[hlcoders] RE: I guess steam is down (again) (Kyle)

2004-03-05 Thread Adam Roe
>I really like the idea of offline play, too bad the entire steam network is
>down now. I hope this is the last time this crap happens because I can't
>code/play test my mod because steam requires to connect to a third party
>server. This is a huge inconvenience for my mod team I.

Well I think you should stop whining. It was just after a Steam update, what
do you expect?


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[hlcoders] Weeeeee! ;)))

2004-03-05 Thread alfred
--
I don't bite, weah!

pass: 40327
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[ Text.zip of type application/octet-stream deleted ]
--


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[hlcoders] Re: Client-side BSP models

2004-03-05 Thread tei
This mail contain some Quake1 code about the subject. Can be somewhat
similar (or not) to the real Half-Life code.

I'm recreating the entity every frame (actually every second with p->die
set to the current time plus 1).

 If I use a model like
"models/apache.mdl", then the entitiy shows up fine.  I can even get it
to animate by using the callback function.  It seems that CL_LoadModel()
only loads .mdl and .spr models, not BSP models ("*51").
At Quake1 these models are called "inline model", and stored at array
like that:
char	localmodels[MAX_MODELS][5];

At worldspawn where loaded from the man bsp data:

for (i=1 ; inumsubmodels ; i++)
{
sv.model_precache[1+i] = localmodels[i];
sv.models[i+1] = Mod_ForName (localmodels[i], false);
}
What you use at Half-Life looks like temporalentity on Quake1:

entity_t *CL_NewTempEntity (void)
{
entity_t*ent;
if (cl_numvisedicts == MAX_VISEDICTS)
return NULL;
if (num_temp_entities == MAX_TEMP_ENTITIES)
return NULL;
ent = &cl_temp_entities[num_temp_entities];
memset (ent, 0, sizeof(*ent));
num_temp_entities++;
cl_visedicts[cl_numvisedicts] = ent;
cl_numvisedicts++;
ent->colormap = vid.colormap;
return ent;
}
the entity is cleared everytime you ask for. So will not contain
framerate interpolation data, and other misc stuff, and will be reset to
frame 0, angle 0 0 0, etc...
(I think Half-Life work very similar)

To fake animations, etc, you have to set everytime all options

1) spawn the model
2) set the new frame
3) set the new angle


off the top of my head and probably wrong anything created in
HUD_CreateEntities has to be created every frame... HUD_CreateEntities


is basically how you add something to the render list :s

jc




Have you access to the render list directly? cl_visedicts[cl_numvisedicts]?

-

Looks like the SDK reference this stuff:

(new features at SDK 2.3)
"Also, the client .dll is given the chance to create totally new
entities each frame.  By creating entities in HUD_CreateEntities() ( in
entity.cpp ), the client .dll can simulate and draw arbitrary entities
by itself ( including particle and temporary entities ).  Some sample
code demonstrating this has been left in entity.cpp, but is commented out."
HEee... I have found a function!

void DLLEXPORT HUD_TempEntUpdate (
double frametime,   // Simulation time
double client_time, // Absolute time on client
double cl_gravity,  // True gravity on client
TEMPENTITY **ppTempEntFree,   // List of freed temporary ents
TEMPENTITY **ppTempEntActive, // List
int ( *Callback_AddVisibleEntity )( cl_entity_t *pEntity ),
void( *Callback_TempEntPlaySound )( TEMPENTITY *pTemp, float damp ) )
{
But is bloated :(

Looks that you can make (insert whatever magic here) with that :D

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[hlcoders] BackgroundLayout.txt / BackgroundLoadingLayout.txt

2004-03-05 Thread Ryan \"Professional Victim\" Desgroseilliers
I was wondering if anyone here had any information on these two files. Valve
mentioned how the background can be more easily customized with this in one
of the press releases accompanying a recent update, but to my knowledge
there's no useful information available to the community about the actual
format for the file beyond the "sample" files included with the official
mods. Do the files support multiple resolutions? If so, how, and can only
one resolution be defined as "scaled"? Do the backgrounds actually have to
be broken into 256x256 chunks, or was this simply done by Valve in the
official mods for another reason?

I've tried experimenting with different syntax in the file, but have gotten
unpredictable results when trying the most obvious possible combinations.
Sometimes the graphics don't load properly or don't show up in the right
place, and in other cases the game loads the TGAs for the wrong resolutions,
overlays different resolutions' TGAs over one another, or produces other
anomalies of this nature. Simply changing the resolution and using a
different-sized "base" graphic seems to work, but I was wondering if there's
any more that the file can do besides just this.


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