[hlcoders] RE: hlcoders -- confirmation of subscription -- request 393241
confirm 393241 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: hlcoders -- confirmation of subscription -- request 393241
confirm 393241 Roger! 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] RE: hlcoders -- confirmation of subscription -- request 393241
-- [ Picked text/plain from multipart/alternative ] SQUAD! FOXTROT NINNER! WE'VE GOT HOSTILES! FIRE IN THE HOLE! Wee! ~Ghoul Lets leave it at that... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: hlcoders -- confirmation of subscription -- request 393241
We have nuclear launch authorization. Launch is go... - Original Message - From: Jojo [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, April 01, 2002 5:22 PM Subject: [hlcoders] RE: hlcoders -- confirmation of subscription -- request 393241 confirm 393241 ___ 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] RE: hlcoders -- confirmation of subscription -- request 393241
Go! go! go! -Original Message- From: Paul 'MoOg' Samways [mailto:[EMAIL PROTECTED]] Sent: Wednesday, April 03, 2002 09:21 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] RE: hlcoders -- confirmation of subscription -- request 393241 We have nuclear launch authorization. Launch is go... - Original Message - From: Jojo [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, April 01, 2002 5:22 PM Subject: [hlcoders] RE: hlcoders -- confirmation of subscription -- request 393241 confirm 393241 ___ 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] RE: hlcoders -- confirmation of subscription -- re quest 393241
-- [ Picked text/plain from multipart/alternative ] Give me fire shorts! Yacketta, Ronald wrote: Go! go! go! -Original Message- From: Paul 'MoOg' Samways [mailto:[EMAIL PROTECTED]] Sent: Wednesday, April 03, 2002 09:21 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] RE: hlcoders -- confirmation of subscription -- request 393241 We have nuclear launch authorization. Launch is go... - Original Message - From: Jojo [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, April 01, 2002 5:22 PM Subject: [hlcoders] RE: hlcoders -- confirmation of subscription -- request 393241 confirm 393241 ___ 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 -- 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] Stuck with original gunsound!
Also, the reload sounds which come from the models' .qc file: (and client side code) { event 5004 13 weapons/ak47_clipout.wav } { event 5004 57 weapons/ak47_clipin.wav } { event 5004 11 weapons/ak47_boltpull.wav } The modelling for halflife doc goes into these events, and the modelling section on wavelength has some more info (a bit more digested) about the model events. Its because all of the weapons have been moved to be client side. You have to edit the EV_* function in the ev_hldm.cpp file. - Original Message - From: |: Diablo :| [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, April 02, 2002 10:11 PM Subject: [hlcoders] Stuck with original gunsound! I made a duplicate MP5.cpp into a new weapon using the same MP5.cpp code. All seemed green in my pasture... But then i tried to add custom sounds to my new weapon, and i havn't been able to get them to work right! So instead of ranting and whining of how my code sucks, id rather save everyone the trouble of hearing me by jus looking at the code for the problem! PLZ help *NOTE: MP5 fire sounds(hks1) will still override my (m4_1) fire sound. And the reload sound of the new weapon is not even being heard. ALL sounds are in correct folders!* Code Pasted BELOW! //= //god bless valve #include extdll.h #include util.h #include cbase.h #include monsters.h #include weapons.h #include nodes.h #include player.h #include soundent.h #include gamerules.h enum CM4_e { M4_LONGIDLE = 0, M4_RELOAD, M4_IDLE, M4_DRAW, M4_FIRE1, M4_FIRE2, M4_FIRE3, }; class CM4 : public CBasePlayerWeapon { public: void Spawn( void ); void Precache( void ); int iItemSlot( void ) { return 3; } int GetItemInfo(ItemInfo *p); int AddToPlayer( CBasePlayer *pPlayer ); void PrimaryAttack( void ); BOOL Deploy( void ); void Reload( void ); void WeaponIdle( void ); float m_flNextAnimTime; int m_iShell; private: unsigned short m_usM4; }; LINK_ENTITY_TO_CLASS( weapon_m4, CM4 ); //= //= void CM4::Spawn( ) { pev-classname = MAKE_STRING(weapon_m4); // hack to allow for old names Precache( ); SET_MODEL(ENT(pev), models/w_m4.mdl); m_iId = WEAPON_M4; m_iDefaultAmmo = M4_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CM4::Precache( void ) { PRECACHE_MODEL(models/v_m4.mdl); PRECACHE_MODEL(models/w_m4.mdl); PRECACHE_MODEL(models/p_m4.mdl); m_iShell = PRECACHE_MODEL (models/shell.mdl);// brass shellTE_MODEL