RE: [hlcoders] Mounting episode one shared.gcf
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Sort of a dumb why question
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] sin -- valve? ritual?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~skidz -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Execute server commands from a VGUI
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Map Scaling
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Map Scaling
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Some sourcesdk\bin dlls coming up AWOL for some reason...
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Some sourcesdk\bin dlls coming up AWOL for some reason...
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Some sourcesdk\bin dlls coming up AWOL for some reason...
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Is there an easy way to get an entity list client side?
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). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Is there an easy way to get an entity list client side?
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). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Is there an easy way to get an entity list client side?
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] About using TFC sounds in a HL2 mod?
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Manipulating Game Menu Items
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] HLMV suddenly trying to access the web?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] AI for DODS
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? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] AI for DODS
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? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] AI for DODS
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.. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Some Positioning Troubles
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Meetup at GDC?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Overlay Text
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Tiling maps
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 Down with Internet Explorer! Say NO! to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net Developer of CST and ZHLT 3.0 http://www.zhlt.info Team Lead - Prime - Website TBA... __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlcoders] Tiling maps
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 Down with Internet Explorer! Say NO! to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net Developer of CST and ZHLT 3.0 http://www.zhlt.info Team Lead - Prime - Website TBA... __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get
Re: [hlcoders] NPC's In Multiplayer
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 Team Lead - Prime - Website TBA... __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Simulated Animations
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Vectorized Aiming - Realism (Guns 101)
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: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Vectorized Aiming - Realism (Guns 101)
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Setting current animation to a specific frame
Welcome to the internet! :^) Quoting Aaron Schiff [EMAIL PROTECTED]: ...you'll experience jerks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vectorized Aiming
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 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 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit
Re: [hlcoders] Blind project
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
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
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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Released
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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Creating wireless networking with half-life 2 engine
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 -- http://www.de-punkt.de [ [EMAIL PROTECTED] ]http://www.stormix.de PHP-Anwendungen sind gefährdet! SQL-Injection, XSS, Session-Angriffe, CSRF, Commandshells, Response Splitting,... böhmische Dörfer? Dann gleich PHP-Sicherheit direkt beim Verlag vorbestellen! http://www.php-sicherheit.de/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ^`'~=-.,__,.-=~'`^`'~=-.,__,.-=~'`^`'~=-.,__,.-=~'`^`'~=-.,__,.-=~'`^ + L A D N E T webmail Unix or DIE! +^`'~=-.,__,.-=~'`^`'~=-.,__,.-=~'`^`'~=-.,__,.-=~'`^`'~=-.,__,.-=~'`^ -= www.ladnet.org =- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Brainstorm with me? How to create desert mirage effect?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Successful mod team tips and warstories?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] A modification of shot distribution for Source
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] A modification of shot distribution for Source
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] New weapons system
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Comparing bullet spread methods in Source and GoldSrc
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; ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Comparing bullet spread methods in Source and GoldSrc (RESEND)
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). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Comparing bullet spread methods in Source and GoldSrc (RESEND)
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). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Comparing bullet spread methods in Source and GoldSrc (RESEND)
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). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] extra app Id set to 211, but no steamAppID
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net/ Developer of CST and ZHLT 3.0 http://www.zhlt.tk This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delete the email, and not respond in any way to it. __ Start your day with Yahoo! - Make it your home page! http://www.yahoo.com/r/hs ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Daryl Harrison [EMAIL PROTECTED] [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SDK Beta Underway
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Particle Attachment Updating
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Lost Coast Commentary System
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net/ Developer of CST and ZHLT 3.0 http://www.zhlt.tk This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delate the email, and not respond in any way to it. __ Start your day with Yahoo! - Make it your home page! http://www.yahoo.com/r/hs ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Engine Scale
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steps of making npcs work on a multiplayer mod?
