem.
  
  
   -Original Message-
   Date: Mon, 3 May 2010 17:32:19 +0100
   From: Harry Jefferyharry101jeff...@googlemail.com
   Subject: Re: [hlcoders] Dugs in sdk update
   To: Discussion of Half-Life Programming
  hlcoders@list.valvesoftware.com
   Message-ID:
  
  t2sbcdad96f1005030932ibc83eff2v5eb9c9c861465...@mail.gmail.com
   
   Content-Type: text/plain; charset=ISO-8859-1
  
   It'd be nice if valve could fix this soon. Our mod can't progress at
   all, we only really need to fix up the maps at the moment.
  
  
  
  
   ___
   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




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Compiling SDK Shaders, Pixelshaders not compiling.

2010-05-07 Thread Ryan Sheffer
A lot of dx8 users still.

~Ryan

On May 7, 2010, at 6:19 AM, Marek Sieradzki  
marek.sierad...@gmail.com wrote:

 On Fri, May 7, 2010 at 1:16 PM, Christopher Fortner tin...@gmx.net  
 wrote:
 Im trying to track down the problem, so far ive reached the psa.exe,
 wich gets called in the psh_prep.pl,
 this file executes the following command:

 ..\..\dx9sdk\utilities\psa /Foshader0.o /nologo
 SDK_emissive_scroll_blended_pass_dx8_ps11.psh  NIL

 wich makes psa.exe output the following error:

 assembly failed; no code produced

 Im unsure how to display debugging information about this process,  
 any
 ideas about this error?
 Google isnt showing any results regarding it.

 Come on. Who cares about DX8 and .psh/.vsh? Just use DX9 and SM 2.0  
 or higher.

 ___
 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] Compiling SDK Shaders, Pixelshaders not compiling.

2010-05-07 Thread Ryan Sheffer
DX8 and 9 are very different from eachother. Depending on the  
implementation, usually you see a performance difference between the  
two, DX 8 running a bit better. I am guessing because of the advanced  
features with DX9 creating extra overhead.

~Ryan

On May 7, 2010, at 12:13 PM, jetscope jetsc...@gmail.com wrote:

 That's simply not true, there's a huge difference between DX8 and DX9
 performance that's not related to quality settings in any way, at  
 least in
 TF2. On my home PC which uses an X1300, I've noticed at least a 10 FPS
 difference between the two DX levels with the exact same quality  
 settings in
 TF2. I don't know what makes it so much more expensive to render,  
 but I'm
 guessing it has to do with the Phong shader since turning down shader
 settings improves my framerates quite a bit under DX9 (though they  
 still
 never reach DX8 rates).

 On Fri, May 7, 2010 at 8:59 PM, Tom Edwards  
 t_edwa...@btinternet.comwrote:

 That's largely because of the lower video settings it enforces. You
 could get the same performance under DX9 if you applied the relevant
 cvars from dxconfig.cfg.

 On 07/05/2010 4:42, jetscope wrote:
 I believe this data is largely irrelevant. I'm pretty sure this 5%  
 is,
 more
 specifically, users whose video cards support DX8 at most - i.e.,  
 people
 who
 don't support DX9 at all. However, many people whose video cards do
 support
 DX9 - like me - still run games under DX8 simply because it's much
 faster.

 On Fri, May 7, 2010 at 5:22 PM, Ollyoli...@gmail.com  wrote:


 Nope, only ~5% of steam users (that took part) still use DX8.

 http://store.steampowered.com/hwsurvey

 On 7 May 2010 15:57, Ryan Shefferdarksk...@gmail.com  wrote:


 A lot of dx8 users still.

 ~Ryan

 On May 7, 2010, at 6:19 AM, Marek Sieradzki
 marek.sierad...@gmail.com  wrote:


 On Fri, May 7, 2010 at 1:16 PM, Christopher Fortnertin...@gmx.net 
 
 wrote:

 Im trying to track down the problem, so far ive reached the  
 psa.exe,
 wich gets called in the psh_prep.pl,
 this file executes the following command:

 ..\..\dx9sdk\utilities\psa /Foshader0.o /nologo
 SDK_emissive_scroll_blended_pass_dx8_ps11.psh  NIL

 wich makes psa.exe output the following error:

 assembly failed; no code produced

 Im unsure how to display debugging information about this  
 process,
 any
 ideas about this error?
 Google isnt showing any results regarding it.


 Come on. Who cares about DX8 and .psh/.vsh? Just use DX9 and SM  
 2.0
 or higher.

 ___
 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] Getting material proxies to act on individual entities

2010-05-05 Thread Ryan Sheffer
You mean every material of the same name is getting effected? That  
seems very strange. Are you overriding the material in the entities  
draw function? I remember replacing materials for the player for a  
cloak effect with no problems.

~Ryan

On May 5, 2010, at 2:01 PM, Tom Edwards t_edwa...@btinternet.com  
wrote:

 I'm using a material proxy for my player spawn effect, which works  
 fine
 except that it applies to all instances of the material in question at
 once. How should I go about applying the effect to different  
 entities at
 different times?

 I expect that creating new instances of the material each time someone
 connects has something to do with it, but so far I've not even been  
 able
 to access that area of the model...

 ___
 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] Steam 2010 mod support and Source for the Mac

2010-04-24 Thread Ryan Sheffer
There was this mission underground, so they sent some explorers down!

I mean... Yea, steam is pretty cool. Consoles in general are far worse,
ultimate DRM right there.

On Sat, Apr 24, 2010 at 5:09 PM, Jorge Rodriguez bs.v...@gmail.com wrote:

 No I saw it on N4G which linked here:


 http://www.tomshardware.com/news/steam-linux-mac-os-x-half-life-team-fortress,10247.html

 Back in March I suggested that a Linux port was unlikely and I think that's
 still the case, especially given that Valve didn't announce one when they
 announced the Mac port. The fact remains that there's no strong gaming
 contingent on Linux. However I suppose it seems that Valve is at least
 testing the waters. Cat's out of the bag now, but perhaps they figured that
 if the Linux port didn't work out they could always scrap it and not tell
 anybody that they were working on it.

 --
 Jorge Vino Rodriguez
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] A more detailed picture of the Potentially Visible Set (PVS)

2010-04-22 Thread Ryan Sheffer
Thanks for the link, I am writing my own engine atm and am  at the map  
editor point and reading how the pros do it is always nice. Not using  
bsp because my game is chunk based with random layouts, but still.  
Great link since learning about binary space partition trees is always  
useful. There is another article as well I'll try to find, which was  
written by some Id guys and other randoms.

~Ryan

On Apr 20, 2010, at 4:43 PM, Adam \amckern\ McKern amck...@yahoo.com 
  wrote:

 If you want an understanding of the BSP PVS (CSG), i would recommend  
 that you read 'the master of doom - it has a fair amount of a  
 chapter discussing how the BSP format was chosen for FPS, and how  
 PVS works with-in it.

 There is also a MASSIVE discussion of BSP at the VMEX website - 
 http://www.bagthorpe.org/bob/cofrdrbob/bspformat.html

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

 --- On Wed, 21/4/10, Colm Sloan colmsl...@gmail.com wrote:

 From: Colm Sloan colmsl...@gmail.com
 Subject: [hlcoders] A more detailed picture of the Potentially  
 Visible Set (PVS)
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com 
 
 Received: Wednesday, 21 April, 2010, 5:29 AM

 I'm doing some research on virtual visual environments. I believe  
 that the
 PVS contains the estimated set of objects (geometry) that may be  
 visible to
 the player. I was wondering if there was an Actual Visible Set that  
 contains
 only the objects that the player really can see. If there isn't,  
 would it be
 difficult to create such a set? Hopefully, I wouldn't have to do any
 ray-tracing or anything. Also, is there a short way of getting the  
 number of
 objects visible on the screen? I think I've seen this before in some  
 area
 portal tutorial where the guy had objects shown as wire meshes.

 Thanks
 ___
 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] A more detailed picture of the Potentially Visible Set (PVS)

2010-04-22 Thread Ryan Sheffer
I am using DirectX atm, but will be switching over to OpenGL for portability
reasons.
On another note, I like muffins, but only when I make them myself. ;)

On Thu, Apr 22, 2010 at 4:02 PM, David Kraeutmann da...@davidkra.netwrote:

 That's a question like 'What flour are you using? Wheat flour, Rye
 flour or muffins?'

 On 4/22/10, Harry Jeffery harry101jeff...@googlemail.com wrote:
  Out of curiosity which library are you coding the graphics in?
  DirectX, OpenGL or something like Ogre?
 
  On 22 April 2010 20:07, Ryan Sheffer darksk...@gmail.com wrote:
  Thanks for the link, I am writing my own engine atm and am  at the map
  editor point and reading how the pros do it is always nice. Not using
  bsp because my game is chunk based with random layouts, but still.
  Great link since learning about binary space partition trees is always
  useful. There is another article as well I'll try to find, which was
  written by some Id guys and other randoms.
 
  ~Ryan
 
  On Apr 20, 2010, at 4:43 PM, Adam \amckern\ McKern 
 amck...@yahoo.com
wrote:
 
  If you want an understanding of the BSP PVS (CSG), i would recommend
  that you read 'the master of doom - it has a fair amount of a
  chapter discussing how the BSP format was chosen for FPS, and how
  PVS works with-in it.
 
  There is also a MASSIVE discussion of BSP at the VMEX website -
  http://www.bagthorpe.org/bob/cofrdrbob/bspformat.html
 
  
  Owner Nigredo Studios http://www.nigredostudios.com
 
  --- On Wed, 21/4/10, Colm Sloan colmsl...@gmail.com wrote:
 
  From: Colm Sloan colmsl...@gmail.com
  Subject: [hlcoders] A more detailed picture of the Potentially
  Visible Set (PVS)
  To: Discussion of Half-Life Programming
  hlcoders@list.valvesoftware.com
  
  Received: Wednesday, 21 April, 2010, 5:29 AM
 
  I'm doing some research on virtual visual environments. I believe
  that the
  PVS contains the estimated set of objects (geometry) that may be
  visible to
  the player. I was wondering if there was an Actual Visible Set that
  contains
  only the objects that the player really can see. If there isn't,
  would it be
  difficult to create such a set? Hopefully, I wouldn't have to do any
  ray-tracing or anything. Also, is there a short way of getting the
  number of
  objects visible on the screen? I think I've seen this before in some
  area
  portal tutorial where the guy had objects shown as wire meshes.
 
  Thanks
  ___
  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




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] (no subject)

2010-04-16 Thread Ryan Sheffer
I think the reason a lot of people including myself don't respond to some of
these questions is because they are rather easy problems that we can't think
of the exact code off the top of our heads. I personally wont reply unless I
know exactly were to look, and I am to lazy to open the code and look for
it. ;)
The guy should have found it by now, and if he hadn't, then I would suggest
he get better with the SDK or even C++ in general before moving on to more
complicated tasks. Not implying that making the mouse pointer visible is a
hard task. :p

On Fri, Apr 16, 2010 at 6:40 PM, Tony omega Sergi omegal...@gmail.comwrote:

 it's in one of the in_ files in the client. i forget offhand right now.
 decides if the mouse is visible or not.
 i -think- in_main.
 if you find in files for mouse you will find it anyway.
 -Tony


 On Fri, Apr 16, 2010 at 9:11 PM, David Kraeutmann da...@davidkra.net
 wrote:

  Ragequit. At it's best...
 
 
  SCNR.
 
  On a more serious note: I guess you'd have to look at the VGUI code to
  see how/when the mouse cursor is disabled by the engine/vgui controls.
  I'm sure the mouse cursor is shown in empires when viewing the
  scoreboard, I could take a look at it.
 
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Source Profiling

2010-04-14 Thread Ryan Sheffer
Seriously? Do not hijack!
I just raged a little.

~Ryan

On Apr 14, 2010, at 10:57 AM, Brent Lewis coder0...@hotmail.com wrote:


 How do I make the mouse cursor visible? I'd rather not resort to  
 calling the Win32 API directly. Please help.

 Date: Wed, 14 Apr 2010 19:19:57 +0200
 From: marek.sierad...@gmail.com
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source Profiling

 There are 2 ways of doing profiling:
 - instrumentation (VProf)
 - sampling

 VProf covers only some stuff. If you want to get accurate data and  
 for
 parts that are deep in the engine you should use sampling. AMD
 CodeAnalyst or Intel VTune. If you use Linux for profiling, you will
 have access to symbols for engine library files. When I did the
 profiling it was really helpful because most of CPU load was in the
 networking in the engine because I sent too much. What's really cool
 in VTune/CodeAnalyst is checking how much on average each instruction
 in C++/asm took. (it's an average due to out-of-order execution)

 You should expect that most of CPU time is spent in the engine and  
 you
 should try to find which part of the mod causes most of it.

 ___
 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] DirectX 10.1 and SM4.0

2010-02-06 Thread Ryan Sheffer
Valve have to actually integrate these features as far as I know. The next
iteration of the engine might hold more related to DX10 and 11.

On Fri, Feb 5, 2010 at 12:47 PM, Tobias Kammersgaard 
tobias.kammersga...@gmail.com wrote:

 Source only supports fully supports DirectX 9. There are a few DirectX 10
 features that's supposed relating to textures, but that's all as far as I
 know.
 You can't update the engine to use newer versions of DirectX since the
 source for the ShaderAPI isn't available.

 /ScarT


 On 5 February 2010 21:41, Adam amckern McKern amck...@yahoo.com wrote:

  Brent,
 
  Even though the overlay has been updated to support DX10  DX11, i
 suspect
  that this is only for new PC Games, has nothing to do with the source
  engine.
 
  I think source is stuck in the dark ages of DX9 - let me know however if
  anything is incorrect.
 
  Thanks,
 
  Adam McKern
 
  
  Owner Nigredo Studios http://www.nigredostudios.com
 
  --- On Sat, 6/2/10, Brent Lewis coder0...@hotmail.com wrote:
 
  From: Brent Lewis coder0...@hotmail.com
  Subject: [hlcoders] DirectX 10.1 and SM4.0
  To: hlcoders@list.valvesoftware.com
  Received: Saturday, 6 February, 2010, 4:06 AM
 
 
  I'm pretty certain that this is not possible, but doesn't hurt to ask. Is
  there a way to enable multisample render target and depth buffer
 readback.
  It's new in DX10 and I don't see anything in the interfaces that suggests
  that source is aware of it. Otherwise anti-aliasing wont be available in
 a
  deferred shading implementation. I suspect it needs SM4.0 as well, but I
  haven't looked at the implementation details for the read back stuff.
 Will
  changing some perl scripts be enough to compile SM4.0 or is
  shadercompile.exe (or whatever it's called) internally incapable of
  compiling SM4.0? Thanks!
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
 
 
  
 __
  Yahoo!7: Catch-up on your favourite Channel 7 TV shows easily, legally,
 and
  for free at PLUS7. www.tv.yahoo.com.au/plus7
  ___
  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




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Launching Ep1 tools directly

2010-01-30 Thread Ryan Sheffer
Very cool Tom. :)
You should make a post on some popular forums about it as well. I think it
would benefit a lot of people.

Cheers!

On Sat, Jan 30, 2010 at 12:29 PM, Tom Edwards t_edwa...@btinternet.comwrote:

 The final version of the gadget is out. If you're still using 1.0 please
 upgrade here:

 http://developer.valvesoftware.com/wiki/Source_SDK_Windows_gadget

 On 18/01/2010 1:01, Tom Edwards wrote:
  I'm using it already! I was making a stupid error though: I forgot to
  try starting the tools at their own location! Unlike the OB tools they
  work fine if you do that. Duur...
 
  On 18/01/2010 5:19, Darien Hager wrote:
 
  Not offhand, but if you use something like Process Explorer
  (http://technet.microsoft.com/en-us/sysinternals/default.aspx) you can
  look at the currently-running SDK tool to determine what command-line
  arguments and working-directory it was launched with.
 
  --Darien Hager
 
  On 1/17/2010 5:05 PM, Tom Edwards wrote:
 
 
  I've been making a Windows gadget that replaces as much of the SDK
  launcher as it can. It works very well, except for launching the
 Episode
  One builds of Hammer or Faceposer, which both crash on startup. Does
  anyone know the trick to launching them successfully?
 
 
  ___
  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




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] HL1, holstering active weapon

2010-01-30 Thread Ryan Sheffer
uhh, you are returning before your code can be used?