PRECACHE_MODEL(models/w_9mmARclip.mdl); PRECACHE_SOUND(items/9mmclip1.wav); PRECACHE_SOUND(items/clipinsert1.wav); PRECACHE_SOUND(items/cliprelease1.wav); PRECACHE_SOUND (weapons/hks1.wav);// H to the K PRECACHE_SOUND (weapons/hks1.wav);// H to the K PRECACHE_SOUND (weapons/hks1.wav);// H to the K PRECACHE_SOUND (weapons/357_cock1.wav); m_usM4 = PRECACHE_EVENT( 1, events/mp5.sc ); //i believe this line ^ is the problem, but when i make a custom m4.sc //it will make the whole gun completely silent with only bullet trails //to know its shooting } int CM4::GetItemInfo(ItemInfo *p) { p-pszName = STRING(pev-classname); p-pszAmmo1 = m4; p-iMaxAmmo1 = M4_MAX_CARRY; p-iMaxClip = M4_MAX_CLIP; p-iSlot = 0; p-iPosition = 1; p-iFlags = 0; p-iId = m_iId = WEAPON_M4; p-iWeight = M4_WEIGHT; return 1; } int CM4::AddToPlayer( CBasePlayer *pPlayer ) { if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) { MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer-pev ); WRITE_BYTE( m_iId ); MESSAGE_END(); return TRUE; } return FALSE; } BOOL CM4::Deploy( ) { return DefaultDeploy( models/v_m4.mdl, models/p_m4.mdl, M4_DRAW, m4 ); } void CM4::PrimaryAttack() { if (m_iClip = 0) { PlayEmptySound(); m_flNextPrimaryAttack = gpGlobals-time + 0.08; return; } PLAYBACK_EVENT( 0, m_pPlayer-edict(), m_usM4 ); m_pPlayer-m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer-m_iWeaponFlash = NORMAL_GUN_FLASH; m_iClip--; // player shoot animation m_pPlayer-SetAnimation( PLAYER_ATTACK1 ); Vector vecSrc = m_pPlayer-GetGunPosition( ); Vector vecAiming = m_pPlayer-GetAutoaimVector( AUTOAIM_5DEGREES ); if ( g_pGameRules-IsDeathmatch() ) { // optimized multiplayer. Widened to make it easier to hit a moving player m_pPlayer-FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, 8192, BULLET_PLAYER_M4, 2 ); } else { // single player spread m_pPlayer-FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, 8192, BULLET_PLAYER_M4, 2 ); } if (!m_iClip m_pPlayer-m_rgAmmo[m_iPrimaryAmmoType] = 0) // HEV suit - indicate out of ammo condition m_pPlayer-SetSuitUpdate(!HEV_AMO0, FALSE, 0); m_flNextPrimaryAttack = m_flNextPrimaryAttack + 0.08; if (m_flNextPrimaryAttack gpGlobals-time) m_flNextPrimaryAttack = gpGlobals-time + 0.08; m_flTimeWeaponIdle = gpGlobals-time + RANDOM_FLOAT ( 10, 15 );
[hlcoders] So, valve is dead?
Valve filed for chapter 11. :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] So, valve is dead?
-- [ Picked text/plain from multipart/alternative ] It's called April Fools. ~Ghoul Lets leave it at that... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] So, valve is dead?
It happened to me too. The world is becoming chaotc On 3 Apr 2002 at 9:36, Tim Holt wrote: More like major lag. I posted something on the first, and it never showed up. The original of this thread just showed up too... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] So, valve is dead?
-- [ Picked text/plain from multipart/alternative ] Yea, the past few days I've been getting very few mails from the list. ~Ghoul Lets leave it at that... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] DoD 3.0 to support client side servers and 32 player games
Originally posted April 1 but vanished. Reposted today... The DoD team has been working on this for some time, and I just wanted to announce here to you guys. We've managed to code up a client side server for HL - which decidedly blurs the distinction between client and server. Now, any client can be a server and any server a client. What this means is that a client can join a server, then launch their OWN server at the same time. Biggest thing you'll be able to do with this is run games with more than 32 players, as the players on the initial server and the client server combine. We've done some test games with the DoD 2.1 test code, and have managed to run very smooth 64 player games with little problems. Mugsy recently redid the spawn code to allow for a all spawn points busy so please wait system - which greatly has reduced the number of telefrag/spawns. Theoretically by the way, one should be able to have 32x32 players total (where all clients connecting to the master server then become client side servers, and then take on 32 players themselves). The catch is that the bandwidth between the master server and the 32 client side servers must be VERY good. Another catch is map sizes - as clearly the old 8000x8000x8000 limitations are going to be a bind for huge #'s of players. Therefor we'll probably be tweaking the player hulls in DoD 3.0 to scale players to 16 units tall, thus effectively quadrupling the effective map sizes. We think this is really going to revolutionize HL mods. Tim Waldo Holt DoD team -- 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] Stuck with original gunsound!
