Re: [hlcoders] Client side radar question

2003-11-27 Thread tei

Sorry, half-life cheats had a client side radar 2 years ago. Anyway, now
I'll get to the point. If your radar is supposed to be in a multiplayer mod
and show players behind walls or behind you, you can't run any anticheats
because they will block those entities from showing in your radar.
but maybe he can send some simple entitys, that will change origin, but
only origin, so the netcode will only send that data and not frame,
skin, angle, etc
the entity can va a transparent pixel, a invisible sprite, that you can
update every radar tick (if the radar update every frame, you have to
update these pixel location everyframe).  Half-Life support
movetype_follow? this feature link 2 entitys to move at the same time by
server.
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RE: [hlcoders] Client side radar question

2003-11-27 Thread sedfsdf kljhlkjhkjh
As it turns out animation with the vgui is very limited , it really only
updates about 10 times a second (this Is just an estimate, im not sure what
the actually number is) however, I changed it and made the little player's
sprites and it runs VERY smooth now, just as smooth as cs. I will add some
nice flashing fading effects too when im all done. Perhaps even a tutorial
(as long as its not for wavelength, those fuckers banned me), seeing how I
don't think anyone has done a client-side radar. Another thing that's good
Sorry, half-life cheats had a client side radar 2 years ago. Anyway, now
I'll get to the point. If your radar is supposed to be in a multiplayer mod
and show players behind walls or behind you, you can't run any anticheats
because they will block those entities from showing in your radar.
_
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Re: [hlcoders] Client side radar question

2003-11-26 Thread tei
Rockefeller wrote:

Kyle wrote:

But you gota admin omega, my nazi account with your name with the
swastika
avatar was damn funny!


It might be the fact that i'm german, but i don't see ANY fun in calling
someone a nazi, in no case. Never.
Rockefeller



I hate people with skin no power of 2 :D

posdata:

In order for (some) games skins to be properly rendered under GL mode,
their resolution MUST BE A POWER OF TWO.
And I don't mean evenly divisible by two. No, no no. I mean the
resolution of the skin must be exactly one of these numbers:
2 4 8 16 32 64 128 256

All the skins in SIN are 256x256. And they look great in GL Mode.
You see, some of my skins were odd numbers like 308x132. qME
automatically assigned the skin sizes in its skin wizard, and
I thought that would be OK.
Well, in the GL engine, my textures were getting downsampled
before they got sent to the card. It turns out that it's a
requirement of OpenGL. So my 308x132 skin is getting squished
down to 256x128 before getting sent to the card.
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RE: [hlcoders] Client side radar question

2003-11-26 Thread Michael Shimmins
Dude, just shut up.

Keep it to half-life coding, not wavelength/any other website bashing yeah?

Michael Shimmins
Sesechial Software

Phone: +613 9504 3665
Fax: +613 9504 3488
Mobile: 0407 643 414
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and not necessarily those of Sesechial Software.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kyle
Sent: Tuesday, 25 November 2003 9:03 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Client side radar question

I run a website with more active members then wavelength, we have most posts
then wavelength and more threads, So when I call you a nazi just know its
from someone who has some experience with dealing with thousands of idiots
online. You are not a naiz, I know why I was banned and you have every right
to ban anyone on your board however you banned me for making some subtle
suggestions for which I was criticized for and complained. I had over a 1000
posts and contributed plenty in both the coding board and mapping board. I
think only 4 or 5 people had more posts then I, it's really your loss, I
don't mind saving my breath. And in fact , the only good answers I got there
were from entropy and botman and bulk and well you have some good input too
along with shimms, but the a lot of your moderation team & local posters are
a group of 16 year olds whom only amplified the animosity between you and I.


I got used to steam and I did admit In the beginning it was a vast
improvement, only reason I'm using this email is because its my STEAM email.
As you know, steam requires an email when you registered. I did not want to
use a real email because I don't like spam and I don't think any game or
software for that matter should even have a right to an email address.
(most software, I understand some needs it) so my steam dir is
/[EMAIL PROTECTED]/half-life/ blah blah blah

In regards to the radar, I made the background out of vgui rects in order to
keep the size the same across every res, however I will change this because
the vgui gets drawn after sprites, so that's no good. I will make the radar
out of sprite rects and dynamically change the size based on resolution. (I
would like to use triapi, but don't have time to learn that)
Also I noticed that the vgui repaint routine has slowed down. This is why my
radar looked worse in steam before I changed it to sprites. I also have a
vgui menu which scrolls and it looks really bad now too because it scrolls
really choppy. Can anyone explain the reason for handicapping the vgui?



