RE: [hlcoders] Fog in Software Mode?
You don't actually have to do that, nor do the sounds seemed muffled. By just tricking the client into thinking you are in water, the engine doesn't do the standard stuff it would other wise do. We got water fog happening with about 3 lines of code modification on server side, and a bit of offset hacking in view.cpp client side. Michael Shimmins -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin@;list.valvesoftware.com] On Behalf Of botman Sent: Tuesday, October 29, 2002 11:13 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Fog in Software Mode? > The water-hack fog seems to work pretty well in Software Mode. Except for the sounds becoming muffled (which is an engine water effect), and forcing you to modify the water physics to behave like land physics. 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] Fog in Software Mode?
> The water-hack fog seems to work pretty well in Software Mode. Except for the sounds becoming muffled (which is an engine water effect), and forcing you to modify the water physics to behave like land physics. 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] Fog in Software Mode?
The water-hack fog seems to work pretty well in Software Mode. Michael Shimmins > fill rate and software blending are probably the main problems here, > which is probably the reason why software fog doesnt exist > > - Original Message - > From: "Persuter" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Monday, October 28, 2002 6:18 PM > Subject: Re: [hlcoders] Fog in Software Mode? > > >> It would probably be rally slow though, TriAPI slows down like >> crazy with large additive transparency sprites. >> >> Persuter >> >> At 12:26 PM 10/28/2002 -0500, you wrote: >> >could you layer colored quads using billboard code? Wouldn't that be > faster >> >? granted it wouldnt be as smooth as GL fog but it'd probably look > similar. >> > >> >- Original Message - >> >From: "botman" <[EMAIL PROTECTED]> >> >To: <[EMAIL PROTECTED]> >> >Sent: Monday, October 28, 2002 11:56 AM >> >Subject: Re: [hlcoders] Fog in Software Mode? >> > >> > >> > > > I have been able to create fog in hardware mode but not >> > > > software. > Has >> > > > anyone been able to create fog (or a resonable facsimilie of it) >> > > > for > the >> > > > software mode? If so, can you send any hints or suggestion on >> > > > how > to do >> > > > it? >> > > >> > > Sprites, lots and lots of sprites (or using Triangle API to draw >> > > tiny >> >little >> > > particles, but sprites would probably be faster). >> > > >> > > 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
Re: [hlcoders] Specific clip entity brush for players
> Is it possible to block players through something like "playerclip" and > allow monsters to pass through? > > Currently Half-Life has: > A standard clip brush which blocks players and monsters. > A monsterclip entity-brush which blocks monsters but allows players to pass > through. > > I can't seem to figure out a way to do this, or if it's even possible. It > seems possible though... I keep thinking about trigger_multiple/trigger_once > entity-brush and their "clients only" flag. You may be able to do this with a combination of trigger-multiple and a CFuncWallToggle. It would mean that monsters could not pass the area if a player was in the vicinity though. Jeff. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Specific clip entity brush for players
Actually, a monsterclip entity-brush does a full block on monsters. They can't go through it, even if they were pushed towards it's direction. That trigger_push idea might be good to experiment with. Thanks. -Sniper - Original Message - From: "Caleb 'Ghoul' Delnay" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, October 28, 2002 3:27 PM Subject: Re: [hlcoders] Specific clip entity brush for players > Not a real programming solution, but a trigger_push with a push equal to the > players walk speed, 270. And I believe a monster clip brush just stops > nodes from connecting to eachother, or so I've heard. > > Caleb 'Ghoul' Delnay > Project Leader: Kill Or Be Killed > http://www.llamanade.net/kobk/ > > - Original Message - > From: "Sniper" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Monday, October 28, 2002 11:33 AM > Subject: [hlcoders] Specific clip entity brush for players > > > > Is it possible to block players through something like "playerclip" and > > allow monsters to pass through? > > > > Currently Half-Life has: > > A standard clip brush which blocks players and monsters. > > A monsterclip entity-brush which blocks monsters but allows players to > pass > > through. > > > > I can't seem to figure out a way to do this, or if it's even possible. It > > seems possible though... I keep thinking about > trigger_multiple/trigger_once > > entity-brush and their "clients only" flag. > > > > Could someone help me out with this? > > > > Thanks... > > > > -Sniper > > > > ___ > > 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] Specific clip entity brush for players
Not a real programming solution, but a trigger_push with a push equal to the players walk speed, 270. And I believe a monster clip brush just stops nodes from connecting to eachother, or so I've heard. Caleb 'Ghoul' Delnay Project Leader: Kill Or Be Killed http://www.llamanade.net/kobk/ - Original Message - From: "Sniper" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, October 28, 2002 11:33 AM Subject: [hlcoders] Specific clip entity brush for players > Is it possible to block players through something like "playerclip" and > allow monsters to pass through? > > Currently Half-Life has: > A standard clip brush which blocks players and monsters. > A monsterclip entity-brush which blocks monsters but allows players to pass > through. > > I can't seem to figure out a way to do this, or if it's even possible. It > seems possible though... I keep thinking about trigger_multiple/trigger_once > entity-brush and their "clients only" flag. > > Could someone help me out with this? > > Thanks... > > -Sniper > > ___ > 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] Unable to run libraries made with gcc3.2 under RH8.0
> Has anyone been able to compile and run their mod using gcc3.2 under > RH8.0? I recompiled my mod with no errors, but the resulting modules no > longer run. It either core dumps, or I get the missing API error. I've > tried compiling with both gcc and g++ with the same results. Run the dedicated server in gdb and look at the traceback to determine where it crashed. 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] Unable to run libraries made with gcc3.2 under RH8.0
need to install gcc-2.96 and change the make file I had the problem recently /me huggles MDK9.0 - Original Message - From: "Matthew Lewis" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, October 28, 2002 6:33 PM Subject: [hlcoders] Unable to run libraries made with gcc3.2 under RH8.0 This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Has anyone been able to compile and run their mod using gcc3.2 under RH8.0? I recompiled my mod with no errors, but the resulting modules no longer run. It either core dumps, or I get the missing API error. I've tried compiling with both gcc and g++ with the same results. -- ___ 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] Unable to run libraries made with gcc3.2 under RH8.0
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Has anyone been able to compile and run their mod using gcc3.2 under RH8.0? I recompiled my mod with no errors, but the resulting modules no longer run. It either core dumps, or I get the missing API error. I've tried compiling with both gcc and g++ with the same results. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fog in Software Mode?
fill rate and software blending are probably the main problems here, which is probably the reason why software fog doesnt exist - Original Message - From: "Persuter" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, October 28, 2002 6:18 PM Subject: Re: [hlcoders] Fog in Software Mode? > It would probably be rally slow though, TriAPI slows down like crazy > with large additive transparency sprites. > > Persuter > > At 12:26 PM 10/28/2002 -0500, you wrote: > >could you layer colored quads using billboard code? Wouldn't that be faster > >? granted it wouldnt be as smooth as GL fog but it'd probably look similar. > > > >- Original Message - > >From: "botman" <[EMAIL PROTECTED]> > >To: <[EMAIL PROTECTED]> > >Sent: Monday, October 28, 2002 11:56 AM > >Subject: Re: [hlcoders] Fog in Software Mode? > > > > > > > > I have been able to create fog in hardware mode but not software. Has > > > > anyone been able to create fog (or a resonable facsimilie of it) for the > > > > software mode? If so, can you send any hints or suggestion on how to do > > > > it? > > > > > > Sprites, lots and lots of sprites (or using Triangle API to draw tiny > >little > > > particles, but sprites would probably be faster). > > > > > > 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] Fog in Software Mode?
