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Well... the early replies were probably correct... but I'm sure certain
parts of the code were revamped just for this.
On 8/1/06, Adam amckern Mckern [EMAIL PROTECTED] wrote:
http://forums.facepunchstudios.com/showthread.php?t=168366
LUA
If you look better at the trailer you will see that the same telepoting
is done for the player object.
In the first task when he must fin an exit he more via the portal and
when he is half on the other side he see the still left part of his body
to the other portal. :)
Regards,
The Storm
Ben
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Bah. It just teleports you when you walk on it.
On 7/31/06, Adam amckern Mckern [EMAIL PROTECTED] wrote:
http://forums.facepunchstudios.com/showthread.php?t=168366
LUA 'Portal'
Adam
--- Ben \amogan\ K. [EMAIL PROTECTED] wrote:
As far
I noticed last night when I was at my GF's house (who doesn't have
internet), that you can't open the SDK tools when steam is in offline
mode. Fortunately, you can continue working on and running your
currently started mod project (coding wise), but if you need to use
Hammer or anythign you SOL.
-Original Message-
From: Ben amogan K. [mailto:[EMAIL PROTECTED]
Sent: July 31, 2006 5:54 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Re: Portal
However this doesn't work (or isn't implemented) for the player entity.
As you can see in the trailer the player-model
Tony omega Sergi wrote:
-Original Message-
From: Ben amogan K. [mailto:[EMAIL PROTECTED]
Sent: July 31, 2006 5:54 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Re: Portal
However this doesn't work (or isn't implemented) for the player entity.
As you can see in the trailer
Is it possible to change the distance at which the distance variant
sounds are crossfaded. Right now the default seems to be 1000 units or
so. Is there some way to modify this in the script?
Also, these seems to be a bug with distance variant sounds where they
don't attenuate correctly, was this
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If I was coding portals as they apear in the video, I would atempt a
'wormhole' type design. Where the portal actually connects those two walls
in a way so that the player can walk into a portal just like he was walking
through a regular door.
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They made Narbacular Drop, I doubt they had problems doing it and meeting a
deadline.
On 8/1/06, Charles Solar [EMAIL PROTECTED] wrote:
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If I was coding portals as they apear in the video, I
On 1 Aug 2006, at 15:33, Drew Kirkpatrick wrote:
Anyway around this? Is this a feature? This is no good for
developers on the move...
I've not had any problems with the Source SDK in offline mode on my
MacBook Pro - I think with Steam, you have to make it very, very
obvious that you don't
I would imagine that they're just doing some kind of stencil buffer
for the portal, and simply rendering to it from an alternate
viewpoint. I've never used stencil buffer this way, so I'm not sure
what the performance hit would be. Then again, I'm talking openGL, not
sure if source directX have
Charles Solar wrote:
If I was coding portals as they apear in the video, I would atempt a
'wormhole' type design. Where the portal actually connects those two walls
in a way so that the player can walk into a portal just like he was walking
through a regular door.
Why would you do all that
What's more interesting I think that how to render it, would be if
this were turned into a MP game, how would you handle the traceline
stuff correctly for bullets and weapons. Would updates to Source
automagically handle this?
If not, you'd have to check if the traceline ended ona portal, and
Thanks for the tip, I'll give it another whirl. I should have tried to
open a Single player game to validate that offline mode was working
properly.
On 8/1/06, Adam Foster [EMAIL PROTECTED] wrote:
On 1 Aug 2006, at 15:33, Drew Kirkpatrick wrote:
Anyway around this? Is this a feature? This is
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I haven't thought about that.. A MP version of Portal would be nice... but
hard to code
On 8/1/06, Drew Kirkpatrick [EMAIL PROTECTED] wrote:
What's more interesting I think that how to render it, would be if
this were turned into a MP game,
Well, examining the portal trailer frame by frame, it would seem that
John was correct in his assumption. The portals seem to be dynamically
sized render textures (much like the water refraction and reflection
render textures) with entity shadow copies being created as they
pass through the
There is a way, I think, that this could actually be done without the use of
render targets. It requires some engine access, though, to wit:
1. Draw the view. If no portals are in view (done with pixelvis or whatnot),
terminate recursion (if any).
