Re: [hlcoders] Updated SDK for 1109?
Two methods, now watch out, these are intense. 1) The document with the list of changes 2)// or /* */ woah, that was crazy... -Lakario - Original Message - From: Philip (Fiber) [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, April 22, 2002 12:02 AM Subject: RE: [hlcoders] Updated SDK for 1109? Yea, how do change from SDK to SDK because I have a lot of uncommented spagetti code that seems to blend in nicely with the current HalfLife code (there should be a 'highlight changes' button). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Paul Samways Sent: Monday, April 22, 2002 10:02 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Updated SDK for 1109? I know, but I felt like asking now while the panic is still fresh ;) - Original Message - From: Nathan Taylor [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 21, 2002 10:51 PM Subject: Re: [hlcoders] Updated SDK for 1109? You still have till 1.1.1.0 for that. Woah I like the sound of that ;) - Lakario This has been another thrillingly useless mail from the mind of Nathan, cheers. - Original Message - From: Paul Samways [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 21, 2002 5:44 PM Subject: Re: [hlcoders] Updated SDK for 1109? Out of curiosity, how much work are we looking at to get mods moved over to the new SDK. I realise it's a ways off but I presume you can gauge it in some vague sense. eg. next to none, a whole lot, etc. Just the idea of a new SDK (and one that's been altered to support different compilers, etc) fills me with an 'oh great, another way to fall behind the curve' type feeling ;) - Original Message - From: Leon Hartwig [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 21, 2002 8:48 PM Subject: RE: [hlcoders] Updated SDK for 1109? This is a multi-part message in MIME format. -- There won't be an updated SDK for 1109. There will definitely be one for the release after. There will probably be beta SDK releases between 1109 and the next release. I think that about covers it the won't/will/might be's. :) As for compilers, I'm already making the changes so both GCC 2.91.66 and GCC 2.95.2 will build the SDK. So, you can look forward to that. As for other compilers (MingW and Borland would be the only other likely candidates), that may or may not happen. It depends on how much time, probably mine :), is available. I'm not sure if this has already been covered, but the interface change for 1109 is a new func in enginefuncs_t, GetPlayerAuthID(). The only mods that need to worry about this are obviously the ones that want to do anything with user IDs (won/steam), and mods that act as a proxy or passthrough for the server DLL (like metamod, most bots, etc). The end of the enginefuncs_t struct will now need to look like this if your mod falls into the above categories: // Forces the client and server to be running with the same version of the specified file // ( e.g., a player model ). // Calling this has no effect in single player void (*pfnForceUnmodified) ( FORCE_TYPE type, float *mins, float *maxs, const char *filename ); void (*pfnGetPlayerStats) ( const edict_t *pClient, int *ping, int *packet_loss ); void (*pfnAddServerCommand) ( char *cmd_name, void (*function) (void) ); // For voice communications, set which clients hear eachother. // NOTE: these functions take player entity indices (starting at 1). qboolean (*pfnVoice_GetClientListening)(int iReceiver, int iSender); qboolean (*pfnVoice_SetClientListening)(int iReceiver, int iSender, qboolean bListen); const char *(*pfnGetPlayerAuthId) ( edict_t *e ); } enginefuncs_t; -Original Message- From: Florian Zschocke [mailto:[EMAIL PROTECTED]] Sent: Sunday, April 21, 2002 12:40 PM To: HL coders Subject: [hlcoders] Updated SDK for 1109? Since there were changes to the interface my guess is that there will be an update to the SDK when 1109 got released. I would like to suggest to base future updates of the SDK on the conversions of botman and Will Day which fixed some bugs and brought the SDK up to par. That would make life way easier for those of us who do not use MSVC for their development. So, Valve, any chance to see a SDK which actually compiles on gcc or MingW? Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- [ winmail.dat of type application/ms-tnef
Re: [hlcoders] Updated SDK for 1109?
Yea, how do change from SDK to SDK because I have a lot of uncommented spagetti code that seems to blend in nicely with the current HalfLife code (there should be a 'highlight changes' button). There is. It's called BeyondCompare... http://www.scootersoftware.com/ ...just compare all the files in SDK N-1 to SDK N and you see what was changed. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] SITWFODF1D #1
Some Interesting Things We Found Out During FLF 1.5's Development Part #1 In the course of developing Front Line Force 1.5 we (the 2 coders, omega and I) hit upon some stumbling blocks which I thought I would post (to save other mod-makers time if they hit it) I'll be posting problems as they come to mind (1.5 was a several month project, so not everything is crystal) Part #1 - Texture Corruption Texture Corruption - The Half-Life engine apparently does not properly manage textures on dynamic objects such as player models, w_textures, etc, etc. The list of textures is fixed-size and doesn't clear at map change, so once you exceed it you'll start getting corruption issues. For example, our player models had 17 textures each. Additionally, we had 6 sets of players models (desert camo, arctic camo, etc, etc) - this added up to around 566 textures (there was additional overhead, i.e. each model had 2 full sets of textures to support a 'blinking' effect via manipulating pev-skin) this added up to 408 textures. Pushing these numbers, after only one map change we began seeing corruption (texture limit 1024 perhaps?) http://www.flfmod.com/david/arms_blending_off.jpg is a modest example, it got much worst. The solution we used to this was to combine all the skins on each model into one texture (i.e. instead of a texture for head, a texture for legs, etc, etc we had one big texture that was mapped to the model) This is more intensive on the modeler to get the coordinates right, but solved our problem nicely. Next time - hitbox issues! david ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Updated SDK for 1109?
-- [ Picked text/plain from multipart/alternative ] I'm waiting for 2.0.0.0 myself... Nathan Taylor wrote: You still have till 1.1.1.0 for that. Woah I like the sound of that ;) - Lakario This has been another thrillingly useless mail from the mind of Nathan, cheers. - Original Message - From: Paul Samways [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 21, 2002 5:44 PM Subject: Re: [hlcoders] Updated SDK for 1109? Out of curiosity, how much work are we looking at to get mods moved over to the new SDK. I realise it's a ways off but I presume you can gauge it in some vague sense. eg. next to none, a whole lot, etc. Just the idea of a new SDK (and one that's been altered to support different compilers, etc) fills me with an 'oh great, another way to fall behind the curve' type feeling ;) - Original Message - From: Leon Hartwig [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 21, 2002 8:48 PM Subject: RE: [hlcoders] Updated SDK for 1109? This is a multi-part message in MIME format. -- There won't be an updated SDK for 1109. There will definitely be one for the release after. There will probably be beta SDK releases between 1109 and the next release. I think that about covers it the won't/will/might be's. :) As for compilers, I'm already making the changes so both GCC 2.91.66 and GCC 2.95.2 will build the SDK. So, you can look forward to that. As for other compilers (MingW and Borland would be the only other likely candidates), that may or may not happen. It depends on how much time, probably mine :), is available. I'm not sure if this has already been covered, but the interface change for 1109 is a new func in enginefuncs_t, GetPlayerAuthID(). The only mods that need to worry about this are obviously the ones that want to do anything with user IDs (won/steam), and mods that act as a proxy or passthrough for the server DLL (like metamod, most bots, etc). The end of the enginefuncs_t struct will now need to look like this if your mod falls into the above categories: // Forces the client and server to be running with the same version of the specified file // ( e.g., a player model ). // Calling this has no effect in single player void (*pfnForceUnmodified) ( FORCE_TYPE type, float *mins, float *maxs, const char *filename ); void (*pfnGetPlayerStats) ( const edict_t *pClient, int *ping, int *packet_loss ); void (*pfnAddServerCommand) ( char *cmd_name, void (*function) (void) ); // For voice communications, set which clients hear eachother. // NOTE: these functions take player entity indices (starting at 1). qboolean (*pfnVoice_GetClientListening)(int iReceiver, int iSender); qboolean (*pfnVoice_SetClientListening)(int iReceiver, int iSender, qboolean bListen); const char *(*pfnGetPlayerAuthId) ( edict_t *e ); } enginefuncs_t; -Original Message- From: Florian Zschocke [mailto:[EMAIL PROTECTED]] Sent: Sunday, April 21, 2002 12:40 PM To: HL coders Subject: [hlcoders] Updated SDK for 1109? Since there were changes to the interface my guess is that there will be an update to the SDK when 1109 got released. I would like to suggest to base future updates of the SDK on the conversions of botman and Will Day which fixed some bugs and brought the SDK up to par. That would make life way easier for those of us who do not use MSVC for their development. So, Valve, any chance to see a SDK which actually compiles on gcc or MingW? Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ 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
[hlcoders] GetPlayerAuthID( )
We've made a change to the function: const char *(*pfnGetPlayerAuthId)( edict_t *e ); This function will now return the string BOT as the AuthID for fake clients. This is the only change. -Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Condition Zero tech
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hey all, I've already asked this question before and didn't get a clear response, so I'll ask again:) Will the engine updates that Condition Zero will bring be available to *all mods*, and not just CS 1.5? I'm hoping it'll be another update to HL, maybe 1.1.0.10? I'm really hoping that this tech will be available to all mods, since the HL engine is in need of a slight overhaul. 1000+ poly models and 32bit textures are very nice indeed:) Georges -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] 1000+ are nice?
yeah i guess they are, but by the time CZ comes out Unreal2 with its 5000+ tri models and 100,000 wpolys (that's on a geforce2 even) will be out too...i know open-ended modifications are nice to have, and trust me i LOVE HL, and have since it was released, but i'd like to work with an engine that can hold it's own against stuff like MOH and Unreal Tournament even! REAL player lighting? Not just some silly gouraud shading...that would be nice. shit in-game shadows would be nice. I've been working with openGL for a little while now, and I know that this stuff is possible with little or no overhead (if you're using the full openGL drivers). Plus, it's not unreasonable to expect at least some gamers to be running a 500mhz processor and a TNT2 - on average, HL and CS push maybe 600+10(700) polys...8000 polys in one scene? more or less? HL is an order of magnitude behind games today. I guess what I'm saying is that another HL update means nothing to me, except an annoying 40Mb or more download that I have to do to be able to play CS. Is there going to be a HL2 that delivers? And will it be released before I pass away? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 1000+ are nice?
im guessing they aint never gonna release HL2 or TF2, i mean we havent heard anything about it in ages, the UT team manage to push out new UT games extreamly quickly, im not sure why valve would not do this unless it was because they had scrapped it complelty. I mean they managed to get CS:CZ out fast enough, the only reason i can see for them not doing it with TF2/HL2 is because they have scrapped it (surly its better to release now when people are intrested in valves work than later when no one can remember them). - Original Message - From: Adam Saltsman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, April 22, 2002 7:33 PM Subject: [hlcoders] 1000+ are nice? yeah i guess they are, but by the time CZ comes out Unreal2 with its 5000+ tri models and 100,000 wpolys (that's on a geforce2 even) will be out too...i know open-ended modifications are nice to have, and trust me i LOVE HL, and have since it was released, but i'd like to work with an engine that can hold it's own against stuff like MOH and Unreal Tournament even! REAL player lighting? Not just some silly gouraud shading...that would be nice. shit in-game shadows would be nice. I've been working with openGL for a little while now, and I know that this stuff is possible with little or no overhead (if you're using the full openGL drivers). Plus, it's not unreasonable to expect at least some gamers to be running a 500mhz processor and a TNT2 - on average, HL and CS push maybe 600+10(700) polys...8000 polys in one scene? more or less? HL is an order of magnitude behind games today. I guess what I'm saying is that another HL update means nothing to me, except an annoying 40Mb or more download that I have to do to be able to play CS. Is there going to be a HL2 that delivers? And will it be released before I pass away? ___ 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] 1000+ are nice?
yeah i guess they are, but by the time CZ comes out Unreal2 with its 5000+ tri models and 100,000 wpolys (that's on a geforce2 even) will be out too... Actually, you can't tell me there are really 100,000 polys on the screen. But it looks like. I guess the biggest thing why the HL engine is outdated is the fact that it does not support LOD. Take Serious Sam as an example. There you can define that e.g. stairs automagically reduce their poly count when you move away from them. You don't really notice it, and it saves a lot of polygons. Same with models. Though you can implement a simple lod for player models in HL (just as HolyWars did, IIRC). And HL still supports full software rendering. You can image that eats a hell lot of cpu time. Even if you are in hardware mode. I might be wrong with that, but that's how I see it. cya, TheTinySteini ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 1000+ are nice?
Is there going to be a HL2 that delivers? And will it be released before I pass away? That depends on how long it takes someone to kill you! :) Jeffrey botman Brome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 1000+ are nice?
I have a vague theory about this, wildly speculative, but who cares? Valve can effectively replace the entire engine, piece-by-piece. That way, the game code is mature and stable, the renderer can be updated to current tech, all while (and this is the important bit) *maintaining compatibility with mods* HL's single-player rasied the bar for all FPS games, but the mods are what really made it. Allowing those mods to grow *with* the engine increases the longevity enormously. HL2 and TF2 could just be content add-ons, effectively mods. I could be completely and utterly wrong. Then again, I could be right :) - Original Message - From: Sebastian Steinlechner [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, April 22, 2002 7:48 PM Subject: Re: [hlcoders] 1000+ are nice? yeah i guess they are, but by the time CZ comes out Unreal2 with its 5000+ tri models and 100,000 wpolys (that's on a geforce2 even) will be out too... Actually, you can't tell me there are really 100,000 polys on the screen. But it looks like. I guess the biggest thing why the HL engine is outdated is the fact that it does not support LOD. Take Serious Sam as an example. There you can define that e.g. stairs automagically reduce their poly count when you move away from them. You don't really notice it, and it saves a lot of polygons. Same with models. Though you can implement a simple lod for player models in HL (just as HolyWars did, IIRC). And HL still supports full software rendering. You can image that eats a hell lot of cpu time. Even if you are in hardware mode. I might be wrong with that, but that's how I see it. cya, TheTinySteini ___ 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: 1109/NS out-of-date problem?
From: Florian Zschocke [mailto:[EMAIL PROTECTED]] Sent: Monday, April 22, 2002 12:56 PM Eric Smith wrote: You won't be able to authenticate with WON using the pre-release installer. Run with +sv_lan 1 in your command line and you should be fine. Is this the same case with the pre-release Linux server? No, the purpose of the Linux release is to actually test it out there in the wild, so it does authenticate. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: 1109/NS out-of-date problem?
Leon Hartwig wrote: No, the purpose of the Linux release is to actually test it out there in the wild, so it does authenticate. :) Ah, but I guess I would have to use a Steam client to connect. Dang. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 1000+ are nice?
get a copy of SeriousSam 2... 300,000+ wpolys - Original Message - From: Adam Saltsman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, April 22, 2002 8:33 PM Subject: [hlcoders] 1000+ are nice? yeah i guess they are, but by the time CZ comes out Unreal2 with its 5000+ tri models and 100,000 wpolys (that's on a geforce2 even) will be out too...i know open-ended modifications are nice to have, and trust me i LOVE HL, and have since it was released, but i'd like to work with an engine that can hold it's own against stuff like MOH and Unreal Tournament even! REAL player lighting? Not just some silly gouraud shading...that would be nice. shit in-game shadows would be nice. I've been working with openGL for a little while now, and I know that this stuff is possible with little or no overhead (if you're using the full openGL drivers). Plus, it's not unreasonable to expect at least some gamers to be running a 500mhz processor and a TNT2 - on average, HL and CS push maybe 600+10(700) polys...8000 polys in one scene? more or less? HL is an order of magnitude behind games today. I guess what I'm saying is that another HL update means nothing to me, except an annoying 40Mb or more download that I have to do to be able to play CS. Is there going to be a HL2 that delivers? And will it be released before I pass away? ___ 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: 1109/NS out-of-date problem?
From: botman [mailto:[EMAIL PROTECTED]] Sent: Monday, April 22, 2002 1:43 PM Ah, but I guess I would have to use a Steam client to connect. Dang. No, the 3109 RC1 Linux release will also accept connections from standard Half-Life clients (updated to 1.1.0.9 before connecting). non-Steam clients would have to authenticate with WON, though (unless you run the server in LAN mode), and the 1109 beta you guys have won't authenticate. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: hlcoders digest, Vol 1 #429 - 11 msgs
