Re: [hlcoders] Updated SDK for 1109?

2002-04-22 Thread Nathan Taylor

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. ___
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Re: [hlcoders] Updated SDK for 1109?

2002-04-22 Thread botman

 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

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[hlcoders] SITWFODF1D #1

2002-04-22 Thread Dynerman David M

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
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Re: [hlcoders] Updated SDK for 1109?

2002-04-22 Thread Tim Holt

--
[ 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.
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[hlcoders] GetPlayerAuthID( )

2002-04-22 Thread Eric Smith

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
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[hlcoders] Condition Zero tech

2002-04-22 Thread Georges Giroux

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
--

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[hlcoders] 1000+ are nice?

2002-04-22 Thread Adam Saltsman

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?

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Re: [hlcoders] 1000+ are nice?

2002-04-22 Thread Tom

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?

 ___
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Re: [hlcoders] 1000+ are nice?

2002-04-22 Thread Sebastian Steinlechner

 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

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Re: [hlcoders] 1000+ are nice?

2002-04-22 Thread botman

 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

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Re: [hlcoders] 1000+ are nice?

2002-04-22 Thread Neale Roberts

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

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RE: [hlcoders] RE: 1109/NS out-of-date problem?

2002-04-22 Thread Leon Hartwig

 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.  :)
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Re: [hlcoders] RE: 1109/NS out-of-date problem?

2002-04-22 Thread Florian Zschocke

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.
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Re: [hlcoders] 1000+ are nice?

2002-04-22 Thread Oskar 'Zoot' Lindgren

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?

 ___
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RE: [hlcoders] RE: 1109/NS out-of-date problem?

2002-04-22 Thread Leon Hartwig

 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.
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[hlcoders] Re: hlcoders digest, Vol 1 #429 - 11 msgs

2002-04-22 Thread Charlie Cleveland


   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

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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?

2002-04-22 Thread leming

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
 
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RE: [hlcoders] Model Blending Problem

2002-04-22 Thread Leon Hartwig

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;
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[hlcoders] Sprite problems

2002-04-22 Thread Persuter

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


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RE: [hlcoders] Model Blending Problem

2002-04-22 Thread Dynerman David M

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;
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