On Sat, Jan 30, 2010 at 11:06 PM, Harry Pidcock haz...@tpg.com.au wrote:

 BOOL CBasePlayer::IsOnLadder( void )
 {
//code i added
if (m_pActiveItem)
m_pActiveItem-Holster( );

return ( pev-movetype == MOVETYPE_FLY );
 }

 That might work

 --
 From: kevin bowen fragmasterbo...@gmail.com
 Sent: Sunday, January 31, 2010 5:03 PM
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 
 Subject: [hlcoders] HL1, holstering active weapon

  Ahhh, can anyone tell me why this doesn't work? :(
 
 
  (player.cpp)
 
  // TRUE if the player is attached to a ladder
  BOOL CBasePlayer::IsOnLadder( void )
  {
 return ( pev-movetype == MOVETYPE_FLY );
 
  //code i added
 if (m_pActiveItem)
 m_pActiveItem-Holster( );
 }
  ___
  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




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Any idea how to get audio from tv screens (breencasts) working in the multiplayer sdk?

2010-01-29 Thread Ryan Sheffer
I talked with Hyper and he said something about the attenuation filtering
being based on distance in Multiplayer games. So that needed to be changed
for the breencast screens etc.

On Fri, Jan 29, 2010 at 11:30 AM, Chief Whosm 
chiefwhosmoralsareelas...@googlemail.com wrote:

 Do you mean I should use CRecipientFilter within the
 CEnvMicrophone::SoundPlayed function, just prior to it emitting the sound?

 If so, is this what you mean:

 // Add the speaker flag. Detected at playback and applies the speaker
 filter.
iFlags |= SND_SPEAKER;
//CPASAttenuationFilter filter( m_hSpeaker ); //Dont use speakers own
 filter for tests, create one for ourselves below.
CRecipientFilter filter;
filter.AddAllPlayers();
filter.MakeReliable();

EmitSound_t ep;
ep.m_nChannel = CHAN_STATIC;
ep.m_pSoundName = soundname;
ep.m_flVolume = flVolume;
ep.m_SoundLevel = soundlevel;
ep.m_nFlags = iFlags;
ep.m_nPitch = iPitch;
ep.m_pOrigin = m_hSpeaker-GetAbsOrigin();
ep.m_flSoundTime = soundtime;
ep.m_nSpeakerEntity = entindex;

CBaseEntity::EmitSound( filter, m_hSpeaker-entindex(), ep );

 The reason I ask if this is what you mean is, as you can see I've tried to
 do this but the audio still fails, and I wasn't entirely sure as to what
 you
 meant by Server Side Filtering.

 Thanks,
Chief.
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Any idea how to get audio from tv screens (breencasts) working in the multiplayer sdk?

2010-01-28 Thread Ryan Sheffer
For multiplayer the sound issue is just caused by server side filtering.
Coop mod thing.

On Thu, Jan 28, 2010 at 12:40 PM, Tom Edwards t_edwa...@btinternet.comwrote:

 Zing! :-)

 On 28/01/2010 6:32, Chief Whosm wrote:
  Setting it to maxplayers 1 instantly made the sound work.
  ___
  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




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Vehicle View Judder

2010-01-24 Thread Ryan Sheffer
Why would there be interpolation for server side objects? You would really
have to write that for your vehicles for them to work without jitter.
Currently the client side is interpolated because the client is told what to
do by the server, so it interpolates movements. Source was never designed to
have total client side control of objects unless they were just effects. Its
dangerous, since the hackers will just have a party.

Best solution is to write a new physics object from scratch and write
movement code for that. Have the code exactly alike on both the client and
server and bingo, a fully predictable object. Its a lot of work and getting
the object to cooperate with the source physics engine might be a problem.
Maybe not..

cheers!

On Sat, Jan 23, 2010 at 10:00 PM, Tony omega Sergi omegal...@gmail.comwrote:

 All you have to do for the stock vehicles to smooth out the local view is
 to
 invalidate the local playres bone cache after the entities have simulated,
 and then do a partial view recalculation so that the local player is seated
 in the vehicle correctly.

 The issue arrives in MP because the local player is simulated before the
 vehicle has been moved, so once the vehicle moves it is no longer in sync
 with the local player.


 On Sun, Jan 24, 2010 at 11:14 AM, Saul Rennison saul.renni...@gmail.com
 wrote:

  YES! THAT'S ME! omgomgomgomgomg. Wait till I tell my girlfriends who
  came by the say hi!
 
  On Sunday, January 24, 2010, Minh minh...@telus.net wrote:
   Saul Rennison ?!?! THE Saul Rennison ?!? The Saul that posts on
 HLCoders?
  
   /me takes a cold shower
  
   Saul Rennison wrote:
   Minh Le? THE Minh Le? :O The original creator of CS?
  
   On Sunday, January 24, 2010, Minh minh...@telus.net wrote:
  
   Yea, that's definitely an issue.. but if the server did some checks
 on
   his end, the server can see if the updates were valid or not and
   basically just ignore the invalid updates or do something
 accordingly.
   Like if the client sent an update that he was at position X, and then
   half a second later, he is at position Y (which is like halfway
 across
   the map), that could raise a red flag.
  
   Client side physics objects are interpolated.. other players are
   interpolated..
   are you sure server side physics objects are interpolated?  God, I
  gotta
   go install hl2dm and play with the gravity gun...
  
   Saul Rennison wrote:
  
   All objects are interpolated I think... the problem is the client
   could send bogus origins and result in hacking. Never trust the
   client!
  
   On Sunday, January 24, 2010, Minh minh...@telus.net wrote:
  
  
   We actually managed to do a vehicle implementation that made the
   controls strictly client authorative. Basically, the driver of the
   vehicle gets his own vphysics object created and he controls it on
  his
   client machine, and passes the origin and angles to the server.
   The server then passes that info to the rest of the clients.
  
   The result is perfectly lag free controls for the driver. The
  only
   hitch is, since the client is the one actually moving the vehicle,
   vehicle collisions become a problem. In our first implementation,
  when a
   vehicle ran into another vehicle, it would stop dead in its tracks.
   There was no collision forces being imparted on either vehicle. We
   managed to come up with a hacky method to fix this but it didn't
  result
   in the most realistic collisions.
  
   Another problem we encountered was that there was no
  interpolation
   going on for the other players, so when they saw the vehicle
 moving,
  it
   wasn't smooth. I'm not sure if this is a problem inherent in the
  Source
   SDK though.
   When you take a server side physics object, and throw it, do all
 the
   clients see it move in a smooth fashion? The object's position is
   getting sent to each client at about 10 updates/sec (in a best case
   scenario). There is no interpolation going on between each update,
 so
   the object would exhibit a slight jerkiness. Maybe we broke
 something
  in
   our code but I think this is something the SDK didn't do properly
   (interpolate server-side vphysics objects).
   I think I need to go play HL2DM and throw a toilet around...
  
  
   Matt Hoffman wrote:
  
  
   I take it that it would be a lot of work and take a skilled
  programmer to
   re-write prediction for the vehicles to put more of it
 client-side?
  
   On Sat, Jan 23, 2010 at 2:33 PM, Christopher Harris
   char...@resrchnet.comwrote:
  
  
  
  
   Here is a page which has needed fixes:
  
 http://developer.valvesoftware.com/wiki/Multiplayer_Vehicle_Fixes
  
   It fixes vehicle view jitter, but there is no true prediction
  because the
   vehicle movement logic only occurs on the server. So in a high
  latency
   situation players will experience the vehicle taking some time to
  respond
   to
   input.
  
   Chris
  ___
   To unsubscribe, edit your 

Re: [hlcoders] Dynamically Mounted GCFs in hl2mp.

2010-01-11 Thread Ryan Sheffer
With OC we pretty much just cache and uncache sounds per map.

Our game_sounds_manifest.txt looks like this, pretty bare bones.

game_sounds_manifest
{
// BASE SOUNDS SHOULD ALWAYS BE CACHED

precache_filescripts/game_sounds.txt
precache_filescripts/game_sounds_ui.txt
precache_filescripts/game_sounds_player.txt

// Weapon sounds
precache_filescripts/game_sounds_weapons.txt

// HL2 World, Ambient Generic, Items, Physics, Vehicles
precache_filescripts/game_sounds_world.txt
precache_filescripts/game_sounds_ambient_generic.txt
precache_filescripts/game_sounds_items.txt
precache_filescripts/game_sounds_physics.txt
precache_filescripts/game_sounds_physics_ep2.txt
precache_filescripts/game_sounds_vehicles.txt
}

One thing we had to give up was quick sound cache so that function you
mentioned clears out the soundcache folder so you don't get any conflicts.

//-
// Purpose: Clear out the maps/soundcache directory to prevent missing .wav
file errors
//-
void UTIL_ClearSoundcacheDirectory( bool bRemoveOther /*= false*/ )
{
FileFindHandle_t findHandle;
charszPath[260];
const char *pCacheName = filesystem-FindFirstEx(
maps/soundcache/*.cache, MOD, findHandle );
while( pCacheName )
{
// Don't mess with the three special ones except when told to
// Update: The function parameter is kind of useless now since I
always set
// it to true, but I'm going to leave it incase it might be useful
later.
if ( bRemoveOther  !V_stricmp( pCacheName, _other.cache ) )
{
// Just continue normally
}
else if ( !V_strnicmp( pCacheName, _, 1 ) )
{
pCacheName = filesystem-FindNext( findHandle );
continue;
}

V_snprintf( szPath, sizeof( szPath ), maps/soundcache/%s,
pCacheName );

filesystem-RemoveFile( szPath );
pCacheName = filesystem-FindNext( findHandle );
}

filesystem-FindClose( findHandle );
}

I bet there is a way better way of dealing with all this, we just never got
around to exploring further.

Good Luck :)


On Mon, Jan 11, 2010 at 2:19 PM, Chief Whosm 
chiefwhosmoralsareelas...@googlemail.com wrote:

 Thanks, the majority of my problems with my current code turned out to be
 the lack of the mdl and material flush commands. However some sounds which
 work through my static mount code still failed to work through the dynamic
 code I'd posted on pastebin. A good example was the gunship not making any
 rotor blade noises.

 So I took a plain sdk of the files, and diffed them with your OC code. For
 testing I borrowed the files (such as the mount files) from OC just so I
 was
 sure these wouldnt be the cause of any issues, and while it definately is
 dynamically mounting the gcfs using your code, the same sounds that failed
 to load in my code also fail in the code you uploaded for me.

 I did however have to comment out the UTIL_ClearSoundcacheDirectory lines
 as
 the code for this is missing, could that be the cause of it? and could you
 please post the code for that and where it should be as it wasn't in either
 of the .cpp files.

 Also the func_monitors never seem to play any sounds, is this caused by gcf
 mounting or does something have to be done to the env_microphone to make it
 work online. Noclipping to (for example) the breencast room allows you to
 hear the sound being played, but only within those four walls.

 Also yes I am an ATI user and on occasions it gives grab brians or
 sometimes
 doesnt give an error but doesnt display materials etc as though doing a
 grab
 brian error, but they're (thankfully) a rarity.

 Chief.
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Dynamically Mounted GCFs in hl2mp.

2010-01-10 Thread Ryan Sheffer
Hi.

I uploaded the Obsidian Conflict Mounting stuff me and Hyperjag3 wrote.

http://www.mediafire.com/?z5znn0gjjmn

Just use a file comparison software to determine the changes. Everything
should be in that rar but if it isn't let me know. I hope in the future we
can just release all the OC code.

Our gameinfo block looks like this:

FileSystem
{
SteamAppId218
ToolsAppId211

SearchPaths
{
Game|gameinfo_path|.
Game|all_source_engine_paths|hl2
}
}

Anyway the code should be helpful since we got dynamic mounting running and
working. There is the issue with clearing the material cache on ATI cards
though, which you will notice is worked around with the static mounting.
Valve would have to fix that on the engine I believe, or perhaps the ATI
driver is to blame. Hard to say, maybe its no longer an issue.

Cheers!

On Sun, Jan 10, 2010 at 3:26 PM, Chief Whosm 
chiefwhosmoralsareelas...@googlemail.com wrote:

 Hi,
I'm trying to get GCFs to mount per map so that users of Shadow Source (
 http://developer.valvesoftware.com/wiki/Shadowsource) can set their map to
 use specific content (hl2, ep1 and ep2 respectively). I think most of my
 troubles are down to not being able to UnMount a specified AppID. I have
 implemented an (almost fully) working piece of code which dynamically
 mounts
 and unmounts, but it still gets confused from time to time. A good example
 is that it may fail a vertex check on the grenade,pistol and shotgun
 meaning
 the models dont get loaded, or particles aren't found such as the one for
 grenade_spit or that alyx_episodic on ep2_outland_02 isn't laying down (she
 is sometimes) but standing t-posed because it cant find the sequence.

 Now to explain, in ShadowSource 1.5, the mounts worked as this tutorial
 describes:

 http://www.hl2world.com/bbs/mounting-additional-gcfs-vt47500.html

 That, in conjuction with the following search paths for the gameinfo.txt:

SearchPaths
{
Game|gameinfo_path|.
Game|all_source_engine_paths|ep2
Game|all_source_engine_paths|hl2
}

 allowed the three games to co-exsist up to a point. Most maps would run,
 but
 there would be some things missing usually critical to the game (a good
 example is Alyx bending over you and saying Dr. Freeman I presume? in
 d1_trainstation_04).

 Now I've kept that code in use for the game starting up (as in clicking the
 shortcut to launch) because it allows the game to display all the hl2,ep1
 and ep2 maps within the console. It also came in very handy as I'm now
 about
 to explain.

 After many hunts on google etc to find how to unmount gcf I stumbled
 accross
 a line of code PrintSearchPaths, knowing that the old addmount code from
 1.5 worked well for getting the game to function, I printed out the paths
 into the console, and set the addsearchpaths/mount code to match it. This
 worked well (though I have tweaked it slightly from the default, but the
 same errors occur anyway), Alyx now bends over you in the trainstation map,
 but as mentioned it gets confused, loses models (randomly, sometimes it
 doesnt have vertex errors) and so on.

 Therefore I'm wondering if anyone could give me some advice on how to fix
 these problems. You can view the code at:

 http://pastebin.com/fa140b9b

 and that's part of gameinterface.cpp in the srcserver folder.

 The gameinfo.txt search paths are the same as they were for the
 addmount.txt
 code. The reason it only mounts ep2 and hl2 is things seem to get worse the
 more search paths (such as hl2mp and episodic) I add to the gameinfo.txt.

 Any help would be appreciated as I feel I've almost cracked it, but I'm
 still not quite there just yet.

 Chief.
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Happy 40 years since the Unix Epoch!

2010-01-01 Thread Ryan Sheffer
Holy crap Yea I had no clue what this meant until that link. ;)

On Thu, Dec 31, 2009 at 7:04 PM, Adam amckern McKern amck...@yahoo.comwrote:

 For those that have no idea what people are talking about (like me) -
 http://en.wikipedia.org/wiki/Unix_time

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

 --- On Fri, 1/1/10, Cory de La Torre gear@gmail.com wrote:

 From: Cory de La Torre gear@gmail.com
 Subject: Re: [hlcoders] Happy 40 years since the Unix Epoch!
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 
 Received: Friday, 1 January, 2010, 12:59 PM

 Holy shit it has.

 On Thu, Dec 31, 2009 at 4:09 PM, Jonas 'Sortie' Termansen 
 hlcod...@maxsi.dk
  wrote:

  That's right! It has been 40 years!
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 


 --
 Gear Dev
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders





  
 __
 See what's on at the movies in your area. Find out now:
 http://au.movies.yahoo.com/session-times/
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Collisions

2009-12-29 Thread Ryan Sheffer
Wasn't there some sort of function that was used to filter the rockets
movement so it wouldn't collide with things? I believe it was an option in
hammer, so the code for that should still exist. As for the rocket not going
through objects, that has something to do with the movement for the rocket
itself, and probably not the collision system since you already mentioned
SetCollisionGroup which is the standard way of filtering collisions.

On Tue, Dec 29, 2009 at 5:56 AM, Heimo Stieg gr...@corona-bytes.net wrote:

 I havn't coded in source for a while, but I think there are some sort of
 CollisionFilters somewhere.

 Am 29.12.2009 14:48, schrieb Richard Slaughter:
  Hi List,
 
  I need to alter the standard rocket so that it doesn't explode on
  contact with weapon models that are found in the world, any pointers on
  how to go about doing this?
 
  The rocket needs to just pass straight through the weapon as if it
  wasn't there.
 
  I've tried fiddling with SetCollisionGroup() on the weapon models but
  even though I managed to stop the rocket exploding on contact, it would
  get stuck in the weapon model rather than passing straight through.
 
  I'm not brilliantly familiar with the collision model in source, so any
  pointers on what I should be looking at would be good.
  Thanks,
 
  Rich
 
  ___
  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




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] FGD parser

2009-12-14 Thread Ryan Sheffer
White space rarely means anything to any scripting or programming language,
and Valves scripts are no exception. Commented lines usually rely on
carriage returns and newlines to determine where to stop.