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony "omega"
Sergi
Sent: Tuesday, November 25, 2003 10:47 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Client side radar question

We banned you because you kept attacking admins, and then created 3
accounts to call me a nazi.

If you don't understand why you were banned for that, you have mental
issues. -- you're posting as "steamsucks", and your first post here was
an attack on it and valve. You need to learn to interact with people
when you don't understand something.

-omega
http://www.frontline2.com


> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Kyle
> Sent: November 24, 2003 3:43 PM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] Client side radar question
>
> Ok, I found the problem. The problem was not with the client angles or
> origin being updating, I was using the VGUI.  Meaning I was using
small
> little rect's as players and updating the position of each one on a
label.
> As it turns out animation with the vgui is very limited , it really
only
> updates about 10 times a second (this Is just an estimate, im not sure
> what
> the actually number is) however, I changed it and made the little
player's
> sprites and it runs VERY smooth now, just as smooth as cs. I will add
some
> nice flashing fading effects too when im all done. Perhaps even a
tutorial
> (as long as its not for wavelength, those fuckers banned me), seeing
how I
> don't think anyone has done a client-side radar. Another thing that's
good
> is that's its based off the vgui, the back image scales identical to
each
> resolution. However I wont be able to scale the sprites like I can the
> bac

RE: [hlcoders] Client side radar question

2003-11-25 Thread Kyle
LOL, The word is more of Cliché here, I did not mean to offend anyone.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rockefeller
Sent: Tuesday, November 25, 2003 3:09 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Client side radar question

Kyle wrote:
> But you gota admin omega, my nazi account with your name with the swastika
> avatar was damn funny!

It might be the fact that i'm german, but i don't see ANY fun in calling
someone a nazi, in no case. Never.

Rockefeller


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Re: [hlcoders] Client side radar question

2003-11-25 Thread Rockefeller
Kyle wrote:
But you gota admin omega, my nazi account with your name with the swastika
avatar was damn funny!
It might be the fact that i'm german, but i don't see ANY fun in calling
someone a nazi, in no case. Never.
Rockefeller

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RE: [hlcoders] Client side radar question

2003-11-25 Thread Kyle
But you gota admin omega, my nazi account with your name with the swastika
avatar was damn funny!


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony "omega"
Sergi
Sent: Tuesday, November 25, 2003 10:47 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Client side radar question

We banned you because you kept attacking admins, and then created 3
accounts to call me a nazi.

If you don't understand why you were banned for that, you have mental
issues. -- you're posting as "steamsucks", and your first post here was
an attack on it and valve. You need to learn to interact with people
when you don't understand something.

-omega
http://www.frontline2.com


> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Kyle
> Sent: November 24, 2003 3:43 PM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] Client side radar question
>
> Ok, I found the problem. The problem was not with the client angles or
> origin being updating, I was using the VGUI.  Meaning I was using
small
> little rect's as players and updating the position of each one on a
label.
> As it turns out animation with the vgui is very limited , it really
only
> updates about 10 times a second (this Is just an estimate, im not sure
> what
> the actually number is) however, I changed it and made the little
player's
> sprites and it runs VERY smooth now, just as smooth as cs. I will add
some
> nice flashing fading effects too when im all done. Perhaps even a
tutorial
> (as long as its not for wavelength, those fuckers banned me), seeing
how I
> don't think anyone has done a client-side radar. Another thing that's
good
> is that's its based off the vgui, the back image scales identical to
each
> resolution. However I wont be able to scale the sprites like I can the
> background radar circle, but at least it wont take up any less or more
> window space in different resolutions like the old radars did.
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Kyle
> Sent: Monday, November 24, 2003 4:53 AM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] Client side radar question
>
> Good call, I will use that.
>
>
> -Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of RDG
O'Sullivan
> Sent: Monday, November 24, 2003 4:19 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Client side radar question
>
> extern vec3_t v_origin, v_angles;
>
> These are declared in view.cpp, and are updated every frame prior to
> rendering.
>
> -randomnine-
>
> > I have completed a clientside vgui radar which works with player
> coordinates
> > entirely found in the client code. However, this works fine and all,
but
> the
> > coordinates including the angles of even the client only gets
updated as
> > many as 10 times a second. So what happens is it looks like the
radar is
> > running about 10fps and its really choppy especially if you turn
around
> > really fast.  So I was thinking about doing some kind of prediction
> where
> I
> > delay the update a whole 10th of a second, just enough so I know the
> next
> > angle of the client and I do some kind of interpolation in-between
> updates
> > bases off the real time between real frames and the angle between
the
> first
> > and the second. in other words I fake the missing in between frames.
I
> could
> > do this, but it would be a lot of work for something that's already
> done.
> Is
> > there any other way to get the client viewangle ACCURATELY every
frame?
> > Right now I use
> >
> >
> >
> > base_player->angles[1];
> >
> >
> >
> > where base_player is real client
> >
> >
> >
> > cl_entity_t *base_player = gEngfuncs.GetEntityByIndex(
m_nEntIndexOrigin
> );
> >
> >
> >
> > I use that angle as a subtraction to the raw_angle I find using the
acos
> > between both origins of the client and the current target.
> >
> >
> >
> > Anyway, it just seems like the angle only gets updates 10 times a
second
> > (roughly). My radar is running every frame. So should I proceed with
> > prediction, or should I find another variable or view angle which is
> more
> > accurate?
> >
> >
> >
> > --
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
>
>
>

RE: [hlcoders] Client side radar question

2003-11-25 Thread Kyle
I run a website with more active members then wavelength, we have most posts
then wavelength and more threads, So when I call you a nazi just know its
from someone who has some experience with dealing with thousands of idiots
online. You are not a naiz, I know why I was banned and you have every right
to ban anyone on your board however you banned me for making some subtle
suggestions for which I was criticized for and complained. I had over a 1000
posts and contributed plenty in both the coding board and mapping board. I
think only 4 or 5 people had more posts then I, it's really your loss, I
don't mind saving my breath. And in fact , the only good answers I got there
were from entropy and botman and bulk and well you have some good input too
along with shimms, but the a lot of your moderation team & local posters are
a group of 16 year olds whom only amplified the animosity between you and I.


I got used to steam and I did admit In the beginning it was a vast
improvement, only reason I'm using this email is because its my STEAM email.
As you know, steam requires an email when you registered. I did not want to
use a real email because I don't like spam and I don't think any game or
software for that matter should even have a right to an email address.
(most software, I understand some needs it) so my steam dir is
/[EMAIL PROTECTED]/half-life/ blah blah blah

In regards to the radar, I made the background out of vgui rects in order to
keep the size the same across every res, however I will change this because
the vgui gets drawn after sprites, so that's no good. I will make the radar
out of sprite rects and dynamically change the size based on resolution. (I
would like to use triapi, but don't have time to learn that)
Also I noticed that the vgui repaint routine has slowed down. This is why my
radar looked worse in steam before I changed it to sprites. I also have a
vgui menu which scrolls and it looks really bad now too because it scrolls
really choppy. Can anyone explain the reason for handicapping the vgui?



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony "omega"
Sergi
Sent: Tuesday, November 25, 2003 10:47 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Client side radar question

We banned you because you kept attacking admins, and then created 3
accounts to call me a nazi.

If you don't understand why you were banned for that, you have mental
issues. -- you're posting as "steamsucks", and your first post here was
an attack on it and valve. You need to learn to interact with people
when you don't understand something.

-omega
http://www.frontline2.com


> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Kyle
> Sent: November 24, 2003 3:43 PM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] Client side radar question
>
> Ok, I found the problem. The problem was not with the client angles or
> origin being updating, I was using the VGUI.  Meaning I was using
small
> little rect's as players and updating the position of each one on a
label.
> As it turns out animation with the vgui is very limited , it really
only
> updates about 10 times a second (this Is just an estimate, im not sure
> what
> the actually number is) however, I changed it and made the little
player's
> sprites and it runs VERY smooth now, just as smooth as cs. I will add
some
> nice flashing fading effects too when im all done. Perhaps even a
tutorial
> (as long as its not for wavelength, those fuckers banned me), seeing
how I
> don't think anyone has done a client-side radar. Another thing that's
good
> is that's its based off the vgui, the back image scales identical to
each
> resolution. However I wont be able to scale the sprites like I can the
> background radar circle, but at least it wont take up any less or more
> window space in different resolutions like the old radars did.
>
>
>
> -----Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Kyle
> Sent: Monday, November 24, 2003 4:53 AM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] Client side radar question
>
> Good call, I will use that.
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of RDG
O'Sullivan
> Sent: Monday, November 24, 2003 4:19 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Client side radar question
>
> extern vec3_t v_origin, v_angles;
>
> These are declared in view.cpp, and are updated every frame prior to
> rendering.
>
> -randomnine-
>
> > I have completed a clientside vgui radar which works with player
> coordinates
> > entirely found in the client code. However, this works fine and all,
but
> 

RE: [hlcoders] Client side radar question

2003-11-25 Thread Kyle
I changed that so that it always know the position, don't see much lag so
far, but I have no tested with more then 10 ppl.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Taylor
Sent: Tuesday, November 25, 2003 10:46 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Client side radar question

im not sure that the client knows the position of all of the players, you
are only sent data from players in your current VIS group afaik so a client
side radar would be rather limited


- Original Message -
From: "Kyle" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, November 24, 2003 8:42 PM
Subject: RE: [hlcoders] Client side radar question


> Ok, I found the problem. The problem was not with the client angles or
> origin being updating, I was using the VGUI.  Meaning I was using small
> little rect's as players and updating the position of each one on a label.
> As it turns out animation with the vgui is very limited , it really only
> updates about 10 times a second (this Is just an estimate, im not sure
what
> the actually number is) however, I changed it and made the little player's
> sprites and it runs VERY smooth now, just as smooth as cs. I will add some
> nice flashing fading effects too when im all done. Perhaps even a tutorial
> (as long as its not for wavelength, those fuckers banned me), seeing how I
> don't think anyone has done a client-side radar. Another thing that's good
> is that's its based off the vgui, the back image scales identical to each
> resolution. However I wont be able to scale the sprites like I can the
> background radar circle, but at least it wont take up any less or more
> window space in different resolutions like the old radars did.
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Kyle
> Sent: Monday, November 24, 2003 4:53 AM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] Client side radar question
>
> Good call, I will use that.
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of RDG O'Sullivan
> Sent: Monday, November 24, 2003 4:19 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Client side radar question
>
> extern vec3_t v_origin, v_angles;
>
> These are declared in view.cpp, and are updated every frame prior to
> rendering.
>
> -randomnine-
>
> > I have completed a clientside vgui radar which works with player
> coordinates
> > entirely found in the client code. However, this works fine and all, but
> the
> > coordinates including the angles of even the client only gets updated as
> > many as 10 times a second. So what happens is it looks like the radar is
> > running about 10fps and its really choppy especially if you turn around
> > really fast.  So I was thinking about doing some kind of prediction
where
> I
> > delay the update a whole 10th of a second, just enough so I know the
next
> > angle of the client and I do some kind of interpolation in-between
updates
> > bases off the real time between real frames and the angle between the
> first
> > and the second. in other words I fake the missing in between frames. I
> could
> > do this, but it would be a lot of work for something that's already
done.
> Is
> > there any other way to get the client viewangle ACCURATELY every frame?
> > Right now I use
> >
> >
> >
> > base_player->angles[1];
> >
> >
> >
> > where base_player is real client
> >
> >
> >
> > cl_entity_t *base_player = gEngfuncs.GetEntityByIndex( m_nEntIndexOrigin
> );
> >
> >
> >
> > I use that angle as a subtraction to the raw_angle I find using the acos
> > between both origins of the client and the current target.
> >
> >
> >
> > Anyway, it just seems like the angle only gets updates 10 times a second
> > (roughly). My radar is running every frame. So should I proceed with
> > prediction, or should I find another variable or view angle which is
more
> > accurate?
> >
> >
> >
> > --
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.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 un

RE: [hlcoders] Client side radar question

2003-11-25 Thread Tony \"omega\" Sergi
Flf's radar is all client side -- and it uses the origin from all
entities in pvs. Which is fine, because unless its supposed to show
everyone all over the entire map, you only need to see people in your
pvs ;)

Mind you, since then, ive created a mini-map similar to dod to replace
the standard radar, for that I have to send extra entities over in
addtofullpack while the map is on. A pain, but it works. For non-moving
entities I can just cache them on the client when the player connects to
the game.


-omega
http://www.frontline2.com


> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Tom Taylor
> Sent: November 25, 2003 1:46 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Client side radar question
>
> im not sure that the client knows the position of all of the players,
you
> are only sent data from players in your current VIS group afaik so a
> client
> side radar would be rather limited
>
>
> - Original Message -
> From: "Kyle" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Monday, November 24, 2003 8:42 PM
> Subject: RE: [hlcoders] Client side radar question
>
>
> > Ok, I found the problem. The problem was not with the client angles
or
> > origin being updating, I was using the VGUI.  Meaning I was using
small
> > little rect's as players and updating the position of each one on a
> label.
> > As it turns out animation with the vgui is very limited , it really
only
> > updates about 10 times a second (this Is just an estimate, im not
sure
> what
> > the actually number is) however, I changed it and made the little
> player's
> > sprites and it runs VERY smooth now, just as smooth as cs. I will
add
> some
> > nice flashing fading effects too when im all done. Perhaps even a
> tutorial
> > (as long as its not for wavelength, those fuckers banned me), seeing
how
> I
> > don't think anyone has done a client-side radar. Another thing
that's
> good
> > is that's its based off the vgui, the back image scales identical to
> each
> > resolution. However I wont be able to scale the sprites like I can
the
> > background radar circle, but at least it wont take up any less or
more
> > window space in different resolutions like the old radars did.
> >
> >
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Kyle
> > Sent: Monday, November 24, 2003 4:53 AM
> > To: [EMAIL PROTECTED]
> > Subject: RE: [hlcoders] Client side radar question
> >
> > Good call, I will use that.
> >
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of RDG
> O'Sullivan
> > Sent: Monday, November 24, 2003 4:19 PM
> > To: [EMAIL PROTECTED]
> > Subject: Re: [hlcoders] Client side radar question
> >
> > extern vec3_t v_origin, v_angles;
> >
> > These are declared in view.cpp, and are updated every frame prior to
> > rendering.
> >
> > -randomnine-
> >
> > > I have completed a clientside vgui radar which works with player
> > coordinates
> > > entirely found in the client code. However, this works fine and
all,
> but
> > the
> > > coordinates including the angles of even the client only gets
updated
> as
> > > many as 10 times a second. So what happens is it looks like the
radar
> is
> > > running about 10fps and its really choppy especially if you turn
> around
> > > really fast.  So I was thinking about doing some kind of
prediction
> where
> > I
> > > delay the update a whole 10th of a second, just enough so I know
the
> next
> > > angle of the client and I do some kind of interpolation in-between
> updates
> > > bases off the real time between real frames and the angle between
the
> > first
> > > and the second. in other words I fake the missing in between
frames. I
> > could
> > > do this, but it would be a lot of work for something that's
already
> done.
> > Is
> > > there any other way to get the client viewangle ACCURATELY every
> frame?
> > > Right now I use
> > >
> > >
> > >
> > > base_player->angles[1];
> > >
> > >
> > >
> > > where base_player is real client
> > >
> > >
> > >
> > > cl_entity_t *base_player = gEngfuncs.GetEntityByIndex(
> m_nEntIndexOrigin
> > );
> > >
> > >
> > >
> > > I use that angle as a subtraction to the raw_angle 

RE: [hlcoders] Client side radar question

2003-11-25 Thread Tony \"omega\" Sergi
We banned you because you kept attacking admins, and then created 3
accounts to call me a nazi.

If you don't understand why you were banned for that, you have mental
issues. -- you're posting as "steamsucks", and your first post here was
an attack on it and valve. You need to learn to interact with people
when you don't understand something.

