You might want to give http://quark.sourceforge.net/ a shot. Back when
I used it the entity stuff wasn't as great as Hammer, but it was
really easy to rig up your level in QuArK then just sort out the
entity I/O in Hammer.

On Wed, May 8, 2013 at 11:29 PM, Necavi <nec...@0xf.org> wrote:
> I’ve been seriously considering building my own version of Hammer. It seems
> completely unimaginable to build an entire mod using the official version,
> it doesn’t seem to go an hour without crashing. It has a list of bugs larger
> than just about any other program its size I know of. If Valve won’t make
> proper tools available it becomes the responsibility of the community to
> make up for this lack.
>
>
>
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
> tobias.kammersga...@gmail.com
> Sent: Wednesday, May 08, 2013 15:22
>
>
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Player voice volume
>
>
>
> Well that’s old news really. Guess this is the most official it’ll ever be.
>
> If only Valve would release the source code for the tools. Yeah sure it
> could be recreated but surely that time is better spend on making actual
> mods.
>
>
>
>  - ScarT
>
>
>
> From: Jesse F
> Sent: Wednesday, May 8, 2013 11:44 PM
> To: Discussion of Half-Life Programming
>
>
>
> I want enemy behavior to react to voice so client side only isn't enough.
> Thank you all for the help.
>
> Nick, I actually had a phone interview with valve in the last few months and
> asked directly about their poor support for source engine. The response I
> got came down to they aren't interested in sinking a lot of resources to
> compete with Unreal and Unity and the other major game engines. Clearly
> someone internally has done the math and the cost of of development and
> upkeep on the sdk must have worse returns compared with putting the dev time
> elsewhere. I didn't get the job, not enough experience, but it was a great
> conversation and I have the utmost respect for them. It just sucks for the
> modders that we aren't getting the support we want.
>
>
>
> On Wed, May 8, 2013 at 2:32 PM, Nick <xnicho...@gmail.com> wrote:
>
> I blame valve a great deal for this. I understand Valve is basing the entire
> hopes of the company on steam distribution/DRM. I still believe valve should
> not be so quick to abandon the roots of what has always made it money,
> modding and the vast amount of games that will be made FOR THEIR ENGINE!
>
> Valve, open up source engine modding more, make hammer map editor open
> source, allow source mods to run on linux.
>
>
>
>
>
> On Wed, May 8, 2013 at 3:46 AM, Jed <j...@wunderboy.org> wrote:
>
> Neico pretty much nailed what I was in the process of writing.
>
>
>
> At least back in the EP1 code base there was still code to handle the
> original HL1 method of moving the player model mouths based on the amplitude
> of the input audio. It basically moved a controller bone alone a defined
> axis based on the volume making the jaw "flap". It's in the code base for
> the HL1:Source port.
>
>
>
> I used it myself and got the mouths of HL2 player models to move based on
> the in-game voice volume so the code is still "valid".
>
>
>
> I'd start looking there at the code that controls the jaw and look at where
> to pull the amplitude out (a normalised value).
>
>
>
> // Jed
>
>
>
> On 8 May 2013 10:40, Neico <ad...@neic0.de> wrote:
>
> You're only able to get which player is currently speaking by
> pPlayer->IsSpeaking() was the function I believe, for the waveforms, they
> are hidden behind an internal engine interface which you can't access under
> normal ways (if one got trough that feel free to write it down here), but
> I've been mimicing it by using random (the following code is taken from
> Garry's Lua code for moving the player's mouth and turned into C++ Code with
> a working solution), also note that this is client side code (I use it in
> CHL2MPPlayerAnimState::Update in case you want to know):
>
>     if( m_fVoiceTimeout >= gpGlobals->curtime ) return;
>     // If we had access to the volume or waveforms from the player one could
> replace the following line to use that instead of a Random Float, but this
> is as close as it'll get
>     if( GetClientVoiceMgr()->IsPlayerSpeaking( pHL2MPPlayer->entindex() ) ||
> ( pHL2MPPlayer->IsLocalPlayer() &&
> GetClientVoiceMgr()->IsLocalPlayerSpeaking() ) ) m_fVoice = (
> random->RandomFloat( 0.1f, 1.0f ) / m_fVoice );
>
>     LocalFlexController_t iFlexNum = pHL2MPPlayer->GetNumFlexControllers();
>     if( --iFlexNum <= 0 ) return;
>
>     for( LocalFlexController_t i = LocalFlexController_t( 0 ); i < iFlexNum;
> i++ )
>     {
>         const char* szName = pHL2MPPlayer->GetFlexControllerName( i );
>
>         if( !V_strcmp( szName, "jaw_drop" ) || !V_strcmp( szName,
> "right_part" ) || !V_strcmp( szName, "left_part" ) || !V_strcmp( szName,
> "right_mouth_drop" ) || !V_strcmp( szName, "left_mouth_drop" )  )
>         {
>             if( GetClientVoiceMgr()->IsPlayerSpeaking(
> pHL2MPPlayer->entindex() ) || ( pHL2MPPlayer->IsLocalPlayer() &&
> GetClientVoiceMgr()->IsLocalPlayerSpeaking() ) )
> pHL2MPPlayer->SetFlexWeight( i, clamp( m_fVoice * 2, 0, 2 ) );
>             else pHL2MPPlayer->SetFlexWeight( i, 0 );
>         }
>     }
>
>     m_fVoiceTimeout = gpGlobals->curtime + 0.2f;
>
> I hope this helps you figure out how to do whatever you're trying to archive
>
>
>
> On 08.05.2013 10:23, Garry Newman wrote:
>
> I don't think it's exposed to modders. I had to add engine code to get it in
> G(arry's )Mod.
>
>
>
> On Wed, May 8, 2013 at 3:52 AM, Jesse F <jesf...@gmail.com> wrote:
>
> I was hoping someone might be able to help me out. I'd like access to info
> about the waveforms sent by people using in game voice. I'd mainly like to
> know how loud they are speaking (or some similar average value) and I'd like
> to be able to keep a list updated with which players are speaking. My
> initial search through the code for this functionality didn't turn up much.
>
>
>
> --
> Jesse
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
>
>
> _______________________________________________
>
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
>
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
>
>
> --
> Jesse
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders

Reply via email to