Re: [hlcoders] Particle System of Orange Box in EP1-Mod

2009-05-01 Thread Olly
No 2009/5/1 Biz b...@cs-dsf-clan.de Hey there, can the particle system of the orange box be somehow used in a mod which was created with ep1-system? Regards, xs57 ___ To unsubscribe, edit your list preferences, or view the list archives,

Re: [hlcoders] Particle System of Orange Box in EP1-Mod

2009-05-01 Thread Biz
Back to hardcoding then, thanks for the info :) Regards, xs57 Olly wrote: No 2009/5/1 Biz b...@cs-dsf-clan.de Hey there, can the particle system of the orange box be somehow used in a mod which was created with ep1-system? Regards, xs57

Re: [hlcoders] Particle System of Orange Box in EP1-Mod

2009-05-01 Thread Alexander Hirsch
Well, you could port the code over to the OB-engine. Get some merging-software for that (Wikipedia has a neat list: http://en.wikipedia.org/wiki/Comparison_of_file_comparison_tools ). I doubt that you want to port the OB particles over to the Ep1-engine; when porting to the OB-engine you also get

Re: [hlcoders] Particle System of Orange Box in EP1-Mod

2009-05-01 Thread Tony Sergi
Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Alexander Hirsch Sent: May-01-09 6:30 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Particle System of Orange Box in EP1-Mod Well, you could port the code over

Re: [hlcoders] Particle System of Orange Box in EP1-Mod

2009-05-01 Thread Olly
-09 6:30 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Particle System of Orange Box in EP1-Mod Well, you could port the code over to the OB-engine. Get some merging-software for that (Wikipedia has a neat list: http://en.wikipedia.org/wiki

Re: [hlcoders] Particle system collisions

2009-01-19 Thread Jorge Rodriguez
Nothing an Orange Box particle system does can be queried or have any effect on the gameplay. In other words, you can't see what individual particles doing or have any callbacks into the game when they collide with one thing or another. You need to write code that estimates what the particles are

Re: [hlcoders] Particle system collisions

2009-01-19 Thread Richard Slaughter
I figured as much, thanks. Rich Jorge Rodriguez wrote: Nothing an Orange Box particle system does can be queried or have any effect on the gameplay. In other words, you can't see what individual particles doing or have any callbacks into the game when they collide with one thing or another.

Re: [hlcoders] Particle system collisions

2009-01-19 Thread Ryan Sheffer
Imo that is rather lame. Sure it might be expensive, but being able to loop an array of particle elements to see if they are touching anything seems like a logical feature. On Mon, Jan 19, 2009 at 8:20 AM, Jorge Rodriguez bs.v...@gmail.com wrote: Nothing an Orange Box particle system does can

Re: [hlcoders] Particle system collisions

2009-01-19 Thread Nick
you have no idea how expensive cpu and network that would be do you? On Tue, Jan 20, 2009 at 12:19 AM, Ryan Sheffer darksk...@gmail.com wrote: Imo that is rather lame. Sure it might be expensive, but being able to loop an array of particle elements to see if they are touching anything seems

Re: [hlcoders] Particle system collisions

2009-01-19 Thread Tony Sergi
...@list.valvesoftware.com] On Behalf Of Ryan Sheffer Sent: January-20-09 1:20 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Particle system collisions Imo that is rather lame. Sure it might be expensive, but being able to loop an array of particle elements to see

Re: [hlcoders] Particle system collisions

2009-01-19 Thread Minh
Why don't you use trace_hulls to detect if the flames are hitting something. You could periodically fire off a raytrace every X seconds to mimic the flames movement.. This wouldn't be as accurate as detecting each particle but I imagine it would work for a flamethrower. I'm assuming the

Re: [hlcoders] Particle System Not Working??

2005-01-19 Thread Daniel Menard
Emitter Setup: m_hEmitter = CSimpleEmitter::Create(FlameProjectile_Emitter); m_hEmitter-SetSortOrigin(GetAbsOrigin()); m_hParticleMat = m_hEmitter-GetPMaterial(particle/particle_sphere); Particle Creation code: SimpleParticle *pParticle; for ( int i = 0;

Re: [hlcoders] Particle System Not Working??

2005-01-18 Thread Hasan Aljudy
could you psot your code? if you don't set the alpha values or sie values or color values it might not render. also if alpha is 0 well obciously it won't render :P I presonally have used the simple particle emitter and it worked for me, and I'm deriving my own emitter from it. On Tue, 18 Jan

Re: [hlcoders] Particle System

2002-06-28 Thread Tom
PROTECTED] Sent: Friday, June 28, 2002 5:20 AM Subject: RE: [hlcoders] Particle System Jim: yeah, that's what I said earlier. The benefit of using arrays lies in the fact that they're sequential and initialized early, so no memory allocation time. But as you so correctly pointed out, the problem

Re: [hlcoders] Particle System

2002-06-28 Thread Cortex
- From: Florian Zschocke [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, June 28, 2002 10:33 AM Subject: Re: [hlcoders] Particle System | Tom schrieb: | | while on the subject of linked lists, why is it that all of the tutorials | (and my C++ book) never delete any of the memory they have

Re: [hlcoders] Particle System

2002-06-28 Thread botman
At least we came to some sort of consensus. To Botman: I just did not appreciate Scott's, I am too smart, I know I am right, I don't have the time for this... attitude. Then again, I haven't really talked to very many people this week either... :P I think everybody has a bad day every once

Re: [hlcoders] Particle System

2002-06-28 Thread botman
In my OpenGL system I just have one linked list for all of my particle entities. To render I simply go through the entire list. To add a particle I simply dynamically allocate one add it to the end. For removing a particle, I deallocate it and update the links of the one before and after it.

RE: [hlcoders] Particle System

2002-06-27 Thread Persuter
- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of Tom Sent: Thursday, June 27, 2002 2:56 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Particle System linked lists may be to slow for a particle engine - Original Message - From: Yacketta, Ronald [EMAIL

RE: [hlcoders] Particle System

2002-06-27 Thread Yacketta, Ronald
fast. Persuter -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of Tom Sent: Thursday, June 27, 2002 2:56 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Particle System linked lists may be to slow for a particle engine

Re: [hlcoders] Particle System

2002-06-27 Thread Sebastian Steinlechner
As long as you make sure that you're careful about allocating memory, you should be fine. My particle engine utilizes two lists per system, one for particles to be displayed and one for trash particles to be reused. Eventually what I might want to do is simply have an engine list for the

Re: [hlcoders] Particle System

2002-06-27 Thread Miguel Aleman
PROTECTED] Sent: Thursday, June 27, 2002 1:56 AM Subject: Re: [hlcoders] Particle System linked lists may be to slow for a particle engine - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, June 27, 2002 12:24 AM Subject: RE: [hlcoders

RE: [hlcoders] Particle System

2002-06-27 Thread Scott Velasquez
] Subject: Re: [hlcoders] Particle System Linked lists are the best way I know of to do a particle engine. You save processor time during allocation of new particles and even more during deallocation. The ability to have virtually infinite particles is also a plus. - Original Message - From: Tom

Re: [hlcoders] Particle System

2002-06-27 Thread Miguel Aleman
To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Particle System Linked lists are the best way I know of to do a particle engine. You save processor time during allocation of new particles and even more during deallocation. The ability to have virtually infinite particles is also a plus. - Original

Re: [hlcoders] Particle System

2002-06-27 Thread botman
Look Scott, if you don't have the time to enter this argument then simply don't. That must of been the most arrogant comment I've heard this week. There haven't been that many posts this week. :) It didn't seem like an arrogant post to me, just somebody stating their opinion. Don't get your

Re: [hlcoders] Particle System

2002-06-27 Thread Josh Coyne
Message - From: Miguel Aleman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, June 27, 2002 6:04 PM Subject: Re: [hlcoders] Particle System Look Scott, if you don't have the time to enter this argument then simply don't. That must of been the most arrogant comment I've heard this week

RE: [hlcoders] Particle System

2002-06-27 Thread Persuter
others that are based on linked lists run perfectly fine. Persuter -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of Josh Coyne Sent: Thursday, June 27, 2002 7:11 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Particle System well he does

Re: [hlcoders] Particle System

2002-06-27 Thread Miguel Aleman
[EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, June 27, 2002 7:20 PM Subject: RE: [hlcoders] Particle System Yeah, it boils down to whether it runs fast enough for your application. Static memory allocation is going to be somewhat quicker, but I just CAN'T see the justification

Re: [hlcoders] Particle System

2002-06-27 Thread Miguel Aleman
simple and it works extremely well. Don't see how an array could be better unless you are very sloppy with memory. - Original Message - From: Persuter [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, June 27, 2002 7:37 AM Subject: RE: [hlcoders] Particle System People keep

Re: [hlcoders] Particle System

2002-06-27 Thread Iain Farrell
- Original Message - From: Miguel Aleman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, June 27, 2002 11:04 PM Subject: Re: [hlcoders] Particle System Look Scott, if you don't have the time to enter this argument then simply don't. That must of been the most arrogant comment

Re: [hlcoders] Particle System

2002-06-27 Thread Miguel Aleman
: Thursday, June 27, 2002 8:55 PM Subject: Re: [hlcoders] Particle System - Original Message - From: Miguel Aleman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, June 27, 2002 11:04 PM Subject: Re: [hlcoders] Particle System Look Scott, if you don't have the time to enter

RE: [hlcoders] Particle System

2002-06-27 Thread Persuter
PROTECTED] Subject: Re: [hlcoders] Particle System Iain, I'm not sure how you interpreted Scott's comment. If he mean what you said he could have said something such as Sorry I cannot be more detailed, but I'm too busy to debate... or I'm short on time, but in a nutshell my opinion is However

Re: [hlcoders] Particle System

2002-06-27 Thread Miguel Aleman
LOL, just making sure I got my point across. :-) - Original Message - From: Persuter [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, June 27, 2002 10:15 PM Subject: RE: [hlcoders] Particle System EXACTLY. So quit dissing Percy's poor particle system and answer his OTHER

Re: [hlcoders] Particle System

2002-06-27 Thread Jim Hunter
Sure, having the ability to create a *variable* number of particles is a plus by using a linked list over an array. Why have 20,000 dormant classes/structures taking up memory when you don't have to? How about allocating new particles? Are you supposed to scan through the entire array each

RE: [hlcoders] Particle System

2002-06-27 Thread David Dynerman
of 2000 elements might suffice - all without the CPU overhead of doing list operations. david -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Jim Hunter Sent: Thursday, June 27, 2002 10:28 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Particle System

Re: [hlcoders] Particle System

2002-06-26 Thread Cortex
Why don't you use Client-side tracelines ? I use them for my TriApi rain and it works well. I do one and get the end position of each poly. Then I make them go down until they reach the en position. And, it's worth asking :) why do I get a Trace backup 0.0 message at the console sometimes ? It's

Re: [hlcoders] Particle System

2002-06-26 Thread botman
Why don't you use Client-side tracelines ? I use them for my TriApi rain and it works well. I do one and get the end position of each poly. Then I make them go down until they reach the en position. And, it's worth asking :) why do I get a Trace backup 0.0 message at the console sometimes

Re: [hlcoders] Particle System

2002-06-26 Thread Cortex
: [hlcoders] Particle System | And, is there a tip to get around this ? | | To get around what? The message saying backup past 0??? | | No. This message is generated internally in the engine. If you don't want to | see this message then turn developer mode off (developer 0). | | Jeffrey botman Broome

Re: [hlcoders] Particle System

2002-06-26 Thread botman
OK, thx... And, finally... I didn't really understood what you said before. I quote from your previous message : It keeps backing up from the end point until it hits non-solid space. Like the comment says, it shouldn't really happen, but it does occasionally. What shouldn't really happen

RE: [hlcoders] Particle System

2002-06-26 Thread Yacketta, Ronald
: Wednesday, June 26, 2002 6:12 PM Subject: Re: [hlcoders] Particle System | OK, thx... And, finally... I didn't really understood what you said before. | I quote from your previous message : | It keeps backing up from the end point until it hits non-solid space. Like | the comment says

RE: [hlcoders] Particle System

2002-06-26 Thread Persuter
Ron: what exactly is your question? The particle system recently discussed, I believe, was mine, which is available for any mod that wants it. It is currently being used in Quest, Hostile Intent, and something by C4 Software. Persuter -Original Message- From: [EMAIL PROTECTED]

RE: [hlcoders] Particle System

2002-06-26 Thread Yacketta, Ronald
PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Persuter Sent: Wednesday, June 26, 2002 5:35 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Particle System Ron: what exactly is your question? The particle system recently discussed, I believe, was mine, which is available for any mod that wants

RE: [hlcoders] Particle System

2002-06-26 Thread Yacketta, Ronald
, June 26, 2002 7:20 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Particle System Check out NeHe on gamedev.net (www.gamedev.net/nehe) for a particle system tutorial. Its in OpenGL, but its easy to change to TriAPI. Get comfortable with it and then you can write your own. - Original Message

RE: [hlcoders] Particle System

2002-06-26 Thread Kuja
the url is now http://nehe.gamedev.net because gamedev changed their hosting layout. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Miguel Aleman Sent: Wednesday, June 26, 2002 7:20 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Particle System

RE: [hlcoders] Particle System

2002-06-26 Thread Yacketta, Ronald
PROTECTED]] On Behalf Of Yacketta, Ronald Sent: Wednesday, June 26, 2002 7:25 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Particle System I am writing my own :) Just looking to peek at others work to see how things were/are done and for some ideas. Mine is using STL vice a stock home grown linked