-omega
http://www.frontline2.com


> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Kyle
> Sent: November 24, 2003 3:43 PM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] Client side radar question
>
> Ok, I found the problem. The problem was not with the client angles or
> origin being updating, I was using the VGUI.  Meaning I was using
small
> little rect's as players and updating the position of each one on a
label.
> As it turns out animation with the vgui is very limited , it really
only
> updates about 10 times a second (this Is just an estimate, im not sure
> what
> the actually number is) however, I changed it and made the little
player's
> sprites and it runs VERY smooth now, just as smooth as cs. I will add
some
> nice flashing fading effects too when im all done. Perhaps even a
tutorial
> (as long as its not for wavelength, those fuckers banned me), seeing
how I
> don't think anyone has done a client-side radar. Another thing that's
good
> is that's its based off the vgui, the back image scales identical to
each
> resolution. However I wont be able to scale the sprites like I can the
> background radar circle, but at least it wont take up any less or more
> window space in different resolutions like the old radars did.
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Kyle
> Sent: Monday, November 24, 2003 4:53 AM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] Client side radar question
>
> Good call, I will use that.
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of RDG
O'Sullivan
> Sent: Monday, November 24, 2003 4:19 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Client side radar question
>
> extern vec3_t v_origin, v_angles;
>
> These are declared in view.cpp, and are updated every frame prior to
> rendering.
>
> -randomnine-
>
> > I have completed a clientside vgui radar which works with player
> coordinates
> > entirely found in the client code. However, this works fine and all,
but
> the
> > coordinates including the angles of even the client only gets
updated as
> > many as 10 times a second. So what happens is it looks like the
radar is
> > running about 10fps and its really choppy especially if you turn
around
> > really fast.  So I was thinking about doing some kind of prediction
> where
> I
> > delay the update a whole 10th of a second, just enough so I know the
> next
> > angle of the client and I do some kind of interpolation in-between
> updates
> > bases off the real time between real frames and the angle between
the
> first
> > and the second. in other words I fake the missing in between frames.
I
> could
> > do this, but it would be a lot of work for something that's already
> done.
> Is
> > there any other way to get the client viewangle ACCURATELY every
frame?
> > Right now I use
> >
> >
> >
> > base_player->angles[1];
> >
> >
> >
> > where base_player is real client
> >
> >
> >
> > cl_entity_t *base_player = gEngfuncs.GetEntityByIndex(
m_nEntIndexOrigin
> );
> >
> >
> >
> > I use that angle as a subtraction to the raw_angle I find using the
acos
> > between both origins of the client and the current target.
> >
> >
> >
> > Anyway, it just seems like the angle only gets updates 10 times a
second
> > (roughly). My radar is running every frame. So should I proceed with
> > prediction, or should I find another variable or view angle which is
> more
> > accurate?
> >
> >
> >
> > --
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>
> ___
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> please visit:
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>
>
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Re: [hlcoders] Client side radar question

2003-11-25 Thread Tom Taylor
im not sure that the client knows the position of all of the players, you
are only sent data from players in your current VIS group afaik so a client
side radar would be rather limited


- Original Message -
From: "Kyle" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, November 24, 2003 8:42 PM
Subject: RE: [hlcoders] Client side radar question


> Ok, I found the problem. The problem was not with the client angles or
> origin being updating, I was using the VGUI.  Meaning I was using small
> little rect's as players and updating the position of each one on a label.
> As it turns out animation with the vgui is very limited , it really only
> updates about 10 times a second (this Is just an estimate, im not sure
what
> the actually number is) however, I changed it and made the little player's
> sprites and it runs VERY smooth now, just as smooth as cs. I will add some
> nice flashing fading effects too when im all done. Perhaps even a tutorial
> (as long as its not for wavelength, those fuckers banned me), seeing how I
> don't think anyone has done a client-side radar. Another thing that's good
> is that's its based off the vgui, the back image scales identical to each
> resolution. However I wont be able to scale the sprites like I can the
> background radar circle, but at least it wont take up any less or more
> window space in different resolutions like the old radars did.
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Kyle
> Sent: Monday, November 24, 2003 4:53 AM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] Client side radar question
>
> Good call, I will use that.
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of RDG O'Sullivan
> Sent: Monday, November 24, 2003 4:19 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Client side radar question
>
> extern vec3_t v_origin, v_angles;
>
> These are declared in view.cpp, and are updated every frame prior to
> rendering.
>
> -randomnine-
>
> > I have completed a clientside vgui radar which works with player
> coordinates
> > entirely found in the client code. However, this works fine and all, but
> the
> > coordinates including the angles of even the client only gets updated as
> > many as 10 times a second. So what happens is it looks like the radar is
> > running about 10fps and its really choppy especially if you turn around
> > really fast.  So I was thinking about doing some kind of prediction
where
> I
> > delay the update a whole 10th of a second, just enough so I know the
next
> > angle of the client and I do some kind of interpolation in-between
updates
> > bases off the real time between real frames and the angle between the
> first
> > and the second. in other words I fake the missing in between frames. I
> could
> > do this, but it would be a lot of work for something that's already
done.
> Is
> > there any other way to get the client viewangle ACCURATELY every frame?
> > Right now I use
> >
> >
> >
> > base_player->angles[1];
> >
> >
> >
> > where base_player is real client
> >
> >
> >
> > cl_entity_t *base_player = gEngfuncs.GetEntityByIndex( m_nEntIndexOrigin
> );
> >
> >
> >
> > I use that angle as a subtraction to the raw_angle I find using the acos
> > between both origins of the client and the current target.
> >
> >
> >
> > Anyway, it just seems like the angle only gets updates 10 times a second
> > (roughly). My radar is running every frame. So should I proceed with
> > prediction, or should I find another variable or view angle which is
more
> > accurate?
> >
> >
> >
> > --
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.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
>
>
>
> ___
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>


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Re: [hlcoders] Client side radar question

2003-11-25 Thread tei
With old netcode (the Quake1 one) you need to force the angles update
with something called FIXANGLE. You set fixangle to 1, and in the next
server frame the netcode will send a svc_angles (or something similar)
that will overwrite the client angles.
But that whas for players, not for entitys.. dunno will be applied for
VGUI stuff..

coordinates including the angles of even the client only gets updated as
many as 10 times a second. So what happens is it looks like the radar is
running about 10fps and its really choppy especially if you turn around
really fast.  So I was thinking about doing some kind of prediction where
I

delay the update a whole 10th of a second, just enough so I know the next
angle of the client and I do some kind of interpolation in-between updates
bases off the real time between real frames and the angle between the
first

and the second. in other words I fake the missing in between frames. I
could

do this, but it would be a lot of work for something that's already done.
Is

there any other way to get the client viewangle ACCURATELY every frame?
Right now I use


base_player->angles[1];



where base_player is real client



cl_entity_t *base_player = gEngfuncs.GetEntityByIndex( m_nEntIndexOrigin
);



I use that angle as a subtraction to the raw_angle I find using the acos
between both origins of the client and the current target.


Anyway, it just seems like the angle only gets updates 10 times a second
(roughly). My radar is running every frame. So should I proceed with
prediction, or should I find another variable or view angle which is more
accurate?


--


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RE: [hlcoders] Client side radar question

2003-11-25 Thread Kyle
Ok, I found the problem. The problem was not with the client angles or
origin being updating, I was using the VGUI.  Meaning I was using small
little rect's as players and updating the position of each one on a label.
As it turns out animation with the vgui is very limited , it really only
updates about 10 times a second (this Is just an estimate, im not sure what
the actually number is) however, I changed it and made the little player's
sprites and it runs VERY smooth now, just as smooth as cs. I will add some
nice flashing fading effects too when im all done. Perhaps even a tutorial
(as long as its not for wavelength, those fuckers banned me), seeing how I
don't think anyone has done a client-side radar. Another thing that's good
is that's its based off the vgui, the back image scales identical to each
resolution. However I wont be able to scale the sprites like I can the
background radar circle, but at least it wont take up any less or more
window space in different resolutions like the old radars did.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kyle
Sent: Monday, November 24, 2003 4:53 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Client side radar question

Good call, I will use that.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of RDG O'Sullivan
Sent: Monday, November 24, 2003 4:19 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Client side radar question

extern vec3_t v_origin, v_angles;

These are declared in view.cpp, and are updated every frame prior to
rendering.

