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