RE: [hlcoders] Mounting episode one shared.gcf

2006-08-09 Thread Tim Holt
Which brings up the question... how do you test if it's owned?  Or is there a
tech thing going on that blocks the mount if you don't own it?

Quoting Mike Durand [EMAIL PROTECTED]:

 Hi All-

 So the answer from Valve is: you must own Episode One in order to mount
 either 'episode 1 shared.gcf' or 'half-life 2 episode one.gcf'.

 -Mike


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
 Groenewoudt
 Sent: Tuesday, August 08, 2006 2:53 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Mounting episode one shared.gcf

 --
 [ Picked text/plain from multipart/alternative ] I never said I was only
 going to use some sounds. I want to mount this GCF because it saves like
 100mb

 Second, according to some guys, you can mount the episode one shared
 gcf, without owning EP1 I'd like to have some confirmation of someone
 who did it or from Valve.

 On 8/8/06, Sebastian Staudt [EMAIL PROTECTED] wrote:
 
  I'm not sure what you try to achieve with mounting GCFs of games you
  don't own.
  No, I'm not referring to any possible legal problems, but does it make

  any sense to have players of your mod download a 1,2 GB file to make
  use of a few sounds?
  Ignoring the fact that they won't get the file on any of the big
  download sites or via Steam.
  Wouldn't it be easier to ask Valve if you're allowed to extract the
  files out of the GCF and ship them with your mod?
 
  Robbie Groenewoudt wrote:
   Are you people sure you can mount ep1 shared without owning EP1?
 
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[hlcoders] Sort of a dumb why question

2006-07-10 Thread Tim Holt
Why not implement blunt weapons simply as extremely short ranged combat weapons?
 The main reason that jumped out at me was to differentiate damage types - blunt
versus sharp.  Other than that, any other particular reason why they are
different?

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Re: [hlcoders] sin -- valve? ritual?

2006-07-10 Thread Tim Holt
It's sort of a no brainer really.  You could make a SIN mod (if they allow
modding) or you could make a HL2 mod.  But making a SIN/HL2 mod would really
start to cross some bizarro legal/EULA boundaries.  Could you use Red Orchestra
content in your HL2 mod?  Both on Steam.  But it's a pretty good guess the
answer is no.

But in the end, just email Ritual and ask them.


Quoting Scott Loyd [EMAIL PROTECTED]:

 --
 [ Picked text/plain from multipart/alternative ]
 In this case we have a company that wouldnt apprieciate their work used in
 another game.

 Are you a representative of this company, or have an
 article/statement/anything that validates your statement?

 On 7/10/06, Ryan Sheffer [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  In this case we have a company that wouldnt apprieciate their work used in
  another game.
  But you could always make a private mod, I dont see any problems with
  that.
 
  On 7/10/06, Tony omega Sergi [EMAIL PROTECTED] wrote:
  
   Only reason I asked is because we were allowed to use gunman stuff in
  hl1
   mods, and valve didn't own gunman either.
  
   So I thought I'd throw the question out anyway; as it applied then, as
  it
   was a game derived off of hl1; so I wasn't sure if it was the same for
   source or not.
  
   --
   -- omega
   Heroes of Excelsior
   http://www.heroesofexcelsior.com
   Blackened Interactive
   http://www.blackened-interactive.com
  
-Original Message-
From: Jeremy Swigart [mailto:[EMAIL PROTECTED]
Sent: July 10, 2006 8:12 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] sin -- valve? ritual?
   
--
[ Picked text/plain from multipart/alternative ]
I can say pretty confidently that you probably can't do that.
   
On 7/7/06, Tony omega Sergi [EMAIL PROTECTED] wrote:


 Are we allowed to use SiN models in our hl2 mods?
  
  
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  --
  ~skidz
  --
 
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Re: [hlcoders] Execute server commands from a VGUI

2006-06-19 Thread Tim Holt
Quoting Garry Newman [EMAIL PROTECTED]:

  What's to stop a client just
 binding a key to vgui_screen_opendoor 234 or whatever? Or am I being
 simple about it?

Could you do some kind of basic encryption of the command?  I know it's just
security by obscurity but it might be a simple approach that takes care of 99%
of the problem.

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Re: [hlcoders] Map Scaling

2006-06-12 Thread Tim Holt
Er yea John sory :)

That's pretty sweet looking - I'd done some 1/8 scale stuff for larger terrain
but 1/40 - impressive!  I never did have any (or see any) physics issues but
then I didn't stress it much.  I did at one point forget to rescale the weapons
and it's pretty amusing to see some guy with a 20' crowbar coming at you...

In
Quoting John Sheu [EMAIL PROTECTED]:

 On Sun, 2006-06-11 at 20:59 -0700, Tim Holt wrote:
  Justin that looks pretty sweet btw - but let's see you hit an asteroid 
 get
  some real physics going :D

 That's my project, BTW :-P

 And yeah, physics is in that, the whole nine yards.  FYI that's at 1/40
 scale.

 -John Sheu

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Re: [hlcoders] Map Scaling

2006-06-11 Thread Tim Holt
Justin, what kid of physics do you mean?  Physics props interacting with the
world, etc?

Justin that looks pretty sweet btw - but let's see you hit an asteroid  get
some real physics going :D

Quoting John Sheu [EMAIL PROTECTED]:

 On Sun, 2006-06-11 at 22:13 -0400, Justin Krenz wrote:
  Has anyone tried shrinking down all players and models to get larger
  sized maps?  I know at least one mod has done it, but I can't remember
  which mod that was.

 http://www.youtube.com/watch?v=4-zA97BnOwo

 Physics seems fine to me.  :)

 -John Sheu

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Re: [hlcoders] (no subject)

2006-06-10 Thread Tim Holt
Also, be sure you are actually running the same DLL you're building - it's not a
problem with the dll copy step in the release build is it?  That kind of stuff
always drives me nuts because in my mind I'm thinking But this HAS to work!

Quoting Garry Newman [EMAIL PROTECTED]:

 Did you check out the mdmp files in the folder with hl2.exe?

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

 It should at least give you a rough idea. You might also want to make
 it dump the console to a file.. to give you a rough idea of where it's
 crashing. (Sorry, I can't remember the exact paramater to do this)

 On 6/10/06, Ben [EMAIL PROTECTED] wrote:
  Hi, Im currently developing a mod, named 'Ghetto Blaster'.  It works
  completely fine in the HL2MP Debug build, but when i run it
  in the HL2MP Release build, it run fines until you jump into the map, then
  when it is about to render the text on the current message of the day, it
  locks up.  And I get this
  The thread 'Win32 Thread' (0x3a8) has exited with code 0 (0x0).
  First-chance exception at 0x240c0004 (client.dll) in hl2.exe: 0xC005:
  Access violation writing location 0x0055.
 
  In debug mode it shows the cursor has broken at a line which does not
  exist, near the GlowObstruction function, when i traced the process, line
  by line
  It got to 'render-VguiPaint();' in CViewRender.  Like a previous VGUI2
  problem, my mod works fine in Debug build, not Release.  Any pointers
  would be very helpful :o) thx.
 
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[hlcoders] Some sourcesdk\bin dlls coming up AWOL for some reason...

2006-05-28 Thread Tim Holt
This morning I was working on something, and ran both the 3d party
mdldecompiler.exe with out any issues, plus studiomdl.exe in sourcesdk\bin

Later, I went back to run them again, and began getting odd DLL errors.  First,
trying to build a model with studiomdl gives me this output (which I've
abbreviated)...

 writing
c:\steam\steam\steamapps\SourceMods\CVB\models/Weapons/w_cvbmissile.mdl:
 writing
c:\steam\steam\steamapps\SourceMods\CVB\models/Weapons/w_cvbmissile.vvd:
 vertices 27552 bytes (574 vertices)
 tangents  9184 bytes (574 vertices)
 total36800 bytes
 ERROR: Can't load MaterialSystem.dll
 ERROR: Aborted Processing on 'Weapons/w_cvbmissile.mdl'

And also now when I run mdldecompiler.exe I was getting an error msg that it
couldn't load sourcesdk\bin\vphysics.dll.  Then at some point it began to run
again witout the error.

I've tried rebooting, restarting steam, running HL2 and Source SDK (they both
run fine) to see if there was an update, deleting the DLLs it can't find so it
would re-DL them, etc.  No luck.

Is it really having issues with the DLLs or is this just a symptom of some other
issue I wonder?  Any suggestions?

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Re: [hlcoders] Some sourcesdk\bin dlls coming up AWOL for some reason...

2006-05-28 Thread Tim Holt
Hmm possibly/probably (?) - I confess I hadn't seen that.  This is a HL2MP based
 mod so I assume the If your mod is based on a game other than Half-Life 2...
part applies if you take it literally.

I'm currently forcing a re-DL of the SourceSDK steam cache but when that's done
I'll try what's suggested there.

Quoting [EMAIL PROTECTED]:

 This is different fro mall the
 http://developer.valvesoftware.com/wiki/SDK_workaround stuff posted earlier?

 At 2006/05/28 08:33 PM, Tim Holt wrote:
 This morning I was working on something, and ran both the 3d party
 mdldecompiler.exe with out any issues, plus studiomdl.exe in sourcesdk\bin
 
 Later, I went back to run them again, and began getting odd DLL errors.
 First,
 trying to build a model with studiomdl gives me this output (which I've
 abbreviated)...
 
  writing
 c:\steam\steam\steamapps\SourceMods\CVB\models/Weapons/w_cvbmissile.mdl:
  writing
 c:\steam\steam\steamapps\SourceMods\CVB\models/Weapons/w_cvbmissile.vvd:
  vertices 27552 bytes (574 vertices)
  tangents  9184 bytes (574 vertices)
  total36800 bytes
  ERROR: Can't load MaterialSystem.dll
  ERROR: Aborted Processing on 'Weapons/w_cvbmissile.mdl'
 
 And also now when I run mdldecompiler.exe I was getting an error msg that it
 couldn't load sourcesdk\bin\vphysics.dll.  Then at some point it began to
 run
 again witout the error.
 
 I've tried rebooting, restarting steam, running HL2 and Source SDK (they
 both
 run fine) to see if there was an update, deleting the DLLs it can't find so
 it
 would re-DL them, etc.  No luck.
 
 Is it really having issues with the DLLs or is this just a symptom of some
 other
 issue I wonder?  Any suggestions?
 
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Re: [hlcoders] Some sourcesdk\bin dlls coming up AWOL for some reason...

2006-05-28 Thread Tim Holt
Yes, that fixed it.  Copied all dlls from hl2mp bin folder into sdk bin and now
the model compile runs.

/me pokes Valve to fix ASAP for all the little people

Quoting Tim Holt [EMAIL PROTECTED]:

 Hmm possibly/probably (?) - I confess I hadn't seen that.  This is a HL2MP
 based
  mod so I assume the If your mod is based on a game other than Half-Life
 2...
 part applies if you take it literally.

 I'm currently forcing a re-DL of the SourceSDK steam cache but when that's
 done
 I'll try what's suggested there.

 Quoting [EMAIL PROTECTED]:

  This is different fro mall the
  http://developer.valvesoftware.com/wiki/SDK_workaround stuff posted
 earlier?
 
  At 2006/05/28 08:33 PM, Tim Holt wrote:
  This morning I was working on something, and ran both the 3d party
  mdldecompiler.exe with out any issues, plus studiomdl.exe in sourcesdk\bin
  
  Later, I went back to run them again, and began getting odd DLL errors.
  First,
  trying to build a model with studiomdl gives me this output (which I've
  abbreviated)...
  
   writing
  c:\steam\steam\steamapps\SourceMods\CVB\models/Weapons/w_cvbmissile.mdl:
   writing
  c:\steam\steam\steamapps\SourceMods\CVB\models/Weapons/w_cvbmissile.vvd:
   vertices 27552 bytes (574 vertices)
   tangents  9184 bytes (574 vertices)
   total36800 bytes
   ERROR: Can't load MaterialSystem.dll
   ERROR: Aborted Processing on 'Weapons/w_cvbmissile.mdl'
  
  And also now when I run mdldecompiler.exe I was getting an error msg that
 it
  couldn't load sourcesdk\bin\vphysics.dll.  Then at some point it began to
  run
  again witout the error.
  
  I've tried rebooting, restarting steam, running HL2 and Source SDK (they
  both
  run fine) to see if there was an update, deleting the DLLs it can't find
 so
  it
  would re-DL them, etc.  No luck.
  
  Is it really having issues with the DLLs or is this just a symptom of some
  other
  issue I wonder?  Any suggestions?
  
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Re: [hlcoders] Is there an easy way to get an entity list client side?

2006-04-26 Thread Tim Holt
Thanks - had just found it :^)

I'm betting this is the basis for what I want to do - i'll just have to do my
own filtering by ent name, distance from query point, etc.

C_BaseEntityIterator iterator;
C_BaseEntity *pEnt;
while ( (pEnt = iterator.Next()) != NULL )
{
pEnt-Simulate();
}

Quoting Scott Loyd [EMAIL PROTECTED]:

 --
 [ Picked text/plain from multipart/alternative ]
 ClientEntityList()
 cliententitylist.cpp/.h

 On 4/25/06, Tim Holt [EMAIL PROTECTED] wrote:
 
  I would like to get an entity list for a client HUD element, ideally
  calling
  something like FindEntityByClassnameWithin on the client side.  The
  problem is,
  this is a server side thingey, so no luck.
 
  Any advice on a clean way to do this?   The console cl_showents command
  seems
  like it would be a good code example/model, but it doesn't seem to be
  actually
  implemented anywhere in the SDK (which makes me think it's non-trivial).
 
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[hlcoders] Is there an easy way to get an entity list client side?

2006-04-25 Thread Tim Holt
I would like to get an entity list for a client HUD element, ideally calling
something like FindEntityByClassnameWithin on the client side.  The problem is,
this is a server side thingey, so no luck.

Any advice on a clean way to do this?   The console cl_showents command seems
like it would be a good code example/model, but it doesn't seem to be actually
implemented anywhere in the SDK (which makes me think it's non-trivial).

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Re: [hlcoders] Is there an easy way to get an entity list client side?

2006-04-25 Thread Tim Holt
I was looking at that code actually.  Ideally I'd like a solution that let me
query any kind of entity but I could probably live with specific ones.

Quoting Jason Houston [EMAIL PROTECTED]:

 --
 [ Picked text/plain from multipart/alternative ]
 Is this for specific types of entities?

 For BG2 I was using messages to change hud data, Tjoppen used this instead

 // Global list of client side team entities
 CUtlVector C_Flag *  g_Flags;


//=
 // C_Team functionality


//-
 // Purpose:

//-
 C_Flag::C_Flag()
 {
 m_sFlagName[0] = 0;//nullterm just in case
 // Add myself to the global list of team entities
 g_Flags.AddToTail( this );
 }

 C_Flag::~C_Flag()
 {
 g_Flags.FindAndRemove( this );
 }


 We can then use g_Flags anywhere we include the c_flag header.

 --
 Draco
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Re: [hlcoders] About using TFC sounds in a HL2 mod?

2006-03-28 Thread Tim Holt
Since HL2 is the core game that any mod will build from, wouldn't it be OK to
distribute those models?


Quoting Nick [EMAIL PROTECTED]:

 --
 [ Picked text/plain from multipart/alternative ]
 Does this also apply to models? I know GMOD distributes various hl2 models
 (in the official installer).


 Download/Install GMOD and see that models from HL2 are in the
 Program Files\Steam\SteamApps\SourceMods\gmod9\models\Player

 gman/alyx/kleiner/eli/breen/barney/mossman/monk models
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Re: [hlcoders] Manipulating Game Menu Items

2006-03-27 Thread Tim Holt
Players seriously don't give a hoot about hacks - only results IMO.  If they see
it and go oh cool, this is different it's gotta be a win for a mod.

Quoting Aaron Schiff [EMAIL PROTECTED]:

 ...and it's an overall hack...btw

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RE: [hlcoders] HLMV suddenly trying to access the web?

2006-03-19 Thread Tim Holt
So what changed in hlmv though?  Why is it now doing this?

Quoting Alfred Reynolds [EMAIL PROTECTED]:

 That IP address is the Microsoft certificate revocation server, nothing
 to do with the Source engine. A quick google suggests that this is a
 feature in dx9 when starting up a driver.

 - Alfred

 l3fty wrote:
  Ive noticed theres a significant delay when opening model viewer that
  only
  started recently. It could be that my hardware firewall is blocking
  these
  web accesses and causing this delay. Very strange.
 
 
  - Original Message -
  From: Jurgen Knops [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Sunday, March 19, 2006 2:33 PM
  Subject: RE: [hlcoders] HLMV suddenly trying to access the web?
 
 
  Indeed, since the last update I had the same thing with HLMV
  yesterday ( 18th march )
 
 
 
 http://www.jurgenknops.nl/uploads/half-life2/overigen/HalfLifeModelViewe
 r_In
  ternetToegang.jpg
 
  When I applied the rule for HLMV I had exact the same IP address
  where HLMV will communicate with.. ( 131.107.115.28 ).
 
 
  - Jurgen Knops
 
 
  -Oorspronkelijk bericht-
  Van: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Namens Jed
  Verzonden: zondag 19 maart 2006 15:10
  Aan: hlcoders@list.valvesoftware.com
  Onderwerp: [hlcoders] HLMV suddenly trying to access the web?
 
  Has this happened to anyone else since the last Steam update?
 
  Suddenly, every time I run HLMV my firewall pops up telling me its
  trying to contact an IP on port 80 (http) for some reason. I've
  checked my firewall settings, I've checked my system for viruses and
  I've checked that the executable is the same as the one in the GCF.
 
  I haven't, that I'm aware of, installed or updated anything on my
system but at the moment its ONLY HLMV that has started doing this.
 
  My firewall output is as follows:
 
  http://img116.imageshack.us/img116/2599/hlmvfirewall5qx.gif
 
  - Jed
 
 
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Re: [hlcoders] AI for DODS

2006-03-16 Thread Tim Holt
Off the top of my head, this is what you want to do if you want to replace
npc_combine and/or npc_civilian with german and/or american soldiers from DOD
to use the AI.  Current combat AI for both is quite good and they will fight
and behave reasonably well with a few adjustments, especially to the weapon
effective ranges.

1) Remodel civilian (or combine) NPC model to have DOD:S player model.  You also
will have to do a face graft to get the NPC faces on the DOD:S model so that
they can talk.  This may be the hardest part.

2) Code new weapons.  It's relatively easy to just take the SMG code and derive
a Thompson and MP40 from that code set.

3) There is no direct equivalent to the rifles, though the shotgun does come
fairly close.  You can derive a new K98 and Garand from these weapons.

4) Port the weapon W and V models over, so that NPCs can pick up the guns.

5) Grenades are easy to port - you'll need to replace the models with
appropriate new grenades, plus maybe get in there and remove the ticking and
glowing trail effect.

6) Update the weapon text files and VGUI elements to show DOD weapons in the
different slots for selection.

7) Update ammo box models, HUD ammo display and clip sizes.

8) Update sounds for weapons.

9) Code new NPC entities that derive from npc_combine and npc_civilian.  My
suggestion is you use npc_combine to make germans, and npc_civilian to make
americans.  Then, they will naturally fight each other.

10) Modify sentences.txt to use DOD voice sounds where at all possible.

11) Modify the weapon effective max ranges to better match the DOD weapons.
This is especially true for how ever you do the rifles, as the rifles should
have a very long range.  If you clone the shotgun code for the rifle for
example, you will find that the AI only shoots the rifle in close.

Quoting Matthew [EMAIL PROTECTED]:

 no npcs that i can tell things to do like the combine in hl2
 - Original Message -
 From: Aaron Schiff [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Wednesday, March 15, 2006 11:13 PM
 Subject: Re: [hlcoders] AI for DODS


  --
  [ Picked text/plain from multipart/alternative ]
  what do you want...just bots?
 
  On 3/15/06, Matthew [EMAIL PROTECTED] wrote:
 
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  I am thinking about a mod for dods. It really only requires me to add AI
  to the character models. Is it possible to copy the half life 2 AI or
  would
  I have to program my own AI code?
  --
 
 
 
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Re: [hlcoders] AI for DODS

2006-03-16 Thread Tim Holt
Oh yea, the other reason you want to consider using the shotgun as the basis for
the rifles is the animation stances for the NPCs.  They will lift it up in an
approximate rifle shooting pose.  Other guns don't quite work as well unless
you don't mind someone shooting their rifle from the hip.

Quoting Tim Holt [EMAIL PROTECTED]:

 Off the top of my head, this is what you want to do if you want to replace
 npc_combine and/or npc_civilian with german and/or american soldiers from DOD
 to use the AI.  Current combat AI for both is quite good and they will fight
 and behave reasonably well with a few adjustments, especially to the weapon
 effective ranges.

 1) Remodel civilian (or combine) NPC model to have DOD:S player model.  You
 also
 will have to do a face graft to get the NPC faces on the DOD:S model so
 that
 they can talk.  This may be the hardest part.