-randomnine-

> I have completed a clientside vgui radar which works with player
coordinates
> entirely found in the client code. However, this works fine and all, but
the
> coordinates including the angles of even the client only gets updated as
> many as 10 times a second. So what happens is it looks like the radar is
> running about 10fps and its really choppy especially if you turn around
> really fast.  So I was thinking about doing some kind of prediction where
I
> delay the update a whole 10th of a second, just enough so I know the next
> angle of the client and I do some kind of interpolation in-between updates
> bases off the real time between real frames and the angle between the
first
> and the second. in other words I fake the missing in between frames. I
could
> do this, but it would be a lot of work for something that's already done.
Is
> there any other way to get the client viewangle ACCURATELY every frame?
> Right now I use
>
>
>
> base_player->angles[1];
>
>
>
> where base_player is real client
>
>
>
> cl_entity_t *base_player = gEngfuncs.GetEntityByIndex( m_nEntIndexOrigin
);
>
>
>
> I use that angle as a subtraction to the raw_angle I find using the acos
> between both origins of the client and the current target.
>
>
>
> Anyway, it just seems like the angle only gets updates 10 times a second
> (roughly). My radar is running every frame. So should I proceed with
> prediction, or should I find another variable or view angle which is more
> accurate?
>
>
>
> --
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>




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RE: [hlcoders] Client side radar question

2003-11-24 Thread Kyle
Good call, I will use that.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of RDG O'Sullivan
Sent: Monday, November 24, 2003 4:19 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Client side radar question

extern vec3_t v_origin, v_angles;

These are declared in view.cpp, and are updated every frame prior to
rendering.

-randomnine-

> I have completed a clientside vgui radar which works with player
coordinates
> entirely found in the client code. However, this works fine and all, but
the
> coordinates including the angles of even the client only gets updated as
> many as 10 times a second. So what happens is it looks like the radar is
> running about 10fps and its really choppy especially if you turn around
> really fast.  So I was thinking about doing some kind of prediction where
I
> delay the update a whole 10th of a second, just enough so I know the next
> angle of the client and I do some kind of interpolation in-between updates
> bases off the real time between real frames and the angle between the
first
> and the second. in other words I fake the missing in between frames. I
could
> do this, but it would be a lot of work for something that's already done.
Is
> there any other way to get the client viewangle ACCURATELY every frame?
> Right now I use
>
>
>
> base_player->angles[1];
>
>
>
> where base_player is real client
>
>
>
> cl_entity_t *base_player = gEngfuncs.GetEntityByIndex( m_nEntIndexOrigin
);
>
>
>
> I use that angle as a subtraction to the raw_angle I find using the acos
> between both origins of the client and the current target.
>
>
>
> Anyway, it just seems like the angle only gets updates 10 times a second
> (roughly). My radar is running every frame. So should I proceed with
> prediction, or should I find another variable or view angle which is more
> accurate?
>
>
>
> --
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>




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Re: [hlcoders] Client side radar question

2003-11-24 Thread RDG O'Sullivan
extern vec3_t v_origin, v_angles;

These are declared in view.cpp, and are updated every frame prior to
rendering.

-randomnine-

> I have completed a clientside vgui radar which works with player coordinates
> entirely found in the client code. However, this works fine and all, but the
> coordinates including the angles of even the client only gets updated as
> many as 10 times a second. So what happens is it looks like the radar is
> running about 10fps and its really choppy especially if you turn around
> really fast.  So I was thinking about doing some kind of prediction where I
> delay the update a whole 10th of a second, just enough so I know the next
> angle of the client and I do some kind of interpolation in-between updates
> bases off the real time between real frames and the angle between the first
> and the second. in other words I fake the missing in between frames. I could
> do this, but it would be a lot of work for something that's already done. Is
> there any other way to get the client viewangle ACCURATELY every frame?
> Right now I use
>
>
>
> base_player->angles[1];
>
>
>
> where base_player is real client
>
>
>
> cl_entity_t *base_player = gEngfuncs.GetEntityByIndex( m_nEntIndexOrigin );
>
>
>
> I use that angle as a subtraction to the raw_angle I find using the acos
> between both origins of the client and the current target.
>
>
>
> Anyway, it just seems like the angle only gets updates 10 times a second
> (roughly). My radar is running every frame. So should I proceed with
> prediction, or should I find another variable or view angle which is more
> accurate?
>
>
>
> --
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>




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