Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread Nuno Silva
Aditya: By documentation i mean documentation over architecture and per function/class, that would make the whole thing far more understandable, not just a generic overview of the engine. On Tue, Jan 13, 2009 at 1:54 AM, Aditya Gaddam adityagad...@gmail.comwrote: I actually don't see how a

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread ZuM
I agree. Even and overview of the architecture of the engine would make it more easily understandable. If they just released a UML Diagram of the classes, indicating where they are used, from where they inherent and etc... would really help, and it should not be dificult to make, just run a

Re: [hlcoders] pickup entity respawning at center of map

2009-01-13 Thread Yorg Kuijs
Well to continue on with this, I found out that basically it's set to nodraw and removes the trigger flag, then adds the flag again at respawn and turns visible, but if that's true woulnd't the animation be kept on going even if nodraw? What about SetThink( NULL ); does that just stop the

Re: [hlcoders] pickup entity respawning at center of map

2009-01-13 Thread Jonas 'Sortie' Termansen
Just try and see what happens instead of asking us, I don't have a clue. (But if I had, I'd answer your questions). - Original Message - From: Yorg Kuijs yorg.ku...@home.nl To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Tuesday, January 13, 2009 2:33 PM

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread Heimo Stieg
If you want an UML diagram...why dont you just create one with VS? ZuM schrieb: I agree. Even and overview of the architecture of the engine would make it more easily understandable. If they just released a UML Diagram of the classes, indicating where they are used, from where they inherent

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread ZuM
I already did :) But i only said that anything that they release, the more documented the better, and if it's complete with diagrams and all would help everyone :) 2009/1/13 Heimo Stieg gr...@corona-bytes.net If you want an UML diagram...why dont you just create one with VS? ZuM schrieb: I

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread Nick
If you want a car...why dont you just create one with metal? On Tue, Jan 13, 2009 at 9:35 AM, Heimo Stieg gr...@corona-bytes.net wrote: If you want an UML diagram...why dont you just create one with VS? ZuM schrieb: I agree. Even and overview of the architecture of the engine would make it

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread botman
Nick wrote: If you want a car...why dont you just create one with metal? The last time I checked, you have to *pay* for a car (and metal). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread Minh
If you want to save the planet, why don't you just recycle more.. and get your neighbours to do the same.. oh , and solve that whole world peace thing.. but hey, only if you want to.. you can do it!! botman wrote: Nick wrote: If you want a car...why dont you just create one with metal?

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread Garry Newman
So what you're saying is that Valve are busy working on World Peace, so you might as well just suck it up and learn the engine by looking at the code, right? garry On Tue, Jan 13, 2009 at 4:04 PM, Minh minh...@telus.net wrote: If you want to save the planet, why don't you just recycle more..

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread James Luzwick
On the topic of design documents. Does anyone know if there has been a push by anyone in particular to create javadoc-like doxygen comments for all the code in the SDK? If there is some person in general working on it, I would love to add to it as I program and figure out more about the SDK. I

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread ZuM
Good to see that someone on this list isn't flaming like some above. Now onto the topic, James, none that i know of is doing that. 2009/1/13 James Luzwick jluzw...@gmail.com On the topic of design documents. Does anyone know if there has been a push by anyone in particular to create

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread Willem Engel
Yes, time to put some sense back into this thing. Does anyone know of a system that would allow multiple persons to add comments to code without modifying the code itself? I imagine something like a wiki based on a class-diagram of the current code. We might even be able to add it to a

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread Nuno Silva
I can't stress this enough, but documentation is *very* important in large projects such as Source, one shouldnt try to figure out what all the code does, considering how it's not even possible to do so since most of the code isnt even public. Documenting the code ourselves would be an

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread John Standish
I agree with Nuno on the fact that documentation is very important. I've just started getting back in to the Source SDK and I am completely lost at points. It's not the fact that I do not know C++ it's the fact I am trying to figure out every little piece of source and what points to what. Sure

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread Steve Henderson
We could create a special MOD (dokuMod) strictly for documentation. This would could have: - A plethora of doxygen friendly INLINE comments - Inline hyperlinks to more extensive documentation on @ the developer.valve wiki - Default enabling the many built-in debug layers that Valve already

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread Steve Henderson
And we could make a 3rd party GUI tool that allows for a rich diff like view between someone's MOD (MyMod) and the DokuMod. This would create a view of the code that would interweave the DokuMod inline documentation in with the user's Mod so they could see our documentation alongside theirs, and

[hlcoders] Change base class

2009-01-13 Thread John Standish
I've tried changing the base class for HL2MP but every time I load sdk_vehicle it keeps changing to HL2SP I think. The way I'll know I'm using my custom player class is I have a devmsg that tells me when the entity has spawned. Any helps on where to change the base class spawn? Thanks in advance

Re: [hlcoders] Change base class

2009-01-13 Thread Tom Leighton
You mean where it creates the player class? comment the LINK_ENTITY_TO_CLASS in the CHL2MP player file, and put one in your player class with the player name. You could also find where it creates the player class in the *_client.cpp file, and change it to create your player class instead.

Re: [hlcoders] Animation Events on Server only?

