[hlcoders] physics validation

2007-04-09 Thread Oliver
-- [ Picked text/plain from multipart/alternative ] Hi all, Our mod is a tool for teachers to create event-driven games for their students. We need to evaluate the Source physics engine to determine if teachers can create physics problems with their games (i.e. there is an object with x mass,

RE: [hlcoders] physics validation

2007-04-09 Thread Jay Stelly
Gravity is intentionally exaggerated in our games. Real-world gravity is ~386 in/sec^2. There are many factors which appear to affect the user perception of gravity relative to the rest of the game's presentation. I'd love to see some kind of research on this topic but I've yet to find any.

Re: [hlcoders] Map gametype filter

2007-04-09 Thread Louka Outrebon
-- [ Picked text/plain from multipart/alternative ] Hi emiel, For SourceForts, I use this : (i use hl2mp sdk) In hl2mp_client.cpp : //= // instantiate the proper game rules object //=

Re: [hlcoders] Map gametype filter

2007-04-09 Thread Adam \amckern\ McKern
Hey Louka, I was wondering how NS did it bettwen co_ and ns_ - now i know :) Adam --- Louka Outrebon [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hi emiel, For SourceForts, I use this : (i use hl2mp sdk) In hl2mp_client.cpp :

Re: [hlcoders] Map gametype filter

2007-04-09 Thread Tony \omega\ Sergi
-- [ Picked text/plain from multipart/alternative ] I did it with an entity in the map that specifies the rules. I have a basic rule system that is modularized for different game types. And it just calls the appropriate data via a function pointer. I don't know why I bothered to share this.