Re: [hlcoders] Successful mod team tips and warstories?

2006-01-02 Thread Jason Houston
--
[ Picked text/plain from multipart/alternative ]
Sorry, going backwards a little here, but about realism. I tend to stay away
from that sort of gameplay, it bores me alot. Recently on the BG2 forums I
have been fighting to keep anal realism out of what is generally a rather
arcadish game. The topic is iron sights, which is strange considering the
guns didn't have sights and the soldiers were trained to just point and
shoot at a clump of enemies and hope it hits(excluding skirmishers of
course). I guess what I'm getting at here, is has your community ever zerged
a crappy suggestion into your mod? has there ever been such overwhelming
support for something you don't like but have felt obliged to add? I can see
both sides, your players want you to make their game, while we want to make
ours. Do tell.


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Draco
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[hlcoders] Animation Events

2006-01-02 Thread Wraiyth
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[ Picked text/plain from multipart/alternative ]
I'm attempting to add a new animation event to test view punches with
reloading (COD2-esque). However, I honestly have no idea where to start for
this.
I'm actually feeling rather stupid with my current problems, as I've figured
out much more difficult ones.
As a test I tried adding a viewpunch in the AE_CL_PLAYSOUND event (case
statements in c_baseviewmodel and c_baseanimating) however I couldn't get
the view punch to work (casting C_BasePlayer::GetLocalPlayer() to pPlayer
and using pPlayer->ViewPunch) but the view punch doesn't even work here. Can
anyone point me in the right direction as to what I'm doing wrong with my
viewpunch code, and how to add an entirely new event I can specify in the
model events (CL_VIEWPUNCH and params of X and Y values to punch by)

Thanks all,
Matt
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RE: [hlcoders] Successful mod team tips and warstories?

2006-01-02 Thread Ben Everett
In Forsaken, we get this a lot. The community is die-hard on having vehicles
and iron-sights in game but we believe it doesn't fit into the world. The
point is to take their suggestions, discuss it, and maybe have a little test
version with one weapon in the game. If you feel it doesn't mesh well with
the entire feel after going this far you have to be willing to put your foot
down. You don't know how many times I've gotten some pretty nasty messages
from community members because I have had to shoot down their ideas... it
really is a fine line between making the game that you guys dream of and the
game that they want.

We've also had some issues on keeping our internal alphas from being leaked
out. Forsaken has taken the standpoint of gameplay first, polish later.
Whilst our popularity isn't outstanding by any means, we do have a few core
members that annoy us everyday about the progress of the mod. We had to tell
the person, in good faith, to just delete the installer and not run it. It's
at a point where it'd just ruin it unless you can play against a decent
amount of others. Not to mention that a lot of features are still in early
testing/balancing.

Forsaken has also run into some issues with team reliability. This is just a
factor of any mod as you have to work it around your work, school, personal
life, etc. There have been a couple of months where no work on Forsaken was
done at all, and then suddenly a large spurt of work was done. I think this
is something that a lot of mods suffer from, and it's nothing to be
surprised about. If you can be patient and still work on other portions of
the mod whilst other people are away attending to work or personal matters
then you need to. The problem is when you get people taking a leave of
absence and that leaves your mod truly hanging, a showstopper if you will.
That's when you start needing to evaluate what to do about the mod at large
if this continuously happens and if you should remove that person from the
team. There have been times in Forsaken where the team has started to get
large, but we've cut a lot of people who weren't contributing enough. Since
the SDK has been released there have only been ~4-6 dedicated team members
contributing... and I believe this is how we are going to stay. We don't
have to worry about team bloat (which I believe Insurgency is having to deal
with to a LARGE extent) and we don't have to worry about any communication
issues. By leaving our team small we can work even more closely together to
develop something that we truly have a shared vision for.

I hope that helped someone :)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Houston
Sent: Monday, January 02, 2006 2:48 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Successful mod team tips and warstories?

--
[ Picked text/plain from multipart/alternative ]
Sorry, going backwards a little here, but about realism. I tend to stay away
from that sort of gameplay, it bores me alot. Recently on the BG2 forums I
have been fighting to keep anal realism out of what is generally a rather
arcadish game. The topic is iron sights, which is strange considering the
guns didn't have sights and the soldiers were trained to just point and
shoot at a clump of enemies and hope it hits(excluding skirmishers of
course). I guess what I'm getting at here, is has your community ever zerged
a crappy suggestion into your mod? has there ever been such overwhelming
support for something you don't like but have felt obliged to add? I can see
both sides, your players want you to make their game, while we want to make
ours. Do tell.


--
Draco
--

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Re: [hlcoders] Successful mod team tips and warstories?

2006-01-02 Thread Jason Houston
--
[ Picked text/plain from multipart/alternative ]
Aye, couldn't of said it better myself. I have been doing that during my
time asone of the BG2 coders and have been scolded on the forums plenty for
my apparent closed-mindedness. It does help to get some input though. I am
always running little competitions on the forums(BG2 needs your voice!) or I
share upcoming features with everyone and get their opinion.

