[hlcoders] Detecting point is outside world

2008-09-18 Thread Andrew Watkins
Hey all, very simple question that I can't seem to find the answer to - how to tell if a point is outside the game world or not? I've added an ability allowing players to teleport a short distance, including through walls, to our HL2MP OB mod. This is great, and the code successfully avoids

Re: [hlcoders] How to do things

2008-09-18 Thread arch angel
Hmm it is helpful in a way but could you add me on steam friends (arcangel845) or msn ([EMAIL PROTECTED]) please? On Thu, Sep 18, 2008 at 12:07 AM, Chris Deegan [EMAIL PROTECTED] wrote: Not sure if this will help you at all, but my old plug-in is open source:

Re: [hlcoders] Detecting point is outside world

2008-09-18 Thread Kevin Ottalini
Andrew, You could make a custom invisible (solid) tool brush (like teleport_clip) or see if you can test against player_clip perhaps that you would use in all your maps both in areas outside (or just in outside walls) and inside where you don't want players going. Players attempting to go

Re: [hlcoders] Detecting point is outside world

2008-09-18 Thread Haza
You only need to do 2 traces on one axis. Since a map is supposed to be completely enclosed. Aslong as the trace hits a brush in both directions, then they are inside the world. You could also assume that aslong as a player is not nocliping and their Z velocity is under like 1000 they are in the

Re: [hlcoders] Detecting point is outside world

2008-09-18 Thread Garry Newman
Does UTIL_PointContents return anything useful? garry On Thu, Sep 18, 2008 at 8:19 AM, Andrew Watkins [EMAIL PROTECTED] wrote: Hey all, very simple question that I can't seem to find the answer to - how to tell if a point is outside the game world or not? I've added an ability allowing

Re: [hlcoders] Old recorded demos

2008-09-18 Thread botman
Nick wrote: A new format that won't have this problem? LOLOL Maybe they're going to store everything in a text file? XML? :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Old recorded demos

2008-09-18 Thread Nick
The only possible solution valve could do for such a thing is a version system. Valve GAME ENGINE demo control interface Demoversion1.dll Demoversion2.dll Demoversion3.dll Demoversion4.dll newest one is added instead of replacing the old one Every saved demo uses specific version ID that

Re: [hlcoders] Detecting point is outside world

2008-09-18 Thread Tony Sergi
Pointcontents should return CONTENTS_SOLID if you're in the void. Part of the map compilation process is to 'fill the outside' with contents_solid. So a simple If ( UTIL_PointContents( position ) CONTENTS_SOLID ) ) { In a solid, or the void } Should work. Noclip around and test it with this

Re: [hlcoders] Old recorded demos

2008-09-18 Thread Andrew Ritchie
Wouldn't you also need the appropriate client/server libraries that match up with the version you recorded the demos in? On Thu, Sep 18, 2008 at 4:24 PM, Nick [EMAIL PROTECTED] wrote: The only possible solution valve could do for such a thing is a version system. Valve GAME ENGINE demo

Re: [hlcoders] Old recorded demos

2008-09-18 Thread Garry Newman
I dunno. I'm guessing it could be even simpler than that. For the demo's you've only got to really record what things looked and sounded like. So things like models, angles, positions, gestures. You don't need to know all the internal data like reload timings etc.. with the exceptions of data for

Re: [hlcoders] Old recorded demos

2008-09-18 Thread Tom Leighton
Yeah, exactly. HUD wise all it's gotta do is poll for changes (Likewise for other networkvars). Find some way of storing all their values in a structure that wont depend on game version. Garry Newman wrote: I dunno. I'm guessing it could be even simpler than that. For the demo's you've only

Re: [hlcoders] Old recorded demos

2008-09-18 Thread Nick
Yes, every new update to the demo system would mean including a new DLL as well as keeping all of the previous DLL versions in existence. It is a small price to pay to keep all of the Demoversion(insertversionshere).dll on the hard drive. Hard drives are getting half as expensive every 2 years. I

Re: [hlcoders] Detecting point is outside world

2008-09-18 Thread Gayan Ediriweera
I don't think you can use traces because the map enclosure isn't necessarily a convex shape. So you could imagine a point where a trace in any direction would hit brushes which is still not a valid position for the player. Cheers On Thu, Sep 18, 2008 at 5:49 PM, Andrew Watkins [EMAIL PROTECTED]