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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net/ Developer of CST and ZHLT 3.0 http://www.zhlt.tk This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delate the email, and not respond in any way to it. __ Yahoo! Mail - PC Magazine Editors' Choice 2005 http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam UI Update
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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam UI Update
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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam UI Update
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam UI Update
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] poser parameters in a v_ model?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Take charge with a pop-up guard built on patented Microsoft(r) SmartScreen Technology http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU =http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN(r) Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] poser parameters in a v_ model?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Model Surface Properties
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using CZero content in a mod
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using CZero content in a mod
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. -- I thinkpoem that never asa I shallseea lovely as binary tree ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using CZero content in a mod
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. -- I thinkpoem that never asa I shallseea lovely as binary tree ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using CZero content in a mod
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using CZero content in a mod
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Using CZero content in a mod
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Accepting mouse input in the overview map
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? ___ ___ Information contained in this e-mail is intended for the use of the addressee only, and is confidential and may be the subject of Legal Professional Privilege. Any dissemination, distribution, copying or use of this communication without prior permission of the addressee is 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 viruses which could damage your own computer system. While Kuju Entertainment has taken every reasonable precaution to minimise this risk, we cannot accept liability for any damage which you sustain as a result of software viruses. You should carry out your own virus checks before opening the attachment. ___ ___ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email ___ __ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders FusionPeople Ltd may monitor outgoing and incoming emails and other telecommunications on its email and telecommunication systems. This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error you are on notice of its status. Please notify us immediately by return email if you are not the intended recipient and delete this message. Please note that any views or opinions presented in this email are solely those of the author and do not necessarily represent those of FusionPeople Ltd. FusionPeople Ltd may monitor outgoing and incoming emails and other telecommunications on its email and telecommunication systems
RE: [hlcoders] Accepting mouse input in the overview map
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? ___ ___ Information contained in this e-mail is intended for the use of the addressee only, and is confidential and may be the subject of Legal Professional Privilege. Any dissemination, distribution, copying or use of this communication without prior permission of the addressee is 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 viruses which could damage your own computer system. While Kuju Entertainment has taken every reasonable precaution to minimise this risk, we cannot accept liability for any damage which you sustain as a result of software viruses. You should carry out your own virus checks before opening the attachment. ___ ___ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email ___ __ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders FusionPeople Ltd may monitor outgoing and incoming emails and other telecommunications on its email and telecommunication systems. This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error you
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? __ Information contained in this e-mail is intended for the use of the addressee only, and is confidential and may be the subject of Legal Professional Privilege. Any dissemination, distribution, copying or use of this communication without prior permission of the addressee is 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 viruses which could damage your own computer system. While Kuju Entertainment has taken every reasonable precaution to minimise this risk, we cannot accept liability for any damage which you sustain as a result of software viruses. You should carry out your own virus checks before opening the attachment. __ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email _ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapons -- Model collision-based damage
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Adding an overview display via CMapOverview
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Adding an overview display via CMapOverview
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapons -- Model collision-based damage
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapons -- Model collision-based damage
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK's API calls: An inquiry on Source's compatability SpeedTreeRT's middleware solution
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® 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
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?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Keeping track of information inside the game
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Keeping track of information inside the game
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Keeping track of information inside the game
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] PlanetHalflife POTD Alien Slave from garys mod
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Some questions on map size/scale
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Some questions on map size/scale
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Some questions on map size/scale
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] non-game mods for steam
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. * This e-mail and its attachments are confidential and are intended for the above named recipient only. If this has come to you in error, please notify the sender immediately and delete this e-mail from your system. You must take no action based on this, nor must you copy or disclose it or any part of its contents to any person or organisation. Statements and opinions contained in this email may not necessarily represent those of Littlewoods Group Limited or its subsidiaries. Please note that e-mail communications may be monitored. The Registered Office of Littlewoods Group Limited and its subsidiaries is 100 Old Hall Street, Liverpool, L70 1AB. Registered number of Littlewoods Group Limited is 5059352. * This message has been scanned for viruses by BlackSpider MailControl - www.blackspider.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK - Creating Map Entities - missing function?
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/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Source SDK - Creating Map Entities - missing function?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Source SDK - Creating Map Entities - missing function?
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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] npc_citizen entity issue
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] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] VGUI graphics primitives (DrawLine) on a 3d space vgui_screen?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VGUI graphics primitives (DrawLine) on a 3d space vgui_screen?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo
[hlcoders] 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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] RE: Transparent color on model? (omega)
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] The answer to the making a sky shot question...
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Taking screens to create an
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Taking screens to create an environment map (sky) in-game?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] RE: Palladium
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 :^) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 1.1.0.0 SDK Question
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I think...I think it's in my basement. Let me go upstairs and check. -M.C. Escher -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I think...I think it's in my basement. Let me go upstairs and check. -M.C. Escher -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fwd: Half-life fake players bug
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I think...I think it's in my basement. Let me go upstairs and check. -M.C. Escher -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I think...I think it's in my basement. Let me go upstairs and check. -M.C. Escher -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] vehicles
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I think...I think it's in my basement. Let me go upstairs and check. -M.C. Escher ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Confusing bit of code in the HL AI
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I think...I think it's in my basement. Let me go upstairs and check. -M.C. Escher -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I think...I think it's in my basement. Let me go upstairs and check. -M.C. Escher -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders