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