Eric, You're right on the money. That fixed it. I tested NS for awhile and didn't see any big problems, so as far as I'm concerned, 1.1.0.9 is good to go. Thanks for the fast response. -Charlie Send hlcoders mailing list submissions to [EMAIL PROTECTED] To subscribe or unsubscribe via the World Wide Web, visit http://list.valvesoftware.com/mailman/listinfo/hlcoders or, via email, send a message with subject or body 'help' to [EMAIL PROTECTED] You can reach the person managing the list at [EMAIL PROTECTED] When replying, please edit your Subject line so it is more specific than Re: Contents of hlcoders digest... Today's Topics: 1. GetPlayerAuthID( ) (Eric Smith) 2. Condition Zero tech (Georges Giroux) 3. 1000+ are nice? (Adam Saltsman) 4. Re: 1000+ are nice? (Tom) 5. Re: 1000+ are nice? (Sebastian Steinlechner) 6. Re: 1000+ are nice? (botman) 7. Re: 1000+ are nice? (Adam Saltsman) 8. Re: 1000+ are nice? (Neale Roberts) 9. 1109/NS out-of-date problem? (Charlie Cleveland) 10. RE: 1109/NS out-of-date problem? (Eric Smith) 11. Re: RE: 1109/NS out-of-date problem? (Florian Zschocke) --__--__-- Message: 1 From: Eric Smith [EMAIL PROTECTED] To: Half-Life Dedicated Server Applications Mailing List [EMAIL PROTECTED], '[EMAIL PROTECTED]' [EMAIL PROTECTED] Date: Mon, 22 Apr 2002 10:48:12 -0700 Subject: [hlcoders] GetPlayerAuthID( ) Reply-To: [EMAIL PROTECTED] We've made a change to the function: const char *(*pfnGetPlayerAuthId)( edict_t *e ); This function will now return the string BOT as the AuthID for fake clients. This is the only change. -Eric --__--__-- Message: 2 From: Georges Giroux [EMAIL PROTECTED] To: [EMAIL PROTECTED] Date: Mon, 22 Apr 2002 14:15:54 -0400 Subject: [hlcoders] Condition Zero tech Reply-To: [EMAIL PROTECTED] This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hey all, I've already asked this question before and didn't get a clear response, so I'll ask again:) Will the engine updates that Condition Zero will bring be available to *all mods*, and not just CS 1.5? I'm hoping it'll be another update to HL, maybe 1.1.0.10? I'm really hoping that this tech will be available to all mods, since the HL engine is in need of a slight overhaul. 1000+ poly models and 32bit textures are very nice indeed:) Georges -- --__--__-- Message: 3 Date: Mon, 22 Apr 2002 14:33:53 -0400 From: Adam Saltsman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Subject: [hlcoders] 1000+ are nice? Reply-To: [EMAIL PROTECTED] yeah i guess they are, but by the time CZ comes out Unreal2 with its 5000+ tri models and 100,000 wpolys (that's on a geforce2 even) will be out too...i know open-ended modifications are nice to have, and trust me i LOVE HL, and have since it was released, but i'd like to work with an engine that can hold it's own against stuff like MOH and Unreal Tournament even! REAL player lighting? Not just some silly gouraud shading...that would be nice. shit in-game shadows would be nice. I've been working with openGL for a little while now, and I know that this stuff is possible with little or no overhead (if you're using the full openGL drivers). Plus, it's not unreasonable to expect at least some gamers to be running a 500mhz processor and a TNT2 - on average, HL and CS push maybe 600+10(700) polys...8000 polys in one scene? more or less? HL is an order of magnitude behind games today. I guess what I'm saying is that another HL update means nothing to me, except an annoying 40Mb or more download that I have to do to be able to play CS. Is there going to be a HL2 that delivers? And will it be released before I pass away? --__--__-- Message: 4 From: Tom [EMAIL PROTECTED] To: [EMAIL PROTECTED] Subject: Re: [hlcoders] 1000+ are nice? Date: Mon, 22 Apr 2002 19:47:14 +0100 Reply-To: [EMAIL PROTECTED] im guessing they aint never gonna release HL2 or TF2, i mean we havent heard anything about it in ages, the UT team manage to push out new UT games extreamly quickly, im not sure why valve would not do this unless it was because they had scrapped it complelty. I mean they managed to get CS:CZ out fast enough, the only reason i can see for them not doing it with TF2/HL2 is because they have scrapped it (surly its better to release now when people are intrested in valves work than later when no one can remember them). - Original Message - From: Adam Saltsman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, April 22, 2002 7:33 PM Subject: [hlcoders] 1000+ are nice? yeah i guess they are, but by the time CZ comes out Unreal2 with its 5000+ tri models and 100,000 wpolys (that's on a geforce2 even) will be out too...i know open-ended modifications are nice to have, and trust me i LOVE HL, and have since it was released, but i'd like to work with an engine that can hold it's own against stuff like MOH and Unreal
Re: [hlcoders] 1000+ are nice?
Why not release an entirely new HL on a new engine that is maybe half-compatible with older mods, release SDK, allow mod authors to do a total conversion, or allow those just starting to get working on a newer engine? HL will go out (if it isnt already) if there isnt an engine update. People now have faster and better hardware and gpu's than years ago, and they like games that use the hardware. -- Just my insight from surveying around various discussions.. -- kevin I have a vague theory about this, wildly speculative, but who cares? Valve can effectively replace the entire engine, piece-by-piece. That way, the game code is mature and stable, the renderer can be updated to current tech, all while (and this is the important bit) *maintaining compatibility with mods* HL's single-player rasied the bar for all FPS games, but the mods are what really made it. Allowing those mods to grow *with* the engine increases the longevity enormously. HL2 and TF2 could just be content add-ons, effectively mods. I could be completely and utterly wrong. Then again, I could be right :) - Original Message - From: Sebastian Steinlechner [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, April 22, 2002 7:48 PM Subject: Re: [hlcoders] 1000+ are nice? yeah i guess they are, but by the time CZ comes out Unreal2 with its 5000+ tri models and 100,000 wpolys (that's on a geforce2 even) will be out too... Actually, you can't tell me there are really 100,000 polys on the screen. But it looks like. I guess the biggest thing why the HL engine is outdated is the fact that it does not support LOD. Take Serious Sam as an example. There you can define that e.g. stairs automagically reduce their poly count when you move away from them. You don't really notice it, and it saves a lot of polygons. Same with models. Though you can implement a simple lod for player models in HL (just as HolyWars did, IIRC). And HL still supports full software rendering. You can image that eats a hell lot of cpu time. Even if you are in hardware mode. I might be wrong with that, but that's how I see it. cya, TheTinySteini ___ 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] Model Blending Problem
Here is the server_studio_api_t struct. Do you already know about the Server_GetBlendingInterface() function that you need in your server DLL? I can't remember exactly what Eric did or didn't explain in his message a while back. typedef struct server_studio_api_s { // Allocate number*size bytes and zero it void*( *Mem_Calloc ) ( int number, size_t size ); // Check to see if pointer is in the cache void*( *Cache_Check ) ( struct cache_user_s *c ); // Load file into cache ( can be swapped out on demand ) void( *LoadCacheFile ) ( char *path, struct cache_user_s *cu ); // Retrieve pointer to studio model data block from a model void*( *Mod_Extradata ) ( struct model_s *mod ); } server_studio_api_t; ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Sprite problems
Hey all, having a bit of a problem here: CSprite *CSprite::SpriteCreate( const char *pSpriteName, const Vector origin, BOOL animate ) { CSprite* pSprite = GetClassPtr( (CSprite *)NULL ); -- This line pSprite-SpriteInit( pSpriteName, origin ); pSprite-pev-classname = MAKE_STRING(env_sprite); pSprite-pev-solid = SOLID_NOT; pSprite-pev-movetype = MOVETYPE_NOCLIP; if ( animate ) pSprite-TurnOn(); return pSprite; } For some reason, when I execute the following code with sprites/glow01.spr, multiple times, the indicated line doesn't execute at all except for one instance, the last that is tried. When I use the debugger, it completely steps over the line, even when I try to step into GetClassPtr. It's like the line doesn't exist... I try pleading with the debugger, pointing at the line very insistently and so forth, but to no avail. Anyway, so it doesn't execute the line, which means that pSprite does not exist. This does not trouble the program, however, which happily goes along executing the rest of the code, even while the debugger shows that pSprite doesn't exist. If I step into the function and check the value of this, I find that indeed it DOES have an address. But that address is never returned, and the program proceeds as if nothing had been returned from the function at all! It doesn't even throw errors. It's very odd. Any ideas? Persuter _ Do You Yahoo!? Get your free yahoo.com address at http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Model Blending Problem
Leon, Yes he did include everything but the server_studio_api_t In any case, thank you so so so so much - I've been dying to fix this for about 4 weeks now, and its done. Hitboxes are perfect now! I'll write up a summary of the problem and post the fixes so other mod teams can quickly resolve this (and don't have to wonder for a couple weeks where server_studio_api_t is :) Thanks again, david -Original Message- From: Leon Hartwig [mailto:[EMAIL PROTECTED]] Sent: Monday, April 22, 2002 5:37 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] Model Blending Problem Here is the server_studio_api_t struct. Do you already know about the Server_GetBlendingInterface() function that you need in your server DLL? I can't remember exactly what Eric did or didn't explain in his message a while back. typedef struct server_studio_api_s { // Allocate number*size bytes and zero it void*( *Mem_Calloc ) ( int number, size_t size ); // Check to see if pointer is in the cache void*( *Cache_Check ) ( struct cache_user_s *c ); // Load file into cache ( can be swapped out on demand ) void( *LoadCacheFile ) ( char *path, struct cache_user_s *cu ); // Retrieve pointer to studio model data block from a model void*( *Mod_Extradata ) ( struct model_s *mod ); } server_studio_api_t; ___ 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