--
Draco
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Re: [hlcoders] Successful mod team tips and warstories?

2006-01-02 Thread Eugenio Gonzalez
--
[ Picked text/plain from multipart/alternative ]
Granted that my experience comes from RL work in  graphic animation but and of 
course I also get paid for it, but the  structure and procedures apply the same.

 Yes Input should  always be welcomed, but only as input "suggestions" The core 
of the  idea or should I say The main components of the project are not and  
should never be arguable.
 The main components unless they are just  simply ridiculous or have absolutely 
no point in being part of the  story are not up for discussion to its 
inclusions or exclusions.
  When creating you MOD you set out projects or wish list of things that need 
to be completed.
  Of course your coder is not going to be concerned with weather or not  you 
have blue pants or green ones but obviously he or she does has  direct interest 
to many variables withing the structure or placement of  items in your MOD.

 Having said that the suggestions that you  take should be coming from your 
designated producer or Lead Level  designer let him or her get all these 
suggestions from the team and you  decide accordingly listen to what the LD has 
to say and what comments  have been made by other TM regarding the proposed 
suggestions and then  decide.
  But these suggestions should be about NON GAME BREAKING ENTITIES or NON 
BREAKING FUNCTIONS!!!.
  When you layout the game plan by that I mean when you have decided the  path 
the game will take from start to finish 'THE STORY" and you assign  the 
necessary components that have to in the story, then every thing  else is up 
for grabs in the suggestion box.

  Let me explain further to make sure I am understood exactly at least what I 
mean.

  You make a MOD that a Gun fighter in the old west in a small town, and  he 
has to fight opponents to reach the other end of this small town in  order to 
complete the game.

 OK obviously by that short  description you need a gunfighter so you need to 
skin /animate/code and  create that gun fighter, you need to map create 
building that represent  the old west, create/skin/model/code the opponents, 
and you need to  create the textures needed for the building and surroundings.
 OK  well those are the core elements they are not up for debate even if the  
game was bone bare with just the items i described, everything else  that goes 
into creating that MOD is up for grabs, your decision on how  much more to add 
will deal with directly with the suggestions, that are  presented and to what 
level.

 Separate your mappers into  different group, those that are responsible for 
scenery, for structures  and those that are responsible for special effects.

 Look I  know these people are working from there hearts and not from what they 
 put in there pockets But I assure you that If you split up the team  members 
into individual projects and maintain core components in the  don't bother 
asking me box, life will flow much smoother

Jason Houston <[EMAIL PROTECTED]> wrote:  --
[ Picked text/plain from multipart/alternative ]
Aye, couldn't of said it better myself. I have been doing that during my
time asone of the BG2 coders and have been scolded on the forums plenty for
my apparent closed-mindedness. It does help to get some input though. I am
always running little competitions on the forums(BG2 needs your voice!) or I
share upcoming features with everyone and get their opinion.

--
Draco
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Re: [hlcoders] Successful mod team tips and warstories?

2006-01-02 Thread Eugenio Gonzalez
--
[ Picked text/plain from multipart/alternative ]
Please let me add this, I am not currently part of  any MOD team, my hardcore 
experience come from working with large teams  for an animation Co.

  I have experience in MOD's from having worked on Xen Rebels and Karl is  an 
excelent individual, probably one of the most Knowledgeable HL'er I  have ever 
met.

  My suggestions are from my RL experiences working with teams on graphic  
projects that incombus coding/design/graphics and so many more  elements, 
projects that can take years so in a lot of ways its a direct  coralation to 
the DO's  and DON'Ts here.

  I will tell you this though one of the more important aspects of a  MOD's 
team member's is it's maturity, you can have a very mature novice  mapper and 
end up with a great map or MOD, but you can also have a  completely imature 
Picaso mapper/coder/graphics designer and end up  with an un finnished disaster.

Eugenio Gonzalez <[EMAIL PROTECTED]> wrote:  --
[ Picked text/plain from multipart/alternative ]
Granted  that my experience comes from RL work in graphic animation but and of  
course I also get paid for it, but the structure and procedures apply  the same.

 Yes Input should always be welcomed, but only as  input "suggestions" The core 
of the idea or should I say The main  components of the project are not and 
should never be arguable.
 The  main components unless they are just simply ridiculous or have  
absolutely no point in being part of the story are not up for  discussion to 
its inclusions or exclusions.
  When creating you MOD you set out projects or wish list of things that need 
to be completed.
  Of course your coder is not going to be concerned with weather or not  you 
have blue pants or green ones but obviously he or she does has  direct interest 
to many variables withing the structure or placement of  items in your MOD.

 Having said that the suggestions that you  take should be coming from your 
designated producer or Lead Level  designer let him or her get all these 
suggestions from the team and you  decide accordingly listen to what the LD has 
to say and what comments  have been made by other TM regarding the proposed 
suggestions and then  decide.
  But these suggestions should be about NON GAME BREAKING ENTITIES or NON 
BREAKING FUNCTIONS!!!.
  When you layout the game plan by that I mean when you have decided the  path 
the game will take from start to finish 'THE STORY" and you assign  the 
necessary components that have to in the story, then every thing  else is up 
for grabs in the suggestion box.

  Let me explain further to make sure I am understood exactly at least what I 
mean.

  You make a MOD that a Gun fighter in the old west in a small town, and  he 
has to fight opponents to reach the other end of this small town in  order to 
complete the game.

 OK obviously by that short  description you need a gunfighter so you need to 
skin /animate/code and  create that gun fighter, you need to map create 
building that represent  the old west, create/skin/model/code the opponents, 
and you need to  create the textures needed for the building and surroundings.
 OK  well those are the core elements they are not up for debate even if the  
game was bone bare with just the items i described, everything else  that goes 
into creating that MOD is up for grabs, your decision on how  much more to add 
will deal with directly with the suggestions, that are  presented and to what 
level.

 Separate your mappers into  different group, those that are responsible for 
scenery, for structures  and those that are responsible for special effects.

 Look I know  these people are working from there hearts and not from what they 
put  in there pockets But I assure you that If you split up the team members  
into individual projects and maintain core components in the don't  bother 
asking me box, life will flow much smoother

Jason Houston  wrote:  --
[ Picked text/plain from multipart/alternative ]
Aye, couldn't of said it better myself. I have been doing that during my
time asone of the BG2 coders and have been scolded on the forums plenty for
my apparent closed-mindedness. It does help to get some input though. I am
always running little competitions on the forums(BG2 needs your voice!) or I
share upcoming features with everyone and get their opinion.

--
Draco
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_

Re: [hlcoders] (no subject)

2006-01-02 Thread brit tonf
--
[ Picked text/plain from multipart/alternative ]
I remember something happening to me where it had an error at npc_talker.h
but i don't remember how i fixed it, EXCEPT I KNOW that gcc 3.4.1 compiles
it perfectly, but other versions don't, so maybe that's what it was. I know
3.4.4 no worky and 3.4.3 no worky either.
I vaguely remember tinkering around to make that error go away, but then
another error popped up, so I switched to gcc version EXACTLY 3.4.1 and
started over and I had not a single error.

On 1/2/06, HJ <[EMAIL PROTECTED]> wrote:
>
> WFM, YMMV, very clean build and successful Linux srcds execution.
>
> Files in question are:
> modname/src/dlls/npc_talker.h
> modname/src/linux_sdk/Makefile
>
> Index: npc_talker.h
> ===
> --- npc_talker.h(revision 1)
> +++ npc_talker.h(revision 8)
> @@ -15,9 +15,11 @@
> #include 
> #endif
>
> +#ifndef _LINUX
> #pragma warning(push)
> #include 
> #pragma warning(pop)
> +#endif
>
> #ifdef _WIN32
> #pragma once
>
>
> Index: Makefile
> ===
> --- Makefile(revision 4)
> +++ Makefile(revision 9)
> @@ -9,6 +9,7 @@
>
> # the name of the mod binary (_i486.so is appended to the end)
> NAME=server
> +MODDIR=hl2mp
> # the location of the vcproj that builds the mod
> MOD_PROJ=../dlls/hl_sdk.vcproj
> # the name of the mod configuration (typically _ type>)
> @@ -25,14 +26,14 @@
> # compiler options (gcc 3.4.1 or above is required)
> CC=/usr/bin/gcc
> CPLUS=/usr/bin/g++
> -CLINK=/usr/bin/gcc
> +CLINK=/usr/bin/g++
> #CPP_LIB="/usr/lib/libstdc++.a /usr/lib/libgcc_eh.a"
>
> # put any compiler flags you want passed here
> USER_CFLAGS=
>
> # link flags for your mod, make sure to include any special libraries
> here
> -LDFLAGS="-lm -ldl $(GAME_DIR)/bin/tier0_i486.so $(GAME_DIR)/bin/
> vstdlib_i486.so"
> +LDFLAGS="-lm -ldl tier0_i486.so vstdlib_i486.so"
>
> # XERCES 2.6.0 or above ( http://xml.apache.org/xerces-c/ ) is used
> by the vcproj to makefile converter
> # it must be installed before being able to run this makefile
> @@ -106,3 +107,5 @@
>   $(MAKE) -f $(MAKE_PLUGIN) $(BASE_DEFINES) clean
>   $(MAKE) -f $(MAKE_MOD) $(BASE_DEFINES) clean
>
> +install:
> +   cp -f $(NAME)_$(ARCH).so $(GAME_DIR)/$(MODDIR)/bin
>
>
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[hlcoders] m_nOldButtons losing data?

2006-01-02 Thread William Ewing
I've been experimenting with ways to get m_nOldButtons to stay the same
(gamemovement.cpp/prediction.cpp set it to something on the client side)
for more than three days now.

I've taken it out of prediction, and put it back into prediction.
Somewhere (in code that I apparently cannot see) it is being modified,
and I don't know where.

Has anyone had a similar problem, and do they have any suggestions as to
how to fix it?

Thanks in advance,
-- Will "xENO" Ewing

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