2. Draw portals. The portal is drawn
updated with distances (no they can't be modified without changing the
engine code at present):
http://developer.valvesoftware.com/wiki/Soundscripts
I don't see any issue with spatialization of distance variant sounds.
My guess is that you aren't emitting the sound from a particular entity
(using
Scuzzy,
This list is for developers of modifications, not sever admins.
Kindly direct your tech support to the creators of the third party
addition.
-Kuja
mailto:[EMAIL PROTECTED]
Sunday, July 30, 2006, 6:01:50 PM, you wrote:
Charles Solar:
Read the discussion, you can setup your gameinfo
Daniel Menard wrote:
Well, examining the portal trailer frame by frame, it would seem that
John was correct in his assumption. The portals seem to be dynamically
sized render textures (much like the water refraction and reflection
render textures) with entity shadow copies being created as they
I'm using the standard WeaponSound code to play these sounds, yet they
still come out really loud at a distance. I tried to run them with
spatialized stereo again and same problem. I guess I'm gonna turn my
attention to the code and see if anything is missing.
On a side note, any chance the fade
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Another problem we haven't thought of is the PVS...they obviously have to
add much more to the PVS code to make sure all of the entities on other side
of the portal are rendered too
--
ts2do
--
___
To
Aaron Schiff wrote:
Another problem we haven't thought of is the PVS...they obviously have to
add much more to the PVS code to make sure all of the entities on other side
of the portal are rendered too
Source already handles this. Think about HL2's camera system.
--
Jorge Vino Rodriguez
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Steam is very funny how it handles offline launches. One time I tried to
launch Half-Life 2 and it gave me an error; Half-Life 2: Lost Coast worked
fine though.
--
ts2do
--
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Yep: engine-AddOriginToPVS
On 8/1/06, Jorge Rodriguez [EMAIL PROTECTED] wrote:
Aaron Schiff wrote:
Another problem we haven't thought of is the PVS...they obviously have
to
add much more to the PVS code to make sure all of the entities on
Aaron Schiff wrote:
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Another problem we haven't thought of is the PVS...they obviously have to
add much more to the PVS code to make sure all of the entities on other side
of the portal are rendered too
PVS should be handled with respect to
It's not in the SDK update or in development at this time.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Daniel Menard
Sent: Tuesday, August 01, 2006 2:06 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Distance Variant Sounds
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You need to start Steam in online mode and start HL2, HL2DM, SDK and
hammer/faceposer/whatever.
After that switch to offline mode and it should work.
On 8/1/06, Aaron Schiff [EMAIL PROTECTED] wrote:
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Ah yeah, I guess I haven't opened all of those on my laptop yet.
Thanks again for the tips.
On 8/1/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:
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You need to start Steam in online mode and start HL2, HL2DM, SDK and
hammer/faceposer/whatever.
This is a cryptographically signed message in MIME format.
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Does HL2 DM/Multiplayer support ai yet? You know where bots are smart to
go after players?
Gus
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It's not initialized by HL2DM because it's not used..but it can easily be
added to a mod
--
ts2do
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visit:
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Would you have any resources describing how to add that?
Aaron Schiff wrote:
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It's not initialized by HL2DM because it's not used..but it can easily be
added to a mod
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ts2do
Given a 'true' implementation of a portal system (as described at flipcode
(http://www.flipcode.com/articles/portals_issue09.shtml) and wikipedia
(http://en.wikipedia.org/wiki/Portal_rendering) ) the portals themselves
resolve the PVS issue by extending the view frustrum for clipping /
rendering
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See
http://developer.valvesoftware.com/wiki/Transforming_the_Multiplayer_SDK_into_Coop,
http://developer.valvesoftware.com/wiki/Adding_level_transitions_to_multiplayer,
and
This is a cryptographically signed message in MIME format.
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Oh great, thanks alot!
Gus
Aaron Schiff wrote:
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See
http://developer.valvesoftware.com/wiki/Transforming_the_Multiplayer_SDK_into_Coop,
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You certainly do need access to a hell of alot more than what the server
plugins provide. The properties of the weapon is not in any way part of the
problem. It's finding out if the bot has a particular weapon, and then
somehow changing to it,
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