On Mon, Dec 14, 2009 at 2:15 AM, Darien Hager
darien-li...@technofovea.comwrote:

 Tobias Kammersgaard wrote:
  Tokenreader.cpp is what Valve uses. In /public/tier1/ if I recall. I'm
  lying sick in my bed right now, so I can't check :-(
 
 Does anybody know how widely that class is used? I'm trying to figure
 out whether out I can safely combine some of my lexer/tokenizer code to
 avoid redundancy Which would be a good idea if Valve uses the same
 class for the same things too.

 In particular, it seems that FGDs and the Valve Data Format files
 (VMT, GameInfo, VMF, etc.) all use the same kinds of rules regarding the
 (un)importance of whitespace and rules for quoted strings and plain
 identifiers, etc.

 Are there any formats where whitespace is significant? It seems
 one-liner VMTs work fine when I test them.

 Thanks,
 --Darien A. Hager

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Arbitrary Gravity Direction

2009-10-14 Thread Ryan Sheffer
You should write a Source SDK Wiki article on your findings Joel, very
interesting stuff. :)

On Wed, Oct 14, 2009 at 2:23 PM, Joel R. joelru...@gmail.com wrote:

 This is very very possible.

 Objectives and problems you have to overcome to meet this goal:


   - Use Quaternions to break Gimbal Locking (happens with Matrix and Euler
   Angles). You can download a nice set of Quaternion functions from Ogre
   Engine (free download) and with some slight tweaks they will work on
   Source.  Quaternions are basically an Up Direction (vector), and an Angle
   (float).  There is a function called Slerp that will let you smoothly
   orient between 2 quaternions.  There are multiple ways to create
 Quaternions
   using Matrices or Vectors.


   - You'll have to keep a new vector that saves your gravity direction.
   If you want to orient automatically you'll need to constantly trace
   downwards along your gravity direction and based on the new Ground
 Normal,
   allow orientation or not.


   - Source uses AABB which means your player box will never rotate, ever.
   This causes a problem with your origin.  When you rotate onto a wall,
 your
   origin will be much closer to the ground than before. Simply hack around
   this by adjusting your RenderOrigin up X units off the ground (when you
 are
   on it of course).


   - Jumping was one of the bigger problems I first encountered. This is
   better suited for orientations based on events, if you want automatic
   orientation based on the ground the player is on, you'll need to have
   multiple traces of different lengths to make sure you maintain the
 correct
   orientation.  You can also trigger going to a default gravity if you are
 in
   the air too long or the ground your over is to complicated or is
 orienting
   too fast.


   - You'll have to orient your models correctly.  Models use Euler Angles
   for orientation, so if you use Quaternions, you'll have to convert to
 Matrix
   and then to Euler Angles.  Not such a biggy, but Euler angles were never
   meant for 6 degrees of freedom usage. If you want to use them, only use
 them
   in the local world space where everything is oriented at (0,0,1).  Then
   convert to world space.


   - Wall collision is another big problem you will encounter.  Since you
   won't have the luxury of using the players bounding box for tracing,
 you'll
   have to be accurate with line traces.  I constantly found myself getting
   knocked off the ground because of odd terrain.  Stairs is another wall
   collision problem you have to face.  This requires more line traces going
 in
   your movement direction starting from the top of your player model to the
   middle and so on. You have to make sure you can actually move forward if
 not
   you'll get yourself stuck in the terrain.


   - Other Entities is the last problem.  So far you've only managed the
   players.  Now you have to manage all other entity objects.  You'll have
 to
   follow the same basic principles as the player orientation depending on
 what
   your entities do. Physics entities have to all orient based on the same
   gravity direction, if you want each one to have it's own orientation,
 you'll
   need to work with the physics interface.  This requires managing the
 angular
   velocity and linear velocity.   This is more complicated, and if you can
   pull off the player orientation, you should be able to figure a way to do
   this.




 On Wed, Oct 14, 2009 at 3:21 PM, Adam amckern McKern amck...@yahoo.com
 wrote:

  Its possible, but very hard to get going - though i did not change the
  view, i did make it so that your movement is dependent on shooting
 weapons
  in a ZeroG environment
 
  http://www.nigredostudios.com/prime/screenshots/zerog0002.jpg
 
  
  Owner Nigredo Studios http://www.nigredostudios.com
 
  --- On Thu, 15/10/09, Tony Paloma drunkenf...@hotmail.com wrote:
 
  From: Tony Paloma drunkenf...@hotmail.com
  Subject: Re: [hlcoders] Arbitrary Gravity Direction
  To: 'Discussion of Half-Life Programming' 
  hlcoders@list.valvesoftware.com
  Received: Thursday, 15 October, 2009, 4:08 AM
 
  IPhysicsEnvironment has a function called SetGravity that takes a Vector.
  You can use it to set an arbitrary direction for gravity, but it will
 work
  for VPhysics objects only. I didn't check if this information was in that
  thread you posted. Sorry if it was.
 
  If you have an instance of VPHYSICS_INTERFACE_VERSION, you can get the
  environment by:
  pPhysics-GetActiveEnvironmentByIndex(0);
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
  a...@watkins.to
  Sent: Wednesday, October 14, 2009 6:39 AM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Arbitrary Gravity Direction
 
  See this thread for a discussion and partial implementation of arbitrary
  gravity direction.
  http://forums.steampowered.com/forums/showthread.php?t=778484
 

Re: [hlcoders] Do high ping players cause extra lag?

2009-10-13 Thread Ryan Sheffer
The only thing I would consider with a high pinging player would be spikes
severe enough to cause a full client update to that player, which might fail
and call another full client update. It is unreasonable to think this would
happen though, but its the only thing I can think of. Other than that, I
would go with the fact that a player with 250 ping looks laggy to players
with 50 ping.

On Tue, Oct 13, 2009 at 7:46 AM, Andrew Ritchie gotta...@gmail.com wrote:

 Extra load on servers would imply a 100 ping player and a 500 ping player
 require different amounts of processing.  The 2 obvious places this could
 potentially occur in Source are the think/movement calculations on each
 packet and rewinding players in prediction for the shot calculations.  The
 former *might* be an issue if Source calculates and runs every individual
 command packet and accumulates them between tick frames.  However that'd
 not
 be any more or less packets to calculate for someone with a higher ping, it
 would just mean their commands arrive later.  If there's a lot of choke or
 backup in deliveries then it might be a case of they all arrive and are
 processed at one time.  That all boils down to the individual engines'
 handling of packets, worst case would also be if an engine waited on and
 demanded synchronized packet order which could throw a spanner in the works
 on a dodgey connection, and that is really dependent on the networking
 model
 the developers chose.

 I'm sure you already know all that, so just confirming that there's a lot
 of
 different things that could potentially cause high pings to upset a game
 server.  However if it's a consistent connection most people will just be
 complaining because prediction isn't perfect and extrapolation on high
 latency players will be more prone cause noticeable divergences from actual
 data from time to time.

 On Tue, Oct 13, 2009 at 1:23 PM, Marek Sieradzki
 marek.sierad...@gmail.comwrote:

  HL1 is ancient.
 
  ___
  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




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Dynamic weapon attachments

2009-10-06 Thread Ryan Sheffer
Well for true full body awareness I still think completely third person is
the way to go. You could use IK and some splines to move the hand around to
different parts of the weapon model and parent / unparent the weapon and
attachments at different points in the animation, and it could be all
scripted. I think it would be really cool tbh.

On Tue, Oct 6, 2009 at 8:13 AM, Matt Hoffman lord.matt.hoff...@gmail.comwrote:

 The body/legs is a seperate model. (Turns off on low model-detail)

 Pretty sure each character still has a v_smg, v_huntingrifle, etc, because
 as far as I know each character has separate animations for each weapon
 (Instead of one animation for everyone).

 On Tue, Oct 6, 2009 at 6:53 AM, Christopher Harris char...@resrchnet.com
 wrote:

  Yes I agree bodygroups is the best method to do this. I was wondering
 also
  what method is Left4Dead using for its models?
 
  Even though it is a full-body awareness it looks somewhat like it might
  still be a viewmodel. I'd looked at scripts and it seems they replace
 the
  arms based off the player model in use instead of having all the guns
 with
  models for each time the hands need to change.
 
  Chris
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh
  Sent: Tuesday, October 06, 2009 1:19 AM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] Dynamic weapon attachments
 
  Lots of games still use view models. CoD4, Gears of War, Medal of Honour
  Airborne., Battlefield series, FarCry2, etc..
  The only game that I recall that doesn't use view models is OP
 Flashpoint.
  The huge advantage of using view models is that it allows the animator
  total freedom to use whatever bone setup he wants allowing him to do
  some funky things with the animation. Imagine trying to make an
  animation where the player switches the gun from one hand to another, or
  he holds the gun from a different part of the gun at different part of
  the animation. This sort of stuff is easy to do when the bones are all
  animated and exported in their own local space. It gets tricky to do
  this with third person anims cuz you have to work closely with the code
  to detach the model from the hand at various points in the animation.
 
  getting back to the original question, it's MUCH easier to just use
  bodygroups. I actually have done this successfully with my guns and it
  looks really solid. Plus, it's more efficient cuz you don't have an
  extra entity for the game to worry about.
 
  Ryan Sheffer wrote:
   It only looks bad if you stick with the Valve formula, make third
 person
   models look like crap. You would have to redo the third person anims
 but
  if
   you can pull it off, from the players view, things would look more
 fluid
  and
   realistic since the gun it moving like it should with the animation
 that
  is
   currently running. Not just some fake hacky movements put in place for
  every
   movement animation. You can use LODs to scale quality, have a first
  person
   LOD only the local player can see for themselves. You could even make
   players first person animations different to fix some of the issues
 that
   could arrise.
   Im pretty sure valve are one of the only companies still using v
 models.
   Might be wrong, but doom 3 even seemed to be using only world models.
  
   On Mon, Oct 5, 2009 at 9:06 PM, Matt Hoffman
  lord.matt.hoff...@gmail.comwrote:
  
  
   I'd imagine it looks bad, would be harder to rig/setup things, you'd
  have
   to
   re-do the third-person animations, etc.
  
   On Mon, Oct 5, 2009 at 8:56 PM, Ryan Sheffer darksk...@gmail.com
  wrote:
  
  
   Consider totally ridding the game of the view models and just
  positioning
   the camera where you can see the world model. Its 100% possible, but
  will
   take some time to pull off.
  
   On Mon, Oct 5, 2009 at 3:57 PM, Stephen Swires 
  stephen.swi...@gmail.com
  
   wrote:
  
   Having them as seperate models makes it even more of a pain
  
   On Mon, Oct 5, 2009 at 10:49 PM, Saul Rennison 
  
   saul.renni...@gmail.com
  
   wrote:
  
   I want to save animating till later to be honest. And I'd prefer to
   have all the attachments as seperate models and attach them when
 need
   be. I don't want players to be removing / attaching on the fly; a
 bit
   like CoD4 attachments.
  
   All I want is code / concepts of how I would spawn this model and
   attach it to the local client's viewmodel (doing worldmodel later).
  
   FYI Viewmodels are bummers :(
  
   Thanks,
   - Saul.
  
   On 5 Oct 2009, at 22:35, Ryan Sheffer darksk...@gmail.com wrote:
  
  
   Its best to just have the scope as a model group mentioned above.
  
   If
  
   you
   want the players hand to put the scope on, making the scopes verts
   part of
   bone and parent that bone to the hand during the animation and
 once
   attached
   unparent in the animation. Then just have the scope

Re: [hlcoders] Dynamic weapon attachments

2009-10-06 Thread Ryan Sheffer
I believe Fallout 3 does it as well. Its just a matter of setting up the
positions in such a way that they work well with the players vision. You
could have separate arm/hand positions for just the first person view to fix
a lot of the problems that could arise. In the end, you would have to do a
lot less to add new weapons to the game. All you would have to do is make
the weapon model and setup your attachment positions, and customize via a
script file. Once you have enough weapons going it would just be a copy and
paste procedure. You could quite simply add several new pistol models with
very little animation work.

Its just an idea that seems to float well in my mind. It would be nice to
only have to animate the gun model itself for events like shell ejection,
then have everything else handled dynamically.

On Tue, Oct 6, 2009 at 5:44 PM, Minh minh...@telus.net wrote:

 Doesnt Operation Flashpoint do this?
 It looks unappealing to me cuz one the advantages of having a seperate
 view model is that you can position it in the most aesthetically
 appealing position.
 If you were to force the players view to the eyes, you'd barely even see
 the arms and gun unless you mess with the field of view.

 Ryan Sheffer wrote:
  Well for true full body awareness I still think completely third person
 is
  the way to go. You could use IK and some splines to move the hand around
 to
  different parts of the weapon model and parent / unparent the weapon and
  attachments at different points in the animation, and it could be all
  scripted. I think it would be really cool tbh.
 
  On Tue, Oct 6, 2009 at 8:13 AM, Matt Hoffman 
 lord.matt.hoff...@gmail.comwrote:
 
 
  The body/legs is a seperate model. (Turns off on low model-detail)
 
  Pretty sure each character still has a v_smg, v_huntingrifle, etc,
 because
  as far as I know each character has separate animations for each weapon
  (Instead of one animation for everyone).
 
  On Tue, Oct 6, 2009 at 6:53 AM, Christopher Harris 
 char...@resrchnet.com
 
  wrote:
 
  Yes I agree bodygroups is the best method to do this. I was wondering
 
  also
 
  what method is Left4Dead using for its models?
 
  Even though it is a full-body awareness it looks somewhat like it might
  still be a viewmodel. I'd looked at scripts and it seems they replace
 
  the
 
  arms based off the player model in use instead of having all the guns
 
  with
 
  models for each time the hands need to change.
 
  Chris
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh
  Sent: Tuesday, October 06, 2009 1:19 AM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] Dynamic weapon attachments
 
  Lots of games still use view models. CoD4, Gears of War, Medal of
 Honour
  Airborne., Battlefield series, FarCry2, etc..
  The only game that I recall that doesn't use view models is OP
 
  Flashpoint.
 
  The huge advantage of using view models is that it allows the animator
  total freedom to use whatever bone setup he wants allowing him to do
  some funky things with the animation. Imagine trying to make an
  animation where the player switches the gun from one hand to another,
 or
  he holds the gun from a different part of the gun at different part of
  the animation. This sort of stuff is easy to do when the bones are all
  animated and exported in their own local space. It gets tricky to do
  this with third person anims cuz you have to work closely with the code
  to detach the model from the hand at various points in the animation.
 
  getting back to the original question, it's MUCH easier to just use
  bodygroups. I actually have done this successfully with my guns and it
  looks really solid. Plus, it's more efficient cuz you don't have an
  extra entity for the game to worry about.
 
  Ryan Sheffer wrote:
 
  It only looks bad if you stick with the Valve formula, make third
 
  person
 
  models look like crap. You would have to redo the third person anims
 
  but
 
  if
 
  you can pull it off, from the players view, things would look more
 
  fluid
 
  and
 
  realistic since the gun it moving like it should with the animation
 
  that
 
  is
 
  currently running. Not just some fake hacky movements put in place for
 
  every
 
  movement animation. You can use LODs to scale quality, have a first
 
  person
 
  LOD only the local player can see for themselves. You could even make
  players first person animations different to fix some of the issues
 
  that
 
  could arrise.
  Im pretty sure valve are one of the only companies still using v
 
  models.
 
  Might be wrong, but doom 3 even seemed to be using only world models.
 
  On Mon, Oct 5, 2009 at 9:06 PM, Matt Hoffman
 
  lord.matt.hoff...@gmail.comwrote:
 
 
  I'd imagine it looks bad, would be harder to rig/setup things, you'd
 
  have
 
  to
  re-do the third-person animations, etc.
 
  On Mon, Oct 5, 2009 at 8:56 PM, Ryan

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Ryan Sheffer
Consider totally ridding the game of the view models and just positioning
the camera where you can see the world model. Its 100% possible, but will
take some time to pull off.

On Mon, Oct 5, 2009 at 3:57 PM, Stephen Swires stephen.swi...@gmail.comwrote:

 Having them as seperate models makes it even more of a pain

 On Mon, Oct 5, 2009 at 10:49 PM, Saul Rennison saul.renni...@gmail.com
 wrote:

  I want to save animating till later to be honest. And I'd prefer to
  have all the attachments as seperate models and attach them when need
  be. I don't want players to be removing / attaching on the fly; a bit
  like CoD4 attachments.
 
  All I want is code / concepts of how I would spawn this model and
  attach it to the local client's viewmodel (doing worldmodel later).
 
  FYI Viewmodels are bummers :(
 
  Thanks,
  - Saul.
 
  On 5 Oct 2009, at 22:35, Ryan Sheffer darksk...@gmail.com wrote:
 
   Its best to just have the scope as a model group mentioned above. If
   you
   want the players hand to put the scope on, making the scopes verts
   part of
   bone and parent that bone to the hand during the animation and once
   attached
   unparent in the animation. Then just have the scope model group stay
   on
   until the player removed it again.
  
   If you dont want to do this, parenting new models to the player v
   model is
   going to be an annoying task, but its possible. Just need to keep in
   mind
   that it is hidden to all players cept the local. Maybe having the
   model
   entirely client side would be wise? But maybe too much work to setup.
  
   On Mon, Oct 5, 2009 at 2:14 PM, Stephen Swires 
 stephen.swi...@gmail.com
   wrote:
  
   You could try using bodygroups on the weapon and view model
  
   On Mon, Oct 5, 2009 at 10:11 PM, Saul Rennison 
 saul.renni...@gmail.com
   wrote:
  
   Hey hlcoders,
  
   I'm wondering how I'd go about adding normal static props (i.e. a
   small
   scope) to an existing weapon. I've tried bone merging the
   viewmodel to a
   static prop I created to no avail, albeit I'm not sure I'm doing it
   correctly. I'm basically requesting:
  
- How would I go about spawning a prop/another viewmodel, and
   where I
should do this in the code;
- How would I attach this newly spawned prop to my viewmodel (it's
currently a bone, v_weapon.Scope.Attachment)
- Has anyone tried this before and are they willing to release code
[snippets].
  
  
   Thanks so much 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
  
  
  
  
   --
   ~Ryan ( skidz )
   ___
   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




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Ryan Sheffer
It only looks bad if you stick with the Valve formula, make third person
models look like crap. You would have to redo the third person anims but if
you can pull it off, from the players view, things would look more fluid and
realistic since the gun it moving like it should with the animation that is
currently running. Not just some fake hacky movements put in place for every
movement animation. You can use LODs to scale quality, have a first person
LOD only the local player can see for themselves. You could even make
players first person animations different to fix some of the issues that
could arrise.
Im pretty sure valve are one of the only companies still using v models.
Might be wrong, but doom 3 even seemed to be using only world models.

On Mon, Oct 5, 2009 at 9:06 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote:

 I'd imagine it looks bad, would be harder to rig/setup things, you'd have
 to
 re-do the third-person animations, etc.

 On Mon, Oct 5, 2009 at 8:56 PM, Ryan Sheffer darksk...@gmail.com wrote:

  Consider totally ridding the game of the view models and just positioning
  the camera where you can see the world model. Its 100% possible, but will
  take some time to pull off.
 
  On Mon, Oct 5, 2009 at 3:57 PM, Stephen Swires stephen.swi...@gmail.com
  wrote:
 
   Having them as seperate models makes it even more of a pain
  
   On Mon, Oct 5, 2009 at 10:49 PM, Saul Rennison 
 saul.renni...@gmail.com
   wrote:
  
I want to save animating till later to be honest. And I'd prefer to
have all the attachments as seperate models and attach them when need
be. I don't want players to be removing / attaching on the fly; a bit
like CoD4 attachments.
   
All I want is code / concepts of how I would spawn this model and
attach it to the local client's viewmodel (doing worldmodel later).
   
FYI Viewmodels are bummers :(
   
Thanks,
- Saul.
   
On 5 Oct 2009, at 22:35, Ryan Sheffer darksk...@gmail.com wrote:
   
 Its best to just have the scope as a model group mentioned above.
 If
 you
 want the players hand to put the scope on, making the scopes verts
 part of
 bone and parent that bone to the hand during the animation and once
 attached
 unparent in the animation. Then just have the scope model group
 stay
 on
 until the player removed it again.

 If you dont want to do this, parenting new models to the player v
 model is
 going to be an annoying task, but its possible. Just need to keep
 in
 mind
 that it is hidden to all players cept the local. Maybe having the
 model
 entirely client side would be wise? But maybe too much work to
 setup.

 On Mon, Oct 5, 2009 at 2:14 PM, Stephen Swires 
   stephen.swi...@gmail.com
 wrote:

 You could try using bodygroups on the weapon and view model

 On Mon, Oct 5, 2009 at 10:11 PM, Saul Rennison 
   saul.renni...@gmail.com
 wrote:

 Hey hlcoders,

 I'm wondering how I'd go about adding normal static props (i.e. a
 small
 scope) to an existing weapon. I've tried bone merging the
 viewmodel to a
 static prop I created to no avail, albeit I'm not sure I'm doing
 it
 correctly. I'm basically requesting:

  - How would I go about spawning a prop/another viewmodel, and
 where I
  should do this in the code;
  - How would I attach this newly spawned prop to my viewmodel
 (it's
  currently a bone, v_weapon.Scope.Attachment)
  - Has anyone tried this before and are they willing to release
  code
  [snippets].


 Thanks so much 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




 --
 ~Ryan ( skidz )
 ___
 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
  
  
 
 
  --
  ~Ryan ( skidz )
  ___
  To unsubscribe, edit your list preferences

Re: [hlcoders] Glados / TF Announcer voice scenes

2009-10-03 Thread Ryan Sheffer
!player gets player index 1, but valve might have changed that? We had to
fix this to do all players back in the day.

On Fri, Oct 2, 2009 at 5:31 AM, Tom Edwards t_edwa...@btinternet.comwrote:

 Try naming the actor who speaks the lines !player.

 Harry Jeffery wrote:
  I'm just forwarding this from the mapper becaus the steam forums
  didn't help at all:
 
  
  Hey, I have a few vcd scenes in my mod and I'm trying to make them
  hear-able everywhere around the map, like how ambient_generic have the
  play everywhere flag.
  I remember that in portal for example Glados normal speech was heard
  everywhere, while the escape speech didn't and used env_microphone.
  Any info is welcome, thank you.
  
 
 
  Do you guys know if this is already implemented as a flag somewhere in
  faceposer or does this need to be added with code? If so, how do you
  guys reccomend I go about doing this?
 
  Information from the mouth of valve would be especially welcomed :)
 
  Cheers
 
  ___
  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




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] terrains...finally its here:)

2009-10-03 Thread Ryan Sheffer
Is this just a rendering or do you have collision detection up and running
and maybe a game on the way? Looks awesome though. :)

On Fri, Oct 2, 2009 at 5:54 PM, Jorge Rodriguez bs.v...@gmail.com wrote:

 Looks good Adam. Valve doesn't need this kind of thing because they focus
 on
 micro gameplay, while this is more of a macro thing. However, I'm sure
 someone will find some use for it.

 On the other hand, this thing has nothing to do with Half-Life, so you're a
 little bit off topic.

 --
 Jorge Vino Rodriguez
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Glados / TF Announcer voice scenes

2009-09-30 Thread Ryan Sheffer
For TF2 announcer its probably entirely coded using one of the many
functions and filtering it to all players. As for announcement voices over
screens Valve use the microphone ent which you mentioned.

On Wed, Sep 30, 2009 at 8:12 PM, Christopher Harris
char...@resrchnet.comwrote:

 Hey, you can do the close captions also by using the close caption script
 that exists in the resource folder for each language. You give it the
 Sound's script name ie npc_citizen.moan01 and then what the caption
 should
 be. Then you could put an ambient_generic in the map with play everywhere
 and have the vcd to trigger it ideally since then managing the scene
 chronologies are easier in there.

 Chris

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jorge
 Rodriguez
 Sent: Wednesday, September 30, 2009 5:34 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Glados / TF Announcer voice scenes

 Well I don't know how Valve did it so I'm just making stuff up off the top
 of my head, but perhaps you can have the vcd target an entity that plays
 the
 sound on the client with EmitSound()? This way you keep the CC's.


 --
 Jorge Vino Rodriguez
 ___
 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




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] getting animation velocity and applying it to player

2009-09-25 Thread Ryan Sheffer
I guess all I can say is if the GetBonePosition function is returning the
local origin instead of the offset from the global origin.

And I was thinking something like,

vector v_direction = NewBoneOrigin - PreviousBoneOrigin;
float length_moved = v_direction.Length2D(); // I dont remember the
magnitude function, its something like Length2D.

Then you have a distance traveled plus a direction of movement which you
could clamp how you see fit.
length_moved could be used to determine a velocity for that frame.

On Fri, Sep 25, 2009 at 1:07 AM, Michael Chang flux.black...@gmail.comwrote:

 
  Micheal, as you know I'm doing something rather similar. I've gotten it
  working reasonably well, but in truth I don't like the way I have it
  working. It's laggy and a bit jumpy, and plays terribly for players with
  latency more than 50. But I can basically show you how it works, here's
 the
  abridged version:
 

 Jorge:
 Dude thanks again for sharing the code. Much appreciated.

 I've spent a good deal of time trying to get this to work the way I want.
 There seems to be some oddities with GetIntervalMovement. When I print out
 the deltas for newPosition - GetLocaPosition(), what appears to be
 happening
 is that

 1. When I'm not moving, the deltas are incorrect and extremely small.
 2. When I'm pressing +forward the deltas are correct and the player
 animates
 correctly.

 What's the relationship with GetIntervalMovement and user commands? I've
 traced all the lines of code with Studio_Seq stuff and nothing seems to
 care
 about current speed or input. I'm at a total loss as to why
 GetIntervalMovement would return different things based on whether or not
 I'm trying to move!!



 You could get a bone position (spine bone perhaps) and save that, and frame
  by frame compare the distance the bone traveled to get a velocity from
 that
  and apply it to the player. Maybe this isn't what you want thought. ;)
 
 
 Ryan:

 I spent about a minute sketching this out not expecting it to work and not
 surprisingly it didn't.

int boneNum = player-LookupBone(ValveBiped.Bip01_Pelvis);
if(boneNum==-1)
return;

Vector bonePos;
QAngle boneAngle;
player-GetBonePosition(boneNum, bonePos, boneAngle);

if(lastBonePos == vec3_origin){
lastBonePos = bonePos;
return;
}

Vector delta = bonePos-lastBonePos;
mv-m_vecVelocity = delta/gpGlobals-frametime;
lastBonePos = bonePos;

 What would be the right approach to this? This doesn't seem right at all.


 Thanks for your patience guys. I guess I'm trying to do something that's
 not
 very common in Source so there's not much documentation on this at all :|

 ~M
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] getting animation velocity and applying it to player

2009-09-24 Thread Ryan Sheffer
You could get a bone position (spine bone perhaps) and save that, and frame
by frame compare the distance the bone traveled to get a velocity from that
and apply it to the player. Maybe this isn't what you want thought. ;)

On Thu, Sep 24, 2009 at 8:37 AM, Jorge Rodriguez bs.v...@gmail.com wrote:

 Those are NPC's though, not players. Players use a completely different set
 of movement rules.

 --
 Jorge Vino Rodriguez
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] DXSupport.CFG - An Attempt at HQ Hammer

2009-09-22 Thread Ryan Sheffer
They probably have hammer hooked up through the game renderer itself, but
when a tool is using the renderer it restricts certain things for
performance reasons. Speculation of course.
It might also just be a bug causing directX to think those options are
unsupported by your card. Hard to say.

On Sun, Sep 20, 2009 at 12:11 PM, Matt Hoffman
lord.matt.hoff...@gmail.comwrote:

 But some of the settings adjusted work fine. (Such as mipmapping)... So I'm
 not sure why they would code some and not others and have them all in the
 DXSupport?

 On Sun, Sep 20, 2009 at 11:33 AM, Ryan Sheffer darksk...@gmail.com
 wrote:

  Valve probably have the settings you are trying to alter strictly set in
  code.
 
  On Sun, Sep 13, 2009 at 12:24 PM, Matt Hoffman
  lord.matt.hoff...@gmail.comwrote:
 
   Silly title is silly.
  
   Anyways. I'm attempting to use dxsupport.cfg
  (sourcesdk/bin/orangebox/bin)
   to force Hammer to anti-alias, picmips, antistropic, etc. I've poked
  around
   a bit and made some changes. However, nothing seems to be taking
 effect.
   The
   DXSupport file looks like this:
  
   0
  {
  name 50
  Unsupported1
   Convars
   }
  
   All the way up to DX 9
   5
  {
  name 95
  DefaultRes1024
   Convars
  }
  
   However, changing these convars doesn't seem to have an effect on
 Hammer
   after restarting it. Am I editing the wrong file/wrong section? (I
 edited
   the 90 section and 95 section).
  
   In addition to that there are card-specific changes, eg:
  
  317
  {
  name NVIDIA GeForce2 MX 100/200
  VendorID0x10DE
  MinDeviceID0x002B
  MaxDeviceID0x002B
  m_nDriverVersion_Build8421
  Convars
  }
  
   I'd assume you could make your own entries. However, What does it read?
  The
   Name field? Or the VendorID/DeviceID?
  
   If it's the Device ID, where can I get that for my card? (Radeon 4870).
   There's no existing entry for any of the 4xxx series for Radeon. I
 think
   with the convar   CentroidHack1 I could fix the off-set
  pixel
   centers on the text. (All the Radeon things have this, and only the
 4xxx
   series has this issue... Since there's no entry for them...
  
  
   Thoughts?
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
 
 
  --
  ~Ryan ( skidz )
  ___
  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




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] vgui::TextEntry problems

2009-09-20 Thread Ryan Sheffer
Ill contribute with a link to some light reading.
http://www.cplusplus.com/doc/tutorial/pointers/

Pointers are usually the hardest thing to grasp for new coders.

On Sun, Sep 20, 2009 at 8:02 AM, Mark Chandler lo...@iinet.net.au wrote:

 m_pTextPass is a pointer to a char not a char array and thus cant store the
 result in it.

 Change it to:


 char m_pTextUser[255];
 char m_pTextPass[255];

 nLena = 255


 steven belmans wrote:
  Hi all.
  For some reason this piece of code forces my mod crash! I don't have a
 clue of what's going rong.
  char *m_pTextUser = ;
  char *m_pTextPass = ;
  int nLena = m_pUser-GetTextLength() + 1;
  int nLenb = m_pPassword-GetTextLength() + 1;
  m_pUser-SetText(terrorcell);
  m_pUser-GetText(m_pTextUser, nLena);// m_pUser is a
 vgui::TextEntry
  m_pPassword-GetText(m_pTextPass, nLenb);// m_pPassword is a
 vgui::TextEntry
  Msg(m_pTextUser);
  Msg(m_pTextPass);
  I have no compile error,s / warnings.
  Thanks in advance
 
  _
  Hebben jij en je vrienden leuke foto's van jullie feestje? Maak een
 groepsalbum en geniet nog extra na.
 
 http://www.microsoft.com/belux/nl/windows/windowslive/products/photos.aspx
  ___
  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




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] In game map editing

2009-09-20 Thread Ryan Sheffer
If you could use mesh builder to build the mesh ingame with an interface and
such, and once done have the ability to get all vertex positions and export
that correctly to a VMF file which you would then compile. Placing entities
could be done the same way, in fact this has already been done for garrys
mod.

A project like this would be a lot of unnecessary work, but would be pretty
interesting.

On Sat, Sep 12, 2009 at 5:01 PM, Joshua Scarsbrook jscarsbr...@gmail.comwrote:

 Hi

 Thanks for the hint about the map, i have seen one made for hl2ep2 as
 well called cb_conblocks and i finaly got a download link for it.
 http://solidfiles.com/d/BCs9, this map is just like the portal one but
 for hl2ep2

 Thanks,
 Vbitz


 Lech wrote:
  I believe someone already did something like this for portal:
  http://www.youtube.com/watch?v=65EDQB4OWcg
 
  While I don't know the exact specifics behind what else might be
  needed or how well it works, you can however see everything from
  building the map to applying game logic available from right within
  portal itself.
 
  -L
 
  On Sat, Sep 12, 2009 at 5:25 PM, Harry Jeffery
  harry101jeff...@googlemail.com wrote:
 
  Or go fullbright and apply a drawdistance of 1024 units to keep the
  fps friendly.
 
  2009/9/12 Andrew Ritchie gotta...@gmail.com:
 
  VMF != BSP
 
  You CAN reference brushes and things back to the VMF from a BSP but I'd
  suggest you go and do a little more reading and file browsing to see
 why
  what you are suggesting would require the elimination of seperate file
  formats and if you want it in real time either an massive overhaul of
 the
  RAD calculation or full transition to dynamic lighting.
 
  On Sat, Sep 12, 2009 at 11:07 PM, Joshua Scarsbrook
  jscarsbr...@gmail.comwrote:
 
 
  Well the vmf file contains alot of data and it is easy to draw the
  brushs but you can still not do lighting without alot of extra work on
  valves part. from what i know we can have a map load draw brushs and
 put
  colsision physics on it, is that not something that can be doen with
 the
  sdk, anyway the uses of this are opening map editing to more less
  knolageable players wanting to make a map.
  Andrew Ritchie wrote:
 
  What would the difference between this and normal hammer be?  The
 only
 
  thing
 
  you could do was run game logic, you'd still have to run the
 compilers
  each time to see the resulting changes.  There are rough features in
 
  place
 
  that make it appear like at some point Source was able to talk back
 to
  Hammer, especially with the Source BSP format having precompiled
 brush
 
  data
 
  in it.  However the advantages of the feature you want and hammer is
  nothing, except ingame you'd have to reload the map all the time.
 
