[hlcoders] HitBoxes ?
Anyone notice when you run / crouch / jump etc The hit box is off? It seemed to do this is CS:S also and I thought it was a CS:S bug. However it is also doing the same thing in the MP SDK.. Anyone else notice this? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2Coders.com - New HL2 MOD Coding Resource Site
This is an excellent idea, great work:) ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] First-chance exception spam in Visual Studio Output window...
I was creating some Wiki documentation over the weekend and I wanted to start building a MOD from scratch so that I would have exact wording on Dialog boxes and whatnots. So, anywho, after deleting MyMod directory and deleting SteamApps\SourceMods\botman folder, and using Reset Game Configurations to flush everything from Steam. I Create a Mod in the C:\MyMod directory and name the mod botman. I open up Game_SDK.sln in Visual Studio .NET 2003, change to the Release SDK, build the solution, it copies the client.dll and server.dll to the Mods bin directory. I start things up from the Steam Play games dialog by double-clicking on my MOD name. Everything runs fine, I start the vehicles map, shoot my gun a few times, then quit. Then I switch to the Debug SDK solution, delete the client.dll and server.dll files from my Mod's bin directory, build the solution and the debug .dll files show up fine. I set the Debugger properties on the hl project to: Command: c:\program [EMAIL PROTECTED] 2\hl2.exe Command Arguments: -dev -game c:\program files\valve\steam\steamapps\SourceMods\botman -allowdebug ...right click on hl in the Solution Explorer and do Debug-Start new instance. Everything starts up fine, but I get (literally) thousands of exception messages... Microsoft C++ exception: common::CErrorCodeException It's been a few weeks since I ran a Mod in the debugger, but I don't seem to remember getting all that before, but I did remember somebody posting a message to this list about a month ago saying they were getting LOTS of exception messages, and I replied that you can turn off some of the exceptions using Debug-Exceptions in Visual Studio .NET 200, but you can only turn off stuff that Visual Studio recognizes (like stack overflow, illegal instruction, or array bounds exceeded, etc). common::CErrorCodeException is something being raised by the engine and isn't something I can turn off. I did notice that if I create a server plugin for a Valve game (like CS:S or HL2DM), I get a few common:CErrorCodeException messages when starting up, but I don't get the 1000's of message that I get when I start my own MOD. So, to make a long post even longer, does everybody get 1000's of these execption messages in the Visual Studio Output window when running their MOD in the debugger, or do I just have something not set up right? P.S. I did try adding -steam to the Command Arguments before starting the debugger, but that doesn't seem to make a difference, I still get the same behavior. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] First-chance exception spam in Visual Studio Output window...
I do get a lot of them too. Nothing bad happens as long as they are handled... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] First-chance exception spam in Visual Studio Output window...
Is this deja-vu or non-related (posted on 12/7)?: Christopher McArthur wrote: So If I start the game with the debugger, on game launch and level launch I am greeted with tens of thousands of First-chance exception spamming my output-debug window and making the game take up to 5 minutes to load sometimes.. It sounds like you have some exceptions enabled that you should not... http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vsdebug/htm l/vxgrfchanginghowdebuggerhandlesexceptions.asp -- Jeffrey botman Broome I thought that I read somewhere that Alfred mentioned Steam is still in debug mode and will cause this exception spam, but I couldn't locate where I read it. - HoundDawg -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Monday, January 03, 2005 6:46 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] First-chance exception spam in Visual Studio Output window... I was creating some Wiki documentation over the weekend and I wanted to start building a MOD from scratch so that I would have exact wording on Dialog boxes and whatnots. So, anywho, after deleting MyMod directory and deleting SteamApps\SourceMods\botman folder, and using Reset Game Configurations to flush everything from Steam. I Create a Mod in the C:\MyMod directory and name the mod botman. I open up Game_SDK.sln in Visual Studio .NET 2003, change to the Release SDK, build the solution, it copies the client.dll and server.dll to the Mods bin directory. I start things up from the Steam Play games dialog by double-clicking on my MOD name. Everything runs fine, I start the vehicles map, shoot my gun a few times, then quit. Then I switch to the Debug SDK solution, delete the client.dll and server.dll files from my Mod's bin directory, build the solution and the debug .dll files show up fine. I set the Debugger properties on the hl project to: Command: c:\program [EMAIL PROTECTED] fe 2\hl2.exe Command Arguments: -dev -game c:\program files\valve\steam\steamapps\SourceMods\botman -allowdebug ...right click on hl in the Solution Explorer and do Debug-Start new instance. Everything starts up fine, but I get (literally) thousands of exception messages... Microsoft C++ exception: common::CErrorCodeException It's been a few weeks since I ran a Mod in the debugger, but I don't seem to remember getting all that before, but I did remember somebody posting a message to this list about a month ago saying they were getting LOTS of exception messages, and I replied that you can turn off some of the exceptions using Debug-Exceptions in Visual Studio .NET 200, but you can only turn off stuff that Visual Studio recognizes (like stack overflow, illegal instruction, or array bounds exceeded, etc). common::CErrorCodeException is something being raised by the engine and isn't something I can turn off. I did notice that if I create a server plugin for a Valve game (like CS:S or HL2DM), I get a few common:CErrorCodeException messages when starting up, but I don't get the 1000's of message that I get when I start my own MOD. So, to make a long post even longer, does everybody get 1000's of these execption messages in the Visual Studio Output window when running their MOD in the debugger, or do I just have something not set up right? P.S. I did try adding -steam to the Command Arguments before starting the debugger, but that doesn't seem to make a difference, I still get the same behavior. -- 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
[hlcoders] Objects, Physics, and Gravity Concepts
With the introduction of the physics engine in HL2, I'm curious if there is someway to have gravity affect physics? In HL2 SP, I noticed it really doesn't. How? Well, you could pull out a pistol and still snipe with it... there is no gravity play on it (no arc). But, then again, tossing other objects (cans or boxes), it does. So, the point to the question, is if a sports MOD (e.g. football style) could be made to where the ball is thrown like an object or bullet from a gun and have gravity affect it's physics? Then, take the same thing, and adjust the gravity setting to a more low-gravity setting, would the gravity and physics change (e.g. football in space)? Also, is there a way to specify the center of gravity with possibly an entity for mappers to place in a map? For example, having an asteroid with gravity in it's center allowing you to walk around it and still be on the ground, rather than having a world is flat type of feeling. Not sure if anyone has been testing things like this, if so, some input on your findings would be nice to hear. Thanks. - HoundDawg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Winter-een-mas
Happy Winter-een-mas everyone! :) /Gregor (http://www.ctrlaltdel-online.com/index.php?t=staticbd=weminfo if you don't understand) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Possible bug with ragdoll
This is just status from the ragdoll separation solver. It only prints in developer 2. There are a bunch of messages like these in developer 2 mode that are only useful to a programmer working on that part of the code. You can safely ignore this message. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Sunday, January 02, 2005 10:42 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Possible bug with ragdoll This is on the lastest updated sdk with no changes. This scrolled in the console forever. I used a frag while standing near a wall and killed myself with the frag and the ragdoll separation flags below was printed in the console forever. Ragdoll separation flags: 0007 (21655) Ragdoll separation flags: 0007 (21670) Ragdoll separation flags: 0007 (21684) Ragdoll separation flags: 0007 (21700) Ragdoll separation flags: 0007 (21715) Ragdoll separation flags: 0007 (21730) Ragdoll separation flags: 0007 (21745) Ragdoll separation flags: 0007 (21760) Ragdoll separation flags: 0007 (21775) Ragdoll separation flags: 0007 (21789) Ragdoll separation flags: 0007 (21805) Ragdoll separation flags: 0007 (21820) Ragdoll separation flags: 0007 (21835) Ragdoll separation flags: 0007 (21850) Ragdoll separation flags: 0007 (21865) Ragdoll separation flags: 0007 (21880) Ragdoll separation flags: 0007 (21895) Ragdoll separation flags: 0007 (21910) Ragdoll separation flags: 0007 (21925) Ragdoll separation flags: 0007 (21940) Ragdoll separation flags: 0007 (21955) Ragdoll separation flags: 0007 (21970) Ragdoll separation flags: 0007 (21985) Ragdoll separation flags: 0007 (22000) Ragdoll separation flags: 0007 (22015) Ragdoll separation flags: 0007 (22030) r00t 3:16 CQC Gaming www.cqc-gaming.com ___ 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
Re: [hlcoders] Objects, Physics, and Gravity Concepts
HoundDawg wrote: With the introduction of the physics engine in HL2, I'm curious if there is someway to have gravity affect physics? In HL2 SP, I noticed it really doesn't. How? Well, you could pull out a pistol and still snipe with it... there is no gravity play on it (no arc). But, then again, tossing other objects (cans or boxes), it does. Bullet weapons in Half-Life2 are instant hit (no gravity/physics applied). Weapons like hand grenades have gravity applied to them. So, the point to the question, is if a sports MOD (e.g. football style) could be made to where the ball is thrown like an object or bullet from a gun and have gravity affect it's physics? Then, take the same thing, and adjust the gravity setting to a more low-gravity setting, would the gravity and physics change (e.g. football in space)? If a sports MOD (US football style) created an entity with the same physics as a hand grenade, it would also be effected by gravity. Reducing the gravity in a level would reduce the rate at which the entity would fall toward the ground (so it would tend to stay in the air longer). Also, is there a way to specify the center of gravity with possibly an entity for mappers to place in a map? For example, having an asteroid with gravity in it's center allowing you to walk around it and still be on the ground, rather than having a world is flat type of feeling. Gravity normally moves in the -Z direction (down) in the world. There shouldn't be any reason that a level designer couldn't specify multiply points of gravity and have each of those points effect entities that were near them (the entity would be attracted to the gravity location instead of being attracted in the -Z direction). This would allow you to create multiple planets that somebody could walk around. If you make the pull of the gravity point negative, you could create empty spherical rooms and be able to walk around on the inside of the sphere (ala Serious Sam levels). You are basically creating a black hole gravity point that sucks things in, or pushes things away. Not sure if anyone has been testing things like this, if so, some input on your findings would be nice to hear. Thanks. This sounds like something like Spirit Of Half-Life2 could use (assuming anybody ever creates it). :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] First-chance exception spam in Visual Studio Output window...
It's just the debugger deciding to tell you about every single C++ exception that gets thrown in Steam.dll. I don't know how to turn it off, but we have adjusted some things in steam.dll to gretly reduce the volume of the spammage in the next release. Taylor -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Monday, January 03, 2005 6:46 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] First-chance exception spam in Visual Studio Output window... I was creating some Wiki documentation over the weekend and I wanted to start building a MOD from scratch so that I would have exact wording on Dialog boxes and whatnots. So, anywho, after deleting MyMod directory and deleting SteamApps\SourceMods\botman folder, and using Reset Game Configurations to flush everything from Steam. I Create a Mod in the C:\MyMod directory and name the mod botman. I open up Game_SDK.sln in Visual Studio .NET 2003, change to the Release SDK, build the solution, it copies the client.dll and server.dll to the Mods bin directory. I start things up from the Steam Play games dialog by double-clicking on my MOD name. Everything runs fine, I start the vehicles map, shoot my gun a few times, then quit. Then I switch to the Debug SDK solution, delete the client.dll and server.dll files from my Mod's bin directory, build the solution and the debug .dll files show up fine. I set the Debugger properties on the hl project to: Command: c:\program [EMAIL PROTECTED] 2\hl2.exe Command Arguments: -dev -game c:\program files\valve\steam\steamapps\SourceMods\botman -allowdebug ...right click on hl in the Solution Explorer and do Debug-Start new instance. Everything starts up fine, but I get (literally) thousands of exception messages... Microsoft C++ exception: common::CErrorCodeException It's been a few weeks since I ran a Mod in the debugger, but I don't seem to remember getting all that before, but I did remember somebody posting a message to this list about a month ago saying they were getting LOTS of exception messages, and I replied that you can turn off some of the exceptions using Debug-Exceptions in Visual Studio .NET 200, but you can only turn off stuff that Visual Studio recognizes (like stack overflow, illegal instruction, or array bounds exceeded, etc). common::CErrorCodeException is something being raised by the engine and isn't something I can turn off. I did notice that if I create a server plugin for a Valve game (like CS:S or HL2DM), I get a few common:CErrorCodeException messages when starting up, but I don't get the 1000's of message that I get when I start my own MOD. So, to make a long post even longer, does everybody get 1000's of these execption messages in the Visual Studio Output window when running their MOD in the debugger, or do I just have something not set up right? P.S. I did try adding -steam to the Command Arguments before starting the debugger, but that doesn't seem to make a difference, I still get the same behavior. -- 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
RE: [hlcoders] Objects, Physics, and Gravity Concepts
Thanks botman, the answers all make sense. - HoundDawg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Objects, Physics, and Gravity Concepts
HoundDawg wrote: With the introduction of the physics engine in HL2, I'm curious if there is someway to have gravity affect physics? In HL2 SP, I noticed it really doesn't. How? Well, you could pull out a pistol and still snipe with it... there is no gravity play on it (no arc). But, then again, tossing other objects (cans or boxes), it does. Bullet weapons in Half-Life2 are instant hit (no gravity/physics applied). Weapons like hand grenades have gravity applied to them. But suppose you wanted it so players who shoot weapons had to compensate for distance, aiming a little ahead of a running player etc. Is the source engine able to do this? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Jeffrey botman Broome [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, January 03, 2005 12:40 PM Subject: Re: [hlcoders] Objects, Physics, and Gravity Concepts HoundDawg wrote: With the introduction of the physics engine in HL2, I'm curious if there is someway to have gravity affect physics? In HL2 SP, I noticed it really doesn't. How? Well, you could pull out a pistol and still snipe with it... there is no gravity play on it (no arc). But, then again, tossing other objects (cans or boxes), it does. Bullet weapons in Half-Life2 are instant hit (no gravity/physics applied). Weapons like hand grenades have gravity applied to them. So, the point to the question, is if a sports MOD (e.g. football style) could be made to where the ball is thrown like an object or bullet from a gun and have gravity affect it's physics? Then, take the same thing, and adjust the gravity setting to a more low-gravity setting, would the gravity and physics change (e.g. football in space)? If a sports MOD (US football style) created an entity with the same physics as a hand grenade, it would also be effected by gravity. Reducing the gravity in a level would reduce the rate at which the entity would fall toward the ground (so it would tend to stay in the air longer). Also, is there a way to specify the center of gravity with possibly an entity for mappers to place in a map? For example, having an asteroid with gravity in it's center allowing you to walk around it and still be on the ground, rather than having a world is flat type of feeling. Gravity normally moves in the -Z direction (down) in the world. There shouldn't be any reason that a level designer couldn't specify multiply points of gravity and have each of those points effect entities that were near them (the entity would be attracted to the gravity location instead of being attracted in the -Z direction). This would allow you to create multiple planets that somebody could walk around. If you make the pull of the gravity point negative, you could create empty spherical rooms and be able to walk around on the inside of the sphere (ala Serious Sam levels). You are basically creating a black hole gravity point that sucks things in, or pushes things away. Not sure if anyone has been testing things like this, if so, some input on your findings would be nice to hear. Thanks. This sounds like something like Spirit Of Half-Life2 could use (assuming anybody ever creates it). :) -- 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
Re: [hlcoders] Objects, Physics, and Gravity Concepts
r00t 3:16 wrote: But suppose you wanted it so players who shoot weapons had to compensate for distance, aiming a little ahead of a running player etc. Is the source engine able to do this? I think it probably depends on how fast you want the bullets to move through the air. If you make bullets a true entity (with gravity and collisions, etc), then you have to update their location as they move through the world (applying gravity, checking for collisions, etc.). Calculating the height change due to gravity over a given period of time is pretty straight forward high school physics (use google.com if you want the math). The real issue is that things that move VERY fast through the world don't get their position updated often enough to follow the path of a true parabola. You get something like this (excuse the ASCII graphics)... Game Ticks (StartFrame) at the 'v's v v v v x--x /\ / \ /\ / \ /\ / \ /\ x x The 'x' object follows the path of a parabola but because you are not ticking the engine at 1000's of times per second, you wind up with discrete locations along the curve (at the points in time where you can calculate where the entity will be at that time). If you are only checking for collisions at these points in time (or doing line/hull checks from the previous point in time to the current point in time), you will miss hitting entities that don't lie along your discrete path (like at the top of the arch in this case). You can modify the calculations so that you do your own stepping between discrete points in time to create a true parabolic curve and do your own collision checking to see if an entity was collided with, but this can be somewhat time/CPU consuming. There's a pretty good O'Reilly book called Physics for Game Developers... http://www.oreilly.com/catalog/physicsgame/ ...if you are really serious about creating realistic physics in games, you should definitely get that book (I hope your math skills are REALLY strong). :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] First-chance exception spam in Visual Studio Output window...
cool. To answer botman, I get thousands of them, dependign on the map. If the map is just a small empty room, I get about 18,000+ if it's a bit more complex, (still small) I get about 32,000+ spam ratio is about 1000 line per second. so maps take about 3-5 minutes to load. On Mon, 3 Jan 2005 09:54:30 -0800, Taylor Sherman [EMAIL PROTECTED] wrote: It's just the debugger deciding to tell you about every single C++ exception that gets thrown in Steam.dll. I don't know how to turn it off, but we have adjusted some things in steam.dll to gretly reduce the volume of the spammage in the next release. Taylor -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Monday, January 03, 2005 6:46 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] First-chance exception spam in Visual Studio Output window... I was creating some Wiki documentation over the weekend and I wanted to start building a MOD from scratch so that I would have exact wording on Dialog boxes and whatnots. So, anywho, after deleting MyMod directory and deleting SteamApps\SourceMods\botman folder, and using Reset Game Configurations to flush everything from Steam. I Create a Mod in the C:\MyMod directory and name the mod botman. I open up Game_SDK.sln in Visual Studio .NET 2003, change to the Release SDK, build the solution, it copies the client.dll and server.dll to the Mods bin directory. I start things up from the Steam Play games dialog by double-clicking on my MOD name. Everything runs fine, I start the vehicles map, shoot my gun a few times, then quit. Then I switch to the Debug SDK solution, delete the client.dll and server.dll files from my Mod's bin directory, build the solution and the debug .dll files show up fine. I set the Debugger properties on the hl project to: Command: c:\program [EMAIL PROTECTED] 2\hl2.exe Command Arguments: -dev -game c:\program files\valve\steam\steamapps\SourceMods\botman -allowdebug ...right click on hl in the Solution Explorer and do Debug-Start new instance. Everything starts up fine, but I get (literally) thousands of exception messages... Microsoft C++ exception: common::CErrorCodeException It's been a few weeks since I ran a Mod in the debugger, but I don't seem to remember getting all that before, but I did remember somebody posting a message to this list about a month ago saying they were getting LOTS of exception messages, and I replied that you can turn off some of the exceptions using Debug-Exceptions in Visual Studio .NET 200, but you can only turn off stuff that Visual Studio recognizes (like stack overflow, illegal instruction, or array bounds exceeded, etc). common::CErrorCodeException is something being raised by the engine and isn't something I can turn off. I did notice that if I create a server plugin for a Valve game (like CS:S or HL2DM), I get a few common:CErrorCodeException messages when starting up, but I don't get the 1000's of message that I get when I start my own MOD. So, to make a long post even longer, does everybody get 1000's of these execption messages in the Visual Studio Output window when running their MOD in the debugger, or do I just have something not set up right? P.S. I did try adding -steam to the Command Arguments before starting the debugger, but that doesn't seem to make a difference, I still get the same behavior. -- 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
Re: [hlcoders] Winter-een-mas
Happy Winter-een-mas to you, as well. It says we're supposed to wish the developers of our favorite games a Happy Winter-een-mas, too. So if any Valve guys read this, Happy Winter-een-mas On Mon, 03 Jan 2005 18:16:43 +0100, Gregor Brunmar [EMAIL PROTECTED] wrote: Happy Winter-een-mas everyone! :) /Gregor (http://www.ctrlaltdel-online.com/index.php?t=staticbd=weminfo if you don't understand) ___ 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
[hlcoders] new movements
Hello All, Are the basic movements of strafing and forward/backward built into the engine? Is it possible to add a fundamentally new movement, e.g. rotate about an axis passing through center of player and orthogonal to player's plane (if one were floating in space rather than standing)? I've been trying to step through the basic movements and run up against engine stuff which is not exposed in the source code. Or am I missing something obvious? Many thanks in advance ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Objects, Physics, and Gravity Concepts