 2) Code new weapons.  It's relatively easy to just take the SMG code and
 derive
 a Thompson and MP40 from that code set.

 3) There is no direct equivalent to the rifles, though the shotgun does come
 fairly close.  You can derive a new K98 and Garand from these weapons.

 4) Port the weapon W and V models over, so that NPCs can pick up the guns.

 5) Grenades are easy to port - you'll need to replace the models with
 appropriate new grenades, plus maybe get in there and remove the ticking
 and
 glowing trail effect.

 6) Update the weapon text files and VGUI elements to show DOD weapons in the
 different slots for selection.

 7) Update ammo box models, HUD ammo display and clip sizes.

 8) Update sounds for weapons.

 9) Code new NPC entities that derive from npc_combine and npc_civilian.  My
 suggestion is you use npc_combine to make germans, and npc_civilian to make
 americans.  Then, they will naturally fight each other.

 10) Modify sentences.txt to use DOD voice sounds where at all possible.

 11) Modify the weapon effective max ranges to better match the DOD weapons.
 This is especially true for how ever you do the rifles, as the rifles should
 have a very long range.  If you clone the shotgun code for the rifle for
 example, you will find that the AI only shoots the rifle in close.

 Quoting Matthew [EMAIL PROTECTED]:

  no npcs that i can tell things to do like the combine in hl2
  - Original Message -
  From: Aaron Schiff [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Wednesday, March 15, 2006 11:13 PM
  Subject: Re: [hlcoders] AI for DODS
 
 
   --
   [ Picked text/plain from multipart/alternative ]
   what do you want...just bots?
  
   On 3/15/06, Matthew [EMAIL PROTECTED] wrote:
  
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ]
   I am thinking about a mod for dods. It really only requires me to add AI
   to the character models. Is it possible to copy the half life 2 AI or
   would
   I have to program my own AI code?
   --
  
  
  
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Re: [hlcoders] AI for DODS

2006-03-15 Thread Tim Holt
Are you talking multiplayer or single player?

If single, then what I'd do is take the DOD:S player models and weapon models,
and graft them onto the npc_citizen or npc_combine AI, and then rebuild the
DOD:S weapons to work under HL2.  The whole NPC ai/squad/combat/assault system
lets you create some wonderful structured battles.

I uh... did just this all a while back... but can't talk about it (yet) for
contractural reasons.  Maybe some day.

Quoting Charles Solar [EMAIL PROTECTED]:

 --
 [ Picked text/plain from multipart/alternative ]
 If you are thinking about programming, the best you can do is a server
 plugin.  The current sdk has no support for dod:s.  You can use the skeleton
 plugin to issue commands to add real bots to your levels, but they will not
 fire, they just wander around randomly.  I assume they need nav point in the
 map, but even if someone spent a great amount of time making them I still do
 not think they will fire..
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Re: [hlcoders] Some Positioning Troubles

2006-03-14 Thread Tim Holt
Is it completely failing to find the muzzle attachment point?  I know when
ever I run into a WTF? error it always seems to be something I'm assuming
like that, which actually isn't true.

Quoting Michael Kramer [EMAIL PROTECTED]:

 --
 [ Picked text/plain from multipart/alternative ]
 Im having some positioning troubles, where I want an effect to start from.
 It should shoot the effect from a start pos, to an end pos,

 The start pos is not working. I want it to shoot from the muzzle, to
 tr.endpos. So i have

 Vector startPos;
 QAngle angles;
 GetAttachment( LookupAttachment(muzzle), startPos, angles );

 This should set startPos to the pos of the muzzle, but, it does not.
 In fact, it looks as iff it is shooting from my shoe, well a little bit more
 over , but down on the ground still.

 When I use, Vector vecSrc = pOwner-Weapon_ShootPosition(); It then
 shoots from the middle of the screen, instead of the muzzle.

 Any ideas on what im doing wrong? Or why it will not shoot from the muzzle?

 Thanks

 -Kramer
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[hlcoders] Meetup at GDC?

2006-03-10 Thread Tim Holt
How many listers will be at GDC this year?  I'm attending to go to the Serious
Games Summit (and the conference as a whole).  Anyone else?

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Re: [hlcoders] Overlay Text

2006-02-28 Thread Tim Holt
If you were going to code up the effect yourself, could you just write a VGUI
screen panel (CVGuiScreenPanel) that display the chosen text?  With the VGUI
screen in-game you can pull off some pretty nice displays beyond just text,
plus it scales based on player range.

Depending on your application you could just parent a vgui_screen ent to your
object and have it show the data.

I haven't done a lot with them, but did use them pretty effectively in a medical
simulation prototype to display a live EKG machine trace that drew all info
dynamically.  Have a pic at
http://oregonstate.edu/~holtt/tamucc_hidden/propaq1.jpg that shows it
standalone and http://oregonstate.edu/~holtt/tamucc_hidden/demo_er20007.jpg
shows it in a prototype space.

Quoting John Sheu [EMAIL PROTECTED]:

 On Tue, 2006-02-28 at 16:50 -0700, LDuke wrote:
  I'd like to use IVDebugOverlay::AddEntityTextOverlay to show some
  information on various entities to players. It seems to only work for the
  listen server host, and then only in developer mode.

 AFAIK, this is another one of those feature, not bug situations.  The
 debug overlay is just that: an overlay for use in debugging, not one for
 use in normal gameplay.  Thus it is only visible with cheats on in
 developer mode.  I'm not surprised that it works only for the server
 host as well.

 -John Sheu


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Re: [hlcoders] Tiling maps

2006-02-27 Thread Tim Holt
One of the best tricks for getting the map to feel really big is to decrease the
player size and point of view.  Doing this, scaling everything in the map to
match, plus slowing down the player gives the illusing of much much larger
areas.

It takes a number of edits in the code to make it work.  I had done it once for
an abandoned serious games project.  The easiest way in the long run seems to
have been to make one global scaling constant, then apply it where ever there
was any reference to player size, hull size, speed, point of view height, etc.

Quoting Aaron Schiff [EMAIL PROTECTED]:

 --
 [ Picked text/plain from multipart/alternative ]
 I think it is possible to go into the fgd file and make the map size max
 larger...that way you can fit it all in...only problem would be how hammer
 acts weird with large maps

 you may still have to split it up depending on what you want...if you need
 to use many ents to achieve what you want, you'll need to break it up


 On 2/27/06, Kamran [EMAIL PROTECTED] wrote:
 
  Thinking about it more, I think we could pull it off Valve's way if we
  did a world map like Guild Wars. Not so expansive as Morrowind but still
  enough to be free.
 
  Kamran wrote:
   Alright, but I can't put trees or anything? I am thinking of a
   forest-type area. They'd just see the hills. I read that 3dskyboxes
   can't show models.
  
   At least I really don't have to worry about this at first for my mod.
   We'll be focusing on the city first.
  
   My thinking with the skybox is that it would be a super pain to do. If
   you have one tile, you have 8 tiles around it (four corners + four
   edges) and you'd have to make the skybox have elements from all eight
   maps. If I didn't have to worry about models, it wouldn't be horrible I
   suppose.
  
   Then, my other thought is... what about displacements? I'm talking
   forested areas, it's not flat. I'm wondering how in the heck I'm going
   to try to continue a displacement surface from one map to the next.
  
   Half-life 2... I'm guessing looks seamless because they just copy the
   hallway or whatnot and make it match.
  
   One thing I could do, was be creative and make the maps very hilly and
   forested and then extend them a bit and put the triggers inside more,
   like, maybe before a large hill, so the user couldn't see what was
   beyond, and then when it loads the map it would seem like it matches
   perfectly.
  
   Adam amckern Mckern wrote:
   3dskybox
  
   Thats your best mate - many levels, can use these to
   make it seem seamless or massive - take a look at
   missing infomation (love-tub.com) it shows some
   wonderful 3d sky box's in the e3 levels
  
   --- Kamran [EMAIL PROTECTED] wrote:
  
  
   Do any of you think a Source mod could support
   tiling maps? I've tested
   two square maps where a trigger spans the entire
   length, and loads the
   second map and it works fine (meaning, I walk to the
   far left, and on
   the new map I'm in the same spot).
  
   My real dilemma is how to make it seem seamless
   (i.e. the user doesn't
   know where the end of a map is because he can see
   everything in all
   directions). Would anyone know of ways to do this?
   Would it even be
   possible in a mod?
   --
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Re: [hlcoders] Tiling maps

2006-02-27 Thread Tim Holt
Yea you also have to scale the models as well.  It's not that hard if you have
QC files for them, just adding a scaling value.  Basically there isn't going to
be an easy way to make a huge area no matter how you go at it.

Quoting Kamran [EMAIL PROTECTED]:

 lol, sounds like a chore. Would it make the displacements and everything
 to scale as well? And models?

 Tim Holt wrote:
  One of the best tricks for getting the map to feel really big is to
 decrease the
  player size and point of view.  Doing this, scaling everything in the map
 to
  match, plus slowing down the player gives the illusing of much much larger
  areas.
 
  It takes a number of edits in the code to make it work.  I had done it once
 for
  an abandoned serious games project.  The easiest way in the long run seems
 to
  have been to make one global scaling constant, then apply it where ever
 there
  was any reference to player size, hull size, speed, point of view height,
 etc.
 
  Quoting Aaron Schiff [EMAIL PROTECTED]:
 
 
  --
  [ Picked text/plain from multipart/alternative ]
  I think it is possible to go into the fgd file and make the map size max
  larger...that way you can fit it all in...only problem would be how hammer
  acts weird with large maps
 
  you may still have to split it up depending on what you want...if you need
  to use many ents to achieve what you want, you'll need to break it up
 
 
  On 2/27/06, Kamran [EMAIL PROTECTED] wrote:
 
  Thinking about it more, I think we could pull it off Valve's way if we
  did a world map like Guild Wars. Not so expansive as Morrowind but still
  enough to be free.
 
  Kamran wrote:
 
  Alright, but I can't put trees or anything? I am thinking of a
  forest-type area. They'd just see the hills. I read that 3dskyboxes
  can't show models.
 
  At least I really don't have to worry about this at first for my mod.
  We'll be focusing on the city first.
 
  My thinking with the skybox is that it would be a super pain to do. If
  you have one tile, you have 8 tiles around it (four corners + four
  edges) and you'd have to make the skybox have elements from all eight
  maps. If I didn't have to worry about models, it wouldn't be horrible I
  suppose.
 
  Then, my other thought is... what about displacements? I'm talking
  forested areas, it's not flat. I'm wondering how in the heck I'm going
  to try to continue a displacement surface from one map to the next.
 
  Half-life 2... I'm guessing looks seamless because they just copy the
  hallway or whatnot and make it match.
 
  One thing I could do, was be creative and make the maps very hilly and
  forested and then extend them a bit and put the triggers inside more,
  like, maybe before a large hill, so the user couldn't see what was
  beyond, and then when it loads the map it would seem like it matches
  perfectly.
 
  Adam amckern Mckern wrote:
 
  3dskybox
 
  Thats your best mate - many levels, can use these to
  make it seem seamless or massive - take a look at
  missing infomation (love-tub.com) it shows some
  wonderful 3d sky box's in the e3 levels
 
  --- Kamran [EMAIL PROTECTED] wrote:
 
 
 
  Do any of you think a Source mod could support
  tiling maps? I've tested
  two square maps where a trigger spans the entire
  length, and loads the
  second map and it works fine (meaning, I walk to the
  far left, and on
  the new map I'm in the same spot).
 
  My real dilemma is how to make it seem seamless
  (i.e. the user doesn't
  know where the end of a map is because he can see
  everything in all
  directions). Would anyone know of ways to do this?
  Would it even be
  possible in a mod?
  --
  Kamran A
  Get Firefox! Safer, Faster, Better.
 
 
 
  http://www.spreadfirefox.com/?q=affiliatesid=0t=85
 
 
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  Use Firefox
 
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Developer of CST and ZHLT 3.0 http://www.zhlt.info
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Re: [hlcoders] NPC's In Multiplayer

2006-02-16 Thread Tim Holt
Last time I tried it, an ent_fire player in a MP game (with cheats on)
actually acts on every single player.  I was going to go AFK from an internal
game test and did an ent_fire player ignite for fun - thinking I'd light
myself on fire before I left.  It lit every player on fire in the server...

Quoting Garry Newman [EMAIL PROTECTED]:

 You're probably missing this

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

 the CHL2MPRules::InitDefaultAIRelationships bit.

 I don't think you can ent_fire player in multiplayer because he
 doesn't exist (because there's multiple players). The
 InitDefaultAIRelationships will set the defaults for each class
 (rather than specific entities).

 On 2/16/06, Adam amckern Mckern [EMAIL PROTECTED] wrote:
  NPC's In Multiplayer
 
  I am trying to get my antlionguard to work in MP,
  however, i have updated his SK values, and this
  command to the FoundEnemy function;
 
  engine-ServerCommand( ent_fire npc_antlionguard
  setrelationship \player D_HT 99\);
 
  He wont run around, and find me - as expected with a
  MP NPC, untill i enter the command ent_fire
  npc_antlionguard setrelationship player D_HT 99 What
  i am trying to do is, find out the correct place to
  enter the engine-servercommand, so that the
  antlionguard can come and find me.
 
  Thanks
 
  Adam
 
  
  My Website http://www.ammahls.com
 Lead Programer NightFall http://www.nightfallmod.net
Developer of CST and ZHLT 3.0 http://www.zhlt.info
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RE: [hlcoders] Simulated Animations

2006-02-09 Thread Tim Holt
This and the vectorized aiming idea should get together - dynamic movement of a
player hand in a v_ model seem to go (pun intended) hand in hand.

Quoting Jay Stelly [EMAIL PROTECTED]:

  So you're suggesting to simply replace the RagdollBone() call
  with my own data transformations?

 yes

  When you are editing the matrix given back from
  GetBoneToWrite( boneIndex ), what is the scope of this
  matrix?

 It's just giving you a pointer to a matrix inside pBoneToWorld.  So the
 scope is the same as that data.

  Is it in local space covering only it's position and
  orientation from it's parent bone, or is it global space
  after concatenating all parents?  Basically, what does this
  matrix use for it's origin?

 It's a bone space to world space transform as the name implies.
 Concatenating a any parent transform is up to you.  Look at the code for
 BuildTransformations() and you can see this being done in the case of
 animation.  Ragdolls don't really have hierarchy so they just get the
 data directly from the physics simulation.

  I was looking through all the ragdoll code, and I was
  wondering since I need collision to occur in my model of the
  hand if I needed any other ragdoll code?

 For what it's worth, I probably wouldn't bother with collisions until
 you've got the other part working.  Anyway, that will make the problem a
 lot more complicated.

 If you want the physics system to solve the collisions, then you need to
 create physics objects for the various parts of the hand, yes.  The
 ragdoll code is probably the easiest way to do this provided you also
 want the constraints between the pieces.  It sounds like you don't - but
 I can't tell well enough from your description.

 The ragdoll system does not currently do all of the things you want.  I
 think you should probably use ragdolls plus what the bone followers use
 (shadow control), but since there is no code that currently does both I
 can't really say what problems you'll encounter.  You could also instead
 turn your user input into forces (basically what the vphysics shadow
 controllers do) in your own code as well.

  built and loaded with it's own collision data, but I'm not
  sure how well collision data will update if I manually move
  bone orientations around.

 You can do this, but instead of collisions you'll often get
 penetrations.  Better to push the bones in the direction of the desired
 position.

  I was searching and I couldn't
  even find how the physics told the ragdolls how to move in
  the first place.  Is it updated via the physics.dll behind
  the scenes completely?

 Look for physenv- in the client DLL.  The objects are created using
 that interface (physenv-CreatePolyObject()).  Then physenv-Simulate()
 gets called to advance time in the physics solver.  Then each object
 gets updated by reading through the interface returned by the create.

  I may even be going the wrong way with this.  Somebody else
  suggested I try using Bone Followers, but the Bone Follower
  update doesn't appear to do anything but update a shadow.  In
  fact, the Bone Follower code doesn't appear to do much at all.

 Hopefully you understand how that works a little better now.

  Also, related question but not of major importance as of yet.
   If I wanted to pick things up with this modeled hand, would
  the physics system be good enough?  Give friction and mass to
  all the fingers, then surround an object with the fingers,
  and lifting;  would that actually pick the object up, or
  would it need to be done some other way?

 I think it would basically work, but there will be a bunch of problems -
 oscillation/bouncing/shifting kinds of problems.  But then I've never
 tried it, so I can't say how serious those problems will be and I don't
 know what's acceptable to you.

 Jay

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Re: [hlcoders] Re: Vectorized Aiming - Realism (Guns 101)

2006-02-06 Thread Tim Holt
Why can't anyone just answer the guy's technical question with some insight into
how to do it instead of lecturing him on whether it's proper or not?  Sheesh!

Personally I'd like to use this exact type of thing to allow the player's hand
to interact with things in-view without actually moving the view.  Or to allow
the hand to be fixed and the view to move.  For example a hand poking buttons
or interacting with a VGUI panel which doesn't require the view to move all
over to do so.  Or to allow the player's hand to be actively holding or
pressing on a button (for example) while looking around.  Look too far and you
break the hold.

Specifically I would like to see this for a player using a stethoscope.  Place
it on a patients chest, listen to breathing, turn view a bit and look at EKG
(for example).


Quoting Michael A. Hobson [EMAIL PROTECTED]:

 Dylan:

 Dylan Wreggelsworth writes:

  --
  [ Picked text/plain from multipart/alternative ]
  As far as debating the realism of such an aiming system goes, in the real
  world your weapon is independent of your head and moved by your arms. You
 do
  not run around with the weapon glued to your chin as other games would have
  you believe, at most you move with the gun held in a low ready position.
  When it comes to firing, yes with the weapon down or to the side you will
  not be able to hit anything well, just like real world... Further more
  especially when it comes to pistols the recoil phase causes serious gun
  movement independent of the body.

 Guns 101:


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Re: [hlcoders] Re: Vectorized Aiming - Realism (Guns 101)

2006-02-06 Thread Tim Holt
In my mental design for the medical application, I always figured I'd have the
game behave normally most of the time, but have a modifier key to activate the
aim but don't look mode.  One could alternately have something like this for
look but don't change aim mode.  Think about say a deployed MG in DOD who
could fire, but look around a bit (and shoot blindly while doing so).

I also figured some selectable items (like a stethoscope) would stay on as
long as you held down the mouse.  It would also assume while you held down the
mouse, you'd hold your aim while moving view with mouse.

Quoting DigiChaos [EMAIL PROTECTED]:

 --
 [ Picked text/plain from multipart/alternative ]
 I guess the big question is how are you planning on controlling the gun and
 the head at the same time. Assuming that your mouse will be used for one or
 the other.

 The only way I think your going to be able to accomplish this is to modify
 how the camera works. Currently... when your mouse is moved it moves the
 camera around. Any firing is centered on that camera and the crosshair is
 just an afterthought.

 So you would probably have to change the mouse movement to move the
 crosshair and change the code so that aiming is at the crosshair and not the
 center of the camera. Then make the camera move when your crosshair gets to
 the edges.

 Ultimately this is going to act strangely un-realistic unless you use two
 mice or something. I can't really think of a better way, maybe you can :)


 On 2/6/06, Jason Houston [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  This is ridiculous, because a 9mm
  pistol round has considerable muzzle drop beyond that range and must be
  compensated for by elevating the barrel and aiming with utmost care
 
  simulating bullets in games is easy, replace the traceline crap with a
  really really fast crossbow bolt type thing with a little bullet model,
  make
  it obey gravity and give a certain amount of damage for how hard it hits,
  so
  shots become less effective over range. BGII uses it atm(check out
  dlls/bg2/bullet.cpp in our source code, available on the site or on a SVN
  repo)
 
  This isn't recommended for games using fully automatic weapons though, as
  the extra entities whizzing about can be taxing on the server, and might
  cause some network lag as well in extreme cases. But then again, our guns
  fire once and require a 7 second reload, so we haven't really tested the
  effect on the server when there are too many bullets flying. Single player
  would be fine though, I think Max Payne used a similar thing, but the
  bulllets didn't drop or slow down.
 
  We have found players learn to aim better when they can get a feel for the
  speed and drop of each gun, accuracy becomes less dependant on a random
  angle, and more on the speed of the bullet.
 
  I plan to some time create a little trap shooting game with source to see
  if
  I can accuratly simulate the shot string and the tiny delay before the
  shot
  leaves the barrel(so you have to keep moving the gun untill the target is
  destroyed)
 
 
  --
  Draco
  --
 
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Re: [hlcoders] Setting current animation to a specific frame

2006-02-01 Thread Tim Holt
Welcome to the internet! :^)

Quoting Aaron Schiff [EMAIL PROTECTED]:

 ...you'll experience jerks

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Re: [hlcoders] Vectorized Aiming

2006-01-30 Thread Tim Holt
So I never tried it, but I was thinking of doing the same thing for a medical
simulation I was working on a while back.  Specifically, I wanted the player to
be able to place and use a stethoscope (done as a weapon) while watching an EKG
type readout.

Good luck on it, it would be worth giving it a try.  Being able to watch one
thing while aiming at another might be interesting for an FPS.  It might be a
bit odd at first when it comes to movement - as fine movement might be kind of
hard (a lot of wild gun movement).  But maybe consider having it be an alt fire
mode of some kind?

Quoting Dylan Wreggelsworth [EMAIL PROTECTED]:

 Has anyone succeeded at vectorized aiming?

 Most games have the head, camera, crosshairs all fixed aiming at one
 vector. The method i am trying to implement seperates the arms/weapon
 of the player from the head in a manner that allows for more realistic
 aiming. IE: Imagine two cones, the smaller innermost cone is the
 degrees of movement allowed for the gun and arms to travel in a free
 floating way without impacting the player orientation, when the gun
 hits the edges of this cone the head and torso/player pivot in that
 direction (like a regular aiming system).

  I am currently in the process of working through the logic involved,
 but if anyone has had any luck and is willing to compare notes, it
 would be greatly appreciated. :)

  Thanks for a great list people!

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Re: [hlcoders] Blind project

2006-01-24 Thread Tim Holt
Che, I have forwarded your email on to a serious games mail list which is
frequented by game developers interested in education, training and so forth.
They might find it interesting.

Here's an idea to toss out there.  What about creating a system where
descriptions of textures could be placed in a localized text file.  When the
player looked at a texture and asked for a description, they would get one.  It
doesn't help with spatial awareness but it does help with environment
description.  Just simple descriptions like Old weathered brick or Shiny
metal door might be interesting.

The same idea could be applied to prop models in the game.  Looking at a light
fixture gives you A light with a bare bulb or one might see A broken hole in
the concrete floor

For implementation, I think one would just project a vector to where the player
is looking.  Then see what texture it intersected and describe that texture.
Or see if it intersects a model, in which case one gets a model description.
Then some kind of text file would list each texture by name and an accompanying
description.  The same with each model name.  Wildcards would be useful, so that
for example any texture with the word brick in it would be described as
Brick unless there was a more exact match to the given texture.

Tim Holt

Quoting Che [EMAIL PROTECTED]:

   Hey Alexander,
   Of course, please post what you can far and wide.  Feel free to give out
 my email address [EMAIL PROTECTED]

   And many thanks for this.
   Also, I am doing research on various console commands that will help the
 blind player, as accessing the menus is tricky without sight.  Do you know
 of any sites that would list the frequently used deathmatch commands?
 Specifically, I am hoping to be able to launch a multi player session/map
 from the console, including inputting the correct server and required
 information.
   Thanks for any help,
   Che
 - Original Message -
 From: Alexander Galerakis [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Tuesday, January 24, 2006 4:49 PM
 Subject: Re: [hlcoders] Blind project


  Hello Che,
  this is certainly for a noble cause. I can't help with the development but
  I
  have posted your message on my HL2  Steam news website, Mod HQ, to
  hopefully get more people's attention. If you are not ok with that for any
  reason I can remove it of course, just ask. Good luck with this project, I
  hope you get the help you need!
 
  Regards,
  Alexander Galerakis
  Webmaster for Mod HQ
  www.mod-hq.com
 
 
  - Original Message -
  From: Che [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Wednesday, January 25, 2006 12:05 AM
  Subject: [hlcoders] Blind project
 
 
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
   Greetings,
   My name is Che Martin and I am a blind player of hl2.  This is
  accomplished by using a piece of software that turns images into
  decipherable sounds.  You can get an overview of this software if you wish
  at www.seeingwithsound.com.
   I am attempting to get a project off the ground so that blind users of
  this software can use hl2 to train with the software.
   I am looking for a couple of very basic levels, maybe two or three rooms
  each with simple black and white textures so the user doesn't get
  overloaded
  with visual information.  Also, two audio modifications would help
  tremendously, having a player generate a sound when they move so they can
  be
  tracked, and possibly a sound generated when you have a target in your
  aiming reticle.
   I have some background with visual basic and c+, and I think I can do
  some
  of the coding if someone can point me in the right direction, but for
  level
  creation, I definately need someone that can see.
   If you are interested in helping with this project, or know someone who
  might be, please let me know.  You can email me directly at
  [EMAIL PROTECTED] if you like.
   The main purpose of this project is to help folks understand and train
  with the seeing with sound software, and hopefully have some fun while
  doing
  it.  If you would like to be a part of this worthwhile effort, we welcome
  any and all assistance.
   Thanks,
   Che Martin
   [EMAIL PROTECTED]
  www.linksForBlinks.com
  --
 
 
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
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Re: [hlcoders] Blind project

2006-01-24 Thread Tim Holt
I could create the levels for you - the software part I unfortunately don't have
time for, thought I am interested in the idea.

When you say black and white textures, do you mean having a wall be all black,
or a floor all white, or more a mixture like a checkerboard pattern?

Tim

Quoting Che [EMAIL PROTECTED]:

   Hi Tim,
   Yes, I think that would be very informative.  I don't know how much if at
 all hl2's engine can interact with other software, but if it could be made
 to talk with our screenreaders, that would open up an entire world of
 possibilities.
   At this point however, I would be satisfied with just getting a couple of
 simple levels done and a audio mod that would allow one to track other
 players by sound.
   One thing in the future that would be nice is an audio file to play when
 you picked up a weapon or ammo or health that would say the name of the item
 you picked up.
  Is that sort of thing doable?
   Many thanks,
   Che
 - Original Message -
 From: Tim Holt [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com; Che [EMAIL PROTECTED]
 Cc: hlcoders@list.valvesoftware.com
 Sent: Tuesday, January 24, 2006 5:41 PM
 Subject: Re: [hlcoders] Blind project


 Che, I have forwarded your email on to a serious games mail list which is
 frequented by game developers interested in education, training and so
 forth.
 They might find it interesting.

 Here's an idea to toss out there.  What about creating a system where
 descriptions of textures could be placed in a localized text file.  When the
 player looked at a texture and asked for a description, they would get one.
 It
 doesn't help with spatial awareness but it does help with environment
 description.  Just simple descriptions like Old weathered brick or Shiny
 metal door might be interesting.

 The same idea could be applied to prop models in the game.  Looking at a
 light
 fixture gives you A light with a bare bulb or one might see A broken hole
 in
 the concrete floor

 For implementation, I think one would just project a vector to where the
 player
 is looking.  Then see what texture it intersected and describe that texture.
 Or see if it intersects a model, in which case one gets a model description.
 Then some kind of text file would list each texture by name and an
 accompanying
 description.  The same with each model name.  Wildcards would be useful, so
 that
 for example any texture with the word brick in it would be described as
 Brick unless there was a more exact match to the given texture.

 Tim Holt

 Quoting Che [EMAIL PROTECTED]:

Hey Alexander,
Of course, please post what you can far and wide.  Feel free to give out
  my email address [EMAIL PROTECTED]
 
And many thanks for this.
Also, I am doing research on various console commands that will help the
  blind player, as accessing the menus is tricky without sight.  Do you know
  of any sites that would list the frequently used deathmatch commands?
  Specifically, I am hoping to be able to launch a multi player session/map
  from the console, including inputting the correct server and required
  information.
Thanks for any help,
Che
  - Original Message -
  From: Alexander Galerakis [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Tuesday, January 24, 2006 4:49 PM
  Subject: Re: [hlcoders] Blind project
 
 
   Hello Che,
   this is certainly for a noble cause. I can't help with the development
   but
   I
   have posted your message on my HL2  Steam news website, Mod HQ, to
   hopefully get more people's attention. If you are not ok with that for
   any
   reason I can remove it of course, just ask. Good luck with this project,
   I
   hope you get the help you need!
  
   Regards,
   Alexander Galerakis
   Webmaster for Mod HQ
   www.mod-hq.com
  
  
   - Original Message -
   From: Che [EMAIL PROTECTED]
   To: hlcoders@list.valvesoftware.com
   Sent: Wednesday, January 25, 2006 12:05 AM
   Subject: [hlcoders] Blind project
  
  
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ]
Greetings,
My name is Che Martin and I am a blind player of hl2.  This is
   accomplished by using a piece of software that turns images into
   decipherable sounds.  You can get an overview of this software if you
   wish
   at www.seeingwithsound.com.
I am attempting to get a project off the ground so that blind users of
   this software can use hl2 to train with the software.
I am looking for a couple of very basic levels, maybe two or three
   rooms
   each with simple black and white textures so the user doesn't get
   overloaded
   with visual information.  Also, two audio modifications would help
   tremendously, having a player generate a sound when they move so they
   can
   be
   tracked, and possibly a sound generated when you have a target in your
   aiming reticle.
I have some background with visual basic and c+, and I think I can do
   some

Re: [hlcoders] Blind project

2006-01-24 Thread Tim Holt
Ah I think i understand what you mean about a black and white level.  I
downloaded the vOICe software from http://www.seeingwithsound.com/.  I get now
how it creates different sounds based on an image.  I pasted below a
description from the website for those that are curious about how it works.

--- begin quote ---
There are three simple rules in the general image to sound mapping of greyscale
camera images, each rule dealing with one fundamental aspect of vision: rule 1
concerns left and right, rule 2 concerns up and down, and rule 3 concerns dark
and light. The actual rules of the game are

1. Left and Right.

Video is sounded in a left to right scanning order, by default at a rate of one
image snapshot per second. You will hear the stereo sound pan from left to
right correspondingly. Hearing some sound on your left or right thus means
having a corresponding visual pattern on your left or right, respectively.

2. Up and Down.

During every scan, pitch means elevation: the higher the pitch, the higher the
position of the visual pattern. Consequently, if the pitch goes up or down, you
have a rising or falling visual pattern, respectively.

3. Dark and Light.

Loudness means brightness: the louder the brighter. Consequently, silence means
black, and a loud sound means white, and anything in between is a shade of
grey.

--- end quote ---



Quoting Tim Holt [EMAIL PROTECTED]:

 I could create the levels for you - the software part I unfortunately don't
 have
 time for, thought I am interested in the idea.

 When you say black and white textures, do you mean having a wall be all
 black,
 or a floor all white, or more a mixture like a checkerboard pattern?

 Tim

 Quoting Che [EMAIL PROTECTED]:

Hi Tim,
Yes, I think that would be very informative.  I don't know how much if at
  all hl2's engine can interact with other software, but if it could be made
  to talk with our screenreaders, that would open up an entire world of
  possibilities.
At this point however, I would be satisfied with just getting a couple of
  simple levels done and a audio mod that would allow one to track other
  players by sound.
One thing in the future that would be nice is an audio file to play when
  you picked up a weapon or ammo or health that would say the name of the
 item
  you picked up.
   Is that sort of thing doable?
Many thanks,
Che
  - Original Message -
  From: Tim Holt [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com; Che [EMAIL PROTECTED]
  Cc: hlcoders@list.valvesoftware.com
  Sent: Tuesday, January 24, 2006 5:41 PM
  Subject: Re: [hlcoders] Blind project
 
 
  Che, I have forwarded your email on to a serious games mail list which is
  frequented by game developers interested in education, training and so
  forth.
  They might find it interesting.
 
  Here's an idea to toss out there.  What about creating a system where
  descriptions of textures could be placed in a localized text file.  When
 the
  player looked at a texture and asked for a description, they would get one.
  It
  doesn't help with spatial awareness but it does help with environment
  description.  Just simple descriptions like Old weathered brick or Shiny
  metal door might be interesting.
 
  The same idea could be applied to prop models in the game.  Looking at a
  light
  fixture gives you A light with a bare bulb or one might see A broken
 hole
  in
  the concrete floor
 
  For implementation, I think one would just project a vector to where the
  player
  is looking.  Then see what texture it intersected and describe that
 texture.
  Or see if it intersects a model, in which case one gets a model
 description.
  Then some kind of text file would list each texture by name and an
  accompanying
  description.  The same with each model name.  Wildcards would be useful, so
  that
  for example any texture with the word brick in it would be described as
  Brick unless there was a more exact match to the given texture.
 
  Tim Holt
 
  Quoting Che [EMAIL PROTECTED]:
 
 Hey Alexander,
 Of course, please post what you can far and wide.  Feel free to give
 out
   my email address [EMAIL PROTECTED]
  
 And many thanks for this.
 Also, I am doing research on various console commands that will help
 the
   blind player, as accessing the menus is tricky without sight.  Do you
 know
   of any sites that would list the frequently used deathmatch commands?
   Specifically, I am hoping to be able to launch a multi player session/map
   from the console, including inputting the correct server and required
   information.
 Thanks for any help,
 Che
   - Original Message -
   From: Alexander Galerakis [EMAIL PROTECTED]
   To: hlcoders@list.valvesoftware.com
   Sent: Tuesday, January 24, 2006 4:49 PM
   Subject: Re: [hlcoders] Blind project
  
  
Hello Che,
this is certainly for a noble cause. I can't help with the development
but
I
have posted your message on my HL2  Steam

Re: [hlcoders] Source SDK Update Released

2006-01-17 Thread Tim Holt
Grr... broke mdldecompiler.exe - giving the Extra App ID set to 211, but no
SteamAppID. error when you browse to the .mdl to decompiler.  Dave, etc. -
think you could help us understand why this error occurs, what tool makers can
do to fix it?

Quoting David Speyrer [EMAIL PROTECTED]:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 A major update to the Source SDK has been released on Steam. Included in
 this update are major features and fixes for the tools in the Source
 SDK. More information can be found be reading the release notes here:
 http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes
 We are working on an update to the SDK codebase for a future release.
 Thank you to all our SDK Beta testers for helping with this release.

 --

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Re: [hlcoders] Source SDK Update Released

2006-01-17 Thread Tim Holt
Worked fine for me until update. Not with the beta SDK though.

Quoting Aaron Schiff [EMAIL PROTECTED]:

 --
 [ Picked text/plain from multipart/alternative ]
 it's been broken for a while

 On 1/17/06, Tim Holt [EMAIL PROTECTED] wrote:
 
  Grr... broke mdldecompiler.exe - giving the Extra App ID set to 211, but
  no
  SteamAppID. error when you browse to the .mdl to decompiler.  Dave, etc.
  -
  think you could help us understand why this error occurs, what tool makers
  can
  do to fix it?
 
  Quoting David Speyrer [EMAIL PROTECTED]:
 
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ]
   A major update to the Source SDK has been released on Steam. Included in
   this update are major features and fixes for the tools in the Source
   SDK. More information can be found be reading the release notes here:
   http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes
   We are working on an update to the SDK codebase for a future release.
   Thank you to all our SDK Beta testers for helping with this release.
  
   --
  
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  please
   visit:
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Re: [hlcoders] Creating wireless networking with half-life 2 engine

2006-01-07 Thread Tim Holt
If you haven't done so go check out Darwinia.  It's got various little
particle things that are kind of cool in a cyber space way.

Quoting Julian Moschüring [EMAIL PROTECTED]:

 hey,
 so, you only want to graphically simulate WLan AdHoc networks with the
 source engine and make the physical communication and the osi layers
 visible without attaching the graphics to any real communication? Just
 for presentation purposes? Sounds funny, I want to see it when it's
 finished :-)
 Should be possible, it's just a hl2 mod without guns and players and
 winning and this stuff ;-)

 The explosions in hl2 should be a useful start, but they are not
 propagating as far as i know, they are just there in a sphere with less
 damage for objects that are farther away (you could use that as signal
 strength ) and more when they are near but all damage is done at one
 moment, but you can change that, furthermore you have to visualize it in
 some way, with some kind of rays. Should all be possible but it's very
 much work.
 Do you need any user interaction, if not it would be easier to make
 little simulations with 3dsm, xsi or some other 3d modelling, animation
 and rendering program. I will go to sleep now! bye
 -archy

 sykes schrieb:

 Dude, I want what ever ur smokin ;D
 On Sat, 07 Jan 2006 22:44:44 +0100, Christopher Kunz wrote
 
 
 Hi,
 
 I'm new to the list, so please bear with me :)
 I am currently in a fairly unusual project: For a my master's
 studies at Hanover University, I and a partner have been given the
 task of evaluating MANET (Mobile AdHoc Networks) simulation
 possibilities using the Half-Life 2 engine. That means we're
 supposed to create some kind of a radio wave model, ad-hoc
 connections and (ideally) IP networking. The result would then be a
 realtime 3D simulation of a WiFi or Bluetooth ad-hoc network.
 
 Luckily, the OSI layer model allows us to break the task down into smaller
 subtasks, ranging from the physical to the application layer.
 Probably, everything above Layer 3 or 4 is not interesting for our
 purposes.
 
 So far, we are still thinking about how to implement the physical
 layer in HL². What we need is a free-space propagation model
 including packet travel through air and if possible re- and
 deflection as well as materials support. Our idea was to hook into
 an NPC's OnTakeDamage function and use explosions (which seem to be
 circular or spherical in their pressure wave) as packet emitters. The
 RadiusDamage stuff seems to be ideal for simulating a free-space
 propagation for radio signales. We would then have to put some kind
 of payload data into the explosion event... or something like that.
 
 Does anyone on the list have any insight if this approach is
 feasible at all? Do you have better ideas for us?
 
 Thanks for your input,
 
 --ck
 
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[hlcoders] Brainstorm with me? How to create desert mirage effect?

2006-01-07 Thread Tim Holt
I was wondering if anyone has any thoughts on how to create a desert mirage
effect in a game.  Something like the effect you see on the runway in the
picture at http://www.defenselink.mil/photos/Mar1998/980312-F-7910D-007.html

It's basically a very strong refraction that effectively is creating a
reflection of the sky, so I was wondering if one could start with the water
shader and either go with the surface reflection method or even crank up the
refraction to match how a real mirage works.  Modify it so that it was only
visible at a long distance and high incident angle between the viewer and the
normal surface.  Then create a flat thin brush of the mirage material over
the surface of a large flat area such as a runway or desert floor.

Thoughts?

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[hlcoders] Successful mod team tips and warstories?

2005-12-29 Thread Tim Holt
I put up a new page on the Valve Wiki to talk about what makes a successful mod
team.  I thought I'd email here to see if I could get a few additions and war
stories from you the list members, since many of you have recognizable names as
long time mod developers, etc.

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


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Re: [hlcoders] A modification of shot distribution for Source

2005-12-20 Thread Tim Holt
I wondered about that as well Jorge.  Valve's way is effective, but potentially
inefficient.

One thing that really bothers me about it is the whole bias thing.  It makes me
wonder how much it could influence a distribution of points.  Also, the bias
will be applied in a cartesian coordinate space, not polar coordinate space -
which would then lead to unequal distributions of points given the while loop
filtering.

BTW - feel free to use/post/modify this code.  I was tempted to put it on the
Wiki - but if someone beats me to it that's ok by me :^)

Tim

Quoting Jorge Rodriguez [EMAIL PROTECTED]:

 Tim Holt wrote:

 I coded up a new version of shot_manipulator.h this morning which some
 people
 might be intersted in using.  What it does is replace the calculation method
 for random shot point generation with a biased calculation that
 statistically
 puts more bullets in the middle of the circle than on the edges.  It's
 probably
 closer to what a real gun does in terms of bullet spread, plus gives players
 more accuracy while at the same time allowing for off bullets at times.
 Nerfing a gun by just increasing the shot spread using a pure random shot
 pattern is too... shall we say random in the eyes of some :^)
 
 The calculation is done by generating a random polar coordinate and
 converting
 it to X, Y - which introduces an interesting bias in the shots.  Links to
 two
 articles that describe why at the end of email.  Check out
 http://mathworld.wolfram.com/images/eps-gif/CircularDistribution_1000.gif
 for a
 picture that's representative of what it can do.  The pattern on left is
 like
 what this code does, the pattern on right what Valve's default code does.
 
 The source code is available at
 http://www.orst.edu/~holtt/shot_manipulator.h
 
 You'll see that it has two versions of ApplySpread - one named
 ApplySpreadBIAS
 and the other ApplySpreadVALVE.  ApplySpreadBIAS returns the biased shot
 pattern and ApplySpreadVALVE is the default purely random distribution one.
 ApplySpread is also defined, and just in turn calls either ApplySpreadBIAS
 or
 ApplySpreadVALVE.
 
 Check out

http://home.wlu.edu/~mcraea/GeometricProbabilityFolder/ApplicationsConvexSets/Problem16/Problem16.html
 for an article describing methods of calculating random points in/on a
 circle
 which goes over how the bias can be introduced.  Also see
 http://mathworld.wolfram.com/DiskPointPicking.html as well.
 
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 What about a version that replaces Valve's version with a x = sqrt(r) *
 cos(t); y = sqrt(r) * sin(t); etc version? Valve's code has
 approximately 1/4 chance of falling outside the circle, and if this
 happens, Valve code loops until it falls inside. Doing a sqrt and a cos
 may be slower then Valve's way if the the 3/4 chance occurs, but this
 could theoretically take an infinite amount of time if the player is
 unlucky enough to have all his shots fall within the 1/4 chance. I would
 prefer the sqrt/cos way.