It would probably be rally slow though, TriAPI slows down like crazy with large additive transparency sprites. Persuter At 12:26 PM 10/28/2002 -0500, you wrote: could you layer colored quads using billboard code? Wouldn't that be faster ? granted it wouldnt be as smooth as GL fog but it'd probably look similar. - Original Message - From: "botman" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, October 28, 2002 11:56 AM Subject: Re: [hlcoders] Fog in Software Mode? > > I have been able to create fog in hardware mode but not software. Has > > anyone been able to create fog (or a resonable facsimilie of it) for the > > software mode? If so, can you send any hints or suggestion on how to do > > it? > > Sprites, lots and lots of sprites (or using Triangle API to draw tiny little > particles, but sprites would probably be faster). > > 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] Sprite File Format
probably safer just to use sprgen.exe source. I'm fairly sure the format has changed somewhat, considering Quake used a global palette whereas in HL it's per-texture/sprite - Original Message - From: "Francis "DeathWish" Woodhouse" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, October 28, 2002 4:21 AM Subject: Re: [hlcoders] Sprite File Format > > The Quake Specifications - > http://www.gamers.org/dEngine/quake/spec/quake-spec34/index0.htm - contain > the full specification of the SPR file format, providing that the format > hasn't changed since Quake. This might be easier to work with than hacking > it out of the files. > > Francis "DeathWish" Woodhouse > > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:hlcoders-admin@;list.valvesoftware.com] On Behalf Of Ken Birdwell > > Sent: Monday, October 28, 2002 2:52 PM > > To: '[EMAIL PROTECTED]' > > Subject: RE: [hlcoders] Sprite File Format > > > > Look in engine\spritegn.h, and the source for sprgen.exe in > > utils\sprgen.c > > for more details. This the program that turns lists of bmp's into spr > > files. > > > > -Original Message- > > From: Michael Shimmins [mailto:shimms@;tae-mod.com] > > Sent: Sunday, October 27, 2002 7:39 PM > > To: HLCoders > > Subject: [hlcoders] Sprite File Format > > > > Hi, > > > > This may be one for Valve, but who knows someone else may know. I'm > > after information on the .spr file format, how it differs from BMPs etc. > > What I want to do is load a SPR image on a Visual Basic form. I can > > code my own container for it if there is some information available on > > the format. > > > > ___ > > 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 > > > > > > > --- > Outgoing mail is certified Virus Free. > Checked by AVG anti-virus system (http://www.grisoft.com). > Version: 6.0.381 / Virus Database: 214 - Release Date: 02/08/2002 > > ___ > 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] Fog in Software Mode?
could you layer colored quads using billboard code? Wouldn't that be faster ? granted it wouldnt be as smooth as GL fog but it'd probably look similar. - Original Message - From: "botman" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, October 28, 2002 11:56 AM Subject: Re: [hlcoders] Fog in Software Mode? > > I have been able to create fog in hardware mode but not software. Has > > anyone been able to create fog (or a resonable facsimilie of it) for the > > software mode? If so, can you send any hints or suggestion on how to do > > it? > > Sprites, lots and lots of sprites (or using Triangle API to draw tiny little > particles, but sprites would probably be faster). > > 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] Fog in Software Mode?
> I have been able to create fog in hardware mode but not software. Has > anyone been able to create fog (or a resonable facsimilie of it) for the > software mode? If so, can you send any hints or suggestion on how to do > it? Sprites, lots and lots of sprites (or using Triangle API to draw tiny little particles, but sprites would probably be faster). Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Specific clip entity brush for players
Is it possible to block players through something like "playerclip" and allow monsters to pass through? Currently Half-Life has: A standard clip brush which blocks players and monsters. A monsterclip entity-brush which blocks monsters but allows players to pass through. I can't seem to figure out a way to do this, or if it's even possible. It seems possible though... I keep thinking about trigger_multiple/trigger_once entity-brush and their "clients only" flag. Could someone help me out with this? Thanks... -Sniper ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Fog in Software Mode?
All: I have been able to create fog in hardware mode but not software. Has anyone been able to create fog (or a resonable facsimilie of it) for the software mode? If so, can you send any hints or suggestion on how to do it? Thanks, Scott ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Sprite File Format
The Quake Specifications - http://www.gamers.org/dEngine/quake/spec/quake-spec34/index0.htm - contain the full specification of the SPR file format, providing that the format hasn't changed since Quake. This might be easier to work with than hacking it out of the files. Francis "DeathWish" Woodhouse > -Original Message- > From: [EMAIL PROTECTED] > [mailto:hlcoders-admin@;list.valvesoftware.com] On Behalf Of Ken Birdwell > Sent: Monday, October 28, 2002 2:52 PM > To: '[EMAIL PROTECTED]' > Subject: RE: [hlcoders] Sprite File Format > > Look in engine\spritegn.h, and the source for sprgen.exe in > utils\sprgen.c > for more details. This the program that turns lists of bmp's into spr > files. > > -Original Message- > From: Michael Shimmins [mailto:shimms@;tae-mod.com] > Sent: Sunday, October 27, 2002 7:39 PM > To: HLCoders > Subject: [hlcoders] Sprite File Format > > Hi, > > This may be one for Valve, but who knows someone else may know. I'm > after information on the .spr file format, how it differs from BMPs etc. > What I want to do is load a SPR image on a Visual Basic form. I can > code my own container for it if there is some information available on > the format. > > ___ > 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 > > --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.381 / Virus Database: 214 - Release Date: 02/08/2002 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders