Thanks guys. Tony, thats just what I was hoping for, it works perfectly. I 
hadn't realised that the void would count as CONTENTS_SOLID, but it does 
indeed.

----- Original Message ----- 
> Date: Thu, 18 Sep 2008 08:29:44 -0700
> From: "Tony Sergi" <[EMAIL PROTECTED]>
> Subject: Re: [hlcoders] Detecting point is outside world
> To: "Discussion of Half-Life Programming"
> <[email protected]>
> Message-ID:
> <[EMAIL PROTECTED]>
> Content-Type: text/plain; charset="US-ASCII"
>
> 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 command:
> CON_COMMAND_F( dbg_contents, "dbg contents", FCVAR_CHEAT )
> {
> CBasePlayer *pPlayer = UTIL_GetCommandClient();
> if ( !pPlayer )
> return;
>
> int contents = UTIL_PointContents( pPlayer->GetAbsOrigin() );
> if ( contents & CONTENTS_SOLID )
> DevMsg("in solid\n");
>
> DevMsg(" Contents: %i\n", contents );
>
> }
>
>
> -Tony
>
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Andrew
> Watkins
> Sent: September-18-08 3:20 AM
> To: [email protected]
> Subject: [hlcoders] Detecting point is outside world
>
> 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 getting the player stuck inside world brushes or
> anything else when teleporting. It is unfortunately possible for them to
>
> teleport to completely outside the world geometry, and I can't work out
> how
> to stop this. I've tried my hull traces using various likely-looking
> masks &
> collision groups, and have looked at all the UTIL_PointContents flags,
> but I
> can't see how to determine if a point is outside the world or not.
>
> I've also looked through gamemovement.cpp, as players don't fall when
> they
> teleport outside the world, so something must be stopping them, as they
> aren't "in a solid" - but nothing jumps out at me. So, does anyone know
> how
> to determine if a point / trace / entity is completely outside the world
>
> geometry?
>
> The best "hacky" method I can come up with is testing if a
> several-thousand-unit-long trace can be done in any direction
> (up/down/n/s/e/w), and if any can, assume its outside. I'm sure there's
> a
> point contents method, but I can't work it out. Help would be
> appreciated.
>
> Thanks
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>
>
> ------------------------------
>
> Message: 6
> Date: Thu, 18 Sep 2008 17:15:35 +0100
> From: "Andrew Ritchie" <[EMAIL PROTECTED]>
> Subject: Re: [hlcoders] Old recorded demos
> To: "Discussion of Half-Life Programming"
> <[email protected]>
> Message-ID:
> <[EMAIL PROTECTED]>
> Content-Type: text/plain; charset=ISO-8859-1
>
> 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 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 enables it to work with
>> the previous Demoversion1.dll.
>>
>> As long as the "<demo control interface>" remains the same, or keeps
>> the same functionality, it should last as long as the engine does.
>>
>>
>> On Thu, Sep 18, 2008 at 9:28 AM, botman <[EMAIL PROTECTED]> 
>> wrote:
>> > 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:
>> > 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
>>
>>
>
>
> ------------------------------
>
> Message: 7
> Date: Thu, 18 Sep 2008 17:41:27 +0100
> From: "Garry Newman" <[EMAIL PROTECTED]>
> Subject: Re: [hlcoders] Old recorded demos
> To: "Discussion of Half-Life Programming"
> <[email protected]>
> Message-ID:
> <[EMAIL PROTECTED]>
> Content-Type: text/plain; charset=ISO-8859-1
>
> 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 HUD stuff, like health and ammo
> counts.
>
>
> garry
>
>
> 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 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 enables it to work with
>> the previous Demoversion1.dll.
>>
>> As long as the "<demo control interface>" remains the same, or keeps
>> the same functionality, it should last as long as the engine does.
>>
>>
>> On Thu, Sep 18, 2008 at 9:28 AM, botman <[EMAIL PROTECTED]> 
>> wrote:
>>> 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:
>>> 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
>>
>>
>
>
>
> ------------------------------
>
> Message: 8
> Date: Thu, 18 Sep 2008 19:13:29 +0100
> From: Tom Leighton <[EMAIL PROTECTED]>
> Subject: Re: [hlcoders] Old recorded demos
> To: Discussion of Half-Life Programming
> <[email protected]>
> Message-ID: <[EMAIL PROTECTED]>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>
> 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 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 HUD stuff, like health and ammo
>> counts.
>>
>>
>> garry
>>
>>
>> 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 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 enables it to work with
>>> the previous Demoversion1.dll.
>>>
>>> As long as the "<demo control interface>" remains the same, or keeps
>>> the same functionality, it should last as long as the engine does.
>>>
>>>
>>> On Thu, Sep 18, 2008 at 9:28 AM, botman <[EMAIL PROTECTED]> 
>>> wrote:
>>>
>>>> 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:
>>>> 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
>
>
>
> End of hlcoders Digest, Vol 7, Issue 25
> *************************************** 


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