  On Sat, Sep 12, 2009 at 10:45 PM, Matt Hoffman
  lord.matt.hoff...@gmail.comwrote:
 
 
 
  Because this totally doesn't go against the BSP/Compile mindset?
 
  On Sat, Sep 12, 2009 at 2:43 PM, Joshua Scarsbrook 
 
  jscarsbr...@gmail.com
 
  wrote:
 
  Hi
 
  I was wondering if it is possable to make a version of hammer that
 
  works
 
  ingame and renders the vmf as somesort of mesh and then allows you
 to
  edit it using ingame tools.
 
  Thanks,
  Vbitz
 
  ___
  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
 
 
 


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:

Re: [hlcoders] DXSupport.CFG - An Attempt at HQ Hammer

2009-09-20 Thread Ryan Sheffer
Valve probably have the settings you are trying to alter strictly set in
code.

On Sun, Sep 13, 2009 at 12:24 PM, Matt Hoffman
lord.matt.hoff...@gmail.comwrote:

 Silly title is silly.

 Anyways. I'm attempting to use dxsupport.cfg (sourcesdk/bin/orangebox/bin)
 to force Hammer to anti-alias, picmips, antistropic, etc. I've poked around
 a bit and made some changes. However, nothing seems to be taking effect.
 The
 DXSupport file looks like this:

 0
{
name 50
Unsupported1
 Convars
 }

 All the way up to DX 9
 5
{
name 95
DefaultRes1024
 Convars
}

 However, changing these convars doesn't seem to have an effect on Hammer
 after restarting it. Am I editing the wrong file/wrong section? (I edited
 the 90 section and 95 section).

 In addition to that there are card-specific changes, eg:

317
{
name NVIDIA GeForce2 MX 100/200
VendorID0x10DE
MinDeviceID0x002B
MaxDeviceID0x002B
m_nDriverVersion_Build8421
Convars
}

 I'd assume you could make your own entries. However, What does it read? The
 Name field? Or the VendorID/DeviceID?

 If it's the Device ID, where can I get that for my card? (Radeon 4870).
 There's no existing entry for any of the 4xxx series for Radeon. I think
 with the convar   CentroidHack1 I could fix the off-set pixel
 centers on the text. (All the Radeon things have this, and only the 4xxx
 series has this issue... Since there's no entry for them...


 Thoughts?
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Physcannon drops objects weird in new SDK

2009-08-30 Thread Ryan Sheffer
I just noticed my physgun is also causing this problem, but my normal pickup
isn't. The only difference between the two is the normal pickup doesnt alter
the rotation of the object depending on how you have it in the air. What it
looks like to me is the changes in rotation of the object while being held
by the physcannon are only being made on the client, and not the server. So
the fix would be to ensure the server object is making these updates to the
objects rotation as well, or better yet, remove the rotation crap from the
client all together so there is no confliction.

On Sun, Aug 30, 2009 at 3:57 PM, Bob Somers magicbob...@gmail.com wrote:

 Cool. Your fellow list mates would be very thankful if you kept them
 updated. :)

 --Bob



 On Sun, Aug 30, 2009 at 6:36 AM, Denis Craigdensterc...@hotmail.co.uk
 wrote:
 
  When you move the prop with the physcannon, it updates the angles on the
 clientside as normal but takes a very long time to update on the server, so
 obviously when you drop the prop it'll snap to the server's angles instead.
 
  Working on a fix at the moment, I think it's happening somewhere in the
 UpdateEntity() in the CGrabController class (in the weapon_physcannon.cpp
 file).
 
  From: magicbob...@gmail.com
  Date: Sun, 30 Aug 2009 02:48:19 -0700
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Physcannon drops objects weird in new SDK
 
  Did this ever get resolved? If so I'd love to know the solution, I'm
  working through this bug myself.
 
  --Bob
 
 
 
 
  On Wed, Jul 29, 2009 at 2:49 PM, James Murrayjames1...@gmail.com
 wrote:
   What file should I look in?
  
   On Mon, Jul 27, 2009 at 2:43 PM, Ryan Sheffer darksk...@gmail.com
 wrote:
  
   The movement prediction is screwed up, but I don't remember how I
 fixed it.
   Check that the client side movement is updating correctly and that it
 isn't
   failing. It looks like the server isn't updating the objects
 rotation, so
   when you drop the object it notices the deviance with the server and
 snaps
   it back.
  
   On Mon, Jul 27, 2009 at 6:45 AM, James Murray james1...@gmail.com
 wrote:
  
This is kinda hard to explain but here it goes, In the new Orange
 Box SDK
if
you pick up any object with the physcannon and drop it the object
 will
   not
stay the way it was when you were holding it instead it will almost
   rotate
to the position it was when you picked it up, Here is a video
 showing the
problem
   
http://www.youtube.com/watch?v=jTvTWNR-DuU
___
To unsubscribe, edit your list preferences, or view the list
 archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
   
   
  
  
   --
   ~Ryan ( skidz )
   ___
   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
 
 
  _
  View your other email accounts from your Hotmail inbox. Add them now.
  http://clk.atdmt.com/UKM/go/167688463/direct/01/
  ___
  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




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Erour in OB Mod

2009-08-26 Thread Ryan Sheffer
http://newdata.box.sk/bx/c/

Its a great guide for people who have no prior experience. Good luck.

On Tue, Aug 25, 2009 at 9:44 PM, Joshua Scarsbrook jscarsbr...@gmail.comwrote:

 Thanks for all the help Tony, it is now working fine and i will try to
 put in the graple hook once i have made some changes
 Vbitz

 Tony Sergi wrote:
  No it was my fault. In basegrenade_shared.h I was making changes purely
 for the SDK because I didn't want the scratch SDK to have grenades as
 basecombatcharacter. But HL2MP needs it for the tripmines, and singleplayer
 needs it for the barnacles.
 
  If you change the declaration in game\shared\basegrenade_shared.h to this
 (it's kind of messy because of the #ifdefs) it'll work.
 
  //Tony; Compromise! in episodic single player, inherit
 CBaseCombatCharacter for the barnacle interaction, otherwise this will never
 get called.
  class CBaseGrenade :
#if defined( HL2_EPISODIC ) || defined ( HL2MP )//Tony;
 HL2MP needs this too for tripmine grenades.
public CBaseCombatCharacter
#else
public CBaseAnimating
#endif
#if defined( GAME_DLL )
, public CDefaultPlayerPickupVPhysics
#endif
  {
DECLARE_CLASS( CBaseGrenade, CBaseAnimating );
  public:
 
 
 
  -Tony
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jorge Rodriguez
  Sent: August-25-09 12:34 AM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] Erour in OB Mod
 
  You have a function definition, looking similar to:
 
  void CBaseGrenade::HandleInteraction()
  {
  // ... blah blah
  }
 
  You must have copied a function from CBaseGrenade and tried to add it to
  grenade_frag.cpp because the compiler is complaining. The function is
  declared as a member of CBaseGrenade when it needs to be CHL2GrenadeFrag
 or
  whatever.
 
  This is a pretty simply C++ syntax problem. If you're getting in over
 your
  head with the (complicated) C++ syntax, I recommend starting with
 something
  simpler than what you're doing, and reading more about how C++ works.
 
 


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Ryan Sheffer
Using gmail so it doesn't actually spam your inbox with new messages, puts
them all under one message.
Not sure how everyone elses works.

On Wed, Aug 19, 2009 at 2:31 PM, Brent Lewis coder0...@hotmail.com wrote:


 DAMN PEOPLE! Flood much? Here, let me help. :-P

On 19 Aug 2009, at 20:36, Joost van kempen little_jo...@hotmail.com
 
  wrote:
   
I DONT WANT THIS SPAM MAIL ANYMORE

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Prediction table questions

2009-08-18 Thread Ryan Sheffer
And my two cents I guess, don't predict physics simulation on the client.
There is a massive deviation between the client and server physics. This is
just something we have to deal with, the physics engine is too random.

On Tue, Aug 18, 2009 at 5:56 AM, Marek Sieradzki
marek.sierad...@gmail.comwrote:

 There are 2 things to add.

 1. You have to watch out for precision in sendtable/sendproxy.
 Sometimes small differences in networked variables lead to huge
 differences in final simulated variable.
 2. Simulation has to be deterministic. If you use Random() change it
 to SharedRandom() which has seed based on user cmd number.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Barnacle weapon

2009-08-17 Thread Ryan Sheffer
I have posted the Obsidian Conflict Grapple Hook code on the Source SDK wiki
for all to view.

http://developer.valvesoftware.com/wiki/Grapple_Hook

I am sure it would come in handy, all you would need to do is get a barnacle
weapon view model and world model going, and perhaps change the color of the
rope used, and the hook model.

Cheers,

On Sun, Aug 9, 2009 at 5:56 PM, Gabriel Smith ga29sm...@yahoo.com wrote:

 ob

  Gabriel Smith




 
 From: Adam amckern McKern amck...@yahoo.com
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 Sent: Sunday, August 9, 2009 5:45:01 PM
 Subject: Re: [hlcoders] Barnacle weapon

 It uses a sprite attachment - are you doing this in goldsrc or ob?

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

 --- On Mon, 10/8/09, Harry Jeffery harry101jeff...@googlemail.com wrote:

 From: Harry Jeffery harry101jeff...@googlemail.com
 Subject: Re: [hlcoders] Barnacle weapon
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 
 Received: Monday, 10 August, 2009, 7:41 AM

 I think it used a rope for the visuals but for moving the player I have no
 idea.

 2009/8/9 Gabriel ga29sm...@yahoo.com:
  I am trying to implement a barnacle like weapon like the weapon in
  Hl:OP in my mod. Does any one know the extendable tougue was made,
  since I am sure it was not just a long cillinder modeled in.
 
  Gabriel Smith
 
 
 
 
 
 
  ___
  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





  
 __
 Find local businesses and services in your area with Yahoo!7 Local.
 Get started: http://local.yahoo.com.au
 ___
 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




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Barnacle weapon

2009-08-17 Thread Ryan Sheffer
It needs to be included in the client and server code, no weapon stub is
needed.

Here is the weapon script.
// Grapple Hook

WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
printnameGRAPPLE HOOK
viewmodelmodels/weapons/v_crossbow.mdl
playermodelmodels/weapons/w_crossbow.mdl
anim_prefixbow
bucket5
bucket_position2


//clip_size1
//default_clip5
//primary_ammoXBowBolt
//secondary_ammoNone

clip_size-1
clip2_size-1
primary_ammoNone
secondary_ammoNone
default_clip-1
default_clip2-1

autoswitchto0
autoswitchfrom0
weight0
item_flags0


// Sounds for the weapon. There is a max of 16 sounds per category (i.e.
max 16 single_shot sounds)
SoundData
{
single_shotWeapon_Crossbow.Single
reloadWeapon_Crossbow.Reload
special1Weapon_Crossbow.BoltElectrify
special2Weapon_Crossbow.BoltFly
}

// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
weapon
{
fontWeaponIcons
characterg
}
weapon_s
{
fontWeaponIconsSelected
characterg
}
ammo
{
fontWeaponIcons
characterw
}
crosshair
{
fontCrosshairs
characterQ
}
autoaim
{
filesprites/crosshairs
x0
y96
width24
height24
}
zoom
{
fontCrosshairs
characterQ
}
zoom_autoaim
{
filesprites/crosshairs
x24
y112
width104
height16
}
}
}

On Mon, Aug 17, 2009 at 3:54 PM, Matt Hoffman
lord.matt.hoff...@gmail.comwrote:

 Doesn't appear to work for OB SP. Compiles fine, added it to the
 c_weapon__stubs_hl2 (STUB_WEAPON_CLASS( weapon_grapple, WeaponGrapple,
 C_BaseHLCombatWeapon ); ) but can't get it in game. Even copy-and pasted a
 weapon_crossbow weapon script and renamed to weapon_grapple to no dice.

 Just get:
 ] give weapon_grapple
 Attempted to create unknown entity type weapon_grapple!
 NULL Ent in GiveNamedItem!


 On Mon, Aug 17, 2009 at 2:58 PM, Gabriel ga29sm...@yahoo.com wrote:

  Thank you so much! I will take a look at it!
 
  Gabriel Smith
 
  On Aug 17, 2009, at 5:38 PM, Ryan Sheffer darksk...@gmail.com wrote:
 
  I have posted the Obsidian Conflict Grapple Hook code on the Source SDK
  wiki
  for all to view.
 
  http://developer.valvesoftware.com/wiki/Grapple_Hook
 
  I am sure it would come in handy, all you would need to do is get a
  barnacle
  weapon view model and world model going, and perhaps change the color of
  the
  rope used, and the hook model.
 
  Cheers,
 
  On Sun, Aug 9, 2009 at 5:56 PM, Gabriel Smith ga29sm...@yahoo.com
 wrote:
 
  ob
 
  Gabriel Smith
 
 
 
 
  
  From: Adam amckern McKern amck...@yahoo.com
  To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 
  Sent: Sunday, August 9, 2009 5:45:01 PM
  Subject: Re: [hlcoders] Barnacle weapon
 
  It uses a sprite attachment - are you doing this in goldsrc or ob?
 
  
  Owner Nigredo Studios http://www.nigredostudios.com
 
  --- On Mon, 10/8/09, Harry Jeffery harry101jeff...@googlemail.com
 wrote:
 
  From: Harry Jeffery harry101jeff...@googlemail.com
  Subject: Re: [hlcoders] Barnacle weapon
  To: Discussion of Half-Life Programming 
 hlcoders@list.valvesoftware.com
 
  Received: Monday, 10 August, 2009, 7:41 AM
 
  I think it used a rope for the visuals but for moving the player I have
 no
  idea.
 
  2009/8/9 Gabriel ga29sm...@yahoo.com:
  I am trying to implement a barnacle like weapon like the weapon in
  Hl:OP in my mod. Does any one know the extendable tougue was made,
  since I am sure it was not just a long cillinder modeled in.
 
  Gabriel Smith
 
 
 
 
 
 
  ___
  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
 
 
 
 
 
 
 
 __
  Find local businesses and services in your area with Yahoo!7 Local.
  Get started: http://local.yahoo.com.au

Re: [hlcoders] Terrain LOD: Runtime Regular-Grid Algorithms

2009-07-29 Thread Ryan Sheffer
Am I right to believe that even if you used the mesh builder to make a
terrain, it would never be considered in collision detection?

On Wed, Jul 29, 2009 at 1:43 PM, Jed j...@wunderboy.org wrote:

 Waldo (ex Valve/DoD Team) wrote something like this for another engine
 not so long ago. Did a nice job of auto texturing terrain with
 grass/scree/rock based on the steepness of the slop. Another nice
 trick is to apply snow over time based on the normal angle of the face
 relative to the vertical (sky).

 - Jed

 2009/7/29 Saul Rennison saul.renni...@gmail.com:
  All displacement handling is done in the engine. By simply having the mod
  code, you would be FORCED to use an entity and use the mesh builder to
  manually build the terrain menu. Make your own Hammer and customize VBSP
 to
  add custom terrain data into an unused BSP lump.
 
  Thanks,
  - Saul.
 
 
  2009/7/29 Adam Donovan adamjjdono...@gmail.com
 
  Given the code base we have in the SDK and considering there is someone
 to
  actually spend the time programming it, would it be possible to create a
  terrain system that would outperform the current displacement system?
  Perhaps it might be possible to use the current blend texture technique
 but
  ad a little additional control over the blending based on slope and
 height,
  just like cannon fodder did in DispGen.
  Any ideas anyone?
  http://www.vterrain.org/LOD/Papers/
  ___
  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




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Physcannon drops objects weird in new SDK

2009-07-27 Thread Ryan Sheffer
The movement prediction is screwed up, but I don't remember how I fixed it.
Check that the client side movement is updating correctly and that it isn't
failing. It looks like the server isn't updating the objects rotation, so
when you drop the object it notices the deviance with the server and snaps
it back.

On Mon, Jul 27, 2009 at 6:45 AM, James Murray james1...@gmail.com wrote:

 This is kinda hard to explain but here it goes, In the new Orange Box SDK
 if
 you pick up any object with the physcannon and drop it the object will not
 stay the way it was when you were holding it instead it will almost rotate
 to the position it was when you picked it up, Here is a video showing the
 problem

 http://www.youtube.com/watch?v=jTvTWNR-DuU
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Ryan Sheffer
In a nutshell, asking far too much.

On Fri, Jul 24, 2009 at 10:58 AM, Nick xnicho...@gmail.com wrote:

 I basically summed up the entire thread for everyone.