2009-01-13 Thread Jorge Rodriguez
Here was my approach: // in eventlist.cpp or your own precache function REGISTER_SHARED_ANIMEVENT( AE_CF_ENDAFFLICT, AE_TYPE_CLIENT|AE_TYPE_SERVER ); // in yourgame_shareddefs.h enum { AE_CF_ENDAFFLICT = LAST_SHARED_ANIMEVENT, // AE_YADEYA }; // On the client void

Re: [hlcoders] Animation Events on Server only?

2009-01-13 Thread Jorge Rodriguez
Oh, and the entry in the sequence in the QC looks like this: { event AE_CF_ENDAFFLICT 19 primary } -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Change base class

2009-01-13 Thread John Standish
That is correct where it creates the player class. I have commented out the instance where it links to the player class and have it now pointing at my player class. I looked in sdk_client.cpp and saw the method where it creates one. So change the player class in say, hl2mp_client.cpp? On Tue, Jan

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread Tobias Kammersgaard
Distributing the sourcecode isn't allowed, this seems like a pretty big problem. /ScarT 2009/1/13 Steve Henderson steven.j.hender...@gmail.com And we could make a 3rd party GUI tool that allows for a rich diff like view between someone's MOD (MyMod) and the DokuMod. This would create a

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread Gustavo Ramos Lira
You could make some sort of tool to extract the DocComments from the commented files and store them is some format. Since the comments are the property of those who type them, those can be freely distributed. Then you just need the same tool to take the files and comment them on a different

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread Willem Engel
Good points there, a wiki plus comments with how-to-use examples (and a good was this post helpful kinda system) would be very usefull. Added bonus for doing it that way is google indexing of the documentation. Gustavo Ramos Lira wrote: You could make some sort of tool to extract the

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread Walter Gray
Now that's a hell of an idea. Unfortunately, that in and of itself would be a pretty huge project. In the interest of making a project that's easier for the community to find and contribute to, I think it would fit well as a section of the Source Wiki. A wiki I think lends itself very well to

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread James Luzwick
I'm not sure what you mean by this. There ton's of proprietary source code on the valve developer wiki not to mention the source code is available to anyone who has a half life 2 key. This wouldn't be sold either.. it would just be more of a mod that can be worked on by public developers. On

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread Nick
Why the should we try to make documentation if even valve thinks its too hard to do? On Tue, Jan 13, 2009 at 3:57 PM, James Luzwick jluzw...@gmail.com wrote: I'm not sure what you mean by this. There ton's of proprietary source code on the valve developer wiki not to mention the source code is

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread John Standish
Too hard to documentation = lazy. Always document, always always. Especially when releasing something to the public. First thing I ever learned at work. On Tue, Jan 13, 2009 at 2:59 PM, Nick xnicho...@gmail.com wrote: Why the should we try to make documentation if even valve thinks its too

Re: [hlcoders] Animation Events on Server only?

2009-01-13 Thread Ryan Sheffer
With animation events I think you will have a lot of problems unless the player animations are exactly sync on the client and the server. Animation frames arent prodicted I dont think. You will need to correctly sync your animation with the client and server and ensure that velocities are being

Re: [hlcoders] Explosion effects

2009-01-13 Thread Ryan Sheffer
What do you mean by index exactly? If you mean by model precache index, the index is merely an integer value in which you can use to grab a reference to a model loaded into memory on the engine. There are several functions for getting models by index in the server and client engine access headers.

Re: [hlcoders] Precache limit

2009-01-13 Thread Ryan Sheffer
It depends what you want to do with your client precached model. It wont exist on any of the other clients machines unless you create a server side version to tell the clients to create said new client only model. Physics wont work unless you dont mind movement only happening on individual clients

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread Walter Gray
Because we can, and I imagine also because it would generally promote good will in the HL2 community. Frankly, I'd do it just to say that I had. Nick wrote: Why the should we try to make documentation if even valve thinks its too hard to do? On Tue, Jan 13, 2009 at 3:57 PM, James Luzwick

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread James Luzwick
Not to mention I think Valve will support us since it will convince more programmers Modding in Half-Life 2 isn't a pain. Not to mention it will make everyone collectively spend less time trying to figure something out and waste their valuable time. Now we just have to get the project started.

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread Nick
Well hop to then! I for one will greatly appreciate you spending your time and money on such a project, so I won't have to spend my time or money. On Tue, Jan 13, 2009 at 8:39 PM, Walter Gray chrysal...@gmail.com wrote: Because we can, and I imagine also because it would generally promote good

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread Zach Kanzler
If making the source code available to the public wasn't out of line, I'd love to write a doxygen-like script that parses the source code and comments, then uploads it all into a database. From a central website, each function would be easy to find through search. A page exists for each function

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread James Luzwick
Haha, well it's a hobby and those normally spend a great deal of time and money. It seems to me that the legality of the project is the only major problem holding us back.. It would be great if there was somewhere we could send a message and someone from valve would be able to respond to us..

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread Nathan Voge
Try ga...@valvesoftware.com if you like. Date: Tue, 13 Jan 2009 19:14:36 -0800 From: jluzw...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Technical Design Document or Quick Reference Guide? Haha, well it's a hobby and those normally spend a great deal of time and

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread Ben Everett
___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 3763 (20090113) Information __ This message was checked by NOD32 antivirus