[hlcoders] HitBoxes ?

2005-01-03 Thread r00t 3:16
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
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Re: [hlcoders] HL2Coders.com - New HL2 MOD Coding Resource Site

2005-01-03 Thread Draco
This is an excellent idea, great work:)


**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net

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[hlcoders] First-chance exception spam in Visual Studio Output window...

2005-01-03 Thread Jeffrey \botman\ Broome
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
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Re: [hlcoders] First-chance exception spam in Visual Studio Output window...

2005-01-03 Thread Pavol Marko
I do get a lot of them too. Nothing bad happens as long as they are
handled...
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RE: [hlcoders] First-chance exception spam in Visual Studio Output window...

2005-01-03 Thread HoundDawg
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

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[hlcoders] Objects, Physics, and Gravity Concepts

2005-01-03 Thread HoundDawg
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


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[hlcoders] Winter-een-mas

2005-01-03 Thread Gregor Brunmar
Happy Winter-een-mas everyone! :)
/Gregor
(http://www.ctrlaltdel-online.com/index.php?t=staticbd=weminfo if you
don't understand)
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RE: [hlcoders] Possible bug with ragdoll

2005-01-03 Thread Jay Stelly
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


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Re: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-03 Thread Jeffrey \botman\ Broome
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
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RE: [hlcoders] First-chance exception spam in Visual Studio Output window...

2005-01-03 Thread Taylor Sherman
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

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RE: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-03 Thread HoundDawg
Thanks botman, the answers all make sense.

- HoundDawg



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Re: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-03 Thread r00t 3:16
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
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Re: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-03 Thread Jeffrey \botman\ Broome
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
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Re: [hlcoders] First-chance exception spam in Visual Studio Output window...

2005-01-03 Thread Hasan Aljudy
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

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Re: [hlcoders] Winter-een-mas

2005-01-03 Thread Jarrett Hawrylak
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)

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[hlcoders] new movements

2005-01-03 Thread Mark Ettinger
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

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Re: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-03 Thread Daniel Menard
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
 
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 

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[hlcoders] Newb question

2005-01-03 Thread r00t 3:16
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
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RE: [hlcoders] new movements

2005-01-03 Thread Jay Stelly
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




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RE: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-03 Thread Jay Stelly
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
  
  
  
 
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 list archives, please visit:
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[hlcoders] Firstperson weapon view

2005-01-03 Thread r00t 3:16
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
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Re: [hlcoders] Newb question

2005-01-03 Thread Yarin Kaul
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--


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Re: [hlcoders] Newb question

2005-01-03 Thread r00t 3:16
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--
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Re: [hlcoders] Firstperson weapon view

2005-01-03 Thread r00t 3:16
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--
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Re[2]: [hlcoders] Firstperson weapon view

2005-01-03 Thread Yarin Kaul
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--


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Re: [hlcoders] Firstperson weapon view

2005-01-03 Thread Tim Nagel
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--
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