 Give modders better tools:
 Open source hammer.
 Open source all tools.
 Release specs on proprietary formats
 Enable a lua added version of sdk
 allow some sort of documentation of the non-released parts of sdk
 (release entire sdk, but have only clientside code available)

 Make it easier to create content, and modify the engine.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Ryan Sheffer
I remember some guy was developing an alternative to Hammer. I don't know
what happened with that but it looked promising.

On Thu, Jul 23, 2009 at 7:55 PM, Bob Somers magicbob...@gmail.com wrote:

 G typos...

 send = sending
 without = within

 --Bob



 On Thu, Jul 23, 2009 at 7:53 PM, Bob Somersmagicbob...@gmail.com wrote:
  There's nothing wrong with improvement, offering suggestions, or send
  your own improvements. Just be civil about it.
 
  I just get really tired of one guy making a perfectly civil
  suggestion, and then without hours my email box gets flooded with
  people tossing in their 2 cents and bitching about things like here's
  why the engine sucks or here's a laundry list of stuff they need to
  fix.
 
  Geez, if you hate it that much go mod on a different platform. Or at
  least keep your bitching off the list. This is a QA mailing list, not
  a feel-good Modders Anonymous support group.
 
  *steps off soap box*
 
  --Bob
 
 
 
  On Thu, Jul 23, 2009 at 6:59 PM, Giancarlo Rivasgiaym.m...@gmail.com
 wrote:
  The solution is that valve hires Jed as Tools programmer.
  ___
  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




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Animated Vtf For Hud - Is it possible

2009-07-16 Thread Ryan Sheffer
I am sure there is a way of incrementing the frames on a texture with more
than one frame, you just need to look for it.

On Thu, Jul 16, 2009 at 6:22 PM, Jorge Rodriguez bs.v...@gmail.com wrote:

 The way I do animated textures on the HUD:

CCFHudTexture* pDFATexture;
if (fmod(gpGlobals-curtime, 0.6f)  0.3f)
pDFATexture = m_pDFAUp;
else
pDFATexture = m_pDFADown;

int iSize = 200;
pDFATexture-DrawSelf(x, y, iSize, iSize, clrCrosshair);

 It's pretty ghetto I know but it works for simple blinking animations, and
 is a hell of a lot simpler than all that crap you just did, no offense.
 Your
 animation looks a little more involved though, and hell maybe you can get
 that code to work, good luck.

 --
 Jorge Vino Rodriguez
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Hopwire Vortex issues - Need a little help

2009-07-05 Thread Ryan Sheffer
Even in the Ep1 engine it crashed for us when a player was near, so I
believe this was a fix that was always needed.

On Sat, Jul 4, 2009 at 7:15 PM, Kyle Gospodnetich onequarterli...@gmail.com
 wrote:

 Jonas 'Sortie' Termansen wrote:
  Well, you don't check if pRagdollPhys is a NULL-pointer.
 
  - Original Message -
  From: Kyle Gospodnetich onequarterli...@gmail.com
  To: Discussion of Half-Life Programming 
 hlcoders@list.valvesoftware.com
  Sent: Sunday, July 05, 2009 3:25 AM
  Subject: [hlcoders] Hopwire Vortex issues - Need a little help
 
 
 
  Hello everyone. I'm working on a new weapon for a little project of
  mine, and I decided that the hopwire's vortex effect would be perfect
  for it's secondary attack. The problem is, when the hopwire goes off, it
  crashes if a player is too close to it. This problem is only present on
  the orange box engine, as a clean EP1 engine compile seems to work just
  fine. According to the dumps, this is the line that's crashing.
 
  grenade_hopwire.cpp
 // Ragdolls need to report the sum of all their parts
 CRagdollProp *pRagdoll = dynamic_cast CRagdollProp* ( pEnt );
 if ( pRagdoll != NULL )
 {
 // Find the aggregate mass of the whole ragdoll
 ragdoll_t *pRagdollPhys = pRagdoll-GetRagdoll();
 for ( int j = 0; j  pRagdollPhys-listCount; ++j )
 {
 m_flMass += pRagdollPhys-list[j].pObject-GetMass();
 }
 }
 else
 {
 // Otherwise we just take the normal mass
 m_flMass += pPhysObject-GetMass();
 }
 
  It's giving a negative mass. What's weird is, even if I hard code the
  mass ( m_flMass = 1; ) , it still crashes with a negative mass.
 
  ___
  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 is stock Valve made code, and it works fine in EP1. I will add that
 though, thanks for the tip.

 Anyway, I've figured out my problem. It was the vortex attempting to
 influence the player's model (I have the model visible in first person).

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Remove corpse 5s after NPC death

2009-07-03 Thread Ryan Sheffer
I was a bit off with what I said, the death thing I was thinking about is
actually a task set called TASK_DIE and it handles the wait cycle for the
NPC while it does its death animation.

Find this function in ai_basenpc_schedule

void CAI_BaseNPC::RunDieTask()
{
AutoMovement();

if ( IsActivityFinished()  GetCycle() = 1.0f )
{
m_lifeState = LIFE_DEAD;

SetThink ( NULL );
StopAnimation();
...

You will notice IsActivityFinished() there, that is how it waits for the
death animation to complete. It will run this task until the time in which
it is safe to stop thinking.
You can see there the think is set to NULL, overriding this function should
help you set a new think instead of nothing which you can add your timer
too. Also keep in mind if the NPC turns into a ragdoll on the client, the
NPC itself will be destroyed along with the chance to think.

On Fri, Jul 3, 2009 at 2:36 AM, Biz b...@cs-dsf-clan.de wrote:

 Heya,

  When an NPC becomes a ragdoll it is essentially an independent object to
 the
  npc and generally one that is generated client-side versus server-side.
 If
  you are trying to remove the corpse after 5 seconds then you may need to
 be
  looking for the ragdoll entity then.
 
  Chris
 
 Thanks for the hint, but my NPC is not becoming a ragdoll. I think a
 ragdoll would cost too much performance as i'm working with many NPCs.
 That's why i only have them play simple death animations.

  Instead of removing the npc go to the client side ragdoll in
  c_baseanimating and have it remove itself after 5s. If you aren't
  using a ragdoll and just animations, then you need to look in
  combatcharacter for a deadthink function or something similar and add
  your timer there. By setting the think on your npc, you are taking
  away the natural thinking process that contains the wait for death
  animation completion stuff. Hope this helps.
 
  ~Ryan / skidz
 Ryan: What you described with the death-think function is exactly what
 i'm trying to figure out. I'm looking for what you called the natural
 thinking process that contains the wait for death animation completion
 stuff. I need to find exactly that function, but i'm having trouble
 with it ;) Thanks for the hint though.

 Regards from Germany
 xs57

  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Biz
  Sent: Thursday, July 02, 2009 10:41 AM
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] Remove corpse 5s after NPC death
 
  Hi list,
 
  i've ported my mod to ob-engine and now my NPC corpse fade after 5
  seconds isn't working anymore. Does anyone have an idea what the last
  function that is called after NPC death is? When i try to define a new
  think-function Dying() at the end of the Event_Killed() function like:
  SetThink( Bla::Dying );
  SetNextThink( gpGlobals-curtime + 5.0f );
 
  void Dying()
  {
UTIL_Remove(this);
  }
 
  This works, but my death animation won't play anymore then. That is if i
   kill an NPC it just freezes and disappears after 5s.
 
  So i would either need a command that resumes my animation or i would
  have to know which function is called after death. I've tried figuring
  it out myself, but i didn't find it.
 
  Any help greatly appreciated :-)
 
 
  Greets from Germany
  xs57
 
  ___
  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




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Remove corpse 5s after NPC death

2009-07-02 Thread Ryan Sheffer
Instead of removing the npc go to the client side ragdoll in  
c_baseanimating and have it remove itself after 5s. If you aren't  
using a ragdoll and just animations, then you need to look in  
combatcharacter for a deadthink function or something similar and add  
your timer there. By setting the think on your npc, you are taking  
away the natural thinking process that contains the wait for death  
animation completion stuff. Hope this helps.

~Ryan / skidz

On Jul 2, 2009, at 7:41 AM, Biz b...@cs-dsf-clan.de wrote:

 Hi list,

 i've ported my mod to ob-engine and now my NPC corpse fade after 5
 seconds isn't working anymore. Does anyone have an idea what the last
 function that is called after NPC death is? When i try to define a new
 think-function Dying() at the end of the Event_Killed() function like:
 SetThink( Bla::Dying );
 SetNextThink( gpGlobals-curtime + 5.0f );

 void Dying()
 {
UTIL_Remove(this);
 }

 This works, but my death animation won't play anymore then. That is  
 if i
 kill an NPC it just freezes and disappears after 5s.

 So i would either need a command that resumes my animation or i would
 have to know which function is called after death. I've tried figuring
 it out myself, but i didn't find it.

 Any help greatly appreciated :-)


 Greets from Germany
 xs57

 ___
 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] VPKs

2009-06-26 Thread Ryan Sheffer
You mean outside of L4D? Maybe one day.

On Thu, Jun 25, 2009 at 3:02 PM, Stephen Swires stephen.swi...@gmail.comwrote:

 It would be extremely useful in Garry's Mod and other mods that feature
 stuff such as Lua and overwrite some game assets, but I suppose VPKs could
 be used for custom maps rather than using bspzip.

 On Thu, Jun 25, 2009 at 10:56 PM, Harry Jeffery 
 harry101jeff...@googlemail.com wrote:

  We dont need VPK's for mods. What is the advantage of using them?
 
  2009/6/25 Yaakov Smith m4ngr...@gmail.com:
   Any chance a future SDK update will allow us to use VPKs in mods?
  
   ___
   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




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Hammer update?

2009-06-03 Thread Ryan Sheffer
You could probably just change the compiler tools and fgd to match  
that of the orange box tools and an fgd of your choice.

Skidz (Ryan)

On 2-Jun-09, at 17:30, Lech unatten...@gmail.com wrote:

 I'm actually curious about this myself. Will the current L4D SDK (once
 it's wrapped up) be included into the standard SDK or will it
 continue to be a stand-alone?

 -L

 On Tue, Jun 2, 2009 at 6:23 AM, Christian Rudolph ch...@visualistic.de 
  wrote:
 Hi all,

 i've played around with the VHE from the latest L4D Authoring Tools  
 and
 noticed that the Ray-Traced Preview gets a nice update, its much  
 faster
 and reliable. So here's my Question, are there any plans to ship this
 update in the near future to the good old SourceSDK?


 Thanks in Advanced  Best Regards
 Chris R


 __ Hinweis von ESET NOD32 Antivirus, Signaturdatenbank- 
 Version 4122 (20090602) __

 E-Mail wurde geprüft mit ESET NOD32 Antivirus.

 http://www.eset.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


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] 64-bit binaries?

2009-06-01 Thread Ryan Sheffer
Valve may release 64 bit binaries and server and client code to go  
along with that eventually, but it raises a lot of problems with mod  
compatibility. If you make a 32bit mod at least everyone can use it.

Skidz (Ryan)

On 1-Jun-09, at 7:00, KLIMaka beast...@yandex.ru wrote:

 Already happened )) Look into SteamApps directory, and you can find  
 source engine 64-bit.gcf. However, I do not know how to make it  
 work ))

 You cant change an executable's architecture by using a startup  
 argument. It
 would need to be recompiled.
 I've never tried to have a 64-bit dynamicly linked dll (client/ 
 server.dll)
 linked with a 32bit exe, so I don't know if it would even work (I  
 assume it
 wouldnt as dlls share memory space with the exe, and as 64bit uses  
 longer
 pointers it might conflict).
 I don't think valve ever released 64bit client binaries, I think  
 when there
 was some talk about valve doing 64bit it was just for srcds only.

 Olly

 2009/6/1 Aj Collins gamerzwo...@gmail.com

 You could also try putting -64bit in the launch options.

 On Mon, Jun 1, 2009 at 8:45 AM, Aj Collins gamerzwo...@gmail.com  
 wrote:
 I haven't seen anything for doing 64bit so I'm not quite sure.  
 I'd try
 making app ID 201 the app ID in the info.txt file. I don't  
 believe the
 64bit
 version of Source ever got updated outside of a couple of small  
 patches.


 On Mon, Jun 1, 2009 at 8:33 AM, Alexander Hirsch 1ze...@googlemail.com
 wrote:
 You might need a 64-bit hl2.exe for that. might because I  
 don't know
 that
 much about the different platforms.Try it out if you want them? :)

 On Mon, Jun 1, 2009 at 8:10 AM, Yaakov Smith m4ngr...@gmail.com
 wrote:
 If I wanted to create 64-bit binaries for a mod, is there  
 anything
 special
 I
 would need to do?

 (Just curious here.)

 ___
 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

 -- 
 Sent from Olly's SEGA Game Gear
 ___
 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] Death and Hurt Events

2009-05-19 Thread Ryan Sheffer
The top most player class for your sdk. I would also advise doing this  
client side. No use sending uneeded data to the client.

Skidz (Ryan)

On 17-May-09, at 23:46, Yaakov Smith m4ngr...@gmail.com wrote:

 In which classes? SDK_Player, BasePlayer, BaseEntity, etc? I'm  
 trying to
 make the screen a slight shade of red when the player takes damage,  
 but
 UTIL_screenfade doesn't (seem to) do anything in any of the 3  
 OnTakeDamage()
 functions.

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of  
 Christopher
 Harris
 Sent: Monday, 18 May 2009 12:30 PM
 To: 'Discussion of Half-Life Programming'
 Subject: Re: [hlcoders] Death and Hurt Events

 Event_Killed()
 OnTakeDamage()

 But why would you turn the player into a shader system? I am not  
 sure if
 that can be possible.

 Chris

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jean  
 Marcel
 Knapp dos Santos
 Sent: Sunday, May 17, 2009 1:03 PM
 To: Discussion of Half-Life Programming
 Subject: [hlcoders] Death and Hurt Events

 Hi,

 I'm implanting a shader system in my mod that is going to replace the
 player. But I can't find the death and hurt functions. Does anyone
 know where are them?

 thanks.

 -- 
 __
 Jean Marcel Knapp dos Santos
 changremi...@gmail.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


 __ Information from ESET Smart Security, version of virus  
 signature
 database 4081 (20090517) __

 The message was checked by ESET Smart Security.

 http://www.eset.com



 __ Information from ESET Smart Security, version of virus  
 signature
 database 4081 (20090517) __

 The message was checked by ESET Smart Security.

 http://www.eset.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



Re: [hlcoders] Death and Hurt Events

2009-05-17 Thread Ryan Sheffer
Which sdk are you using?

Skidz (Ryan)

On 17-May-09, at 10:02, Jean Marcel Knapp dos Santos changremi...@gmail.com 
  wrote:

 Hi,

 I'm implanting a shader system in my mod that is going to replace the
 player. But I can't find the death and hurt functions. Does anyone
 know where are them?

 thanks.

 -- 
 __
 Jean Marcel Knapp dos Santos
 changremi...@gmail.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



Re: [hlcoders] Death and Hurt Events

2009-05-17 Thread Ryan Sheffer
He can't speak fluent English is all.

Skidz (Ryan)

On 17-May-09, at 19:30, Christopher Harris char...@resrchnet.com  
wrote:

 Event_Killed()
 OnTakeDamage()

 But why would you turn the player into a shader system? I am not  
 sure if
 that can be possible.

 Chris

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jean  
 Marcel
 Knapp dos Santos
 Sent: Sunday, May 17, 2009 1:03 PM
 To: Discussion of Half-Life Programming
 Subject: [hlcoders] Death and Hurt Events

 Hi,

 I'm implanting a shader system in my mod that is going to replace the
 player. But I can't find the death and hurt functions. Does anyone
 know where are them?

 thanks.

 -- 
 __
 Jean Marcel Knapp dos Santos
 changremi...@gmail.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


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Game Content

2009-05-14 Thread Ryan Sheffer
Valve rarely reply on these matters.

Skidz (Ryan)

On 14-May-09, at 6:58, Olly oli...@gmail.com wrote:

 If its in the EULA (which I think it is) that says that you cannot use
 unmounted content. Then you just shouldn't unless you have consent  
 from
 Valve.
 Downloading music is illigal, and that's just copying data. I also  
 wouldn't
 make any money from doing so.

 Emailing them would have been a much easier/accurate way to get an  
 answer.

 2009/5/14 Saul Rennison saul.renni...@gmail.com

 If it is actually illegal Valve will confront you and politely ask  
 you to
 remove the copyrighted content, then when you do everything's OK. No
 trouble!