Hum...sorry, what happened ? Maybe I have to take my jacket ? On 3 Apr 2002 at 12:14, Pat Magnan wrote: Also, the reload sounds which come from the models' .qc file: (and client side code) { event 5004 13 weapons/ak47_clipout.wav } { event 5004 57 weapons/ak47_clipin.wav } { event 5004 11 weapons/ak47_boltpull.wav } The modelling for halflife doc goes into these events, and the modelling section on wavelength has some more info (a bit more digested) about the model events. Its because all of the weapons have been moved to be client side. You have to edit the EV_* function in the ev_hldm.cpp file. - Original Message - From: |: Diablo :| [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, April 02, 2002 10:11 PM Subject: [hlcoders] Stuck with original gunsound! I made a duplicate MP5.cpp into a new weapon using the same MP5.cpp code. All seemed green in my pasture... But then i tried to add custom sounds to my new weapon, and i havn't been able to get them to work right! So instead of ranting and whining of how my code sucks, id rather save everyone the trouble of hearing me by jus looking at the code for the problem! PLZ help *NOTE: MP5 fire sounds(hks1) will still override my (m4_1) fire sound. And the reload sound of the new weapon is not even being heard. ALL sounds are in correct folders!* Code Pasted BELOW! //= //god bless valve #include extdll.h #include util.h #include cbase.h #include monsters.h #include weapons.h #include nodes.h #include player.h #include soundent.h #include gamerules.h enum CM4_e { M4_LONGIDLE = 0, M4_RELOAD, M4_IDLE, M4_DRAW, M4_FIRE1, M4_FIRE2, M4_FIRE3, }; class CM4 : public CBasePlayerWeapon { public: void Spawn( void ); void Precache( void ); int iItemSlot( void ) { return 3; } int GetItemInfo(ItemInfo *p); int AddToPlayer( CBasePlayer *pPlayer ); void PrimaryAttack( void ); BOOL Deploy( void ); void Reload( void ); void WeaponIdle( void ); float m_flNextAnimTime; int m_iShell; private: unsigned short m_usM4; }; LINK_ENTITY_TO_CLASS( weapon_m4, CM4 ); //= //= void CM4::Spawn( ) { pev-classname = MAKE_STRING(weapon_m4); // hack to allow for old names Precache( ); SET_MODEL(ENT(pev), models/w_m4.mdl); m_iId = WEAPON_M4; m_iDefaultAmmo = M4_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CM4::Precache( void ) { PRECACHE_MODEL(models/v_m4.mdl); PRECACHE_MODEL(models/w_m4.mdl); PRECACHE_MODEL(models/p_m4.mdl); m_iShell = PRECACHE_MODEL (models/shell.mdl);// brass shellTE_MODEL PRECACHE_MODEL(models/w_9mmARclip.mdl); PRECACHE_SOUND(items/9mmclip1.wav); PRECACHE_SOUND(items/clipinsert1.wav); PRECACHE_SOUND(items/cliprelease1.wav); PRECACHE_SOUND (weapons/hks1.wav);// H to the K PRECACHE_SOUND (weapons/hks1.wav);// H to the K PRECACHE_SOUND (weapons/hks1.wav);// H to the K PRECACHE_SOUND (weapons/357_cock1.wav); m_usM4 = PRECACHE_EVENT( 1, events/mp5.sc ); //i believe this line ^ is the problem, but when i make a custom m4.sc //it will make the whole gun completely silent with only bullet trails //to know its shooting } int CM4::GetItemInfo(ItemInfo *p) { p-pszName = STRING(pev-classname); p-pszAmmo1 = m4; p-iMaxAmmo1 = M4_MAX_CARRY; p-iMaxClip = M4_MAX_CLIP; p-iSlot = 0; p-iPosition = 1; p-iFlags = 0; p-iId = m_iId = WEAPON_M4; p-iWeight = M4_WEIGHT; return 1; } int CM4::AddToPlayer( CBasePlayer *pPlayer ) { if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) { MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer-pev ); WRITE_BYTE( m_iId ); MESSAGE_END(); return TRUE; } return FALSE; } BOOL CM4::Deploy( ) { return DefaultDeploy( models/v_m4.mdl, models/p_m4.mdl, M4_DRAW, m4 ); } void CM4::PrimaryAttack() { if (m_iClip = 0) { PlayEmptySound(); m_flNextPrimaryAttack = gpGlobals-time + 0.08; return; } PLAYBACK_EVENT( 0, m_pPlayer-edict(), m_usM4 ); m_pPlayer-m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer-m_iWeaponFlash = NORMAL_GUN_FLASH; m_iClip--; // player shoot animation m_pPlayer-SetAnimation( PLAYER_ATTACK1 ); Vector vecSrc = m_pPlayer-GetGunPosition( ); Vector vecAiming = m_pPlayer-GetAutoaimVector( AUTOAIM_5DEGREES ); if ( g_pGameRules-IsDeathmatch() ) { // optimized multiplayer. Widened to make it easier to hit a moving player m_pPlayer-FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, 8192, BULLET_PLAYER_M4, 2 ); } else { // single player spread m_pPlayer-FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, 8192, BULLET_PLAYER_M4, 2 ); } if (!m_iClip
[hlcoders] DoD 3.0 to support client side servers and 32 player games
The DoD team has been working on this for some time, and I just wanted to announce here to you guys. We've managed to code up a client side server for HL - which decidedly blurs the distinction between client and server. Now, any client can be a server and any server a client. What this means is that a client can join a server, then launch their OWN server at the same time. Biggest thing you'll be able to do with this is run games with more than 32 players, as the players on the initial server and the client server combine. We've done some test games with the DoD 2.1 test code, and have managed to run very smooth 64 player games with little problems. Mugsy recently redid the spawn code to allow for a all spawn points busy so please wait system - which greatly has reduced the number of telefrag/spawns. Theoretically by the way, one should be able to have 32x32 players total (where all clients connecting to the master server then become client side servers, and then take on 32 players themselves). The catch is that the bandwidth between the master server and the 32 client side servers must be VERY good. Another catch is map sizes - as clearly the old 8000x8000x8000 limitations are going to be a bind for huge #'s of players. Therefor we'll probably be tweaking the player hulls in DoD 3.0 to scale players to 16 units tall, thus effectively quadrupling the effective map sizes. We think this is really going to revolutionize HL mods. Tim Waldo Holt DoD team -- 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] DoD 3.0 to support client side servers and 32 player games
