Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-29 Thread Jeff Fearn

4 times is still no where near a million on each axis ;) Funny how the least
challenging questions get the most responses though :P

Jeff.

- Original Message -
From: Michael Shimmins [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, January 29, 2002 6:39 PM
Subject: RE: [hlcoders] Making WorldCraft's editing area bigger?


 LOL Adrian :) Just comes in and cuts everyone down with one sentence.

 - Shimms

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]]On Behalf Of Adrian Finol
 Sent: Tuesday, 29 January 2002 7:29 PM
 To: '[EMAIL PROTECTED]'
 Subject: RE: [hlcoders] Making WorldCraft's editing area bigger?


  Actually, last time I checked the Polyfighter guys had maps 4 times as
big
 as the current limits.

 - Adrian


 -Original Message-
 From: Tom [mailto:[EMAIL PROTECTED]]
 Sent: Tuesday, January 29, 2002 2:12 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Making WorldCraft's editing area bigger?


 I remember some dum ass mod (I think it was uncrossable parallel) leader
 trying to convince aload of people that they way they made the maps like
4x
 as big wasnt my shrinking players on its forums. Im not sure he realised
why
 there is the limit which is currently in place


 - Original Message -
 From: Jeff Fearn [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Tuesday, January 29, 2002 3:00 AM
 Subject: Re: [hlcoders] Making WorldCraft's editing area bigger?


   I don't believe this can be done.  In order to extend the limits, one
  would
   have to modify not only Worldcraft, but the compile tools and the
engine
  BSP
   reading code as well.  As I understand it, spatial locations in BSP
 files
  are
   stored as a 16-bit integer for each coordinate.  The number is stored
in
  13.3
   format, which means there are 3 bits past the radix point (allowing
  precision
   up to 1/8 unit), but the maximum and minimum numbers that can be
stored
  are
   4095 and -4096 respectively (therefore the world is 8192x8192x8192).
It
  would
   be possible, if one could modify the engine, to extend this limit, but
   precision would have to be given up.  For example, the numbers could
be
  stored
   in 14.2 format, allowing the world to be 16384 units in each
direction,
  but
   with precision only up to 1/4 unit.  It is possible for doors and such
 to
   extend beyond the 8192 limit in-game, because the engine uses a
  floating-point
   representation for the coordinates internally---I assume so, at least,
 but
   please remember this is all guesswork.
 
  Of course if you had access to the engine you'd just store each
 co-ordinate
  as a 32bit integer and use 29.3, which is about 536 million each axis,
  lol.You would still have the engine limits as to how large a particular
  room/area could be, i.e large == laggy. I wonder how this would impact
on
  performance, especially memory use and how that would affect locality. A
  large map may cause a lot of page faults etc ... unless your a lucky boy
  with a Xeon :) then again if you started going in to the millions each
  direction I bet any computer will have a hard time :P
 
  Jeff.
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-29 Thread Nathan Taylor
News for ya boys, Polyfighter isn't happening, not for a while anyway.  randomnine said that he's really sick of the project and doesn't feel like finishing it so he will release a flight sim style demo to show off all the seksay engine tweaks and then it is on to his next project. He said he may come back to it and finish it up, but it is going to be a long time before he does.  On a more relevant note, methinks the reason Polyfighter can have such big maps is because they are not built, they are generated, which is much different.  -Lak   - Original Message - From: Jeff Fearn Sent: Tuesday, January 29, 2002 4:31 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Making WorldCraft's editing area bigger? 4 times is still no where near a million on each axis ;) Funny how the leastchallenging questions get the most responses though :PJeff.- Original Message -From: "Michael Shimmins" [EMAIL PROTECTED]To: [EMAIL PROTECTED]Sent: Tuesday, January 29, 2002 6:39 PMSubject: RE: [hlcoders] Making WorldCraft's editing area bigger? LOL Adrian :) Just comes in and cuts everyone down with one sentence. - Shimms -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Adrian Finol Sent: Tuesday, 29 January 2002 7:29 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] Making WorldCraft's editing area bigger? Actually, last time I checked the Polyfighter guys had maps 4 times asbig as the current limits. - Adrian -Original Message- From: Tom [mailto:[EMAIL PROTECTED]] Sent: Tuesday, January 29, 2002 2:12 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Making WorldCraft's editing area bigger? I remember some dum ass mod (I think it was uncrossable parallel) leader trying to convince aload of people that they way they made the maps like4x as big wasnt my shrinking players on its forums. Im not sure he realisedwhy there is the limit which is currently in place - Original Message - From: "Jeff Fearn" [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, January 29, 2002 3:00 AM Subject: Re: [hlcoders] Making WorldCraft's editing area bigger?   I don't believe this can be done. In order to extend the limits, one  would   have to modify not only Worldcraft, but the compile tools and theengine  BSP   reading code as well. As I understand it, spatial locations in BSP files  are   stored as a 16-bit integer for each coordinate. The number is storedin  13.3   format, which means there are 3 bits past the radix point (allowing  precision   up to 1/8 unit), but the maximum and minimum numbers that can bestored  are   4095 and -4096 respectively (therefore the world is 8192x8192x8192).It  would   be possible, if one could modify the engine, to extend this limit, but   precision would have to be given up. For example, the numbers couldbe  stored   in 14.2 format, allowing the world to be 16384 units in eachdirection,  but   with precision only up to 1/4 unit. It is possible for doors and such to   extend beyond the 8192 limit in-game, because the engine uses a  floating-point   representation for the coordinates internally---I assume so, at least, but   please remember this is all guesswork.   Of course if you had access to the engine you'd just store each co-ordinate  as a 32bit integer and use 29.3, which is about 536 million each axis,  lol.You would still have the engine limits as to how large a particular  room/area could be, i.e large == laggy. I wonder how this would impacton  performance, especially memory use and how that would affect locality. A  large map may cause a lot of page faults etc ... unless your a lucky boy  with a Xeon :) then again if you started going in to the millions each  direction I bet any computer will have a hard time :P   Jeff.  ___  To unsubscribe, edit your list preferences, or view the list archives, please visit:  http://list.valvesoftware.com/mailman/listinfo/hlcoders  ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives,please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-29 Thread Nicemice

Why don't you scale down everthing in your mod ?
The more you scale the more space you'll have.

Nicemice, Spy  Assassinate
www.creativelevels.de/spy


___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




Re: [hlcoders] Third person camera problem

2002-01-29 Thread botman

 That would make sense, the only problem is the thirdperson
 camera code does not put you into observer mode. Is there
 any way to increase the client/server updates?

 I know other mods must have had this problems already (AirHL,
 HL Rally, Bushido..), so there must be a solution

If you follow the same Robin Walker Spectator Tutorial that everyone
(including Counter-Strike and TFC) uses, you'll have the same lag problems
that they have.  The best way to reduce the jerkyness is to reduce the
lag...

http://hlpp.valveworld.com/tuts/spectator.htm

Jeffrey botman Broome

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-29 Thread randomnine

Last time I checked, our playing area is 33 million units across. The terrain is 
heightmapped and has to loop to cover such a vast area, but the map itself doesn't 
loop - players can be over 40 thousand game kilometres away, if you're willing to wait 
several days for them to get there.

I have thought about adapting this method so it loads Quake II bsps or some format 
without such a size limit as HL's, but while I've written .bsp loading code, writing 
the physics for bsp's and traceline functions and so on would take me longer than I'm 
willing to work on it for.

-randomnine-

4 times is still no where near a million on each axis ;) Funny how the least
challenging questions get the most responses though :P

Jeff.

 LOL Adrian :) Just comes in and cuts everyone down with one sentence.

 - Shimms

  Actually, last time I checked the Polyfighter guys had maps 4 times 
 as big as the current limits.

 - Adrian


--
Get a free, personalised email address at http://another.com
TXT ALRT! Stop wasting money now. Send FREE, personalised txt
from http://another.com


Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-29 Thread Neale Roberts



Which has one minor flaw - Worldcraft itself won't make 
maps that big...


  - Original Message - 
  From: 
  Nathan Taylor 

  To: HLCoders 
  Sent: Tuesday, January 29, 2002 9:42 
  PM
  Subject: Re: [hlcoders] Making 
  WorldCraft's editing area bigger?
  
  Hmm, the highly practical method brought to you by botman...
  
  
- Original Message -
From: 
botman
Sent: Tuesday, January 29, 2002 7:49 
AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Making 
WorldCraft's editing area bigger?
 I want to make a big map. I need to make 
WorldCraft's editing area bigger...how do I do 
this?Create your own engine? You'll need the source 
code to the Half-Life engineif you want to make the world bigger. 
I suggest you start by downloadingthe Quake II source code recently 
released at the id Software ftp 
site.(ftp.idsoftware.com).Jeffrey "botman" 
Broome___To 
unsubscribe, edit your list preferences, or view the list archives, please 
visit:http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com
  


[hlcoders] Powered by GameSpy

2002-01-29 Thread Richard Taylor



Hi,

The last release of our MOD (Vampire-Slayer) saw 
the addition of built in bots. An unforeseen side effect of this is that the 
player rankings of www.CSports.net (powered 
by GameSpy) are now dominated by bot players. Can someone tell me how these 
stats are colated? Would filtering bot kills from the log files do the trick or 
is there more to..

thanks.

rt.


RE: [hlcoders] VALVe: Gmax Quickie

2002-01-29 Thread Leon Hartwig

Nope.  If something happens with that, this will be one of the first places
you'd hear about it.


-Original Message-
From: Nathan Taylor [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, January 29, 2002 2:36 AM

Any word yet?
___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-29 Thread Tim Holt

The trade off I believe though is this:  you need to shrink your
textures down quite a bit so you're not a midget in giant pixel land.
Suppose you made the character 1/2 size, and scaled all your
textures 1/2 as well to keep things looking good.  I imagine you'd put a
heavier load on the engine to do that.  Now if you still model HL style
maps - and don't try and do HOAs (Huge Open Areas), you're fine.

(I think)



Nicemice wrote:

 Why don't you scale down everthing in your mod ?
 The more you scale the more space you'll have.

 Nicemice, Spy  Assassinate
 www.creativelevels.de/spy


 ___
 To unsubscribe, edit your list preferences, or view the list archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




--
I think...I think it's in my basement. Let me go upstairs and check.
-M.C. Escher

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




Re: [hlcoders] Powered by GameSpy

2002-01-29 Thread Philip Plante

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
AHAHAHAH thats funny,  I think the only way to do it is to keep them from being loged 
at all.  But I doubt thats even it.

I think thats the funniest thing I have ever heard, thanks for the laugh.

Sarge_Spank
www.illicitstudios.com
  - Original Message -
  From: Richard Taylor
  To: [EMAIL PROTECTED]
  Sent: Tuesday, January 29, 2002 2:45 PM
  Subject: [hlcoders] Powered by GameSpy


  Hi,

  The last release of our MOD (Vampire-Slayer) saw the addition of built in bots. An 
unforeseen side effect of this is that the player rankings of www.CSports.net (powered 
by GameSpy) are now dominated by bot players. Can someone tell me how these stats are 
colated? Would filtering bot kills from the log files do the trick or is there more 
to..

  thanks.

  rt.
___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




Re: [hlcoders] VALVe: Gmax Quickie

2002-01-29 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
Cool, thanks.

-Lak

- Original Message -
From: Leon Hartwig
Sent: Tuesday, January 29, 2002 9:34 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] VALVe: Gmax Quickie

Nope.  If something happens with that, this will be one of the first places
you'd hear about it.


-Original Message-
From: Nathan Taylor [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, January 29, 2002 2:36 AM

Any word yet?
___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web.  FREE 
MSN Explorer download : http://explorer.msn.com
___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders