ouch, u should consider setting up an SVN repo.
Nick wrote:
> Please, everyone backup your mod data to different hard drives. It was
> a western digital btw, only 7 months old.
>
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Please, everyone backup your mod data to different hard drives. It was
a western digital btw, only 7 months old.
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400k+ Depending on what you define as code it could be much more but
there's atleast that. Only within the Client and Server projects, and it's
always up for debate how much of it is functionally part of each project.
On Wed, Aug 19, 2009 at 1:34 AM, Adam Buckland wrote:
> Just a quick question
SLOCDirectory SLOC-by-Language (Sorted)
565656 gamecpp=565656
117182 public cpp=117182
73020 utils cpp=72680,ansic=340
41096 vgui2 cpp=41096
17651 materialsystem cpp=17642,perl=9
11450 tier1 cpp=11450
9284mathlib cp
Over 9000.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Adam Buckland
Sent: Tuesday, August 18, 2009 8:35 PM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Lines of code in Source SDK?
Just a qu
I did a line count a while back, and it was about 1.5million
2009/8/19 Adam Buckland
> Just a quick question:
>
> How many lines of code would you estimate, make up the Source SDK?
>
> --
>
> Bucky
>
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Just a quick question:
How many lines of code would you estimate, make up the Source SDK?
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Bucky
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And my two cents I guess, don't predict physics simulation on the client.
There is a massive deviation between the client and server physics. This is
just something we have to deal with, the physics engine is too random.
On Tue, Aug 18, 2009 at 5:56 AM, Marek Sieradzki
wrote:
> There are 2 things
The VPhysicsNormalInit tip did it, but thank you all very much for your
help. I had looked at the rollermine code, but I didn't want to establish
proper AI for the entity, so basing my entity directly off it it was out,
and I was having trouble determining the impact of specific lines on the
physic
There are 2 things to add.
1. You have to watch out for precision in sendtable/sendproxy.
Sometimes small differences in networked variables lead to huge
differences in final simulated variable.
2. Simulation has to be deterministic. If you use Random() change it
to SharedRandom() which has seed b
If you want something perfectly spherical:
http://developer.valvesoftware.com/wiki/Prop_sphere
Dark Cheshire Cat wrote:
> Greetings,
> I have been a fan of the game and level design in general for some time.
> I am getting my feet wet in regards to HL2 coding. My current project
> necessitate
I think what he meant was where could he find tutorials for coding.
Try http://developer.valvesoftware.com/wiki/Category:Programming
Chris
> How about simply reading how they wrote the Rollermine in the code?
> > Greetings,
> > I have been a fan of the game and level design in general for so
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