Oh and by the way, the rumors about Kaazaa style spyware embedded in the clients is false. Drive light activity when not actually playing a game is probably just some screwed up microsoft thing. Tim Holt wrote: The DoD team has been working on this for some time, and I just wanted to announce here to you guys. We've managed to code up a client side server for HL - which decidedly blurs the distinction between client and server. Now, any client can be a server and any server a client. What this means is that a client can join a server, then launch their OWN server at the same time. Biggest thing you'll be able to do with this is run games with more than 32 players, as the players on the initial server and the client server combine. We've done some test games with the DoD 2.1 test code, and have managed to run very smooth 64 player games with little problems. Mugsy recently redid the spawn code to allow for a all spawn points busy so please wait system - which greatly has reduced the number of telefrag/spawns. Theoretically by the way, one should be able to have 32x32 players total (where all clients connecting to the master server then become client side servers, and then take on 32 players themselves). The catch is that the bandwidth between the master server and the 32 client side servers must be VERY good. Another catch is map sizes - as clearly the old 8000x8000x8000 limitations are going to be a bind for huge #'s of players. Therefor we'll probably be tweaking the player hulls in DoD 3.0 to scale players to 16 units tall, thus effectively quadrupling the effective map sizes. We think this is really going to revolutionize HL mods. Tim Waldo Holt DoD team -- 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 -- 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] DoD 3.0 to support client side servers and 32 player games
Hum...it's interesting but... Each player becomes a server ... so each players must have a good connection. I'll think about this, it interests me ; On 3 Apr 2002 at 10:08, Tim Holt wrote: Oh and by the way, the rumors about Kaazaa style spyware embedded in the clients is false. Drive light activity when not actually playing a game is probably just some screwed up microsoft thing. Tim Holt wrote: The DoD team has been working on this for some time, and I just wanted to announce here to you guys. We've managed to code up a client side server for HL - which decidedly blurs the distinction between client and server. Now, any client can be a server and any server a client. What this means is that a client can join a server, then launch their OWN server at the same time. Biggest thing you'll be able to do with this is run games with more than 32 players, as the players on the initial server and the client server combine. We've done some test games with the DoD 2.1 test code, and have managed to run very smooth 64 player games with little problems. Mugsy recently redid the spawn code to allow for a all spawn points busy so please wait system - which greatly has reduced the number of telefrag/spawns. Theoretically by the way, one should be able to have 32x32 players total (where all clients connecting to the master server then become client side servers, and then take on 32 players themselves). The catch is that the bandwidth between the master server and the 32 client side servers must be VERY good. Another catch is map sizes - as clearly the old 8000x8000x8000 limitations are going to be a bind for huge #'s of players. Therefor we'll probably be tweaking the player hulls in DoD 3.0 to scale players to 16 units tall, thus effectively quadrupling the effective map sizes. We think this is really going to revolutionize HL mods. Tim Waldo Holt DoD team -- 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 -- 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games
-- [ Picked text/plain from multipart/alternative ] Hey - Only thing about scaling your players down to 16 units, doesn't taht mean that the largest details you'll be able to have in your levels will be the equivalent of 4 normal HL units? While it's not a major limitation, I think that it's still something to consider - especially for doing detail work inside barracks and stuff (If I'm right)... Adam Atomic [EMAIL PROTECTED] wrote: Hum...it's interesting but... Each player becomes a server ... so each players must have a good connection. I'll think about this, it interests me ; On 3 Apr 2002 at 10:08, Tim Holt wrote: Oh and by the way, the rumors about Kaazaa style spyware embedded in the clients is false. Drive light activity when not actually playing a game is probably just some screwed up microsoft thing. Tim Holt wrote: The DoD team has been working on this for some time, and I just wanted to announce here to you guys. We've managed to code up a client side server for HL - which decidedly blurs the distinction between client and server. Now, any client can be a server and any server a client. What this means is that a client can join a server, then launch their OWN server at the same time. Biggest thing you'll be able to do with this is run games with more than 32 players, as the players on the initial server and the client server combine. We've done some test games with the DoD 2.1 test code, and have managed to run very smooth 64 player games with little problems. Mugsy recently redid the spawn code to allow for a all spawn points busy so please wait system - which greatly has reduced the number of telefrag/spawns. Theoretically by the way, one should be able to have 32x32 players total (where all clients connecting to the master server then become client side servers, and then take on 32 players themselves). The catch is that the bandwidth between the master server and the 32 client side servers must be VERY good. Another catch is map sizes - as clearly the old 8000x8000x8000 limitations are going to be a bind for huge #'s of players. Therefor we'll probably be tweaking the player hulls in DoD 3.0 to scale players to 16 units tall, thus effectively quadrupling the effective map sizes. We think this is really going to revolutionize HL mods. Tim Waldo Holt DoD team -- 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 -- 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- === Shackle your mindAdam Saltsman and you're left on the cross. Internet Software Development Where ignorance reigns, Internet2/UCAID life is lost.Ann Arbor, MI [EMAIL PROTECTED] - Zachary de La Rocha Visit New Oxford's website here: http://www.geocities.com/newoxfordannarbor/ === -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] DoD 3.0 to support client side servers and 32 player games
not only that, but each player is a server which then has control of anti cheat (or non anti cheat) as well as sv_cheats etc..so, this would make OGC even more powerful ;) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] Sent: Wednesday, April 03, 2002 13:28 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games Hum...it's interesting but... Each player becomes a server ... so each players must have a good connection. I'll think about this, it interests me ; On 3 Apr 2002 at 10:08, Tim Holt wrote: Oh and by the way, the rumors about Kaazaa style spyware embedded in the clients is false. Drive light activity when not actually playing a game is probably just some screwed up microsoft thing. Tim Holt wrote: The DoD team has been working on this for some time, and I just wanted to announce here to you guys. We've managed to code up a client side server for HL - which decidedly blurs the distinction between client and server. Now, any client can be a server and any server a client. What this means is that a client can join a server, then launch their OWN server at the same time. Biggest thing you'll be able to do with this is run games with more than 32 players, as the players on the initial server and the client server combine. We've done some test games with the DoD 2.1 test code, and have managed to run very smooth 64 player games with little problems. Mugsy recently redid the spawn code to allow for a all spawn points busy so please wait system - which greatly has reduced the number of telefrag/spawns. Theoretically by the way, one should be able to have 32x32 players total (where all clients connecting to the master server then become client side servers, and then take on 32 players themselves). The catch is that the bandwidth between the master server and the 32 client side servers must be VERY good. Another catch is map sizes - as clearly the old 8000x8000x8000 limitations are going to be a bind for huge #'s of players. Therefor we'll probably be tweaking the player hulls in DoD 3.0 to scale players to 16 units tall, thus effectively quadrupling the effective map sizes. We think this is really going to revolutionize HL mods. Tim Waldo Holt DoD team -- 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 -- 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 ___ 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] DoD 3.0 to support client side servers and 32 player games
-- [ Picked text/plain from multipart/alternative ] True, but when you're in a server with 1023 other players, you won't be looking at textures. If we didn't scale it down, we'd definitely see a flood of WTF YOU AER BLOKING TEH DOORWAY YU BEOTCH! Oh yea, we're disabling team and public chat, as clearly it would cause an unbelievable flood. Can you imagine being on a 1024 player server, and having some guy type Hye, sup - and 512 other guys going Sup? Adam Saltsman wrote: -- [ Picked text/plain from multipart/alternative ] Hey - Only thing about scaling your players down to 16 units, doesn't taht mean that the largest details you'll be able to have in your levels will be the equivalent of 4 normal HL units? While it's not a major limitation, I think that it's still something to consider - especially for doing detail work inside barracks and stuff (If I'm right)... Adam Atomic [EMAIL PROTECTED] wrote: Hum...it's interesting but... Each player becomes a server ... so each players must have a good connection. I'll think about this, it interests me ; On 3 Apr 2002 at 10:08, Tim Holt wrote: Oh and by the way, the rumors about Kaazaa style spyware embedded in the clients is false. Drive light activity when not actually playing a game is probably just some screwed up microsoft thing. Tim Holt wrote: The DoD team has been working on this for some time, and I just wanted to announce here to you guys. We've managed to code up a client side server for HL - which decidedly blurs the distinction between client and server. Now, any client can be a server and any server a client. What this means is that a client can join a server, then launch their OWN server at the same time. Biggest thing you'll be able to do with this is run games with more than 32 players, as the players on the initial server and the client server combine. We've done some test games with the DoD 2.1 test code, and have managed to run very smooth 64 player games with little problems. Mugsy recently redid the spawn code to allow for a all spawn points busy so please wait system - which greatly has reduced the number of telefrag/spawns. Theoretically by the way, one should be able to have 32x32 players total (where all clients connecting to the master server then become client side servers, and then take on 32 players themselves). The catch is that the bandwidth between the master server and the 32 client side servers must be VERY good. Another catch is map sizes - as clearly the old 8000x8000x8000 limitations are going to be a bind for huge #'s of players. Therefor we'll probably be tweaking the player hulls in DoD 3.0 to scale players to 16 units tall, thus effectively quadrupling the effective map sizes. We think this is really going to revolutionize HL mods. Tim Waldo Holt DoD team -- 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 -- 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- === Shackle your mindAdam Saltsman and you're left on the cross. Internet Software Development Where ignorance reigns, Internet2/UCAID life is lost.Ann Arbor, MI [EMAIL PROTECTED] - Zachary de La Rocha Visit New Oxford's website here: http://www.geocities.com/newoxfordannarbor/ === -- ___ 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] RE: hlcoders -- confirmation of subscription -- request 393241
Ok...I take notes. On 1 Apr 2002 at 11:22, Jojo wrote: confirm 393241 ___ 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] Stuck with original gunsound!
It could be just a sound problem. I believe that many hl-sounds must be uncompressed and 22Khz and 8-bit format. On 3 Apr 2002 at 6:11, |: Diablo :| wrote: I made a duplicate MP5.cpp into a new weapon using the same MP5.cpp code. All seemed green in my pasture... But then i tried to add custom sounds to my new weapon, and i havn't been able to get them to work right! So instead of ranting and whining of how my code sucks, id rather save everyone the trouble of hearing me by jus looking at the code for the problem! PLZ help *NOTE: MP5 fire sounds(hks1) will still override my (m4_1) fire sound. And the reload sound of the new weapon is not even being heard. ALL sounds are in correct folders!