Not that I'm personally facing this problem, but wouldnt you be able to do a simple distance check and have the hitscan move down depending on how far it traveled and the gravity. The only problem I could see with this is that hitscan is a line and it would actually modify the trajectory of the bullet out of the barrel but there must be some way around it. Just providing a few suggestions. If you can't fix the bug, you might still have something relativly convincing... On Mon, 3 Jan 2005 15:19:37 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Thanks botman I will probably get this book :P r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Jeffrey botman Broome [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, January 03, 2005 3:04 PM Subject: Re: [hlcoders] Objects, Physics, and Gravity Concepts r00t 3:16 wrote: But suppose you wanted it so players who shoot weapons had to compensate for distance, aiming a little ahead of a running player etc. Is the source engine able to do this? I think it probably depends on how fast you want the bullets to move through the air. If you make bullets a true entity (with gravity and collisions, etc), then you have to update their location as they move through the world (applying gravity, checking for collisions, etc.). Calculating the height change due to gravity over a given period of time is pretty straight forward high school physics (use google.com if you want the math). The real issue is that things that move VERY fast through the world don't get their position updated often enough to follow the path of a true parabola. You get something like this (excuse the ASCII graphics)... Game Ticks (StartFrame) at the 'v's v v v v x--x /\ / \ /\ / \ /\ / \ /\ x x The 'x' object follows the path of a parabola but because you are not ticking the engine at 1000's of times per second, you wind up with discrete locations along the curve (at the points in time where you can calculate where the entity will be at that time). If you are only checking for collisions at these points in time (or doing line/hull checks from the previous point in time to the current point in time), you will miss hitting entities that don't lie along your discrete path (like at the top of the arch in this case). You can modify the calculations so that you do your own stepping between discrete points in time to create a true parabolic curve and do your own collision checking to see if an entity was collided with, but this can be somewhat time/CPU consuming. There's a pretty good O'Reilly book called Physics for Game Developers... http://www.oreilly.com/catalog/physicsgame/ ...if you are really serious about creating realistic physics in games, you should definitely get that book (I hope your math skills are REALLY strong). :) -- 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
[hlcoders] Newb question
This is probably the stupidest question asked here but what in the heck is a PVS ? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] new movements
All of the code for player movement is in the SDK. Take a look at game_shared/gamemovement.cpp -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mark Ettinger Sent: Monday, January 03, 2005 8:02 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] new movements Hello All, Are the basic movements of strafing and forward/backward built into the engine? Is it possible to add a fundamentally new movement, e.g. rotate about an axis passing through center of player and orthogonal to player's plane (if one were floating in space rather than standing)? I've been trying to step through the basic movements and run up against engine stuff which is not exposed in the source code. Or am I missing something obvious? Many thanks in advance ___ 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
RE: [hlcoders] Objects, Physics, and Gravity Concepts
The easiest way to do this is to turn bullets into projectiles. In HL2 they are a single raycast. But in your mod you could decide how fast they travel and sweep a ray over each tick from the previous position to the current position of the projectile. You could add gravity easily enough. This will still approximate the motion in each tick with a line, but you could subdivide further if you really need more curvature. If the linear speed is high enough compared to gravity or the tick rate is high enough there won't be much error with one segment per tick. // simplest per-frame integration function Vector newPosition = oldPosition + velocity * dt; Velocity += gravity * dt; UTIL_TraceLine( oldPosition, newPosition, ... Or you could even use vphysics objects if you want to spend a bit more memory CPU on each bullet. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Daniel Menard Sent: Monday, January 03, 2005 8:17 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Objects, Physics, and Gravity Concepts Not that I'm personally facing this problem, but wouldnt you be able to do a simple distance check and have the hitscan move down depending on how far it traveled and the gravity. The only problem I could see with this is that hitscan is a line and it would actually modify the trajectory of the bullet out of the barrel but there must be some way around it. Just providing a few suggestions. If you can't fix the bug, you might still have something relativly convincing... On Mon, 3 Jan 2005 15:19:37 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Thanks botman I will probably get this book :P r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Jeffrey botman Broome [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, January 03, 2005 3:04 PM Subject: Re: [hlcoders] Objects, Physics, and Gravity Concepts r00t 3:16 wrote: But suppose you wanted it so players who shoot weapons had to compensate for distance, aiming a little ahead of a running player etc. Is the source engine able to do this? I think it probably depends on how fast you want the bullets to move through the air. If you make bullets a true entity (with gravity and collisions, etc), then you have to update their location as they move through the world (applying gravity, checking for collisions, etc.). Calculating the height change due to gravity over a given period of time is pretty straight forward high school physics (use google.com if you want the math). The real issue is that things that move VERY fast through the world don't get their position updated often enough to follow the path of a true parabola. You get something like this (excuse the ASCII graphics)... Game Ticks (StartFrame) at the 'v's v v v v x--x /\ / \ /\ / \ /\ / \ /\ x x The 'x' object follows the path of a parabola but because you are not ticking the engine at 1000's of times per second, you wind up with discrete locations along the curve (at the points in time where you can calculate where the entity will be at that time). If you are only checking for collisions at these points in time (or doing line/hull checks from the previous point in time to the current point in time), you will miss hitting entities that don't lie along your discrete path (like at the top of the arch in this case). You can modify the calculations so that you do your own stepping between discrete points in time to create a true parabolic curve and do your own collision checking to see if an entity was collided with, but this can be somewhat time/CPU consuming. There's a pretty good O'Reilly book called Physics for Game Developers... http://www.oreilly.com/catalog/physicsgame/ ...if you are really serious about creating realistic physics in games, you should definitely get that book (I hope your math skills are REALLY strong). :) -- 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
[hlcoders] Firstperson weapon view
In FPW view is it possible to change where the view is? For example if you look at your monitor you can see on the sides but they are somewhat out of focus. I am trying to do something like this create a wider view and blur the sides a little. Is this possible? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Newb question
Hallo r00t, Du schriebst: This is probably the stupidest question asked here but what in the heck is a PVS ? Potential Visibility Sets. It is a technique used for occlusion testing in game engines (like Source). http://www.google.com/search?q=Potential+Visibility+Sets -- Grüße, Yarin [EMAIL PROTECTED] -BEGIN GEEK CODE BLOCK- Version: 3.12 GCS d-(++) s:+: a- c++(+++)$ UL++ P--(---) L+++(++)$ E--- W+++$ N+++ o? K? w++(---) !O M-- !V Y(+) PGP--- t+++ 5-- X R- tv++ b(+) DI@ D+ G++ e? h! r-- !y+ --END GEEK CODE BLOCK-- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Newb question
Thank you.. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Yarin Kaul [EMAIL PROTECTED] To: r00t 3:16 hlcoders@list.valvesoftware.com Sent: Tuesday, January 04, 2005 1:00 AM Subject: Re: [hlcoders] Newb question Hallo r00t, Du schriebst: This is probably the stupidest question asked here but what in the heck is a PVS ? Potential Visibility Sets. It is a technique used for occlusion testing in game engines (like Source). http://www.google.com/search?q=Potential+Visibility+Sets -- Grüße, Yarin [EMAIL PROTECTED] -BEGIN GEEK CODE BLOCK- Version: 3.12 GCS d-(++) s:+: a- c++(+++)$ UL++ P--(---) L+++(++)$ E--- W+++$ N+++ o? K? w++(---) !O M-- !V Y(+) PGP--- t+++ 5-- X R- tv++ b(+) DI@ D+ G++ e? h! r-- !y+ --END GEEK CODE BLOCK-- ___ 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
Re: [hlcoders] Firstperson weapon view
Maybe im not explaining it right. FOV (field of view) when changed via the console FOV 20 it seems to zoom in.. FOV 90 zooms out. What I wanted was a wider type view? A peripheral view so you can see to the sides more instead of being boxy like. Does that make sense? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Yarin Kaul [EMAIL PROTECTED] To: r00t 3:16 hlcoders@list.valvesoftware.com Sent: Tuesday, January 04, 2005 1:39 AM Subject: Re: [hlcoders] Firstperson weapon view Hallo r00t, Du schriebst: In FPW view is it possible to change where the view is? For example if you look at your monitor you can see on the sides but they are somewhat out of focus. I am trying to do something like this create a wider view and blur the sides a little. Is this possible? I'm not 100% sure if I understand what you want... You can start looking for a way to change the FOV (Field Of View) of the game. The FOV determinates the angle of view of the camera. Default in HL2 is 55° afaik. You could raise this value to eg. 90° to archieve a fish eye effect. -- Grüße, Yarin [EMAIL PROTECTED] -BEGIN GEEK CODE BLOCK- Version: 3.12 GCS d-(++) s:+: a- c++(+++)$ UL++ P--(---) L+++(++)$ E--- W+++$ N+++ o? K? w++(---) !O M-- !V Y(+) PGP--- t+++ 5-- X R- tv++ b(+) DI@ D+ G++ e? h! r-- !y+ --END GEEK CODE BLOCK-- ___ 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
Re[2]: [hlcoders] Firstperson weapon view
Hallo r00t, Du schriebst: What I wanted was a wider type view? A peripheral view so you can see to the sides more instead of being boxy like. Does that make sense? You mean changing the screen aspect ratio from eg. 4:3 to 16:9? I'm sorry if I still get this wrong but ... please be a little bit considerately ... its 8:18 (am) local time and I'm _still_ awake... I think I should go to bed now... See ya.. -- Grüße, Yarin [EMAIL PROTECTED] -BEGIN GEEK CODE BLOCK- Version: 3.12 GCS d-(++) s:+: a- c++(+++)$ UL++ P--(---) L+++(++)$ E--- W+++$ N+++ o? K? w++(---) !O M-- !V Y(+) PGP--- t+++ 5-- X R- tv++ b(+) DI@ D+ G++ e? h! r-- !y+ --END GEEK CODE BLOCK-- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Firstperson weapon view
Try fov 100+ :) Eventually it goes fisheyed. Tim r00t 3:16 wrote: Maybe im not explaining it right. FOV (field of view) when changed via the console FOV 20 it seems to zoom in.. FOV 90 zooms out. What I wanted was a wider type view? A peripheral view so you can see to the sides more instead of being boxy like. Does that make sense? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Yarin Kaul [EMAIL PROTECTED] To: r00t 3:16 hlcoders@list.valvesoftware.com Sent: Tuesday, January 04, 2005 1:39 AM Subject: Re: [hlcoders] Firstperson weapon view Hallo r00t, Du schriebst: In FPW view is it possible to change where the view is? For example if you look at your monitor you can see on the sides but they are somewhat out of focus. I am trying to do something like this create a wider view and blur the sides a little. Is this possible? I'm not 100% sure if I understand what you want... You can start looking for a way to change the FOV (Field Of View) of the game. The FOV determinates the angle of view of the camera. Default in HL2 is 55° afaik. You could raise this value to eg. 90° to archieve a fish eye effect. -- Grüße, Yarin [EMAIL PROTECTED] -BEGIN GEEK CODE BLOCK- Version: 3.12 GCS d-(++) s:+: a- c++(+++)$ UL++ P--(---) L+++(++)$ E--- W+++$ N+++ o? K? w++(---) !O M-- !V Y(+) PGP--- t+++ 5-- X R- tv++ b(+) DI@ D+ G++ e? h! r-- !y+ --END GEEK CODE BLOCK-- ___ 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