 --
 Jorge Vino Rodriguez



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[hlcoders] A modification of shot distribution for Source

2005-12-18 Thread Tim Holt
I coded up a new version of shot_manipulator.h this morning which some people
might be intersted in using.  What it does is replace the calculation method
for random shot point generation with a biased calculation that statistically
puts more bullets in the middle of the circle than on the edges.  It's probably
closer to what a real gun does in terms of bullet spread, plus gives players
more accuracy while at the same time allowing for off bullets at times.
Nerfing a gun by just increasing the shot spread using a pure random shot
pattern is too... shall we say random in the eyes of some :^)

The calculation is done by generating a random polar coordinate and converting
it to X, Y - which introduces an interesting bias in the shots.  Links to two
articles that describe why at the end of email.  Check out
http://mathworld.wolfram.com/images/eps-gif/CircularDistribution_1000.gif for a
picture that's representative of what it can do.  The pattern on left is like
what this code does, the pattern on right what Valve's default code does.

The source code is available at
http://www.orst.edu/~holtt/shot_manipulator.h

You'll see that it has two versions of ApplySpread - one named ApplySpreadBIAS
and the other ApplySpreadVALVE.  ApplySpreadBIAS returns the biased shot
pattern and ApplySpreadVALVE is the default purely random distribution one.
ApplySpread is also defined, and just in turn calls either ApplySpreadBIAS or
ApplySpreadVALVE.

Check out
http://home.wlu.edu/~mcraea/GeometricProbabilityFolder/ApplicationsConvexSets/Problem16/Problem16.html
for an article describing methods of calculating random points in/on a circle
which goes over how the bias can be introduced.  Also see
http://mathworld.wolfram.com/DiskPointPicking.html as well.

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Re: [hlcoders] New weapons system

2005-12-16 Thread Tim Holt
The idea also of programatically controlling the locations of the viewmodel
hands is interesting too.  Programatically as in you say Put attachment point
X on view model at given coordinate.  I was talking about this at a conference
a while back for medical applications.  I wanted to have a player hold a
stethoscope in their hand, and have it actually touch what ever surface (the
patient) was in front of the user, not just do a generic arm extend.  Or have
the player grab or hold or somehow put hands on a fixed object that doesn't
move.

The idea is to make it like how it is in say XSI.  You grab a model's hand and
move it around, and the arm just goes with it like it was a marionette or
puppet.

For example...

Let a view model hand push buttons or interact with non-moving world objects (or
appear to) when using them.  For example if the player had to hold down a
button, they might switch to hands mode (put down the gun!), put their xhair
on the button, then hit the mouse button.  Hand extends to pointing finger and
holds down button as long as player holds down mouse button.  If player moves
their view around (mouselooks or moves), the hand keeps on target.  If player
moves too far off target, the hand lets go.

Let melee type weapons (or other physical touch/hit type objects) actually
impact and stop moving on impact with objects or targets.  Sword fights with
NPCs?  Crowbar goes clunk not just swish?

Let the player actually pick up an object - not the floating in front of you
style.  This would be tricky because making the hand actually grasp an
aribtrary object would be difficult.  One could I suppose do some basic stuff
based on the approximate size of the phys object being picked up.  Small and
light?  One hand generic grab.  Large and/or heavy?  Two hand grab where hands
just grip either side of the object.


Quoting DrBob [EMAIL PROTECTED]:

 I have quite a radical (probably overblown) idea for a way to handle
 weapons, weapon animations, etc. for a more weapon-based game than CS:S
 (something more akin to Raven Shield).
 Instead of each weapon model having some hands in it, and all the
 animations based around this, why not have each weapon just have a set
 of attachment points where the usual finger positions on the grips,
 trigger, etc. are, and corresponding ones on a hand model? (On the
 surface of the skin, and the surface of the gun, of course.) When you
 want a gun to appear on screen with some hands, you link each hand
 attachment point to the corresponding weapon attachment point (e.g.
 hand_finger01 - gun_grip01_finger01)
 With regards to weapon animations such as reloading, it would be the
 attachment points on the weapon that move around, guiding the hands (so
 to speak) into doing a nice animation - the hands would be ragdolled,
 effectively (a cut-down ragdoll mode without collisions, for example),
 by the attachment points on the gun model. For example, with a reload
 animation, the attachment points for the hand on the gun barrel grip
 would float their way to the clip's surface, move down with it as it
 moves, and so on.
 In fact, this could be taken a step further, with a weapon itself being
 only the stripped-down weapon body (no silencer in the normal model -
 the M4A1 has animations for with a silencer and without, no clip, no
 scope, etc.), with attachment points for such things (silencer, clip,
 scope, etc.). At buy-time, the player would then be able to choose which
 addons to buy for his gun - what type of silencer, what type of ammo and
 how big the clip should be, what type of scope if any, etc.; and these
 would all be attached to the gun, and removable during gameplay.
 Managing to animate this using the aforementioned moving attachment
 method would be slightly more complex (I haven't thought about it much
 yet), but would be possible.

 My question to you (finally) is: is this feasible, and what sort of
 overhead would it put on a game - would it be considerably more laggy
 than the current system?

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[hlcoders] Comparing bullet spread methods in Source and GoldSrc

2005-12-16 Thread Tim Holt
I was looking at the base code that calculates bullet cone of fire or
randomness in Source today, and comparing it with the calculation method in
GoldSrc (HL1).  They are different.   I'm curious if anyone could help me grok
the differences, and just what the effect would be for bullet spread.

First, here's the code in shot_manipulator.h that Source uses...

//-
// Take a vector (direction) and another vector (spread)
// and modify the direction to point somewhere within the
// spread. This used to live iApplySpreadnside FireBullets.
//-
inline const Vector CShotManipulator::ApplySpread( const Vector vecSpread,
float bias )
{
// get circular gaussian spread
float x, y, z;

if ( bias  1.0 )
bias = 1.0;
else if ( bias  0.0 )
bias = 0.0;

float shotBiasMin = ai_shot_bias_min.GetFloat();
float shotBiasMax = ai_shot_bias_max.GetFloat();

// 1.0 gaussian, 0.0 is flat, -1.0 is inverse gaussian
float shotBias = ( ( shotBiasMax - shotBiasMin ) * bias ) + shotBiasMin;

float flatness = ( fabsf(shotBias) * 0.5 );

do
{
x = random-RandomFloat(-1,1) * flatness + 
random-RandomFloat(-1,1) * (1 -
flatness);
y = random-RandomFloat(-1,1) * flatness + 
random-RandomFloat(-1,1) * (1 -
flatness);
if ( shotBias  0 )
{
x = ( x = 0 ) ? 1.0 - x : -1.0 - x;
y = ( y = 0 ) ? 1.0 - y : -1.0 - y;
}
z = x*x+y*y;
} while (z  1);

m_vecResult = m_vecShotDirection + x * vecSpread.x * m_vecRight + y *
vecSpread.y * m_vecUp;

return m_vecResult;
}



Here is the code that GoldSrc (HL1) uses...


x = UTIL_SharedRandomFloat( shared_rand + iShot, -0.5, 0.5 )
  + UTIL_SharedRandomFloat( shared_rand + ( 1 + iShot ) , -0.5, 0.5 );
y = UTIL_SharedRandomFloat( shared_rand + ( 2 + iShot ), -0.5, 0.5 )
  + UTIL_SharedRandomFloat( shared_rand + ( 3 + iShot ), -0.5, 0.5 );
z = x * x + y * y;

Vector vecDir = vecDirShooting
  + x * vecSpread.x * vecRight
+
y * vecSpread.y * vecUp;

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[hlcoders] Comparing bullet spread methods in Source and GoldSrc (RESEND)

2005-12-16 Thread Tim Holt
Woops - hit send button while editing - here's the right one...


I was looking at the base code that calculates bullet cone of fire or
randomness in Source today, and comparing it with the calculation method in
GoldSrc (HL1).  They are different.   I'm curious if anyone could help me
grok the differences, and just what the effect would be for bullet spread.


First, here's the code in shot_manipulator.h that Source uses...

   if ( bias  1.0 )
   bias = 1.0;
   else if ( bias  0.0 )
   bias = 0.0;

   float shotBiasMin = ai_shot_bias_min.GetFloat();
   float shotBiasMax = ai_shot_bias_max.GetFloat();

   // 1.0 gaussian, 0.0 is flat, -1.0 is inverse gaussian
   float shotBias = ( ( shotBiasMax - shotBiasMin ) * bias ) + shotBiasMin;

   float flatness = ( fabsf(shotBias) * 0.5 );

   do
   {
   x = random-RandomFloat(-1,1) * flatness
 + random-RandomFloat(-1,1) * (1 - flatness);
   y = random-RandomFloat(-1,1) * flatness
 + random-RandomFloat(-1,1) * (1 - flatness);
   if ( shotBias  0 )
   {
   x = ( x = 0 ) ? 1.0 - x : -1.0 - x;
   y = ( y = 0 ) ? 1.0 - y : -1.0 - y;
   }
   z = x*x+y*y;
   } while (z  1);

   m_vecResult = m_vecShotDirection
   + x * vecSpread.x * m_vecRight
   + y * vecSpread.y * m_vecUp;


Here is the (I think) equivalent code that GoldSrc (HL1) uses...

 x = UTIL_SharedRandomFloat( shared_rand + iShot, -0.5, 0.5 )
   + UTIL_SharedRandomFloat( shared_rand + ( 1 + iShot ) , -0.5, 0.5 );
 y = UTIL_SharedRandomFloat( shared_rand + ( 2 + iShot ), -0.5, 0.5 )
   + UTIL_SharedRandomFloat( shared_rand + ( 3 + iShot ), -0.5, 0.5 );
 z = x * x + y * y;

 Vector vecDir = vecDirShooting
   + x * vecSpread.x * vecRight
   + y * vecSpread.y * vecUp;


So you can see how the X and Y are calculated differently in the two.  Source
has a bias value that influences how it works.  Source also loops until you
get an X and Y that lay inside of a circle (that while loop on Z) but GoldSrc
doesn't.

So basically, what will the difference be between these two systems?  What will
the bias value's influece be on the randomness?

I actually started looking into this because I want to code a weighted
randomness - with more points concentrated in the middle.  Take a look at
http://mathworld.wolfram.com/DiskPointPicking.html for an article about how NOT
to do this (ironically).


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Re: [hlcoders] Comparing bullet spread methods in Source and GoldSrc (RESEND)

2005-12-16 Thread Tim Holt
Answering my own question a bit maybe. Someone check my math on this?  I may
have missed something...

If you go with straight default values, you have...

   bias = 1.0;
   shotBiasMin = -1.0;
   shotBiasMax = 1.0;

Applying those values to the forumula below, you get

   shotBias = ((1.0 - -1.0) * 1.0) + -1.0
= ((2.0) * 1.0) + -1.0
= 1.0
   flatness = 1.0 * 0.5
= 0.5

Now - the random number generators use that flatness value, and essentially are
going to be cranking out values of X and Y that will vary from -1 to +1.  And
this is where it really changes from GoldSrc.  GoldSrc calculates a random
number from -0.5 to +0.5.  Meaning GoldSrc has a shot pattern that's HALF THE
SIZE of Source, if I did my math right.  Which means (again if I did this
right) you need to make your vecSpread be half the size in Source that it was
in GoldSrc to get the same accuracy.

The other difference is the while loop.  The while look in the Source version
keeps all points inside of a circle, whereas the GoldSrc version ends up
creating a distribution of points in a square.

It's worth noting that an alternate way to calculate a random point in a circle
without the randomness would be as follows...

float x, y, r, theta;

r = RandomFloat(0, 1);
theta  = RandomFloat (0, 2_PI);
x = sqrt(r) * cos(theta);
y = sqrt(r) * sin(theta);

More trig, less looping until you get a good number.

This is from http://mathworld.wolfram.com/DiskPointPicking.html




 Woops - hit send button while editing - here's the right one...


 I was looking at the base code that calculates bullet cone of fire or
 randomness in Source today, and comparing it with the calculation method in
 GoldSrc (HL1).  They are different.   I'm curious if anyone could help me
 grok the differences, and just what the effect would be for bullet spread.


 First, here's the code in shot_manipulator.h that Source uses...

  if ( bias  1.0 )
  bias = 1.0;
  else if ( bias  0.0 )
  bias = 0.0;
 
  float shotBiasMin = ai_shot_bias_min.GetFloat();
  float shotBiasMax = ai_shot_bias_max.GetFloat();
 
  // 1.0 gaussian, 0.0 is flat, -1.0 is inverse gaussian
  float shotBias = ( ( shotBiasMax - shotBiasMin ) * bias ) + shotBiasMin;
 
  float flatness = ( fabsf(shotBias) * 0.5 );
 
  do
  {
  x = random-RandomFloat(-1,1) * flatness
  + random-RandomFloat(-1,1) * (1 - flatness);
  y = random-RandomFloat(-1,1) * flatness
  + random-RandomFloat(-1,1) * (1 - flatness);
  if ( shotBias  0 )
  {
  x = ( x = 0 ) ? 1.0 - x : -1.0 - x;
  y = ( y = 0 ) ? 1.0 - y : -1.0 - y;
  }
  z = x*x+y*y;
  } while (z  1);
 
  m_vecResult = m_vecShotDirection
+ x * vecSpread.x * m_vecRight
+ y * vecSpread.y * m_vecUp;


 Here is the (I think) equivalent code that GoldSrc (HL1) uses...

  x = UTIL_SharedRandomFloat( shared_rand + iShot, -0.5, 0.5 )
+ UTIL_SharedRandomFloat( shared_rand + ( 1 + iShot ) , -0.5, 0.5 );
  y = UTIL_SharedRandomFloat( shared_rand + ( 2 + iShot ), -0.5, 0.5 )
+ UTIL_SharedRandomFloat( shared_rand + ( 3 + iShot ), -0.5, 0.5 );
  z = x * x + y * y;
 
  Vector vecDir = vecDirShooting
+ x * vecSpread.x * vecRight
+ y * vecSpread.y * vecUp;


 So you can see how the X and Y are calculated differently in the two.  Source
 has a bias value that influences how it works.  Source also loops until you
 get an X and Y that lay inside of a circle (that while loop on Z) but GoldSrc
 doesn't.

 So basically, what will the difference be between these two systems?  What
 will
 the bias value's influece be on the randomness?

 I actually started looking into this because I want to code a weighted
 randomness - with more points concentrated in the middle.  Take a look at
 http://mathworld.wolfram.com/DiskPointPicking.html for an article about how
 NOT
 to do this (ironically).


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Re: [hlcoders] Comparing bullet spread methods in Source and GoldSrc (RESEND)

2005-12-16 Thread Tim Holt
Well  me.  I missed the second + UTIL_SharedRandomFloat( shared_rand +
iShot, -0.5, 0.5 ) in the goldsrc method - which takes it back up to +/-1 max
range.

At least I know a) the code better and b) not to trust my math :^)

Quoting Tim Holt [EMAIL PROTECTED]:

 Answering my own question a bit maybe. Someone check my math on this?  I may
 have missed something...

 If you go with straight default values, you have...

bias = 1.0;
shotBiasMin = -1.0;
shotBiasMax = 1.0;

 Applying those values to the forumula below, you get

shotBias = ((1.0 - -1.0) * 1.0) + -1.0
 = ((2.0) * 1.0) + -1.0
 = 1.0
flatness = 1.0 * 0.5
 = 0.5

 Now - the random number generators use that flatness value, and essentially
 are
 going to be cranking out values of X and Y that will vary from -1 to +1.  And
 this is where it really changes from GoldSrc.  GoldSrc calculates a random
 number from -0.5 to +0.5.  Meaning GoldSrc has a shot pattern that's HALF THE
 SIZE of Source, if I did my math right.  Which means (again if I did this
 right) you need to make your vecSpread be half the size in Source that it was
 in GoldSrc to get the same accuracy.

 The other difference is the while loop.  The while look in the Source version
 keeps all points inside of a circle, whereas the GoldSrc version ends up
 creating a distribution of points in a square.

 It's worth noting that an alternate way to calculate a random point in a
 circle
 without the randomness would be as follows...

 float x, y, r, theta;

 r = RandomFloat(0, 1);
 theta  = RandomFloat (0, 2_PI);
 x = sqrt(r) * cos(theta);
 y = sqrt(r) * sin(theta);

 More trig, less looping until you get a good number.

 This is from http://mathworld.wolfram.com/DiskPointPicking.html




  Woops - hit send button while editing - here's the right one...
 
 
  I was looking at the base code that calculates bullet cone of fire or
  randomness in Source today, and comparing it with the calculation method in
  GoldSrc (HL1).  They are different.   I'm curious if anyone could help me
  grok the differences, and just what the effect would be for bullet spread.
 
 
  First, here's the code in shot_manipulator.h that Source uses...
 
 if ( bias  1.0 )
 bias = 1.0;
 else if ( bias  0.0 )
 bias = 0.0;
  
 float shotBiasMin = ai_shot_bias_min.GetFloat();
 float shotBiasMax = ai_shot_bias_max.GetFloat();
  
 // 1.0 gaussian, 0.0 is flat, -1.0 is inverse gaussian
 float shotBias = ( ( shotBiasMax - shotBiasMin ) * bias ) + shotBiasMin;
  
 float flatness = ( fabsf(shotBias) * 0.5 );
  
 do
 {
 x = random-RandomFloat(-1,1) * flatness
   + random-RandomFloat(-1,1) * (1 - flatness);
 y = random-RandomFloat(-1,1) * flatness
   + random-RandomFloat(-1,1) * (1 - flatness);
 if ( shotBias  0 )
 {
 x = ( x = 0 ) ? 1.0 - x : -1.0 - x;
 y = ( y = 0 ) ? 1.0 - y : -1.0 - y;
 }
 z = x*x+y*y;
 } while (z  1);
  
 m_vecResult = m_vecShotDirection
 + x * vecSpread.x * m_vecRight
 + y * vecSpread.y * m_vecUp;
 
 
  Here is the (I think) equivalent code that GoldSrc (HL1) uses...
 
   x = UTIL_SharedRandomFloat( shared_rand + iShot, -0.5, 0.5 )
 + UTIL_SharedRandomFloat( shared_rand + ( 1 + iShot ) , -0.5, 0.5 );
   y = UTIL_SharedRandomFloat( shared_rand + ( 2 + iShot ), -0.5, 0.5 )
 + UTIL_SharedRandomFloat( shared_rand + ( 3 + iShot ), -0.5, 0.5 );
   z = x * x + y * y;
  
   Vector vecDir = vecDirShooting
 + x * vecSpread.x * vecRight
 + y * vecSpread.y * vecUp;
 
 
  So you can see how the X and Y are calculated differently in the two.
 Source
  has a bias value that influences how it works.  Source also loops until
 you
  get an X and Y that lay inside of a circle (that while loop on Z) but
 GoldSrc
  doesn't.
 
  So basically, what will the difference be between these two systems?  What
  will
  the bias value's influece be on the randomness?
 
  I actually started looking into this because I want to code a weighted
  randomness - with more points concentrated in the middle.  Take a look at
  http://mathworld.wolfram.com/DiskPointPicking.html for an article about how
  NOT
  to do this (ironically).
 
 
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  To unsubscribe, edit your list preferences, or view the list archives,
 please
  visit:
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RE: [hlcoders] extra app Id set to 211, but no steamAppID

2005-12-02 Thread Tim Holt
Mine actually doesn't work right now.  Application not found - it doesnt' seem
to perform the update anymore when I start it.  I haven't tried the various
kludges like logging out and in or nuking the blob file yet - just figured it
was a problem related to this other one.

Quoting Alfred Reynolds [EMAIL PROTECTED]:

 And in the mean time you are welcome to use the Beta version of the SDK
 (which happens to still work). See http://developer.valvesoftware.com
 for details.

 - Alfred

 David Speyrer wrote:
  We've worked out a fix for this and will do a Steam update today.
 
  -- David
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of DigiChaos
  Sent: Friday, December 02, 2005 8:31 AM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] extra app Id set to 211, but no steamAppID
 
  --
  [ Picked text/plain from multipart/alternative ]
  I am getting this whenever I try to load the HLMV or Hammer from the
  SDK
  menu.
 
  On 12/2/05, Garry Newman [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  For what it's worth - I get this when trying to run GMod in debug
  mode.
 
  I can only get it to run in debug mode by removing all the extra gfc
  mounts.
 
 
  On 12/2/05, Daryl Harrison [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  http://www.hl2world.com/bbs/appid-error-solved-vt42180.html
 
  Apparently this isn't a complete fix, but it works for the most
  part.
 
 
  On 12/2/05, Adam amckern Mckern [EMAIL PROTECTED] wrote:
 
  Some users have also reported the bug to me via irc
 
  [17:43] zanussi hi amckern
  [17:44] zanussi the steam update causes Hammer to
  not run
  [17:45] zanussi many ppl, including me, cannot map
  D:
  [17:46] zanussi ffs I want to use Hammer
  flsdlkdlds;a'sjdkalkda;;' crap steam crap;alsja;
  [17:47] zanussi weh
 
  Adam
 
  --- Spektre [EMAIL PROTECTED] wrote:
 
  extra app Id set to 211, but no steamAppID
  This is the error occuring on several steam tool
  programs, including
  Hammer and it's compilers, VRAD and VVIS. I have
  reports of this
  affecting two other users.
  For me, it only occurs while the compile tools are
  executed from the
  command line. This happened after today's beta SDK
  updates around
  midnight, PST.
   Two users have reported to me issues with running
  Hammer, with the same
  error.
  Any ideas?
  Talia
 
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RE: [hlcoders] SDK Beta Underway

2005-11-22 Thread Tim Holt
 Current changelist for the beta is available here:

 http://developer.valvesoftware.com/w/index.php?title=SDK_Beta_Changelist
 rcid=20783

Quoting [EMAIL PROTECTED]:

 Can we get a brief overview of the changes at all?  I'm scared that there
 might be a lot of potentially breaking things and I'd like to at least
 know what's in store for us.

~dvander

  Don't have an ETA yet, but it's what we'll be working on now.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Benjamin
  Davison
  Sent: Tuesday, November 22, 2005 4:43 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] SDK Beta Underway
 
  --
  [ Picked text/plain from multipart/alternative ]
  D you have an ETA when we will be getting updated code with that?
 
  On 11/23/05, Erik Johnson [EMAIL PROTECTED] wrote:
 
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  While we haven't updated the source code yet (that will happen soon),
  we've started the beta of the next version of the SDK.
 
  Like the beta we ran for the Steam UI release, we'll be using the VDC
  as
  a way to administer it. You can run the beta of the SDK by running
  with
  -beta sdk in your command line.
 
  Current changelist for the beta is available here:
 
  http://developer.valvesoftware.com/w/index.php?title=SDK_Beta_Changelist
  rcid=20783
 
  Feedback area is here:
  http://developer.valvesoftware.com/wiki/SDK_Beta_Bugs
  --
 
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RE: [hlcoders] Particle Attachment Updating

2005-11-10 Thread Tim Holt
Just thinking out loud w/o looking at code...

I bet there's some way to modify the env_smokestack code a bit to make them
persistent and update on say, range to the viewer instead of just having a
direct line of sight.

Maybe clone the smokestack code to create a new entity, and give it a new
checkbox type attribute that says update even when not in view?

I wonder if the code for the fire does the same thing?  I'm trying to remember
if I have seen fires sort of spring up every time I look at them or not.

Tim

Quoting Tony \omega\ Sergi [EMAIL PROTECTED]:

 There's a comment in the code somewhere about how for performance, particles
 aren't updated when they're not in view of the player.

 Look at the sparks for example, fire off the crossbow and as soon as it
 hits, turn away really quickly, pause for a couple seconds, then turn back
 around and you'll see the sparks finish their animation and dissipate.


 -Original Message-
 From: Meow Mew [mailto:[EMAIL PROTECTED]
 Sent: November 10, 2005 11:59 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Particle Attachment Updating

 That's an interesting point about how the think functions work.  The part
 that makes this bazaar is that I didn't even make this particle system or
 edit it in any way.  The example I'm using is Valve's env_smokestack entity,
 so I truly hope the people at Valve aren't making their particles
 serverside.  There is a client-side entity as it is however, so even though
 I'm in the process of double checking this, I'm doubting this is the
 problem.  Thanks for the input, hopefully I can still find out why this is
 happening.




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Re: [hlcoders] Lost Coast Commentary System

2005-10-28 Thread Tim Holt
Here's something for someone to try.  Given the pretty generic look of the file
format, one has to wonder if other entity types would work in there?

Quoting Benjamin Davison [EMAIL PROTECTED]:

 --
 [ Picked text/plain from multipart/alternative ]
 Tommorow i'll try and get a map with commentary running.

 On 10/28/05, Adam amckern Mckern [EMAIL PROTECTED] wrote:
 
  Yeah
 
  It looks like its an entity refrence outside of the
  map (prob for quick updates, and loacalstion)
 
  One of the ents tells the game to do some con vars,
  and another one tells the game to hook the player to a
  point camrea, and move them betwen to tracks.
 
  This idea (and i hope its part of LC SDK) is a very
  good idea, and congrats to who implemnted it.
 
  It might be cheap but it can save alot of time, and
  hassle of localasting a map, when you cant get strings
  pointers to work fully.
 
  Adam
 
  --- Benjamin Davison [EMAIL PROTECTED]
  wrote:
 
   --
   [ Picked text/plain from multipart/alternative ]
   What a concidence :D I was just looking at how they
   put it together.
  
   There is a file called d2_lostcoast_commentary.txt
   in the GCF and it looks
   quite simple on how to set it all up.
  
   Heres an example.
  
   Commentary
   {
   entity
   {
   classname point_commentary_node
   origin 1351.290771 2388.777588 -10.452896
   commentaryfile
   #lostcoast\commentary\comm_intro.wav
   speakers Gabe Newell
   targetname comm_node_1
   }
   }
  
   There is probably an entity in the world which hooks
   it up and away you go,
   but I have not looked at d2_lostocast.bsp yet.
  
   On 10/28/05, Jurgen Knops [EMAIL PROTECTED]
   wrote:
   
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi,
   
   
   
With great expectations I've been waiting for the
   Half-Life 2 Lost Coast
release.. Today was the release of it. With large
   admiration I've looked
at
the new commentary system, that will tell us about
   the whole happening
with
the HDR system..
   
   
   
My question about this is.. Will this commentary
   system also being
available
( in the future ) for mod developers. Like the
   Pulse! mod.. So like mods
with a learning environment.
   
   
   
- Jurgen
   
--
   
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Re: [hlcoders] Engine Scale

2005-10-19 Thread Tim Holt
I've been doing that in a project.  I've put the player at 1/4 scale for large
outdoor terrain based gaming.  A few things I ran into or did...

* Create one master scale constant and use it to factor everything you can
   * Scale the POV height
   * Scale the bounding boxes/hulls
   * Scale the movement rates

* Decompile and recompile models with a scaling factor in the QC file
   * Player models
   * NPCs
   * Weapons (w_ models)
   * View Models (v_ models) don't need to be scaled

The thing is, there is no existing master scale variable you have access to
that just magically makes it all work.  You're going to have to run your game
and figure out what works and what doesn't.  Sometimes when you find things
you've not scaled yet it's pretty amusing.  Once I'd forgotten to scale the
weapon models, so all the (scaled down) players ran around with weapons that
were 4x size in their hands.

Quoting Dylan Wreggelsworth [EMAIL PROTECTED]:

 --
 [ Picked text/plain from multipart/alternative ]
 My group is currently working on a mod that requires a bit more realestate
 than the normal .5mile^3. One of the ways we thought we might get a bit more
 room is by decreasing the scale of the players/custom entities/mapping scale
 by half. This will give us a approx. a mile or so to play around in. Im sure
 physics resolution will be half as well. Does this sound feasible? Or are
 there hurdles i have not thought up?

 Dylan

 http://www.brutal-arts.com
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Re: [hlcoders] Steps of making npcs work on a multiplayer mod?

2005-10-17 Thread Tim Holt
Using NPC and weapon code as templates can have interesting side effects.  In
the medical mod project I worked on, the doctors (npc_civilian based code)
had a tendency to run over and grab the stethoscopes and other weapon-like
objects off the table.

Quoting garry [EMAIL PROTECTED]:

 --
 [ Picked text/plain from multipart/alternative ]
 Oh, I just remembered.
  The NPCs are incapable of using HL2MP weapons.
  GMod actually includes all of the normal HL2 weapons along side their HL2MP
 alternatives. When an NPC gets a weapon it checks a table and translates it
 into the HL2 weapon if applicable.


  On 10/16/05, garry [EMAIL PROTECTED] wrote:
 
  Ok, off the top of my head..
   The human NPCs and the human(oid) players share the same animation files.
   HL2MP changes the animations to HL2MP animations.. because it doesn't
  need NPCs. This means that the NPCs animations are broken in HL2MP based
  mods. If you run from a bare HL2 installation the NPC animations should
 work
  but the player's will be in the Jesus pose.
   I solved this in Garry's Mod by copying the player animations to a
  different filename and hex editing the player models so they use those
  animations. This left the NPC's to use the default HL2 animations.
   If it still doesn't work I'd look in your mod's model folder. Maybe
  rename it to make sure that nothing in there is messing you around. A good
  thing to do would be to spawn a bot. If it's animated properly then you're
  still using the HL2MP animation files.
   The NPC's are useless without the animations because they fire events off
  and time all their actions.
   Apart from that there were some weird things happening with the NPCs.
  They would fire their gun but no bullet came out. They wouldn't bleed.
 Other
  such things. It's a good idea to get things working in single player first
  and then find out what's broken in MP.
 
   On 10/15/05, Adam amckern Mckern [EMAIL PROTECTED] wrote:
  
   Could it be that the monsters dont know that there is
   a pPlayer or that there is more then one, its
   breaking out of its think function before it can do
   anything?
  
   Try adding a que for when the monster is meant to do
   and acction such as hear player. The cue i normaly
   use for this, is a playing a sound from the VOX
   folder.
  
   See if this can help you narrow it down, if what i
   think is the case...
  
   Adam
  
   --- Giedrius T. [EMAIL PROTECTED] wrote:
  
--
[ Picked text/plain from multipart/alternative ]
I can't make npcs work as they're supposed to on a
multiplayer mod. Garry
suggested that the animations are missing, so my mod
starts with hl2 gcf and
mount hl2dm gcf in DLLInit function, but the
animations still seem to be
missing (but, when running from hl2 gcf, but not
mounting hl2dm gcf, they're
all there, but npcs don't move and motd is displayed
in a strange manner).
All the human-like players, like combines, rebels,
citizens stand in Jesus
pose, and Alyx model stands at her own stance, but
when you're near here, an
error in console appears Alyx.mdl bad sequence (-1
out of 763) or
something like that. Vortigaunt can walk around and
speak his frazes (when I
use only hl2dm gcf, he can walk around, but doesn't
speak), other non-human
npcs have their animations, but don't move around.
All of the npcs (except
for vortigaunts) just turn to face the player, if
he's near them.
--
   
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Re: [hlcoders] Steam UI Update

2005-10-10 Thread Tim Holt
Interesting article about UI design paradigm changes.  If you're into UI, this
is a great website even if the author has pretty strong opinions.

http://www.useit.com/alertbox/wysiwyg.html

Quoting Dan Stevens (IAmAI) [EMAIL PROTECTED]:

 --
 [ Picked text/plain from multipart/alternative ]
 http://www.cstrike-planet.com/steamskins/

 So why does it have a skin menu in settings?

 On 10/10/05, Andrew Foss [EMAIL PROTECTED] wrote:
 
  Steam is not skinnable enough.
 
  On 10/9/05, Tim Holt [EMAIL PROTECTED] wrote:
   The irony is that before windows, people complained about inconsistent
  UI
   design, and found the Mac then Windows UI a blessing to unify things.
  Guess if
   you've watch things long enough you see it goes full circle. Frankly, I
  welcome
   our UI standard overlords!
  
   Quoting Andrew (Bromfitsen) [EMAIL PROTECTED]:
  
--
[ Picked text/plain from multipart/alternative ]
What's the point in having a program that follows windows Standards
  if
99.9% of the people using it would rather it not look like the
  THOUSANDS of
generic, boring and uninspired applications that they already have
installed? The new UI is much better than the old one, and I
  congradulate
valve on making the change. But if they were to make it conform to a
  classic
windows theme I would much rather use the dull UI that it currently
  uses.
--
   
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Re: [hlcoders] Steam UI Update

2005-10-09 Thread Tim Holt
The irony is that before windows, people complained about inconsistent UI
design, and found the Mac then Windows UI a blessing to unify things.  Guess if
you've watch things long enough you see it goes full circle.  Frankly, I welcome
our UI standard overlords!

Quoting Andrew (Bromfitsen) [EMAIL PROTECTED]:

 --
 [ Picked text/plain from multipart/alternative ]
 What's the point in having a program that follows windows Standards if
 99.9% of the people using it would rather it not look like the THOUSANDS of
 generic, boring and uninspired applications that they already have
 installed? The new UI is much better than the old one, and I congradulate
 valve on making the change. But if they were to make it conform to a classic
 windows theme I would much rather use the dull UI that it currently uses.
 --

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Re: [hlcoders] Steam UI Update

2005-10-06 Thread Tim Holt
I started a suggestion list on the discussion page.  You should add it to my
list.

http://developer.valvesoftware.com/wiki/Talk:UIBugs

Quoting Sylvain Rochette [EMAIL PROTECTED]:

 Another good option will be to have the posibility to remove the game you
 dont want. Like a Hide Game or someting.

 - Original Message -
 From: Jorge Rodriguez [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Thursday, October 06, 2005 6:16 PM
 Subject: Re: [hlcoders] Steam UI Update


  These are my thoughts on the Steam UI update, for what they are worth.
 
  Bugs:
 
  - As Micheal Hobson says, the last letter in some mod names are cut off.
  - Some games have squares in the Update column instead of a News link.
  - More then half of the last game on the list can be covered up by the
  bottom of the panel before a scrollbar appears.
  - Some third party mods read Third-party as the developer and have no
  link, others read [ Third-Party ] and have a link to
  www.steampowered.com from them.
  - Links to third party mod home pages should open up in the user's
  default browser, not in Internet Explorer.
 
  Suggestions:
 
  - I hardly noticed the buttons at the bottom. Maybe they can be more
  apparent?
  - I always assumed that when the game list was revised it would use a
  tree to organize games better. I think that ideally the user shouldn't
  have to scroll. Wouldn't it be nice to collapse all similar games into
  one entry? For example, all third-party mods, all Valve games, all
  uninstalled games, and all Coming Soon games (which would of course be
  expanded again when a new one comes out!)
  - Would it be hard to give third-party games icons, and links to the
  home page from the Developer column?
 
  Kudos:
 
  - I'm not sure if there was a command to exit before, but I'm glad there
  is one now.
  - The UI looks really slick! Good job.
 
  Tomorrow I'll send you some text to place for The Specialists under
  Third-Party Games. The team is still deciding on what it should be.
 
  --
  Jorge Vino Rodriguez
 
 
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Re: [hlcoders] Steam UI Update

2005-10-06 Thread Tim Holt
You should post this stuff on the wiki page.  There's a nitpick section that
color issues would fit into well.  I'm not nitpicking your nitpicks BTW - I put
up most of the ones that are there already :^)

Quoting Benjamin Davison [EMAIL PROTECTED]:

 --
 [ Picked text/plain from multipart/alternative ]
 I have, what I mean is.

 The colors clash with the new skin, for example white and turquoise with red
 and grey, does not mix that well IMO with the green and grey of steam.

 I think the older color schemes from the store suited steam better.

 But of course this is all a big IMO.

 Also when I navigate to 'browse games' and look at all the games, I own code
 name gordon and the HL2 demo, but all the rest of the games are giving me
 options to buy the games that I already own.



 On 10/7/05, Erik Johnson [EMAIL PROTECTED] wrote:
 
  You'll have to restart Steam to see this.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson
  Sent: Thursday, October 06, 2005 5:01 PM
  To: hlcoders@list.valvesoftware.com
  Subject: RE: [hlcoders] Steam UI Update
 
  The content that was making up the store area of the new UI was actually
  pointing at the wrong place (for people outside of Valve). This should
  be updated now, so you'll see the new content.
 
  The individual MOD areas of the (now updated) site show the screenshots.
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson
  Sent: Thursday, October 06, 2005 3:26 PM
  To: hlcoders@list.valvesoftware.com
  Subject: RE: [hlcoders] Steam UI Update
 
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  Can you add items like this to the Wiki page here:
 
  http://developer.valvesoftware.com/wiki/UIBugs
 
  
 
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Jorge
  Rodriguez
  Sent: Thursday, October 06, 2005 3:17 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Steam UI Update
 
 
 
  These are my thoughts on the Steam UI update, for what they are worth.
 
  Bugs:
 
  - As Micheal Hobson says, the last letter in some mod names are cut off.
  - Some games have squares in the Update column instead of a News link.
  - More then half of the last game on the list can be covered up by the
  bottom of the panel before a scrollbar appears.
  - Some third party mods read Third-party as the developer and have no
  link, others read [ Third-Party ] and have a link to
  www.steampowered.com http://www.steampowered.com from them.
  - Links to third party mod home pages should open up in the user's
  default browser, not in Internet Explorer.
 
  Suggestions:
 
  - I hardly noticed the buttons at the bottom. Maybe they can be more
  apparent?
  - I always assumed that when the game list was revised it would use a
  tree to organize games better. I think that ideally the user shouldn't
  have to scroll. Wouldn't it be nice to collapse all similar games into
  one entry? For example, all third-party mods, all Valve games, all
  uninstalled games, and all Coming Soon games (which would of course be
  expanded again when a new one comes out!)
  - Would it be hard to give third-party games icons, and links to the
  home page from the Developer column?
 
  Kudos:
 
  - I'm not sure if there was a command to exit before, but I'm glad there
  is one now.
  - The UI looks really slick! Good job.
 
  Tomorrow I'll send you some text to place for The Specialists under
  Third-Party Games. The team is still deciding on what it should be.
 
  --
  Jorge Vino Rodriguez
 
 
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  please visit:
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RE: [hlcoders] poser parameters in a v_ model?

2005-09-07 Thread Tim Holt
Same it looks with the combine camera.  Looking at it was what made me think
having someone's v_ arm be a pose parameter controlled item is doable.

Basically I want to do very fine motion control for the aiming the player
does, where I freeze mouse look while in special aim model.  Mouse motion
then does the fine arm motion unless released.

Quoting Adrian Finol [EMAIL PROTECTED]:

 Pose Parameters can be used to blend between frames or animations.

 Most of the NPCs in Half-Life 2 use pose parameters to blend between 8
 different run or walk animations (One for each direction). And in the
 case of the AR2 it just blends between two keyframes (one open and one
 closed).

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Maurino
 Berry
 Sent: Wednesday, September 07, 2005 11:26 AM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] poser parameters in a v_ model?

 I'm not 100% so someone may correct me (please do) But I think a pose
 parameter being set is simply the delta between the positon/rotation of
 2 keyframes, not a set of actual animation frames.

 Regardless, the AR2 model uses a poseparameter in the v model to control
 the vent (for some weird reason) so take a look at that.



 From: Tim Holt [EMAIL PROTECTED]
 Reply-To: hlcoders@list.valvesoftware.com
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] poser parameters in a v_ model?
 Date: Tue,  6 Sep 2005 13:43:04 -0700
 
 Is there any reason one couldn't put a poser parameter on a v_ model's
 arm, so that code could control where the arm is positioned?
 
 I'm thinking of how to make very fine action controls that have to be
 dynamic.
 Getting a pointing finger to exactly hit a button rather than vaguely
 poke at the middle of the POV.
 
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[hlcoders] poser parameters in a v_ model?

2005-09-06 Thread Tim Holt
Is there any reason one couldn't put a poser parameter on a v_ model's arm, so
that code could control where the arm is positioned?

I'm thinking of how to make very fine action controls that have to be dynamic.
Getting a pointing finger to exactly hit a button rather than vaguely poke at
the middle of the POV.

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Re: [hlcoders] Model Surface Properties

2005-09-03 Thread Tim Holt
If you can get the material, can you then get the UV map info and figure out
where on the material the contact is?  With that you could start to do simple
zone areas on the material.

Quoting [EMAIL PROTECTED]:

 I want to be able to group faces/triangles of a collision mesh in one of
 my models into separate groups.  Inside my mod, I want to be able to tell
 from a trace which group of faces was hit by the trace.  The closest thing
 I can see at doing that is by looking at the surface (csurface_t) of the
 trace.  This doesn't give me much information, but from there I can use
 surface.surfaceProps to get to surfacedata_t.  From there, I can get to
 surfacegameprops_t which has an interesting variable named material.
 I was hoping from that I could get information about the material assigned
 to the collision mesh's faces.  Unfortunately, the entire model yields the
 same material no matter what texture is assigned to it, and it looks like
 it's intended for a material defined in Hammer.  I'd rather not use
 hitboxes, but I will if that's the only alternative.

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Re: [hlcoders] Using CZero content in a mod

2005-08-31 Thread Tim Holt
My i'm not a lawyer guess is that this is not the case.  Valve certainly is
the final rights holder, etc. of the content.  It would be nice to get some
kind of clarification on this though.


Quoting Jeffrey \botman\ Broome [EMAIL PROTECTED]:

 Andrew (British_Bomber) wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  You would need to get permission from Valve, Turtle Rock and Gearbox I
  believe, they were all contributors. I would suggest avoiding it, but if
 you
  absoloutly need to use it, then those 3 might be a starting point for
  requesting permission. There will probably be more sources but they are the
  biggies :D

 ...and don't forget Ritual Entertainment (levelord and the guys there
 had stuff in CZ too).

 --
 Jeffrey botman Broome

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Re: [hlcoders] Using CZero content in a mod

2005-08-30 Thread Tim Holt
Smell away, the point is to create a visualization system, not a multiplayer
frag fest :^)  Also there's no LOD nor any number of other optimizations going
on (yet).

Also, smell the fact that it is a paying job to develop it over a 2 year period
(just started 2 months ago).  I'm trying to wave a sort of over here! flag
for some of you developers who want to go beyond just the amateur mod scene.
It's not just about entertainment.

Quoting John Sheu [EMAIL PROTECTED]:

 Now now, don't go about mistaking rendering latency for lag...


 Warning: overflowed CRenderList group 1

 That just made my day :)

 On Tuesday 30 August 2005 09:50 am, Knifa wrote:
  I can literally smell the lag.
 
  Two projects...
  
  One for Oregon State University that I'm a co-PI on (means I helped write
 the
  grant request) that is to create a forest visualization system using game
  technology.  I've got various images, etc. online for it at
  http://www.orst.edu/~holtt/forestry.  The researchers here have already
 created
  a system to make a large database describing forest composition, and this
  project is to create a visualization of that data set.  The data is used
 to
  help plan forest use management and policy, simulate forest fires,
 ecological
  changes, etc.  It's funded by the US Forest Service over a two year
 period.

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Re: [hlcoders] Using CZero content in a mod

2005-08-30 Thread Tim Holt
I don't necessarily think that Source is the wrong engine.  There are a number
of paths I'm ready to follow to optimize things and I'm not too worried about
it's capacity to handle the setting.  And I've got 2 years to figure it out.

A couple of the things I'm currently doing or planning on are...

- The player has been scaled down, so the potential map size is now on the order
of a few kilometers across.
- There are no world brushes required, it's all displacement surface terrain
(which draws extremely efficiently).
- I've started creating a new system that is similar to the current detail
object system, but much more detailed in it's efforts to maintain good frame
rate, etc.
- Detail props are created by a new pass in the vbsp build phase which accesses
the database to get actual tree/forest/vegetation composition to determine what
to place where (not based on material/blend levels)
- At that time, various visualization optimizations can be pre-calculated.
- Rather than use a fixed maximum draw distance, the distance will change
dynamically based on the users location and what they are looking at.
- When in a dense forest stand, the maximum draw distance for trees can be
extremely short - you can't see very far.
- When in a sparse area with fewer trees, the draw distance goes up
(dynamically).
- Trees don't need to get drawn with much more than a locked sprite when at a
distance.
- ONLY when users decide to fly up high will the system be stressed, but even
then...
- Trees viewed from above can quickly be replaced with bump mapped material
views on the displacements using a new shader which varies what is drawn based
on user distance. Think blend textures where the blend value changes based on
how far away you are from it.  Up close, you get ground dirt texture, at a long
distance, you get green tree tops for example.
- Users won't typically go flying around like magic, but will instead use more
GIS-like overview map interface to pick points to move to, get data on, etc.
- Having the VGUI system available, a variety of pretty detailed user
interactions and GIS visualizations of the data behind the surrounding terrain
is possible.

But anyway, about that CZero content...

Quoting John Sheu [EMAIL PROTECTED]:

 It's also about using the right tools for the right job.  For the medical
 simulation, the Source engine is suitable.  For the forestry visualization,
 it is not.

 On Tuesday 30 August 2005 12:12 pm, Tim Holt wrote:
  Smell away, the point is to create a visualization system, not a
 multiplayer
  frag fest :^)  Also there's no LOD nor any number of other optimizations
 going
  on (yet).
 
  Also, smell the fact that it is a paying job to develop it over a 2 year
 period
  (just started 2 months ago).  I'm trying to wave a sort of over here!
 flag
  for some of you developers who want to go beyond just the amateur mod
 scene.
  It's not just about entertainment.

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Re: [hlcoders] Using CZero content in a mod

2005-08-29 Thread Tim Holt
Definitely murky.  Definitely something Valve can answer too I think.  Can you
imagine the expense and process to hire a lawyer and have them contact Valve's
legal people and try and work it out?  Ugh :^)

There are two things in CZ I want to use - ok 4.  The BlackHawk helecopter, a
generic truck model, a generic Humvee, and some of the music as a background
track for a demo movie.  I've already taken the model content and ported it to
Source with reskinning, etc.

It comes down now to whether it's OK to how much I can distribute it beyond to
people I know that have a full HL2/CZ license.  Also whether it's permissable
for me to release movies and still images (screenshots) where the (reskinned
and ported) models are shown, but actual access to the full mod content is not
available to the public.

Here's a pic btw of how it's being used...

http://oregonstate.edu/~holtt/tamucc/background020003.jpg

Quoting Jeffrey \botman\ Broome [EMAIL PROTECTED]:

 Tim Holt wrote:
  So exactly what is the legality/status/etc. for using CZero content in a
 HL/HL2
  mod?  Legit?  There's a lot of music in there that's actually got some
  interesting potential uses, plus models.

 See this thread...

 http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg06959.html

 I think using CZ content in other mods is a little bit legally murky
 because CZ was worked on by so many other companies (besides Valve) so
 it's not always obvious who the copyright owner is for any one specific
 asset.

 --
 Jeffrey botman Broome

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Re: [hlcoders] Using CZero content in a mod

2005-08-29 Thread Tim Holt
Two projects...

One for Oregon State University that I'm a co-PI on (means I helped write the
grant request) that is to create a forest visualization system using game
technology.  I've got various images, etc. online for it at
http://www.orst.edu/~holtt/forestry.  The researchers here have already created
a system to make a large database describing forest composition, and this
project is to create a visualization of that data set.  The data is used to
help plan forest use management and policy, simulate forest fires, ecological
changes, etc.  It's funded by the US Forest Service over a two year period.

The second project is for Texas AM University - Corpus Christi to help create a
new system for training nurses and medical personel by using interactive
systems.  It's funded by the US Department of Defense to the sum of US$3
million, which is pretty amazingly serious money for basically a game
development project - even if it's a training system based on game technology.
There are a variety of pictures and such at http://www.orst.edu/~holtt/tamucc if
you're curious.

I think that if any of you are serious about getting into game development, you
might consider looking into the potential for these kinds of Serious Games
projects.  They are getting funded, they are being built using state of the art
game projects (as mods in this case), and there is a real demand for skilled
game developers to apply their talents to these projects.

If you're interested in Serious Games, consider checking out the website
http://www.seriousgames.org.  If you're in the UK, there's a Serious Games
conference going on starting tomorrow (the site has info).  In September there
is a Games for Health conference in Baltimore, MD (USA) on games being used
for medical and health related things.  In Oct/Nov there will be the Serious
Games Conference in Washington DC.

Tim

Quoting Kamran [EMAIL PROTECTED]:

 Cool, what's it about?

 Tim Holt wrote:

 Work actually - I work at OSU and currently am doing two different serious
 games mods using HL2.  There's a lot of interest in using games and game
 ideas
 for non-entertainment projects.
 
 Quoting Kamran [EMAIL PROTECTED]:
 
 
 
 Are you doing this for a school project? I see it's hosted at Oregon
 State. Just wondering, sounds cool.
 
 Tim Holt wrote:
 
 
 
 Definitely murky.  Definitely something Valve can answer too I think.  Can
 
 
 you
 
 
 imagine the expense and process to hire a lawyer and have them contact
 
 
 Valve's
 
 
 legal people and try and work it out?  Ugh :^)
 
 There are two things in CZ I want to use - ok 4.  The BlackHawk
 helecopter,
 
 
 a
 
 
 generic truck model, a generic Humvee, and some of the music as a
 background
 track for a demo movie.  I've already taken the model content and ported
 it
 
 
 to
 
 
 Source with reskinning, etc.
 
 It comes down now to whether it's OK to how much I can distribute it
 beyond
 
 
 to
 
 
 people I know that have a full HL2/CZ license.  Also whether it's
 
 
 permissable
 
 
 for me to release movies and still images (screenshots) where the
 (reskinned
 and ported) models are shown, but actual access to the full mod content is
 
 
 not
 
 
 available to the public.
 
 Here's a pic btw of how it's being used...
 
 http://oregonstate.edu/~holtt/tamucc/background020003.jpg
 
 Quoting Jeffrey \botman\ Broome [EMAIL PROTECTED]:
 
 
 
 
 
 Tim Holt wrote:
 
 
 
 
 So exactly what is the legality/status/etc. for using CZero content in a
 
 
 
 
 HL/HL2
 
 
 
 
 mod?  Legit?  There's a lot of music in there that's actually got some
 interesting potential uses, plus models.
 
 
 
 
 See this thread...
 
 http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg06959.html
 
 I think using CZ content in other mods is a little bit legally murky
 because CZ was worked on by so many other companies (besides Valve) so
 it's not always obvious who the copyright owner is for any one specific
 asset.
 
 --
 Jeffrey botman Broome
 
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[hlcoders] Using CZero content in a mod

2005-08-28 Thread Tim Holt
So exactly what is the legality/status/etc. for using CZero content in a HL/HL2
mod?  Legit?  There's a lot of music in there that's actually got some
interesting potential uses, plus models.

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RE: [hlcoders] Accepting mouse input in the overview map

2005-08-19 Thread Tim Holt
Ah thanks for that.

The overview map - or it's equivalent in the MMOG Second Life is a style I'm
aiming for right now. Pretty nice setup.  Checkboxes/map key on the right side
that let you turn on/off different map features.  Click  drag to pan map,
mouse wheel to zoom in/out - if my memory serves me.


Quoting Ian Warwick [EMAIL PROTECTED]:

 It's possible you just need to subclass from vgui::Frame rather than
 vgui::Panel, and mouse input will work, this is what I did.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Tim Holt
 Sent: 18 August 2005 18:51
 To: hlcoders@list.valvesoftware.com; Kamran
 Cc: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Accepting mouse input in the overview map

 I was thinking of tackling this by having the mini overview be as it
 is now - no mouse interface.  But then also an alternate overview map
 which is actually a modal dialog - like the MOTD display is (have to
 click OK to continue).

 Quoting Kamran [EMAIL PROTECTED]:

  That's pretty impossible, if you think about it: if your mouse is
  controlling your view, how can it also control the overview map?
 
  There should be a way though if you toggle it fullscreen, which is I
  think what you're after?
 
  Alex Thomson wrote:
 
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  
  So, I've set up my overview map pretty much as described in the Wiki
  and that all works great.
  
  Now I want a mouse cursor visible on that panel (like in the console
  or options menu). I've tried the functions SetMouseInputEnabled and
  HasInputElements, along with various other things, but none of these
  seem to help. The mouse still controls the player movement and no
  cursor is visible. Any ideas?
  
  
 
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RE: [hlcoders] Accepting mouse input in the overview map

2005-08-19 Thread Tim Holt
I've almost got a modal overview map working.  I'll update the developer wiki
with the code for it when I'm done.  Basically it's a window that can be
moved/resized and closed.  Player stops moving/freezes when map is open because
the map window has taken over keyboard + mouse focus.

Quoting Tim Holt [EMAIL PROTECTED]:

 Ah thanks for that.

 The overview map - or it's equivalent in the MMOG Second Life is a style
 I'm
 aiming for right now. Pretty nice setup.  Checkboxes/map key on the right
 side
 that let you turn on/off different map features.  Click  drag to pan map,
 mouse wheel to zoom in/out - if my memory serves me.


 Quoting Ian Warwick [EMAIL PROTECTED]:

  It's possible you just need to subclass from vgui::Frame rather than
  vgui::Panel, and mouse input will work, this is what I did.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Tim Holt
  Sent: 18 August 2005 18:51
  To: hlcoders@list.valvesoftware.com; Kamran
  Cc: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Accepting mouse input in the overview map
 
  I was thinking of tackling this by having the mini overview be as it
  is now - no mouse interface.  But then also an alternate overview map
  which is actually a modal dialog - like the MOTD display is (have to
  click OK to continue).
 
  Quoting Kamran [EMAIL PROTECTED]:
 
   That's pretty impossible, if you think about it: if your mouse is
   controlling your view, how can it also control the overview map?
  
   There should be a way though if you toggle it fullscreen, which is I
   think what you're after?
  
   Alex Thomson wrote:
  
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ]
   
   So, I've set up my overview map pretty much as described in the Wiki
   and that all works great.
   
   Now I want a mouse cursor visible on that panel (like in the console
   or options menu). I've tried the functions SetMouseInputEnabled and
   HasInputElements, along with various other things, but none of these
   seem to help. The mouse still controls the player movement and no
   cursor is visible. Any ideas?
   
   
  
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   strictly prohibited.The views of the author may not necessarily
   constitute the views of Kuju Entertainment Ltd. Nothing in this email
   shall bind Kuju Entertainment Ltd in any contract or obligation.
   
   The contents of an attachment to this e-mail may contain software
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Re: [hlcoders] Accepting mouse input in the overview map

2005-08-18 Thread Tim Holt
I was thinking of tackling this by having the mini overview be as it is now -
no mouse interface.  But then also an alternate overview map which is actually
a modal dialog - like the MOTD display is (have to click OK to continue).

Quoting Kamran [EMAIL PROTECTED]:

 That's pretty impossible, if you think about it: if your mouse is
 controlling your view, how can it also control the overview map?

 There should be a way though if you toggle it fullscreen, which is I
 think what you're after?

 Alex Thomson wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 
 So, I've set up my overview map pretty much as described in the Wiki and
 that all works great.
 
 Now I want a mouse cursor visible on that panel (like in the console or
 options menu). I've tried the functions SetMouseInputEnabled and
 HasInputElements, along with various other things, but none of these
 seem to help. The mouse still controls the player movement and no cursor
 is visible. Any ideas?
 
 

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Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-16 Thread Tim Holt
Basically isn't that all carrying around a small physics prop via use is?
Just in that case there's no view model with a hand.

Quoting Tei [EMAIL PROTECTED]:

 El mar, 16-08-2005 a las 16:43 +1000, Jeff Fearn escribió:
  On 8/16/05, Skyler York [EMAIL PROTECTED] wrote:
   Maybe just make the view model a VPhysics object that's attached to
   the player at a point and tries to stay oriented forward, and it will
   interact naturally with the environment.  Just my two cents.
 
  This would rock!

 Will be a interesting experiment, because the player control its LOTSA
 automatigicall and fake, so connecting this with the reality (the
 in-game player model) may result on funny and byzarre stuff.






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[hlcoders] Adding an overview display via CMapOverview

2005-08-16 Thread Tim Holt
I'd like to add the standard CMapOverview overview to my project.  Player holds
down key, map pops up.  Player lets go of key, map goes away.  Would I be
correct in basically duplicating the code here and there that manages the
scoreboard (except the intermission drawing, etc.) and replace it with
calls/initialization to the CMapOverview code?

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Re: [hlcoders] Adding an overview display via CMapOverview

2005-08-16 Thread Tim Holt
Ah never mind, I answered my own question (with some help from Ginger Lord)
and documented it on the wiki at
http://developer.valvesoftware.com/wiki/VGUI2:_Overview_Display

Quoting Tim Holt [EMAIL PROTECTED]:

 I'd like to add the standard CMapOverview overview to my project.  Player
 holds
 down key, map pops up.  Player lets go of key, map goes away.  Would I be
 correct in basically duplicating the code here and there that manages the
 scoreboard (except the intermission drawing, etc.) and replace it with
 calls/initialization to the CMapOverview code?

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Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-15 Thread Tim Holt
Of course what you really need to have for that swinging weapon is for it to
know just where it impacted, and stop swinging at that point.  Then play a
clunk impact sound at that point, based on what you hit.

Could one totally get away from the idea of a swing animation and instead
directly control the movement of the v model arm via code, and thus fully
control it?  I could see adding things like glancing blows using that kind of
thing - or the weapon bouncing off a hard surface, etc.

Quoting Kamran [EMAIL PROTECTED]:

 Ah I see, you'd need a box... well, that would suck. I suppose we will
 have to live with how melee weapons work now.

 Jeffrey botman Broome wrote:

  Tom Edwards wrote:
 
  That's how it works anyway, I think?
 
 
  No, it doesn't actually swing out an arc and only hit things within that
  arc.  It simply projects a box straight out in the view angle and
  whatever is within range gets hit by it.
 
  It wouldn't be too difficult to have the Swing() function (or whatever
  you want to call it), to move a crowbar sized bounding box along an arc
  to see if anything collided with it.  You would want the collision box
  to be NOT axis aligned (i.e. it should be a OBB, not an AABB).
 
  This would be inefficent as hell though.
 
  --
  Jeffrey botman Broome
 
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Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-15 Thread Tim Holt
Woo that could be pretty cool.  Imagine like a morningstar (ball on chain) as a
physics object.  The interaction with the world would theoretically be pretty
nifty.  Just don't ask it to work in a multiplayer game w/lag :^)

Quoting Skyler York [EMAIL PROTECTED]:

 Maybe just make the view model a VPhysics object that's attached to
 the player at a point and tries to stay oriented forward, and it will
 interact naturally with the environment.  Just my two cents.

 On 8/15/05, Tim Holt [EMAIL PROTECTED] wrote:
  Of course what you really need to have for that swinging weapon is for it
 to
  know just where it impacted, and stop swinging at that point.  Then play a
  clunk impact sound at that point, based on what you hit.
 
  Could one totally get away from the idea of a swing animation and instead
  directly control the movement of the v model arm via code, and thus fully
  control it?  I could see adding things like glancing blows using that
 kind of
  thing - or the weapon bouncing off a hard surface, etc.
 
  Quoting Kamran [EMAIL PROTECTED]:
 
   Ah I see, you'd need a box... well, that would suck. I suppose we will
   have to live with how melee weapons work now.
  
   Jeffrey botman Broome wrote:
  
Tom Edwards wrote:
   
That's how it works anyway, I think?
   
   
No, it doesn't actually swing out an arc and only hit things within
 that
arc.  It simply projects a box straight out in the view angle and
whatever is within range gets hit by it.
   
It wouldn't be too difficult to have the Swing() function (or whatever
you want to call it), to move a crowbar sized bounding box along an arc
to see if anything collided with it.  You would want the collision box
to be NOT axis aligned (i.e. it should be a OBB, not an AABB).
   
This would be inefficent as hell though.
   
--
Jeffrey botman Broome
   
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Re: [hlcoders] Source SDK's API calls: An inquiry on Source's compatability SpeedTreeRT's middleware solution

2005-08-09 Thread Tim Holt
Joshua, I'm also very interested in this.  I'm working on a forest visualization
project at Oregon State University, and had considered SpeedtreeRT as well.

I have a hunch where you would integrate it, or how.  Take a look at
DetailObjectSystem.cpp - which handles the detail stuff (fading out grass
props, etc.)  Basically what it does is something like this...

1) On map load, it creates a list of all detail props in the map as defined in
the BSP
2) Maintains a sub-list of potentially visible detail props as player moves
around from leaf to leaf
3) Renders that list each frame, applying fade over distance

What I think would be the correct method of integration is to use this code base
as your model, however assume that you will not be loading the trees from the
bsp.  For one thing, the game limits the number of props in the bsp.

I've been thinking of writing my own tree system using this as the framework,
but instead of loading the tree placements from bsp, they would be loaded from
a separate file, or possibly dynamically generated as the player moves about.
Basically if you could calculate terrain surface (assume it's all displacement
surfaces) and also calculate tree types and density (based on material used on
the displacement), you could dynamically populate that draw list of detail
props.

You could also do some pretty effective LOD management here as well.  For
example, you could draw trees as simple Z locked sprites when they are distant,
and then draw actual models when closer up.  Also, you could modify the maximum
visible distance based on the tree density.  In a thick forest, you don't need
to draw trees very far.  In a thin one, you need to draw them far away.  You
also can take the angle between the tree's Z axis and the player.  If the angle
is very small (ie, the player is looking down on the tree) then you can
potentially render a completely different (and possibly simpler) sprite.

Another idea I had was to create a new shader specifically for terrain.  Suppose
you had a brown/dirt forest floor, with trees.  If you are under the trees, you
want to see the brown forest floor.  If you are above them, you want to see
trees and no forest floor (all green).  Now suppose you had a distant tree
covered hill visible in the engine.  If you don't render the trees onto it,
you'll just get a brown hill, which won't work at all.  What you need is like a
blend texture, where the farther away you get, the more the underlying texture
comes out.  SO you could have a brown dirt top texture, and a green leafy
bottom texture.  The farther you move away from the ground, the more the
green comes out - until eventually it's all just green leafy cover as if you're
looking at just trees.

If nothing more comes of the email in this, list, let's talk offline on this.
Very interested in sharing tree rendering insights if you're interested.

Tim

Quoting Joshua Alejandro Jacobo [EMAIL PROTECTED]:

 We are currently looking to use SpeedtreeRT to generate real-time trees
 in our mod, as well as larger project down the line, but we are trying
 to determine if it is possible to integrate the code into the SDK, the
 people at IDV not offering as much documentation as we would like
 (except for an outrageous monthly fee). Here is how IDV describes their
 program:

 /Interactive Data VisualizationÂ’s (IDV) SpeedTreeRT is a C++ Application
 ProgrammerÂ’s Interface (API) designed to provide access to SpeedTree
 data for interactive, real-time applications. SpeedTreeRT parses the
 “.spt” files created with SpeedTreeCAD (a stand-alone Microsoft Windows®
 application) and delivers all tree data to the calling application via a
 well organized, easy to use API. Because SpeedTreeRT is independent of
 the rendering system, it is applicable to almost any situation where
 high quality, three dimensional trees must be rendered in real-time.
 SpeedTreeRT ships with a comprehensive SDK that contains examples of how
 to render SpeedTrees in some of the more common rendering environments,
 such as DirectX, OpenGL, and the Gamebryo game engine.

 /and later:

 /The final critical advantage offered by SpeedTreeRT is optimal data
 organization for popular rendering systems. Organizing the data so that
 it seamlessly fits into your rendering method (e.g., OpenGL® vertex
 arrays, DirectX™ vertex buffers, etc.) means that SpeedTrees will render
 with maximum performance in your application.

 /And in response to a question:
 /
 //Q. What graphics API does SpeedTreeRT use?
 A. SpeedTreeRT doesn't depend directly on any specific graphics API;
 it's a numerical engine. However, SpeedTreeRT does facilitate the use of
 some graphics APIs by defining geometry with pointers to vertex buffer
 formats that can be used directly with API calls.
 SpeedTreeRT does not make use of any system-specific calls. It was
 written using C++ and the STL library.

 /While browsing through their SDK, I ran into this in the documentation
 referring the the work the 

Re: [hlcoders] Source SDK's API calls: An inquiry on Source's compatability SpeedTreeRT's middleware solution

2005-08-09 Thread Tim Holt
I've got some pictures online at http://oregonstate.edu/~holtt/forestry/ that
show some of what I've got going now with trees.  That's terrain around
Tillamook in Oregon - extremely steep and forested stuff.  16000x16000
displacement mesh ground covering approximately 1.28km x 1.28km.  Player is at
1/4 scale to increase the appearance of the size of the map.

Quoting Ben Davison [EMAIL PROTECTED]:

 --
 [ Picked text/plain from multipart/alternative ]
 A bit OT: But did you advertise this mod on hl2world, because I remember
 seeing something like this and being amazed.

 On 8/9/05, Tim Holt [EMAIL PROTECTED] wrote:
 
  Joshua, I'm also very interested in this. I'm working on a forest
  visualization
  project at Oregon State University, and had considered SpeedtreeRT as
  well.
 
  I have a hunch where you would integrate it, or how. Take a look at
  DetailObjectSystem.cpp - which handles the detail stuff (fading out grass
  props, etc.) Basically what it does is something like this...
 
  1) On map load, it creates a list of all detail props in the map as
  defined in
  the BSP
  2) Maintains a sub-list of potentially visible detail props as player
  moves
  around from leaf to leaf
  3) Renders that list each frame, applying fade over distance
 
  What I think would be the correct method of integration is to use this
  code base
  as your model, however assume that you will not be loading the trees from
  the
  bsp. For one thing, the game limits the number of props in the bsp.
 
  I've been thinking of writing my own tree system using this as the
  framework,
  but instead of loading the tree placements from bsp, they would be loaded
  from
  a separate file, or possibly dynamically generated as the player moves
  about.
  Basically if you could calculate terrain surface (assume it's all
  displacement
  surfaces) and also calculate tree types and density (based on material
  used on
  the displacement), you could dynamically populate that draw list of detail
  props.
 
  You could also do some pretty effective LOD management here as well. For
  example, you could draw trees as simple Z locked sprites when they are
  distant,
  and then draw actual models when closer up. Also, you could modify the
  maximum
  visible distance based on the tree density. In a thick forest, you don't
  need
  to draw trees very far. In a thin one, you need to draw them far away. You
  also can take the angle between the tree's Z axis and the player. If the
  angle
  is very small (ie, the player is looking down on the tree) then you can
  potentially render a completely different (and possibly simpler) sprite.
 
  Another idea I had was to create a new shader specifically for terrain.
  Suppose
  you had a brown/dirt forest floor, with trees. If you are under the trees,
  you
  want to see the brown forest floor. If you are above them, you want to see
  trees and no forest floor (all green). Now suppose you had a distant tree
  covered hill visible in the engine. If you don't render the trees onto it,
  you'll just get a brown hill, which won't work at all. What you need is
  like a
  blend texture, where the farther away you get, the more the underlying
  texture
  comes out. SO you could have a brown dirt top texture, and a green leafy
  bottom texture. The farther you move away from the ground, the more the
  green comes out - until eventually it's all just green leafy cover as if
  you're
  looking at just trees.
 
  If nothing more comes of the email in this, list, let's talk offline on
  this.
  Very interested in sharing tree rendering insights if you're interested.
 
  Tim
 
  Quoting Joshua Alejandro Jacobo [EMAIL PROTECTED]:
 
   We are currently looking to use SpeedtreeRT to generate real-time trees
   in our mod, as well as larger project down the line, but we are trying
   to determine if it is possible to integrate the code into the SDK, the
   people at IDV not offering as much documentation as we would like
   (except for an outrageous monthly fee). Here is how IDV describes their
   program:
  
   /Interactive Data Visualization's (IDV) SpeedTreeRT is a C++ Application
   Programmer's Interface (API) designed to provide access to SpeedTree
   data for interactive, real-time applications. SpeedTreeRT parses the
   .spt files created with SpeedTreeCAD (a stand-alone Microsoft
 Windows(r)
   application) and delivers all tree data to the calling application via a
   well organized, easy to use API. Because SpeedTreeRT is independent of
   the rendering system, it is applicable to almost any situation where
   high quality, three dimensional trees must be rendered in real-time.
   SpeedTreeRT ships with a comprehensive SDK that contains examples of how
   to render SpeedTrees in some of the more common rendering environments,
   such as DirectX, OpenGL, and the Gamebryo game engine.
  
   /and later:
  
   /The final critical advantage offered by SpeedTreeRT is optimal data
   organization for popular

[hlcoders] Idea for massive numbers of Detail Objects - hair brained?

2005-08-05 Thread Tim Holt
I want to bounce an idea off the list and see if anyone thinks it's hair brained
or not.

I want to create a display environment with a lot of detail objects.  Like on
the order of 100,000 of them or more.  Trees specifically.  But instead of
being defined by ground material and the detail.vbsp file, they are defined by
a numerical/statistical model.  You give the numerical model code coordinates
of an area, and it hands you back a list of exactly what props are in the area,
and their coordinates.

So I'm looking at CDetailObjectSystem::LevelInitPreEntity() and I'm wondering if
I can just bypass loading the detail list that's in the bsp and instead generate
it at map-load via my numerical model.  For one thing, I can bypass the limit on
detail props in the bsp.  Theoretically I could even dynamically generate my
draw list as I moved around the map, rather than having one master list of
every prop always in memory.  I might have a million different detail props in
the map (if I used the model to calculate every single spot on the map), a
player never will see more than a tiny percentage of that.

By the way this is for a non-shooting, non-explosion mod idea.  It doesn't need
to do much more than let players wander around the virtual forest.

Thoughts?

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Re: [hlcoders] Keeping track of information inside the game

2005-08-02 Thread Tim Holt
This debate is pretty rediculous.  The very idea that somehow using MySQL makes
you tied up in some kind of legal space is just mind boggling.  Almost like
debating the Microsoft Windows EULA.  As if you'd dump Windows (as a HLCodder)
purely because you don't agree with terms and conditions.

Consider that if there were ANY kind of issue with MySQL and code
access/rights/use, then a million web sites which use MySQL would be in a bind.
  A LOT of web sites use MySQL as their root DB.  For example like every site
running the VBulletin bulletin board software.  If this were a real issue, then
MySQL would be sitting on a legalistic gold/land mine because of all the web
systems running off LAMP (Linux+Apache+MySQL+Perl|PHP).


Quoting Jeff Fearn [EMAIL PROTECTED]:

 On 8/3/05, Predatory Kangaroo [EMAIL PROTECTED] wrote:
...SNIP SNIP CUT CUT HACK HACK...

 Almost :) You can choose to use a different database, like PostgreSQL,
 which doesn't have that sort of legal issue. This is my main point, if
 you use pgsql you don't have to consider such issues where you are
 distributing free, non-gpl software.

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RE: [hlcoders] Keeping track of information inside the game

2005-08-02 Thread Tim Holt
Which of course would be against the basic Valve SDK license I imagine - to
charge or profit off your mod.  So again, not a problem is it?

Quoting Spencer 'voogru' MacDonald [EMAIL PROTECTED]:

 I thought the keyword was, if you use MySQL in a program that's for
 commercial use, you have to pay for a license.

 Isn't commercial when you charge people money to play or download the
 plug-in/mod and the writer/development team profits off of it.

 So as long as the mod is freely available,

 - voogru.

 -Original Message-
 From: Jeff Fearn [mailto:[EMAIL PROTECTED]
 Sent: Tuesday, August 02, 2005 6:59 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Keeping track of information inside the game

 On 8/3/05, Damien [EMAIL PROTECTED] wrote:
  Now what I think :
  I'm developping a plugin for CS:S (and other mods soon) and it will use
  mysql. I will distribute the source code if people ask me...

 Aside from the MySQL Limited GPL stupidity, if you hold that MySQL's
 interpretation is correct (I don't) then releasing the code is
 insufficient, you HAVE to GPL your code, which you can't because
 Valve's license for the SDK is not GPL compatible.

 You either violate MySQLs interpretation of the GPL and leave
 yourself open to a law suit from MySQL, or you GPL you code and risk a
 suit from Valve, or you use PostrgreSQL and don't have to worry. It
 seems obvious to me which is the most logical choice.

 Note that I don't think MySQL or Valve would actually bother to sue
 you ... unless your plugin is super and lots of people use it :)

 Jeff

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Re: [hlcoders] Keeping track of information inside the game

2005-08-01 Thread Tim Holt
Some kind of persistence framework would be pretty useful for a number of mods I
imagine.

Was the original poster looking for something that stored persistent data on a
server by server basis, or a centralized server for everyone playing the game?
If centralized, it seems like a web-services based approach might be good - for
one thing it's not tying up the back end to one specific database. That and
almost everyone has port 80 open on firewalls so lower risk of clients being
blocked.

Quoting Andrew (British_Bomber) [EMAIL PROTECTED]:

 Are you implying that saving persistant data from Half Life 2 is
 outside the MySQL license?  I was working on a simple feature in one
 of my mods to throw data out to a MySQL database but if that is not
 allowed in the license what do all the Stats programs fall under?

 btw love the 404 :P

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Re: [hlcoders] PlanetHalflife POTD Alien Slave from garys mod

2005-07-30 Thread Tim Holt
It's probably in the skybox

Quoting DAV [EMAIL PROTECTED]:

 Hi,

 Any idea of how they enlarge the Alien Slave model we can see here:
 http://www.planethalflife.com/potd/index.asp?id=497208

 How did they do it?


 Thanks,
 davcin

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RE: [hlcoders] Some questions on map size/scale

2005-07-25 Thread Tim Holt
Ah I was really expecting some one shot Scale it all with this value rather
than overriding player size, POV height, movement speed, that kind of thing.

Quoting Jay Stelly [EMAIL PROTECTED]:

 You don't set it.  You just build everything to that scale.  Assets for
 HL2/cstrike/etc are built to 1 unit = 1 inch scale.  If you want your
 mod to run at a different scale you will need to modify any HL2 assets
 you are using.


  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Kamran
  Sent: Friday, July 22, 2005 9:53 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Some questions on map size/scale
 
  I would also like to know how to set this, however I doubt I
  will use it... but I've wondered about this too.
 
  Tim Holt wrote:
 
  Back to the original quote from the SDK FAQ...
  
  
  
  Mods can choose their own unit scale for the world. For example, 1
  unit could be made to be equal to 1 foot, or to 1/10 of an inch.
  Physics will be adjusted accordingly, but collisions are only
  guaranteed to be accurate to 1/32nd of a unit.
  
  
  
  Physics, player view height, player bounding boxes, etc.  That's the
  kind of scaling stuff that needs more than just me saying
  Make it so!
  
  Quoting Jeffrey \botman\ Broome [EMAIL PROTECTED]:
  
  
  
  Tim Holt wrote:
  
  
  Which leaves the part about setting the unit scale.  Any pointers
  from
  
  
  anyone
  
  
  about where this is set?
  
  
  
  Scale is arbitrary.  YOU decide what you want 1 unit to mean
  (centimeters, inches, feet, miles, etc.).
  
  --
  Jeffrey botman Broome
  
  
  
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  --
  Kamran A
  Get Firefox! Safer, Faster, Better.
  http://www.spreadfirefox.com/?q=affiliatesid=0t=85
  Down with Internet Explorer! Say NO! to Spyware! Use Firefox
 
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[hlcoders] Some questions on map size/scale

2005-07-22 Thread Tim Holt
According to some SDK FAQs...

 The maximum map size is currently set at +/-16384 units (16x the
 horizontal area of Half-Life 1, 64x overall volume).

 Mods can choose their own unit scale for the world. For example, 1 unit
 could be made to be equal to 1 foot, or to 1/10 of an inch. Physics will be
 adjusted accordingly, but collisions are only guaranteed to be accurate to
 1/32nd of a unit.

Anyone experimented with overriding that maximum map size in worldsize.h to make
it even bigger?  I noticed the following comment, which doesn't bode well for
that approach...

// NOTE THAT IF THIS GOES ANY BIGGER THEN DISK NODES/LEAVES CANNOT USE SHORTS TO
STORE THE BOUNDS

Which leaves the part about setting the unit scale.  Any pointers from anyone
about where this is set?


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Re: [hlcoders] Some questions on map size/scale

2005-07-22 Thread Tim Holt
Back to the original quote from the SDK FAQ...

 Mods can choose their own unit scale for the world. For example, 1 unit
 could be made to be equal to 1 foot, or to 1/10 of an inch. Physics will be
 adjusted accordingly, but collisions are only guaranteed to be accurate to
 1/32nd of a unit.

Physics, player view height, player bounding boxes, etc.  That's the kind of
scaling stuff that needs more than just me saying Make it so!

Quoting Jeffrey \botman\ Broome [EMAIL PROTECTED]:

 Tim Holt wrote:
 
  Which leaves the part about setting the unit scale.  Any pointers from
 anyone
  about where this is set?
 

 Scale is arbitrary.  YOU decide what you want 1 unit to mean
 (centimeters, inches, feet, miles, etc.).

 --
 Jeffrey botman Broome

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Re: [hlcoders] non-game mods for steam

2005-06-28 Thread Tim Holt
I wanted to re-reply to this now when I've got a little bit more time.

Actually, there is a rather new and thriving movement to use games for more
serious uses.  The phrase Serious Games is often used to describe them.
What are Serious Games?  Well there are a lot of different definitions, but at
least the one I like is to say they are the use of games, game ideas and game
technology for non-entertainment uses.  There are better definitions (and a lot
more information) at the website http://www.seriousgames.org.  Also check out
the mail lists on that site.  You'll find discussions on the lists about
concepts of gameplay, education and training, etc.  Lately we've talked about
game addiction and whether we can tap into it for good.  Is a game that
teaches you new things bad if it's also addicting?

I think it's a field of game development that a lot of the developers on here
should check out.  Why?  Well for one thing, it's getting money - lots of it.
These aren't sexy deals with major publishers - these aren't rock star
development projects with E3 booth babes in tow.  But they are quite real and
quite ... well ... serious!  An example is the medical training simulation that
I am currently working on with others from Texas AM University-Corpus Christi.
It's got a $4.3 million budget to develop a new system to help train nurses and
other medical personel.  And basically, it's a Source mod.  It's got V models,
but they are hands with stethoscopes instead of guns.  It's got NPC AI, but
it's an npc_doctor instead of npc_civilian.  You can see some screens from
it's development, along with a few demo movies at
http://www.orst.edu/~holtt/tamucc

The last two years at the Game Developers Conference (GDC) there has been a
Serious Games Summit, and coming up later this year is the second Serious
Games Summit in Washington DC.  Attending them, I got to see quite an amazing
mix of applications of game ideas and technology.  Simulated fire fighter
training, virtual cool and icy environments to help burn victims cope with
pain, military training and concept weapon system simulation, atomic forces
simulation (the physics kind, not the bomb kind!) and many more.

Tim

Quoting McCormack, Chris [EMAIL PROTECTED]:


 Hello all -

 I don't know if there's a definitive list of mods out there (not that I can
 find),
 but I was wondering what people had developed that is NOT a game related mod.

 I know someone is working on a medical training mod that looks very
 interesting
 (but probably not for public release), so other people must have had similar
 ideas.

 If you know of or are doing a non-gaming mod can you hit reply to this email
 and
 attach a link or some details of the mod. If for no other reason than just to
 let others know how people are thinking about using source.


 ps - sorry for the mammoth footer that will get stapled on here.


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Re: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-17 Thread Tim Holt
I'm suprised there isn't more sharing of source code - basically open source
modules for specific features like this, HUD display elements, etc.

Quoting [EMAIL PROTECTED] [EMAIL PROTECTED]:

  The problem is that if you make something that has to be included in the
  mod source code, no one will include it (at least not for the most
  popular mods, many of which are Valve mods).

 Ah, hence the grassroots appellation.  Remember; all mods start
 _somewhere_; if we can get enough community support then it's an easy
 matter to come up with a standard.

 
 mail2web - Check your email from the web at
 http://mail2web.com/ .



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RE: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-17 Thread Tim Holt
I'm very much with you on that Alfred.  I will quickly leave any server with
crazy stuff on it.  And don't worry I know who to blame :^)

Server side stuff can be sort of intersting in a good way though - it is in a
way a chance for people to mod a mod.  For example someone made smoke
grenades for DoD.  There was some debate whether they were appropriate, but
they were an interesting example of emergent behaviour as it were.  Who knows,
maybe if they had become hugely popular, someone might have taken notice and
used the idea?


Quoting Alfred Reynolds [EMAIL PROTECTED]:

 We are more concerned with giving people consistent gameplay rather than
 any specific cheat problem. You would be amazed at the number of people
 that get confused (i.e email us complaining) when joining a HL1 based
 server with some of the noisier mods (I am looking at the warcraft3
 superhero mod here...).

 - Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
 botman Broome
 Sent: Friday, June 17, 2005 6:01 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK - Creating Map Entities - missing
 function?

 [EMAIL PROTECTED] wrote:
 
  I suspect the alternative will consist of a grassroots standardization

  effort by mod-makers to put out an unofficial API for server mods.
  I, for one, am up for it.
 

 The problem is that if you make something that has to be included in the
 mod source code, no one will include it (at least not for the most
 popular mods, many of which are Valve mods).

 Metamod: Source (www.sourcemm.net) does a good job of getting around
 some of the limitations, but there are still things that you can't do,
 even with it.

 It basically comes down to how much of a back door is there in the
 game and how much junk can you squeeze through that back door?  Since
 the server operator can't be trusted anymore than the client can (and
 since server-side cheats are more difficult to catch than client-side
 cheats), from Valve's point of view, it makes sense to make the engine
 as secure as possible to prevent cheating.  This means you may have to
 sacrifice some flexibility (which were really exploits to begin with)
 to achieve this security.

 If you want a mod that does a lot of wacky and crazy shit, your best
 option is to make your own mod that has that.  If all you want to do is
 customize someone else's mod, get used to not being able to do that.  ;)

 --
 Jeffrey botman Broome

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RE: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-16 Thread Tim Holt
Purely from a players point of view, the rape that some server side plugins do
to players is the worst sin of all.  As soon as I see any server side plugins
active on a server, I leave.  I don't want annoying sounds downloaded to me,
menus, screen displays, or key rebindings etc.

On the other hand of course we have to ask, So Alfred!  What's the alternative
then?  Is there a particular reason this feature was removed, or is there a new
alternative in the works?

Quoting Spencer 'voogru' MacDonald [EMAIL PROTECTED]:

 The rape of server side modifications continues.

 Plug-in interface is severely lacking and is nowhere near 1/10th of the
 power of metamod for HL1.

 - voogru.

 -Original Message-
 From: Alfred Reynolds [mailto:[EMAIL PROTECTED]
 Sent: Thursday, June 16, 2005 7:11 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] Source SDK - Creating Map Entities - missing
 function?

 Spawning entities into a map from a plugin is not supported.

 - Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Michael A.
 Hobson
 Sent: Thursday, June 16, 2005 4:07 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] Source SDK - Creating Map Entities - missing
 function?

 Alfred,

 Thanks for the fast reply.

 Damn-it! I was hoping I could use this from a server plug-in to make map
 entities in their proper classes from entity strings.

 The API's in class IVEngineServer only know about raw edicts, and whilst
 there are utility functions to get a CBaseEntity pointer from an edict
 pointer, that doesn't help us at all with what I asked.

 Surely the engine DLL's maploader must have a similar function to the
 discontinued one?

 Could we please have that one added to one of the Engine Interfaces next
 SDK Update?

 Or is there some other way to do this from a plug-in with existing
 Valve-supported API's ?


 At 03:01 PM 6/16/2005, you wrote:
 That function has long been removed from the codebase.
 
 - Alfred
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Michael A.
 Hobson
 Sent: Thursday, June 16, 2005 2:49 PM
 To: HLCoders
 Subject: [hlcoders] Source SDK - Creating Map Entities - missing
 function?
 
 Any Valve Programmer:
 
 In BASEENTITY at line #301, I see:
 
   // creates an entity and calls all the necessary spawn
 functions
   extern void SpawnEntityByName( const char *className,
 CEntityMapData *mapData = NULL );
 
 Which library is this function contained in?
 
 I can't seem to find it anywhere.
 
 
 Michael A. Hobson
 email: [EMAIL PROTECTED]
 (310) 344-3585 (cell)

 Michael A. Hobson
 email: [EMAIL PROTECTED]
 (310) 344-3585 (cell)


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Re: [hlcoders] npc_citizen entity issue

2005-06-04 Thread Tim Holt
Check the m_Type value in npc_citizen.cpp (if you're approaching this fro the
code point of view).

If you're setting them up in a map, go to the Type Keyvalue, which you can set
to Default, Downtrodden, Refugee, Rebel or Unique


Quoting Spektre [EMAIL PROTECTED]:

 I'm having a problem trying to figure out the npc_citizen entity.
 I'd like it to be assigned the resistance body model from later in HL2,
 but I can't find any difference in the SDK's example maps between the
 npc_citizen entitys from d1 to d3.
 It's defaulting to the refugee body model for me. I'm really stumped
 here, can somebody explain to me how the engine knows which citizen
 model to display?
 I know this is more mapping than code related, but I really need the
 answer to this and no one else seems to know.
 Talia
 [EMAIL PROTECTED]

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RE: [hlcoders] VGUI graphics primitives (DrawLine) on a 3d space vgui_screen?

2005-06-02 Thread Tim Holt
I figured this out by the way.  Ends up the lines were being drawn behind the
background of the VGUI panel.  By removing the background I got them to show
up.  IT means I end up with a transparent panel, however by placing it in front
of a black brush based background it works fine.

Picture of it in action at http://www.oregonstate.edu/~holtt/tamucc/ekg.jpg and
a quick  dirty movie clip at http://www.oregonstate.edu/~holtt/tamucc/c1-1.wmv


Quoting Tim Holt [EMAIL PROTECTED]:

 Interesting - thanks Yahn, I'll check that out.

 A post in the VERC forums suggests maybe the DrawFilledRect primitive will
 work
 in 3d.  Perhaps I can make a bargraph type display instead of a true line
 graph.  I'm trying to do something like
 http://oregonstate.edu/~holtt/tamucc/real_06.jpg on an in-game screen placed
 on
 the (currently not animated) prop you see in
 http://oregonstate.edu/~holtt/tamucc/new_gurney_cart.jpg

 Because the chart data is actually dynamic and not just an animated loop, it
 needs to be rendered out real-time.

 Quoting Yahn Bernier [EMAIL PROTECTED]:

  I would write your own mathed using the material system using
  CMeshBuilder with MATERIAL_LINES as the primitive type.  The cl_dll code
  has some examples of using a meshbuilder instead of surface() to do
  drawing.  You'll need to hook in at the correct part of rendering to
  make sure the projection matrix is not set up for ortho/2d drawing, etc.
  You might also look at CDebugOverlay::AddLineOverlay which might already
  do what you want.
 
  Yahn
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Tim Holt
  Sent: Tuesday, May 31, 2005 12:34 PM
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] VGUI graphics primitives (DrawLine) on a 3d space
  vgui_screen?
 
  I've been doing conventional HUD type displays, and have been using
  the DrawLine graphics primitive to draw various graphics items on them
  just fine.
  Now I want to take one of those displays and have sitting in 3d game
  space via the vgui_screen entity.  It works up to a point, with my text
  elements showing up etc. however it has problems when I try and draw
  lines with DrawLine.
 
  Normally I would do...
 
  vgui::surface()-DrawLine (x1, y1, x2, y2);
 
  to draw a line from point [x1,y1] to [x2,y2] in the VGUI object's
  coordinate space. Works great when it's on the HUD. But when it's in 3d
  space, it still draws the lines on the HUD and does not draw them in the
  3d rendered version of the VGUI screen.
 
  I've searched through the SDK source but so far haven't found any place
  where this is actually done in the game, so I don't know if it's even
  possible.
 
  I suppose what I need is the equivalent of
 
  vgui::surface()
 
  which gives me the drawing surface for the 3d rendered VGUI screen.
 
  Alternately, I wondered if I could draw the lines on an off-screen image
  buffer, then just put the image onto the VGUI panel once it's drawn.
  That or use the temporary entity line to draw 3d lines in front of my
  VGUI screen.  The screen won't move at all (fixed orientation) so
  getting the transforms right won't be that big of a deal.
 
  Anyone have any clues or suggestions?
 
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Re: [hlcoders] VGUI graphics primitives (DrawLine) on a 3d space vgui_screen?

2005-06-02 Thread Tim Holt
Part of a prototype/demo mod looking at ways to teach/convey medical training
via games.  A serious games project.

Quoting Ben Davison [EMAIL PROTECTED]:

 --
 [ Picked text/plain from multipart/alternative ]
 Seems very cool, what is it for?

 On 6/2/05, Tim Holt [EMAIL PROTECTED] wrote:
 
  I figured this out by the way. Ends up the lines were being drawn behind
  the
  background of the VGUI panel. By removing the background I got them to
  show
  up. IT means I end up with a transparent panel, however by placing it in
  front
  of a black brush based background it works fine.
 
  Picture of it in action at
  http://www.oregonstate.edu/~holtt/tamucc/ekg.jpg and
  a quick  dirty movie clip at
  http://www.oregonstate.edu/~holtt/tamucc/c1-1.wmv
 
 
  Quoting Tim Holt [EMAIL PROTECTED]:
 
   Interesting - thanks Yahn, I'll check that out.
  
   A post in the VERC forums suggests maybe the DrawFilledRect primitive
  will
   work
   in 3d. Perhaps I can make a bargraph type display instead of a true line
   graph. I'm trying to do something like
   http://oregonstate.edu/~holtt/tamucc/real_06.jpg on an in-game screen
  placed
   on
   the (currently not animated) prop you see in
   http://oregonstate.edu/~holtt/tamucc/new_gurney_cart.jpg
  
   Because the chart data is actually dynamic and not just an animated
  loop, it
   needs to be rendered out real-time.
  
   Quoting Yahn Bernier [EMAIL PROTECTED]:
  
I would write your own mathed using the material system using
CMeshBuilder with MATERIAL_LINES as the primitive type. The cl_dll
  code
has some examples of using a meshbuilder instead of surface() to do
drawing. You'll need to hook in at the correct part of rendering to
make sure the projection matrix is not set up for ortho/2d drawing,
  etc.
You might also look at CDebugOverlay::AddLineOverlay which might
  already
do what you want.
   
Yahn
   
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tim Holt
Sent: Tuesday, May 31, 2005 12:34 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] VGUI graphics primitives (DrawLine) on a 3d space
vgui_screen?
   
I've been doing conventional HUD type displays, and have been using
the DrawLine graphics primitive to draw various graphics items on them
just fine.
Now I want to take one of those displays and have sitting in 3d game
space via the vgui_screen entity. It works up to a point, with my text
elements showing up etc. however it has problems when I try and draw
lines with DrawLine.
   
Normally I would do...
   
vgui::surface()-DrawLine (x1, y1, x2, y2);
   
to draw a line from point [x1,y1] to [x2,y2] in the VGUI object's
coordinate space. Works great when it's on the HUD. But when it's in
  3d
space, it still draws the lines on the HUD and does not draw them in
  the
3d rendered version of the VGUI screen.
   
I've searched through the SDK source but so far haven't found any
  place
where this is actually done in the game, so I don't know if it's even
possible.
   
I suppose what I need is the equivalent of
   
vgui::surface()
   
which gives me the drawing surface for the 3d rendered VGUI screen.
   
Alternately, I wondered if I could draw the lines on an off-screen
  image
buffer, then just put the image onto the VGUI panel once it's drawn.
That or use the temporary entity line to draw 3d lines in front of my
VGUI screen. The screen won't move at all (fixed orientation) so
getting the transforms right won't be that big of a deal.
   
Anyone have any clues or suggestions?
   
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 --
 - Ben Davison
 - http://www.shadow-phoenix.com
 --

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[hlcoders] VGUI graphics primitives (DrawLine) on a 3d space vgui_screen?

2005-05-31 Thread Tim Holt
I've been doing conventional HUD type displays, and have been using the
DrawLine graphics primitive to draw various graphics items on them just fine.
Now I want to take one of those displays and have sitting in 3d game space via
the vgui_screen entity.  It works up to a point, with my text elements showing
up etc. however it has problems when I try and draw lines with DrawLine.

Normally I would do...

vgui::surface()-DrawLine (x1, y1, x2, y2);

to draw a line from point [x1,y1] to [x2,y2] in the VGUI object's coordinate
space. Works great when it's on the HUD. But when it's in 3d space, it still
draws the lines on the HUD and does not draw them in the 3d rendered version of
the VGUI screen.

I've searched through the SDK source but so far haven't found any place where
this is actually done in the game, so I don't know if it's even possible.

I suppose what I need is the equivalent of

vgui::surface()

which gives me the drawing surface for the 3d rendered VGUI screen.

Alternately, I wondered if I could draw the lines on an off-screen image buffer,
then just put the image onto the VGUI panel once it's drawn.  That or use the
temporary entity line to draw 3d lines in front of my VGUI screen.  The screen
won't move at all (fixed orientation) so getting the transforms right won't be
that big of a deal.

Anyone have any clues or suggestions?

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[hlcoders] RE: Transparent color on model? (omega)

2002-12-24 Thread Tim Holt
Use your imagination - you can do a lot more than just that with it :^)

 Probably for cs 1.6's riot shield

 -omega
 Blackened Interactive - http://blackened-interactive.com
 Front Line Force - http://www.flfmod.com

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[hlcoders] The answer to the making a sky shot question...

2002-12-05 Thread Tim Holt
From Martin Otten @ Valve...

 there is such a command envmap (not in software mode) that
 saves .bmps for ll 6 box sides (using the current origin). use
 cvar gl_envmapsize n to set the size of these images n*n ).
 I think this isn't used for skyboxs, but for environment maps,
 placed on reflecting objects.
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Re: [hlcoders] Taking screens to create an

2002-12-04 Thread Tim Holt
 From: Vyacheslav Djura [EMAIL PROTECTED]
 Hello Tim,

 btw, I thought there is some console command to create set of sky
 files from your current position. Is it true?

 --
  Vyacheslav
  Level-designer
  Deep-Shadows(http://www.deep-shadows.com)

Yes Vyacheslav, that's exactly what I am trying to find - a console command
to do this.  I just can't seem to remember where I saw it.
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[hlcoders] Taking screens to create an environment map (sky) in-game?

2002-12-03 Thread Tim Holt
I would swear at one point I saw something on how to take a set of shots
while in-game that would create a skybox.  You know, the ft,bk,lf,rt,up,dn
files in gfx/env.  But of course now I can't find the reference.

Does anyone know how to do this at all?

Tim Holt
DoD Mapping
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[hlcoders] RE: Palladium

2002-10-08 Thread Tim Holt

 The Palladium is public by Microsoft however MS employees decided it would
 be fun to release other details such as the trusted code part which
means
 microsoft checks anythign and everything before its runtime, this infact
 won't be practical and...

Sounds like Steam to me :^)
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Re: [hlcoders] 1.1.0.0 SDK Question

2002-06-27 Thread Tim Holt

--
[ Picked text/plain from multipart/alternative ]
I have a hunch that They Who Give (aka Valve) would not conciously NOT
release the SDK nor just forget.

Daniel Koppes wrote:

Uh. I imagine if he wanted to know the relevance in the cosmic sense of time
he would have asked some nutcase philosphy mailing list.

Instead he asked a nutcase HL coding list.

- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, June 28, 2002 3:24 AM
Subject: Re: [hlcoders] 1.1.0.0 SDK Question




I'm confused now since it it's more than a short while after the


release.


Will the SDK be out after 1.1.1.1?


What do you consider to be a short while?  In a cosmic sense it's only


been a


fraction of a millisecond since the 1.1.1.0 update was released.  :)

Jeffrey botman Broome

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Re: [hlcoders] Fwd: Half-life fake players bug

2002-06-21 Thread Tim Holt

--
[ Picked text/plain from multipart/alternative ]
ramble
Some of this security stuff is nuts.  This guys problem is like me
contacting someone and saying Oh better watch out!  Someone could break
the glass on your house and GET INSIDE!   The creative imagination can
come up with a million flaws to drive us all into little iron
fortresses of fear if we let it.  The fact that he RELEASED this is
probably going to get more people trying it than anything ever would.
And it's probably going to cause a number of security-anal sys admin
types to start asking, So is this Half-Life thing the employees play at
lunchtime a security risk?  I know that's exactly what happened where I am.

A REAL security concern would be if someone could come up with some
buffer overflow exploit that allowed you to execute arbitrary commands
on a server via a malicious client, or even worse, on a client via a
malicious server.

One bright side of course.  Now all those mods with lower player counts
can start writing bogus clients to make it look like they have more
players.  Dude!  This new lawn mowing mod must be HOT!  They got 100
servers and they are ALL FULL!  Weird tho, the servers all have the same
IP and are like 27015, 27016, 27017, etc
/ramble

botman wrote:

Well, if it is as he says, where valve either selectively ignored his
emails, or didn't care to acknowledge them, and it came to the point
where a bug was posted on the net, serves valve right. Atleast he cared
to explain the bug, and simply not release a bunch of programs that
would create havok over the entire server population. Up to valve to fix
it now that it is in the open, instead of working in private. Shame.



From the posts in the Linux HLDS list, people have already tried this and it
doesn't work with the x.1.1.0 release.  Valve must have already fixed this
prior to x.1.1.0 and didn't feel the need to e-mail the guy back about his
exploit.

Jeffrey botman Broome

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Re: [hlcoders] Fwd: Half-life fake players bug

2002-06-21 Thread Tim Holt

--
[ Picked text/plain from multipart/alternative ]
Well there is death match.  Weed whackers, clippers, shovels, etc.  And
don't forget the Panzie Powerups and the Daisy of Destruction.   But
unless your team gets the lawn mowed, there is NO WAY that mom  dad are
gonna let you go out with your friends after dinner.

Chris Bokitch wrote:

lawn mowing mod?  where can i get that? it'll be at the expo for sure!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Tim Holt
Sent: Friday, June 21, 2002 8:40 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Fwd: Half-life fake players bug


--
[ Picked text/plain from multipart/alternative ]
ramble
Some of this security stuff is nuts.  This guys problem is like me
contacting someone and saying Oh better watch out!  Someone could break
the glass on your house and GET INSIDE!   The creative imagination can
come up with a million flaws to drive us all into little iron
fortresses of fear if we let it.  The fact that he RELEASED this is
probably going to get more people trying it than anything ever would.
And it's probably going to cause a number of security-anal sys admin
types to start asking, So is this Half-Life thing the employees play at
lunchtime a security risk?  I know that's exactly what happened where I am.

A REAL security concern would be if someone could come up with some
buffer overflow exploit that allowed you to execute arbitrary commands
on a server via a malicious client, or even worse, on a client via a
malicious server.

One bright side of course.  Now all those mods with lower player counts
can start writing bogus clients to make it look like they have more
players.  Dude!  This new lawn mowing mod must be HOT!  They got 100
servers and they are ALL FULL!  Weird tho, the servers all have the same
IP and are like 27015, 27016, 27017, etc
/ramble

botman wrote:



Well, if it is as he says, where valve either selectively ignored his
emails, or didn't care to acknowledge them, and it came to the point
where a bug was posted on the net, serves valve right. Atleast he cared
to explain the bug, and simply not release a bunch of programs that
would create havok over the entire server population. Up to valve to fix
it now that it is in the open, instead of working in private. Shame.




From the posts in the Linux HLDS list, people have already tried this and


it


doesn't work with the x.1.1.0 release.  Valve must have already fixed this
prior to x.1.1.0 and didn't feel the need to e-mail the guy back about his
exploit.

Jeffrey botman Broome

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Escher


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Re: [hlcoders] vehicles

2002-06-21 Thread Tim Holt

Driving up walls is good? :^)

Or do you mean up slopes?

Jorrit Heusinkveld wrote:



 i got working vehicles but i can`t get them drive up a wall like in cs
 this is my code:
 void CFuncVehicle :: Stop( void )
 {

 pev-speed = 0;


 }



 void CFuncVehicle::Wall( void )
 {

 TraceResult front;

 VectorvecFront = pev-origin + gpGlobals-v_forward*(45);

 UTIL_TraceLine(pev-origin, vecFront, ignore_monsters, edict(),
 front);

 if( front.flFraction  1.0 )
 {
 CBaseEntity *pHit = CBaseEntity::Instance( front.pHit );

 if ( pHit-IsBSPModel() )
 {

 Stop();

 }

 }

 TraceResult back;

 VectorvecBack = pev-origin + gpGlobals-v_forward*(-45);

 UTIL_TraceLine(pev-origin, vecBack, ignore_monsters, edict(),
 back);

 if( back.flFraction  1.0 )
 {
 CBaseEntity *pHit = CBaseEntity::Instance( back.pHit );

 if ( pHit-IsBSPModel() )
 {

 Stop();

 }

 }

 TraceResult left;

 Vectorvecleft = pev-origin + gpGlobals-v_right*(-20);

 UTIL_TraceLine(pev-origin, vecleft, ignore_monsters, edict(),
 left);

 if( left.flFraction  1.0 )
 {
 CBaseEntity *pHit = CBaseEntity::Instance( left.pHit );

 if ( pHit-IsBSPModel() )
 {

 Stop();

 }

 }

 TraceResult right;

 Vectorvecright = pev-origin + gpGlobals-v_right*(20);

 UTIL_TraceLine(pev-origin, vecright, ignore_monsters, edict(),
 right);

 if( right.flFraction  1.0 )
 {
 CBaseEntity *pHit = CBaseEntity::Instance( right.pHit );

 if ( pHit-IsBSPModel() )
 {

 Stop();

 }

 }

 }



 any body a idea  how to change it so it can drive up walls and down

 _
 Meld je aan bij de grootste e-mailservice wereldwijd met MSN Hotmail:
 http://www.hotmail.com/nl

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Re: [hlcoders] Confusing bit of code in the HL AI

2002-06-07 Thread Tim Holt

--
[ Picked text/plain from multipart/alternative ]
So much for my Multiplayer Bass Fishing HL mod idea.

Persuter wrote:

Either that or they're about to get a Dynamix pulled on them.


Persuter

Always look on the brighter side of life



-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of Tim Holt
Sent: Thursday, June 06, 2002 11:19 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Confusing bit of code in the HL AI

--
[ Picked text/plain from multipart/alternative ]
Hmm, must be getting really close to next HL release, the Valve coders
are posting responses, which means they have time to look on the


forums


:^)

Adrian Finol wrote:



And that too.

-Original Message-
From: Leon Hartwig [mailto:[EMAIL PROTECTED]]
Sent: Thursday, June 06, 2002 6:30 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] Confusing bit of code in the HL AI


ASSERT() in the HL SDK will actually just print a message to the


console


(when your have compiled in Debug mode), such as:

ASSERT FAILED: whatever






-Original Message-
From: Adrian Finol [mailto:[EMAIL PROTECTED]]
Sent: Thursday, June 06, 2002 6:27 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] Confusing bit of code in the HL AI


That code sets the COND_ENEMY_OCCLUDE flag if the enemy is
NOT visible.
Hence the !FVisible. If it's visible, then it removes the flag.

Assert is a debug function, it will break (stop) the debugger if


the


condition passed is not met.

-Original Message-
From: geoff c [mailto:[EMAIL PROTECTED]]
Sent: Thursday, June 06, 2002 6:22 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Confusing bit of code in the HL AI


ladies and gentlemen of the jury, please direct your attention


towards


monsters.cpp, line 1065:
if ( !FVisible( pEnemy ) )
{
ASSERT(!HasConditions(bits_COND_SEE_ENEMY));
SetConditions( bits_COND_ENEMY_OCCLUDED );
}
else
ClearConditions( bits_COND_ENEMY_OCCLUDED );

I looked up the definition for ASSERT, which was #define ASSERT(f) .


I


don't know what that does so it scares me.

Am I correct in guessing that the above snippet of code checks (if


the


enemy is visible) if the monster currently sees the enemy,
and if so, turns
COND_ENEMY_OCCLUDED on? And what would that be used for, and why?

AI confuses me.

-geoff c

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-M.C.


Escher


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