Re: [hlcoders] Re: Portal

2006-08-01 Thread Rob Lach
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Re: Portal

2006-08-01 Thread THE STORM
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

Re: [hlcoders] Re: Portal

2006-08-01 Thread noob cannon lol
-- [ Picked text/plain from multipart/alternative ] 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

[hlcoders] SDK tools, and offline mode

2006-08-01 Thread Drew Kirkpatrick
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.

RE: [hlcoders] Re: Portal

2006-08-01 Thread Tony \omega\ Sergi
-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

Re: [hlcoders] Re: Portal

2006-08-01 Thread Jorge Rodriguez
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

[hlcoders] Distance Variant Sounds

2006-08-01 Thread Daniel Menard
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

Re: [hlcoders] Re: Portal

2006-08-01 Thread Charles Solar
-- [ Picked text/plain from multipart/alternative ] 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.

Re: [hlcoders] Re: Portal

2006-08-01 Thread Chris Harris
-- [ Picked text/plain from multipart/alternative ] They made Narbacular Drop, I doubt they had problems doing it and meeting a deadline. On 8/1/06, Charles Solar [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] If I was coding portals as they apear in the video, I

Re: [hlcoders] SDK tools, and offline mode

2006-08-01 Thread Adam Foster
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

Re: [hlcoders] Re: Portal

2006-08-01 Thread Drew Kirkpatrick
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

Re: [hlcoders] Re: Portal

2006-08-01 Thread Jorge Rodriguez
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

Re: [hlcoders] Re: Portal

2006-08-01 Thread Drew Kirkpatrick
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

Re: [hlcoders] SDK tools, and offline mode

2006-08-01 Thread Drew Kirkpatrick
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

Re: [hlcoders] Re: Portal

2006-08-01 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] 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,

Re: [hlcoders] Re: Portal

2006-08-01 Thread Daniel Menard
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

Re: [hlcoders] Re: Portal

2006-08-01 Thread John Sheu
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

RE: [hlcoders] Distance Variant Sounds

2006-08-01 Thread Jay Stelly
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

Re[2]: [hlcoders] Alfred...

2006-08-01 Thread Jeff 'Kuja' Katz
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

[hlcoders] Re: Portal

2006-08-01 Thread Ben \amogan\ K.
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

Re: [hlcoders] Distance Variant Sounds

2006-08-01 Thread Daniel Menard
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

Re: [hlcoders] Re: Portal

2006-08-01 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Re: Portal

2006-08-01 Thread Jorge Rodriguez
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

Re: [hlcoders] SDK tools, and offline mode

2006-08-01 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] 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 -- ___ To unsubscribe, edit

Re: [hlcoders] Re: Portal

2006-08-01 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Re: Portal

2006-08-01 Thread Jeffrey \botman\ Broome
Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] 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

RE: [hlcoders] Distance Variant Sounds

2006-08-01 Thread Jay Stelly
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

Re: [hlcoders] SDK tools, and offline mode

2006-08-01 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] 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: -- [ Picked text/plain from

Re: [hlcoders] SDK tools, and offline mode

2006-08-01 Thread Drew Kirkpatrick
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: -- [ Picked text/plain from multipart/alternative ] You need to start Steam in online mode and start HL2, HL2DM, SDK and hammer/faceposer/whatever.

Re: [hlcoders] SDK tools, and offline mode

2006-08-01 Thread Gus
This is a cryptographically signed message in MIME format. -- Does HL2 DM/Multiplayer support ai yet? You know where bots are smart to go after players? Gus -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] --

Re: [hlcoders] SDK tools, and offline mode

2006-08-01 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] It's not initialized by HL2DM because it's not used..but it can easily be added to a mod -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] SDK tools, and offline mode

2006-08-01 Thread Gus
This is a cryptographically signed message in MIME format. -- Would you have any resources describing how to add that? Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] It's not initialized by HL2DM because it's not used..but it can easily be added to a mod -- ts2do

RE: [hlcoders] Re: Portal

2006-08-01 Thread Chris Janes
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

Re: [hlcoders] SDK tools, and offline mode

2006-08-01 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] See http://developer.valvesoftware.com/wiki/Transforming_the_Multiplayer_SDK_into_Coop, http://developer.valvesoftware.com/wiki/Adding_level_transitions_to_multiplayer, and

Re: [hlcoders] SDK tools, and offline mode

2006-08-01 Thread Gus
This is a cryptographically signed message in MIME format. -- Oh great, thanks alot! Gus Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] See http://developer.valvesoftware.com/wiki/Transforming_the_Multiplayer_SDK_into_Coop,

Re: [hlcoders] HL2DM bots

2006-08-01 Thread Jeremy Swigart
-- [ Picked text/plain from multipart/alternative ] 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,