* Code Pasted BELOW! //= //god bless valve #include extdll.h #include util.h #include cbase.h #include monsters.h #include weapons.h #include nodes.h #include player.h #include soundent.h #include gamerules.h enum CM4_e { M4_LONGIDLE = 0, M4_RELOAD, M4_IDLE, M4_DRAW, M4_FIRE1, M4_FIRE2, M4_FIRE3, }; class CM4 : public CBasePlayerWeapon { public: void Spawn( void ); void Precache( void ); int iItemSlot( void ) { return 3; } int GetItemInfo(ItemInfo *p); int AddToPlayer( CBasePlayer *pPlayer ); void PrimaryAttack( void ); BOOL Deploy( void ); void Reload( void ); void WeaponIdle( void ); float m_flNextAnimTime; int m_iShell; private: unsigned short m_usM4; }; LINK_ENTITY_TO_CLASS( weapon_m4, CM4 ); //= //= void CM4::Spawn( ) { pev-classname = MAKE_STRING(weapon_m4); // hack to allow for old names Precache( ); SET_MODEL(ENT(pev), models/w_m4.mdl); m_iId = WEAPON_M4; m_iDefaultAmmo = M4_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CM4::Precache( void ) { PRECACHE_MODEL(models/v_m4.mdl); PRECACHE_MODEL(models/w_m4.mdl); PRECACHE_MODEL(models/p_m4.mdl); m_iShell = PRECACHE_MODEL (models/shell.mdl);// brass shellTE_MODEL PRECACHE_MODEL(models/w_9mmARclip.mdl); PRECACHE_SOUND(items/9mmclip1.wav); PRECACHE_SOUND(items/clipinsert1.wav); PRECACHE_SOUND(items/cliprelease1.wav); PRECACHE_SOUND (weapons/hks1.wav);// H to the K PRECACHE_SOUND (weapons/hks1.wav);// H to the K PRECACHE_SOUND (weapons/hks1.wav);// H to the K PRECACHE_SOUND (weapons/357_cock1.wav); m_usM4 = PRECACHE_EVENT( 1, events/mp5.sc ); //i believe this line ^ is the problem, but when i make a custom m4.sc //it will make the whole gun completely silent with only bullet trails //to know its shooting } int CM4::GetItemInfo(ItemInfo *p) { p-pszName = STRING(pev-classname); p-pszAmmo1 = m4; p-iMaxAmmo1 = M4_MAX_CARRY; p-iMaxClip = M4_MAX_CLIP; p-iSlot = 0; p-iPosition = 1; p-iFlags = 0; p-iId = m_iId = WEAPON_M4; p-iWeight = M4_WEIGHT; return 1; } int CM4::AddToPlayer( CBasePlayer *pPlayer ) { if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) { MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer-pev ); WRITE_BYTE( m_iId ); MESSAGE_END(); return TRUE; } return FALSE; } BOOL CM4::Deploy( ) { return DefaultDeploy( models/v_m4.mdl, models/p_m4.mdl, M4_DRAW, m4 ); } void CM4::PrimaryAttack() { if (m_iClip = 0) { PlayEmptySound(); m_flNextPrimaryAttack = gpGlobals-time + 0.08; return; } PLAYBACK_EVENT( 0, m_pPlayer-edict(), m_usM4 ); m_pPlayer-m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer-m_iWeaponFlash = NORMAL_GUN_FLASH; m_iClip--; // player shoot animation m_pPlayer-SetAnimation( PLAYER_ATTACK1 ); Vector vecSrc= m_pPlayer-GetGunPosition( ); Vector vecAiming = m_pPlayer-GetAutoaimVector( AUTOAIM_5DEGREES ); if ( g_pGameRules-IsDeathmatch() ) { // optimized multiplayer. Widened to make it easier to hit a moving player m_pPlayer-FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, 8192, BULLET_PLAYER_M4, 2 ); } else { // single player spread m_pPlayer-FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, 8192, BULLET_PLAYER_M4, 2 ); } if (!m_iClip m_pPlayer-m_rgAmmo[m_iPrimaryAmmoType] = 0) // HEV suit - indicate out of ammo condition m_pPlayer-SetSuitUpdate(!HEV_AMO0, FALSE, 0); m_flNextPrimaryAttack = m_flNextPrimaryAttack + 0.08; if (m_flNextPrimaryAttack gpGlobals-time)
Re: [hlcoders] Stuck with original gunsound!
If that was the case, then he would hear no sounds, not the sounds from another weapon. It is because he is using the Mp5 client side event. See my other post on that, I am nearly positive that is his problem. Rob Prouse At 09:08 PM 03/04/2002 +0200, you wrote: It could be just a sound problem. I believe that many hl-sounds must be uncompressed and 22Khz and 8-bit format. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games
how is the pm code shared between the master server and the client servers? (just being nosey :) ) your idea sounds really cool, hope to try it out in the future, be really good having a mass killing :) BTW, Adrian said that polyfighter had unlimited map sizes (so did the leader of uncrossable parallels which i really do dought, he said this after people asked if the maps had been scaled down, he said no and that the maps were of unlimited size) perhaps you could also try this, but i guess you'll end up at a dead end - Original Message - From: Tim Holt [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, April 03, 2002 7:47 PM Subject: Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games -- [ Picked text/plain from multipart/alternative ] True, but when you're in a server with 1023 other players, you won't be looking at textures. If we didn't scale it down, we'd definitely see a flood of WTF YOU AER BLOKING TEH DOORWAY YU BEOTCH! Oh yea, we're disabling team and public chat, as clearly it would cause an unbelievable flood. Can you imagine being on a 1024 player server, and having some guy type Hye, sup - and 512 other guys going Sup? Adam Saltsman wrote: -- [ Picked text/plain from multipart/alternative ] Hey - Only thing about scaling your players down to 16 units, doesn't taht mean that the largest details you'll be able to have in your levels will be the equivalent of 4 normal HL units? While it's not a major limitation, I think that it's still something to consider - especially for doing detail work inside barracks and stuff (If I'm right)... Adam Atomic [EMAIL PROTECTED] wrote: Hum...it's interesting but... Each player becomes a server ... so each players must have a good connection. I'll think about this, it interests me ; On 3 Apr 2002 at 10:08, Tim Holt wrote: Oh and by the way, the rumors about Kaazaa style spyware embedded in the clients is false. Drive light activity when not actually playing a game is probably just some screwed up microsoft thing. Tim Holt wrote: The DoD team has been working on this for some time, and I just wanted to announce here to you guys. We've managed to code up a client side server for HL - which decidedly blurs the distinction between client and server. Now, any client can be a server and any server a client. What this means is that a client can join a server, then launch their OWN server at the same time. Biggest thing you'll be able to do with this is run games with more than 32 players, as the players on the initial server and the client server combine. We've done some test games with the DoD 2.1 test code, and have managed to run very smooth 64 player games with little problems. Mugsy recently redid the spawn code to allow for a all spawn points busy so please wait system - which greatly has reduced the number of telefrag/spawns. Theoretically by the way, one should be able to have 32x32 players total (where all clients connecting to the master server then become client side servers, and then take on 32 players themselves). The catch is that the bandwidth between the master server and the 32 client side servers must be VERY good. Another catch is map sizes - as clearly the old 8000x8000x8000 limitations are going to be a bind for huge #'s of players. Therefor we'll probably be tweaking the player hulls in DoD 3.0 to scale players to 16 units tall, thus effectively quadrupling the effective map sizes. We think this is really going to revolutionize HL mods. Tim Waldo Holt DoD team -- 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 -- 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- === Shackle your mindAdam Saltsman and you're left on the cross. Internet Software Development Where ignorance reigns, Internet2/UCAID life is lost.Ann Arbor, MI [EMAIL PROTECTED] - Zachary de La Rocha Visit New Oxford's website here: http://www.geocities.com/newoxfordannarbor/ === -- ___ To unsubscribe, edit your list
Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games
how is the pm code shared between the master server and the client servers? (just being nosey :) ) your idea sounds really cool, hope to try it out in the future, be really good having a mass killing :) BTW, Adrian said that polyfighter had unlimited map sizes (so did the leader of uncrossable parallels which i really do dought, he said this after people asked if the maps had been scaled down, he said no and that the maps were of unlimited size) perhaps you could also try this, but i guess you'll end up at a dead end U, do the words April Fool mean anything to you? 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] DoD 3.0 to support client side servers and 32 player games
ROFL! can't believe it lasted this long ;) -Original Message- From: botman [mailto:[EMAIL PROTECTED]] Sent: Wednesday, April 03, 2002 15:31 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games how is the pm code shared between the master server and the client servers? (just being nosey :) ) your idea sounds really cool, hope to try it out in the future, be really good having a mass killing :) BTW, Adrian said that polyfighter had unlimited map sizes (so did the leader of uncrossable parallels which i really do dought, he said this after people asked if the maps had been scaled down, he said no and that the maps were of unlimited size) perhaps you could also try this, but i guess you'll end up at a dead end U, do the words April Fool mean anything to you? Jeffrey botman Broome ___ 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] DoD 3.0 to support client side servers and 32 player games
Seriously :) david -Original Message- From: Yacketta, Ronald [mailto:[EMAIL PROTECTED]] Sent: Wednesday, April 03, 2002 2:35 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] DoD 3.0 to support client side servers and 32 player games ROFL! can't believe it lasted this long ;) -Original Message- From: botman [mailto:[EMAIL PROTECTED]] Sent: Wednesday, April 03, 2002 15:31 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games how is the pm code shared between the master server and the client servers? (just being nosey :) ) your idea sounds really cool, hope to try it out in the future, be really good having a mass killing :) BTW, Adrian said that polyfighter had unlimited map sizes (so did the leader of uncrossable parallels which i really do dought, he said this after people asked if the maps had been scaled down, he said no and that the maps were of unlimited size) perhaps you could also try this, but i guess you'll end up at a dead end U, do the words April Fool mean anything to you? Jeffrey botman Broome ___ 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] DoD 3.0 to support client side servers and 32 player games
You can have unlimited map sizes if maps are compeltely or partially generated based on algorithms (a'la Tribes). Most half-life mods, however, require 'traditional' designer created levels. - Original Message -- how is the pm code shared between the master server and the client servers? (just being nosey :) ) your idea sounds really cool, hope to try it out in the future, be really good having a mass killing :) BTW, Adrian said that polyfighter had unlimited map sizes (so did the leader of uncrossable parallels which i really do dought, he said this after people asked if the maps had been scaled down, he said no and that the maps were of unlimited size) perhaps you could also try this, but i guess you'll end up at a dead end ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] DoD 3.0 to support client side servers and 32 player games
We think this is really going to revolutionize HL mods. Indeed, it will revolutionize all of FPS gaming. Gone are the days of aiming. The era of the handgrenade is upon us. I mean, with numbers like that, a randomly tossed nade will net you like what, 15 to 20 frags? Spam, baby, spam :D -PNB ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games
The half-life engine WILL render outside of the 8129x8129x8129 bounds (create a HUGE model and place it near an edge, you will be able to see it in its entirety). the limit applies to where brushes and physics, and origins can be. But you can work around these limits and have an unlimitied map size by not using a .bsp and generating the map at runtime, and handling physics yourself in the gamecode instead of the engine, and doing some other tricks. Most Half-Life MODs also use the Half-Life engine to render video frames (which is another thing limiting maps to 8129x8192x8192). Jeffrey botman Broome ___ 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
[hlcoders] The Torque engine
If anyone wanted to turn their HL mod into a retail game, I cant think of any better way than using Garage Games's Torque engine. Its cheap, and their support is fantastic. Just another option... :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] The Torque engine
Yup, 100$ and you get FULL source! I already have my license, been mucking around in the code and learning its scripting language. -Original Message- From: Kuja [mailto:[EMAIL PROTECTED]] Sent: Wednesday, April 03, 2002 16:13 To: [EMAIL PROTECTED] Subject: [hlcoders] The Torque engine If anyone wanted to turn their HL mod into a retail game, I cant think of any better way than using Garage Games's Torque engine. Its cheap, and their support is fantastic. Just another option... :D ___ 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] The Torque engine
...and the crash support have built in bluescreen! - Original Message - From: Kuja [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, April 03, 2002 11:13 PM Subject: [hlcoders] The Torque engine If anyone wanted to turn their HL mod into a retail game, I cant think of any better way than using Garage Games's Torque engine. Its cheap, and their support is fantastic. Just another option... :D ___ 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] The Torque engine