 2009/5/14 Jonas 'Sortie' Termansen hlcod...@maxsi.dk

 Technically, you are not stealing from Valve by making a copy of  
 their
 works, if they don't lose anything, which the clause that you only  
 use a
 small portion of their content includes, because the content cannot
 substitute CS:S, and then it won't affect their sales, thus it can
 quality
 as Fair Use under the US Copyright laws. But it's still untested in
 court,
 and will vary on a case basis, and I am not an US copyright  
 expert. The
 same
 argument goes for editing the content. Again, note that I don't  
 recommend
 doing this, but if it's legal due to Fair Use, and you only use  
 small
 amounts of content, it will be much faster for the mod to load the
 content
 from its own folder, instead of adding another search path, which
 increases
 loadtimes.

 Oh and be careful when mounting .GCFs from code and not the  
 gameinfo.txt,
 I
 had some experience that some people couldn't launch the mod
 successfully,
 even if they had the .GCF I was mounting. Might be fixed though, but
 still.

 - Original Message -
 From: Julian Moschüring ar...@gmx.com
 To: Discussion of Half-Life Programming 
 hlcoders@list.valvesoftware.com

 Sent: Thursday, May 14, 2009 2:57 PM
 Subject: Re: [hlcoders] Game Content


 -You only included small amounts of Valve's copyrighted works
 Nice reasoning, so if I go into a shop and only steal eg a part  
 of a
 computer thats okay? :-)

 I think you should mount the CS:S content because you have to  
 make sure
 the users who use your mod own the right to have the models you
 provide.
 Legally you are not even allowed to ship the modified model. To  
 do it
 totally right you would have to extract the gcf during install and
 modify
 the original model... but, as Jonas said, I don't think valve will
 complain about this.


 Jonas 'Sortie' Termansen schrieb:
 My personal expierence is that you can use CS:S Content in your  
 mod.
 The
 100% legal way is to mount CS:S content but that requires CS:S  
 to be
 installed and owned by everyone who own your mod. Then if you  
 modify a
 few
 models, you can simply make some replacements in your own mod  
 folder
 that
 will override the CS:S content.

 If you want a more questionable method that allows everyone to  
 play
 your
 mod
 (and faster because you don't have to mount another .gcf file or  
 two),
 you
 can simply extract the few models you wish to edit and their
 materials,
 and
 put them in your mod's folder. This way you don't depend on any  
 extra
 .gcf
 files or that people have CS:S installed. This should work fine  
 for
 small
 amounts of content. While untested in court, it could qualify  
 for Fair
 Use
 because:
 - You only included small amounts of Valve's copyrighted works
 - The content required at least one of Valve's products
 - The content used doesn't include the whole CS:S and doesn't  
 limit
 Valve's
 sales, because the content isn't CS:S
 - You do not earn any money from their works
 - (You edited their works to some degree)
 - (I have never heard of Valve having any complaints about this,  
 as
 long
 as
 the above is true, despite the EULA probably saying otherwise)

 Again, whether it's legal or advised to extract and ship the  
 contents
 of
 a
 GCF file, the perfectly safe but annoying way of doing it is  
 mounting
 the
 CSS GCF file, but the way you do it is up to you.

 - Original Message -
 From: Yaakov Smith m4ngr...@gmail.com
 To: 'Discussion of Half-Life Programming'
 hlcoders@list.valvesoftware.com
 Sent: Thursday, May 14, 2009 12:09 PM
 Subject: [hlcoders] Game Content



 Example: I want to mess with CS:S models and include  
 modifications of
 the
 said models in my mod.

 Could I legally do that, but mount the CS:S content to cover the
 legal
 aspect?

 ___
 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,
 

Re: [hlcoders] .mdl file format

2009-05-14 Thread Ryan Sheffer
Most of the recent sign-ups have more than qualified for thick skull  
syndrome.

Skidz (Ryan)

On 14-May-09, at 11:05, Jonas 'Sortie' Termansen hlcod...@maxsi.dk  
wrote:

 Joost van Kempen,

 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders

 That sentence was in every mail you might have recieved. Use some  
 brains,
 man.

 - Original Message -
 From: Joost van kempen little_jo...@hotmail.com
 To: hlcoders@list.valvesoftware.com
 Sent: Thursday, May 14, 2009 7:58 PM
 Subject: Re: [hlcoders] .mdl file format



 get me out of this spam stuff!!

 Date: Thu, 14 May 2009 18:38:43 +0200
 From: tobias.kammersga...@gmail.com
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] .mdl file format

 I believe I have a copy of the EP2 StudioMDL too. It was shipped  
 with the
 first copies of the Orange Box SDK, but doesn't compile since Valve
 stopped
 shipping their appframework.lib, and it doesn't compile with the old
 version
 from EP1 SDK since its changed and whatnot.
 No idea, but I'm guessing by looking at the StudioMDL commandline,  
 and
 possibly emailing Valve staff.

 /ScarT


 2009/5/13 Brent Lewis coder0...@hotmail.com


 You have the source for EP2 StudioMDL!?! can I please *cough*  
 have it?
 Oh
 nevermind, you just mean HMLV.

 It would be really REALLY nice to have some feasible way get or  
 derive
 docs
 about .qc scripts. Best source available seems to be the leaked  
 code
 from a
 studiomdl from ages ago. It seemed pretty clear that changes  
 (additions)
 have been made, though I can't remember any off the top of my  
 head. I
 see
 people adding newer stuff to the qc documentation on the dev  
 wiki... it
 couldn't have been derived from that old source code, so where  
 are they
 getting it from?

 Date: Mon, 11 May 2009 00:27:21 +0200
 From: tobias.kammersga...@gmail.com
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] .mdl file format

 They indeed are. Anyway, the first SDK release, (EP1?) and EP2  
 had it
 shipping for a while, so I got a copy.

 /ScarT


 2009/5/11 Matt Hoffman lord.matt.hoff...@gmail.com

 You might be able to look at the orginal HMLV code -- That wasn't
 built
 by
 Valve, it was built by someone else and Valve adopted it(?).  
 However
 the
 changes between HL1 MDL and HL2+ MDL May be too great.

 On Sun, May 10, 2009 at 3:13 PM, Tobias Kammersgaard 
 tobias.kammersga...@gmail.com wrote:

 Indeed. If not there's always the StudioMDL and HLMV source  
 code,
 which
 unfortunately isn't shipped with the SDK anymore.
 /ScarT


 2009/5/11 Matt Hoffman lord.matt.hoff...@gmail.com

 Probably everything that's needed to actually do something  
 useful
 with
 it
 outside of the engine? :P

 On Sun, May 10, 2009 at 3:07 PM, Tobias Kammersgaard 
 tobias.kammersga...@gmail.com wrote:

 May I ask specifically what you are interested in about it?

 /ScarT


 2009/5/11 Saul Rennison saul.renni...@gmail.com

 Hey hlcoders,

 I'm wondering if anyone here knows the .mdl file format, if  
 not
 then
 do
 they
 have a link to a webpage which does? It seems so unusual  
 that I
 can't
 find
 anything relating to the format of .mdl files on the  
 internet,
 or
 in
 the
 SDK
 code.

 Thanks in advance,
 - Saul.
 ___
 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


 ___
 To unsubscribe, edit your list preferences, or view the list  
 archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


 _
 Express yourself instantly with MSN 

Re: [hlcoders] Checkpoints Triggers

2009-04-29 Thread Ryan Sheffer
The point is more that casting every entity that passes through the  
trigger to the player isn't smart coding, but in this case, the only  
ent passing through the trigger will probably be players.

Skidz (Ryan)

On 29-Apr-09, at 11:10, Jonas 'Sortie' Termansen hlcod...@maxsi.dk  
wrote:

 Well, he has to cast to a player point anyways, although I agree,
 CBaseEntiy:IsPlayer() followed by a static_cast() should be much  
 faster
 than a dynamic_cast()

 - Original Message -
 From: Olly oli...@gmail.com
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com 
 
 Sent: Wednesday, April 29, 2009 12:07 PM
 Subject: Re: [hlcoders] Checkpoints Triggers


 Just FYI there is: CBaseEntity::IsPlayer()

 2009/4/29 Jonas 'Sortie' Termansen hlcod...@maxsi.dk

 I'd make a variable in the player class called int_Rounds (or  
 something
 clever) and then make a custom trigger, that could be called
 Trigger_Checkpoint. Then make a variable in the Trigger_Checkpoint  
 called
 int_RoundOfThisTrigger (that can be edited through hammer,  
 see .fgd).
 Then
 in the Touch Function of Trigger_Checkpoint, dynamically cast the
 baseentity* and see if it's a player. If it is a player, then  
 check if
 the
 pPlayer-int_Rounds = int_RoundsOfThisTrigger-1, and if it is,   
 then set
 pPlayer-int_Rounds = intRoundsOfThisTrigger. Of course, the logic  
 has to
 be
 expanded, so when the player reaches the goal, the int_Rounds is  
 set to
 Zero
 again. But that should be straightforward.

 Of course, it could be done with some advanced in-map entity
 input/output,
 but it's much simpler (and more reliable) to do it via programming.

 Have Fun,
 Sortie

 - Original Message -
 From: FaMiNe fam...@gmail.com
 To: Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com

 Sent: Tuesday, April 28, 2009 11:50 PM
 Subject: [hlcoders] Checkpoints Triggers


 I've been looking into this for a while, but I'm still new.

 I'm trying to create a checkpoint system, where the player cannot
 activate the next checkpoint until they get the current one (ex:  
 have
 to
 get checkpoint 1 before you can get checkpoint 2).

 I created a map entity, and using trigger_multiple as a base for my
 checkpoint trigger, I'm trying to find a place to put a variable  
 that
 contains the previous checkpoint that they grabbed, and a method to
 trigger it in the first place. Since this is a multiplayer mod, I
 expect
 each player instance to have their own checkpoint status variable.


 ___
 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




 -- 
 Sent from Olly's SEGA Game Gear
 ___
 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] Grainy edges on flashlight shadows - can they be removed?

2009-04-26 Thread Ryan Sheffer
I turned it off tbh. Who cares where you sent it from right?

Skidz (Ryan)

On 26-Apr-09, at 12:17, Saul Rennison saul.renni...@gmail.com wrote:

 Kyle, I hate it when people immitate the *Sent from my iPhone /  
 iPod*... the
 Mail app on them does it automatically ¬_¬

 2009/4/26 Kyle K krunchycl...@gmail.com

 I hate when people do that :( They say sure it can be done and don't
 give any further information

 Sent from my 1989 Lincoln Mark VII LSC

 James Keith wrote:
 Mind telling how?

 Sent from my iPod

 On Apr 26, 2009, at 4:28 AM, Cory de La Torre gear@gmail.com
 wrote:


 Yeah, actually you can.
 http://farm4.static.flickr.com/3191/3105446548_0633fab3e1.jpg

 On Sat, Apr 25, 2009 at 3:02 PM, James Keith jimmy4...@gmail.com
 wrote:


 I've heard the grainy edges of shadows from env_projectedtexture
 and your
 flashlight (same thing, right?) are code-based, and yet i've also
 heard
 they're shader-based. In either case, is there any way to remove
 them to
 make them hard-edged shadows? The grain is really bad up close,  
 and
 for my
 mod i'm planning to use the dynamic light a lot.

 Thanks,
 James
 ___
 To unsubscribe, edit your list preferences, or view the list
 archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders



 --
 Gear Dev
 ___
 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




 -- 
 Thanks,
 - Saul.
 ___
 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] Grainy edges on flashlight shadows - can they be removed?

2009-04-26 Thread Ryan Sheffer
Way to know the answer but beat around the bush.

Skidz (Ryan)

On 26-Apr-09, at 14:19, Cory de La Torre gear@gmail.com wrote:

 Way to derail the question guys.

 On Sun, Apr 26, 2009 at 1:28 PM, James Keith jimmy4...@gmail.com  
 wrote:

 Yes my iPod automatically adds that to the end, it's really stupid.

 I don't think the grain is shader based, because it appears on all  
 types of
 materials, so it leads me to believe it's code based to grain on all
 entites. Dunno. If certain people would've actually told me how to  
 do it
 instead of just saying yeah, i would know.

 *incoming mail signature*

 Thanks,
 James
 - Original Message -
 From: Saul Rennison saul.renni...@gmail.com
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com

 Sent: Sunday, April 26, 2009 3:27 PM
 Subject: Re: [hlcoders] Grainy edges on flashlight shadows - can they
 beremoved?


 Same
 Sent from Saul's Pidgeon Mail

 2009/4/26 Olly oli...@gmail.com

 What of it? :D

 My mail client adds mine automatically too :D

 --
 Sent from Olly's SEGA Game Gear
 ___
 To unsubscribe, edit your list preferences, or view the list  
 archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




 --
 Thanks,
 - Saul.
 ___
 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




 -- 
 Gear Dev
 ___
 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] (no subject)

2009-04-19 Thread Ryan Sheffer
Gabriel seriously, your question would be better off in the steam forums
where they would give you the same response. This is for coding related
questions, what you ask has nothing to do with some simple script change or
objects outside of a binary file. Filling my email with random pointless
mails. ;)

No offense man.


On Sun, Apr 19, 2009 at 6:56 PM, Tom Leighton
tomrleigh...@googlemail.comwrote:

 However we don't have the Portal source code... so he can't make a
 Portal mod, unless he recreates all the physics.

 Yaakov Smith wrote:
  It might still be there, though. Most of the HL2 code is still in Portal,
  though unneeded, such as the HL2 weapons.
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonas
 'Sortie'
  Termansen
  Sent: Sunday, 19 April 2009 11:06 PM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] (no subject)
 
  Does Portal even utilize the flashlight? If not, that's probably why. And
  the stuff that creates the flashlight is done within code, and the portal
  code isn't released, so you can't make changes to the portal code, if
 that's
 
  what you're thinking.
 
  - Original Message -
  From: Gabriel Smith ga29sm...@yahoo.com
  To: hlcoders@list.valvesoftware.com
  Sent: Sunday, April 19, 2009 1:36 PM
  Subject: [hlcoders] (no subject)
 
 
 
  If anyone else tried making a portal mod they will have noticed that the
  flashlight does not work any more. I was wondering, has anyone fixed
 this
  problem and if no where the hell is the file that creates and controls
 the
 
 
 
  flashlight.
 
  G-man Smith
 
 
 
  ___
  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
 
 
  __ Information from ESET Smart Security, version of virus
 signature
  database 4019 (20090418) __
 
  The message was checked by ESET Smart Security.
 
  http://www.eset.com
 
 
 
  __ Information from ESET Smart Security, version of virus
 signature
  database 4019 (20090418) __
 
  The message was checked by ESET Smart Security.
 
  http://www.eset.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




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Need Help with bone merge optimization.

2009-04-17 Thread Ryan Sheffer
Ensure the Players bones used in the merge are set as bone merge. I  
don't remember the actual qc command but an example can be found in  
the player example model qc. Also ensure the physics model for the  
object is destroyed as well I suppose.

Skidz (Ryan)

On 16-Apr-09, at 5:45, Charkrid Pornpitackchaikul actm...@gmail.com  
wrote:

 Hi,
  In my mod player can equip a armors, that use bone merge with player
 bone. For a sample I have a entire arm armor part. Its also have a  
 bone
 with the same name as player's arm bone to ensure bone are merge
 correctly. Other part also in this fashion.
  The problem is it really slow the game down, only player alone in the
 scene the fps is only 90 fps. When there are more characters in the
 scene fps is drop to 15-8 fps. I checked the vprof and found redundant
 loop at SetupBones() function. But I have no idea how to make it work.
 Appreciate any advice.

 Thanks in advance.
 Charkrid P.

 ___
 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] Adding the prop_vehicle_jeep entity back into HL2DM

2009-04-17 Thread Ryan Sheffer
Just add the cpp and header and you are set tbh.

Skidz (Ryan)

On 16-Apr-09, at 19:03, FaMiNe fam...@gmail.com wrote:

 I've been checking the forums and SDK documentation, and I can't find
 any details regarding re-enabling the prop_vehicle_jeep entity for an
 HL2DM mod.

 Any ideas? I looked through the code and found a snippet that was
 commented out unless we were using the HL2_episodic solution, but that
 was just for spawning the jalopy.

 Thanks.

 ___
 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] Adding the prop_vehicle_jeep entity back into HL2DM

2009-04-17 Thread Ryan Sheffer
Make sure it has a vehicle script as well. ;)

Skidz (Ryan)

On 17-Apr-09, at 10:03, FaMiNe fam...@gmail.com wrote:

 I had done that but the game was crashing on me when I ran a map.  
 Turns
 out there was an error in the map that caused the crash.

 Anyway, thanks for the tip, seems to be working somewhat now. I'm  
 sure I
 can figure out the rest.

 Ryan Sheffer wrote:
 Just add the cpp and header and you are set tbh.

 Skidz (Ryan)

 On 16-Apr-09, at 19:03, FaMiNe fam...@gmail.com wrote:


 I've been checking the forums and SDK documentation, and I can't  
 find
 any details regarding re-enabling the prop_vehicle_jeep entity for  
 an
 HL2DM mod.

 Any ideas? I looked through the code and found a snippet that was
 commented out unless we were using the HL2_episodic solution, but  
 that
 was just for spawning the jalopy.

 Thanks.

 ___
 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] Getting access to change m_flStepSoundTime

2009-04-01 Thread Ryan Sheffer

Possible hack, could you stop the footstep sounds per tick? Just  
calling the stop sound engine function? As it stands the sounds just  
play when a footstep is determined, no override command I don't think.

On Mar 31, 2009, at 3:55 PM, Riley DaFox the_da...@hotmail.com wrote:


 Sorry for bringing up such an old topic but is there any way to  
 disable footsteps
 per player via a server plugin yet? In CS:S.

 DaFox

 -Original Message-
 From: hlcoders-admin at list.valvesoftware.com
 [mailto:hlcoders-admin at list.valvesoftware.com] On Behalf Of Josh
 Sent: Tuesday, February 01, 2005 8:15 PM
 To: hlcoders at list.valvesoftware.com
 Subject: RE: [hlcoders] Getting access to change m_flStepSoundTime


 Thanks so much, I appreciate the help.  I think in a worse case  
 scenario the
 function that actually plays the sound could be hooked from the  
 vtable, of
 course I would have to learn how to do this :P

 Thanks again,
 Josh

 -Original Message-
 From: hlcoders-admin at list.valvesoftware.com
 [mailto:hlcoders-admin at list.valvesoftware.com] On Behalf Of Yahn  
 Bernier
 Sent: Tuesday, February 01, 2005 8:15 PM
 To: hlcoders at list.valvesoftware.com
 Cc: Alfred Reynolds
 Subject: RE: [hlcoders] Getting access to change m_flStepSoundTime

 I don't think there's a clean way for a mod to do this.

 I think you could probably twiddle the sv_footsteps value from the
 plugin, but you'd have to be able to do two things:

 1)  Get called just before a certain user's CUserCmds are read and
 processed
 2)  Set the value of sv_footsteps on the server only.  To do this,  
 you'd
 need to be able to temporarily remove the FCVAR_REPLICATED flag from  
 the
 convar from the plugin, otherwise you would flood all players with the
 changes sv_footsteps value, which you wouldn't want most likely.  This
 would imply that there's a second call just after CUserCmd's are read
 and processed, allowing you to restore state

 This still wouldn't solve the problem of turning off predicted  
 footsteps
 since they would depend on the value of the replicated sv_footsteps
 ConVar.

 Anyway, it might be easier for us to add some kind of Enable  
 Footsteps
 API to the plugin interface.  I'll pass this along to Alfred for
 consideration.

 Yahn

 -Original Message-
 From: hlcoders-admin at list.valvesoftware.com
 [mailto:hlcoders-admin at list.valvesoftware.com] On Behalf Of Josh
 Sent: Tuesday, February 01, 2005 5:03 PM
 To: hlcoders at list.valvesoftware.com
 Subject: RE: [hlcoders] Getting access to change m_flStepSoundTime

 Yea I would know how to do it on a mod :P  I just need it for a server
 plugin.

 Josh

 -Original Message-
 From: hlcoders-admin at list.valvesoftware.com
 [mailto:hlcoders-admin at list.valvesoftware.com] On Behalf Of Yahn  
 Bernier
 Sent: Tuesday, February 01, 2005 5:09 PM
 To: hlcoders at list.valvesoftware.com
 Subject: RE: [hlcoders] Getting access to change m_flStepSoundTime

 For a mod, you can (in order of preference)

 1.   add accessor methods to CBaseEntity
 (SetStepSoundTime/GetStepSoundTime)
 2.   make m_flStepSoundTime a public: data member
 3.   make whatever is modifying it a friend to CBaseEntity

 Of course, doing any of this from a plugin is dicey since you don't  
 know
 the data layout for any entities and you don't have access to every
 mod's version of CBaseEntity.

 Yahn

 -Original Message-
 From: hlcoders-admin at list.valvesoftware.com
 [mailto:hlcoders-admin at list.valvesoftware.com] On Behalf Of Josh
 Sent: Tuesday, February 01, 2005 1:54 PM
 To: hlcoders at list.valvesoftware.com
 Subject: [hlcoders] Getting access to change m_flStepSoundTime

 Ok this is either a question or a request.  I would like to be able to
 access/change m_flStepSoundTime, but it is a protected value.  I  
 noticed
 there is a SetSwimSoundTime function and was wondering if there is one
 that allows us to set m_flStepSoundTime?

 I would really like to be able to change this value (mainly to disable
 footsteps per player) on a server plugin.  This was possible in HL1.

 Josh


 ___
 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

 _
 Reinvent how you stay in touch with the new Windows 

Re: [hlcoders] Spawning particle systems at the end of func_precipitation randrops when they collide with props or brushes - how?

2009-03-31 Thread Ryan Sheffer
I am pretty sure rain just uses a trace, and the end of that trace  
would be where you make your effect, after the time it takes to get to  
the ground of course.

Sent from my iPhone

On Mar 30, 2009, at 9:20 PM, James K jimmy4...@gmail.com wrote:

 I had a friend who had done this, however i cannot contact him to  
 ask how he
 did it. I know rain is handled in c_effects.cpp, but i don't know  
 enough
 about coding to do something like this (I've got to start learning  
 somewhere
 though, right?) How would i go about 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] Spawning particle systems at the end of func_precipitation randrops when they collide with props or brushes - how?

2009-03-31 Thread Ryan Sheffer
Well I don't know your experience level. Which part would you like  
help with? When I get home from school I'll take a look. Valve had a  
particle system spawn where rain hit in the tech demo and L4D so that  
code is probably still there for you to alter.

Sent from my iPhone

On Mar 31, 2009, at 12:26 PM, James K jimmy4...@gmail.com wrote:

 The question is, how?

 On Tue, Mar 31, 2009 at 10:31 AM, Ryan Sheffer darksk...@gmail.com  
 wrote:

 I am pretty sure rain just uses a trace, and the end of that trace
 would be where you make your effect, after the time it takes to get  
 to
 the ground of course.

 Sent from my iPhone

 On Mar 30, 2009, at 9:20 PM, James K jimmy4...@gmail.com wrote:

 I had a friend who had done this, however i cannot contact him to
 ask how he
 did it. I know rain is handled in c_effects.cpp, but i don't know
 enough
 about coding to do something like this (I've got to start learning
 somewhere
 though, right?) How would i go about 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


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Spawning particle systems at the end of func_precipitation randrops when they collide with props or brushes - how?

2009-03-31 Thread Ryan Sheffer
Hey bud

I just took a look at the code and valve did some splash code per particle
for I guess Counter-Strike source. If you look in c_effects under
SimulateRain there is a block:

// No longer in the air? punt.
if ( !IsInAir( pParticle-m_Pos ) )
{
// Possibly make a splash if we hit a water surface and it's in
front of the view.
if ( m_Splashes.Count()  20 )
{
if ( RandomInt( 0, 100 )  r_RainSplashPercentage.GetInt() )
{
trace_t trace;
UTIL_TraceLine(vOldPos, pParticle-m_Pos, MASK_WATER, NULL,
COLLISION_GROUP_NONE, trace);
if( trace.fraction  1 )
{
m_Splashes.AddToTail( trace.endpos );
}
}
}

// Tell the framework it's time to remove the particle from the list
return false;
}

You would just replace anything after if ( !IsInAir( pParticle-m_Pos ) )
with your own rules using pParticle-m_Pos as the position to spawn your
effect.
Then you use

DispatchParticleEffect( EFFECT_NAME, pParticle-m_Pos, vecAngles );

Make sure your particle effect is precached and you should be set.

On Tue, Mar 31, 2009 at 4:06 PM, James K jimmy4...@gmail.com wrote:

 I know the basics of C++, not anything major. The particle demo was done by
 a map-defined particle system, and i'm looking to do what Left4Dead does
 with the splash particles implemented code-wise.

 On Tue, Mar 31, 2009 at 6:58 PM, Ryan Sheffer darksk...@gmail.com wrote:

  Well I don't know your experience level. Which part would you like
  help with? When I get home from school I'll take a look. Valve had a
  particle system spawn where rain hit in the tech demo and L4D so that
  code is probably still there for you to alter.
 
  Sent from my iPhone
 
  On Mar 31, 2009, at 12:26 PM, James K jimmy4...@gmail.com wrote:
 
   The question is, how?
  
   On Tue, Mar 31, 2009 at 10:31 AM, Ryan Sheffer darksk...@gmail.com
   wrote:
  
   I am pretty sure rain just uses a trace, and the end of that trace
   would be where you make your effect, after the time it takes to get
   to
   the ground of course.
  
   Sent from my iPhone
  
   On Mar 30, 2009, at 9:20 PM, James K jimmy4...@gmail.com wrote:
  
   I had a friend who had done this, however i cannot contact him to
   ask how he
   did it. I know rain is handled in c_effects.cpp, but i don't know
   enough
   about coding to do something like this (I've got to start learning
   somewhere
   though, right?) How would i go about 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
  
 
  ___
  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




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Spawning particle systems at the end of func_precipitation randrops when they collide with props or brushes - how?

2009-03-31 Thread Ryan Sheffer
It's not the greatest way to determine when a particle hits something,  
but valve were trying to keep it simple. With a lot of rain it can get  
pretty expensive. Once you get the hang of the sdk, you should maybe  
use a particle that actually collides with anything solid so you can  
make your splash. Or just clean up the isinair function.

On Mar 31, 2009, at 8:21 PM, James K jimmy4...@gmail.com wrote:

 When i said basics, i meant bare basics (:P) I don't know enough  
 coding to
 know how to set my own rules. I know i'm a complete noob at coding,  
 but i'm
 really trying to learn. Could ya help me out with an example?

 Also from what i can see this will create a splash when the rain  
 trace is no
 longer in the air - but regular rain goes right through props. So,  
 splashes
 wouldn't be created on props, correct? I don't care if they're not,  
 i can
 always just create brushes for that.
 Sorry to be such a hassle, i probably shouldn't have started on  
 something so
 advanced, heh.


 On Tue, Mar 31, 2009 at 10:47 PM, Ryan Sheffer darksk...@gmail.com  
 wrote:

 Hey bud

 I just took a look at the code and valve did some splash code per  
 particle
 for I guess Counter-Strike source. If you look in c_effects under
 SimulateRain there is a block:

   // No longer in the air? punt.
   if ( !IsInAir( pParticle-m_Pos ) )
   {
   // Possibly make a splash if we hit a water surface and it's in
 front of the view.
   if ( m_Splashes.Count()  20 )
   {
   if ( RandomInt( 0, 100 )   
 r_RainSplashPercentage.GetInt() )
   {
   trace_t trace;
   UTIL_TraceLine(vOldPos, pParticle-m_Pos, MASK_WATER,  
 NULL,
 COLLISION_GROUP_NONE, trace);
   if( trace.fraction  1 )
   {
   m_Splashes.AddToTail( trace.endpos );
   }
   }
   }

   // Tell the framework it's time to remove the particle from  
 the list
   return false;
   }

 You would just replace anything after if ( !IsInAir( pParticle- 
 m_Pos ) )
 with your own rules using pParticle-m_Pos as the position to spawn  
 your
 effect.
 Then you use

 DispatchParticleEffect( EFFECT_NAME, pParticle-m_Pos, vecAngles );

 Make sure your particle effect is precached and you should be set.

 On Tue, Mar 31, 2009 at 4:06 PM, James K jimmy4...@gmail.com wrote:

 I know the basics of C++, not anything major. The particle demo  
 was done
 by
 a map-defined particle system, and i'm looking to do what  
 Left4Dead does
 with the splash particles implemented code-wise.

 On Tue, Mar 31, 2009 at 6:58 PM, Ryan Sheffer darksk...@gmail.com
 wrote:

 Well I don't know your experience level. Which part would you like
 help with? When I get home from school I'll take a look. Valve  
 had a
 particle system spawn where rain hit in the tech demo and L4D so  
 that
 code is probably still there for you to alter.

 Sent from my iPhone

 On Mar 31, 2009, at 12:26 PM, James K jimmy4...@gmail.com wrote:

 The question is, how?

 On Tue, Mar 31, 2009 at 10:31 AM, Ryan Sheffer darksk...@gmail.com 
 
 wrote:

 I am pretty sure rain just uses a trace, and the end of that  
 trace
 would be where you make your effect, after the time it takes to  
 get
 to
 the ground of course.

 Sent from my iPhone

 On Mar 30, 2009, at 9:20 PM, James K jimmy4...@gmail.com wrote:

 I had a friend who had done this, however i cannot contact him  
 to
 ask how he
 did it. I know rain is handled in c_effects.cpp, but i don't  
 know
 enough
 about coding to do something like this (I've got to start  
 learning
 somewhere
 though, right?) How would i go about 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


 ___
 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




 --
 ~Ryan ( skidz )
 ___
 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

Re: [hlcoders] Model Entity attached to play

2009-03-29 Thread Ryan Sheffer
Definitely use FollowEntity, it sets the parented flag for the client so the
entity will be predicted client side.

On Sun, Mar 29, 2009 at 10:00 AM, Dan Clark lnx...@gmail.com wrote:

 Well I am using setabsangle, and that doesnt have any lag issues. Im
 going to try these examples. Thanks!

 Best regards,
  Dan
  http://www.lnxmad.com



 Yaakov Smith wrote:
  That's wierd. FollowEntity in Orangebox follows position, but in the SDK
  Beta (Orangebox), it follows position and angles.
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh Le
  Sent: Sunday, 29 March 2009 1:34 PM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] Model Entity attached to play
 
  I think the difference between SetParent and FollowEntity is that
  SetParent will follow the parent's position AND angles. You can also
  specify it to follow a particular attachment or bone.
 
  Just do a search for both functions and you should find some good
  examples of them being used in the SDK
 
  Yaakov Smith wrote:
 
  Well, I've never use setparent, but you can use FollowEntity. For
 example
 
  in
 
  Tony's chatbubble code, he uses:
 
  pBubble-FollowEntity(this,false);
 
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Dan Clark
  Sent: Sunday, 29 March 2009 12:43 PM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] Model Entity attached to play
 
  Hmm. Right now I am using SetAbsOrigin(playerorigin + offset); So I
  can just use SetParent(player)? (pseudo) or Follow Player?
 
  On 3/28/09, Yaakov Smith m4ngr...@gmail.com wrote:
 
 
  Or you can use FollowEntity
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh Le
  Sent: Saturday, 28 March 2009 1:46 PM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] Model Entity attached to play
 
  Are you using SetParent?
  I've attached entities to my player via SetParent and they don't
  jitter at all.
 
  Olly wrote:
 
 
  Is it predicted and you didn't write a client side version? or the
 
  client
 
  side version isn't the same
 
  2009/3/27 Dan Clark lnx...@gmail.com
 
 
 
 
  I am trying to attach a model entity to a player. I want it to follow
  the player in a sense. I have it working but when the player moves,
 the
  entity jitters back and forth. Anyway to fix this?
 
  --
  Best regards,
   Dan
   http://www.lnxmad.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
 
 
  ___
  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




-- 
~Ryan ( skidz )
___
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 Beta (Not L4D)

2009-03-16 Thread Ryan Sheffer
Thanks Tony, these updates will be a lot of help for mods trying for a good
looking third person mode.

On Mon, Mar 16, 2009 at 9:07 PM, Tony Sergi to...@valvesoftware.com wrote:

 Oops, that was supposed to be pulled out for now. I'm assuming I missed it
 because none of the SDK configurations use teamplayroundbased. I'll get that
 one fixed along with a few other things the community and myself have found.

 Thank god for beta ;)

 -Tony

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Spencer 'voogru'
 MacDonald
 Sent: March-17-09 12:01 AM
 To: 'Discussion of Half-Life Programming'
 Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)

 *   Particle systems can now be defined with a per-map manifest, similar to
 soundscapes. Inside the particles folder you simply create
 particles_mapname.txt and declare your particle system files just like the
 regular manifest. Prefix with ! to cache automatically. Ex: file
 !particles/mymap_effects.pcf

 I wonder if it'll be possible to send down particles from the server via
 plug-in and have the client properly load them...

 Also,

 From teamplayroundbased_gamerules.h

 virtual bool GetInfo_Custom(int valueType, pluginvariant outValue,
 pluginvariant options);

 What is pluginvariant I'm assuming it's just variant_t in disguise? There
 is no definition for it in the SDK.

 - voogru.

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony Sergi
 Sent: Monday, March 16, 2009 8:51 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)

 Missing, sorry ;)

 Vmtcheck/vmt_tweak shouldn't have been mentioned either. My bad.

 -Tony

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of James Keith
 Sent: March-16-09 8:38 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)

 I see no normal2ssbump, where is it?

 ___
 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




-- 
~Ryan ( skidz )
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



  1   2   3   >