Yeah, I found it to BSOD on my commador 64 as well ;-P -Original Message- From: Oskar 'Zoot' Lindgren [mailto:[EMAIL PROTECTED]] Sent: Thursday, April 03, 2003 16:23 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] The Torque engine ...and the crash support have built in bluescreen! - Original Message - From: Kuja [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, April 03, 2002 11:13 PM Subject: [hlcoders] The Torque engine If anyone wanted to turn their HL mod into a retail game, I cant think of any better way than using Garage Games's Torque engine. Its cheap, and their support is fantastic. Just another option... :D ___ 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
[hlcoders] can you give me you opion
hey i'm just started to try my hand at mapping and was just wondering if n e 1 could let me no what they think of my maps :) i've uploaded some screenshots :) some feed back would b cool cheers ^^RaZiEl^^ http://www.geocities.com/right_to_b_violent/b0a50002.jpg http://www.geocities.com/right_to_b_violent/b0a50003.jpg http://www.geocities.com/right_to_b_violent/b1a0.jpg _ Send and receive Hotmail on your mobile device: http://mobile.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games
yes, but he said it around christmas time! - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, April 03, 2002 9:30 PM Subject: Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games how is the pm code shared between the master server and the client servers? (just being nosey :) ) your idea sounds really cool, hope to try it out in the future, be really good having a mass killing :) BTW, Adrian said that polyfighter had unlimited map sizes (so did the leader of uncrossable parallels which i really do dought, he said this after people asked if the maps had been scaled down, he said no and that the maps were of unlimited size) perhaps you could also try this, but i guess you'll end up at a dead end U, do the words April Fool mean anything to you? Jeffrey botman Broome ___ 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] can you give me you opion
i'm just started to try my hand at mapping and was just wondering if n e 1 could let me no what they think of my maps :) i've uploaded some screenshots :) some feed back would b cool cheers ^^RaZiEl^^ http://www.geocities.com/right_to_b_violent/b0a50002.jpg http://www.geocities.com/right_to_b_violent/b0a50003.jpg http://www.geocities.com/right_to_b_violent/b1a0.jpg U, did you realize that this is an e-mail list for coders (hence the hlcoders part of the e-mail address)? I think you want to join a mappers forum like... www.valve-erc.com www.planethalflife.com/wavelength 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] DoD 3.0 to support client side servers and 32 player games
LOL, I was convinced for awhile, but I couldn't look past some very real technical limitations. I feel much better now. Back to the Viscosity Engine. ;-) - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, April 03, 2002 2:51 PM Subject: Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games You can have unlimited map sizes if maps are compeltely or partially generated based on algorithms (a'la Tribes). Most half-life mods, however, require 'traditional' designer created levels. Most Half-Life MODs also use the Half-Life engine to render video frames (which is another thing limiting maps to 8129x8192x8192). Jeffrey botman Broome ___ 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] DoD 3.0 to support client side servers and 32 player games
no, not an april fools. Ive seen at least one mod that has actually done this. The most obvious way is with the TriAPI, but you could also do it with any way to render something. you could create a tileset out of models for example and use those as building blocks to build your world, it all depends on what exactly you want to do.. I think the easiest way to do it would be to just generate the visual images with the Tri API since numerous terrain generating alogs are available on the net. Its not something thats very practical, IMHO, but its interesting to think about. Ok Christopher but, how is it possible to generate brushes ??? Without using the TriAPI. Oh,; by the way, was that an april fool ?? I just believe it's impossible to do. On 3 Apr 2002 at 15:07, Christopher McArthur wrote: The half-life engine WILL render outside of the 8129x8129x8129 bounds (create a HUGE model and place it near an edge, you will be able to see it in its entirety). the limit applies to where brushes and physics, and origins can be. But you can work around these limits and have an unlimitied map size by not using a .bsp and generating the map at runtime, and handling physics yourself in the gamecode instead of the engine, and doing some other tricks. Most Half-Life MODs also use the Half-Life engine to render video frames (which is another thing limiting maps to 8129x8192x8192). Jeffrey botman Broome ___ 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] DoD 3.0 to support client side servers and 32 player games
This method could be usefull...for a singleplayer mod only. Am I wrong ? Is the 8192^3 width limitation only for .bsp files ? On 4 Apr 2002 at 1:26, Christopher McArthur wrote: no, not an april fools. Ive seen at least one mod that has actually done this. The most obvious way is with the TriAPI, but you could also do it with any way to render something. you could create a tileset out of models for example and use those as building blocks to build your world, it all depends on what exactly you want to do.. I think the easiest way to do it would be to just generate the visual images with the Tri API since numerous terrain generating alogs are available on the net. Its not something thats very practical, IMHO, but its interesting to think about. Ok Christopher but, how is it possible to generate brushes ??? Without using the TriAPI. Oh,; by the way, was that an april fool ?? I just believe it's impossible to do. On 3 Apr 2002 at 15:07, Christopher McArthur wrote: The half-life engine WILL render outside of the 8129x8129x8129 bounds (create a HUGE model and place it near an edge, you will be able to see it in its entirety). the limit applies to where brushes and physics, and origins can be. But you can work around these limits and have an unlimitied map size by not using a .bsp and generating the map at runtime, and handling physics yourself in the gamecode instead of the engine, and doing some other tricks. Most Half-Life MODs also use the Half-Life engine to render video frames (which is another thing limiting maps to 8129x8192x8192). Jeffrey botman Broome ___ 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