Re: [hlcoders] First Person Spectator
-- [ Picked text/plain from multipart/alternative ] Seems to me the view angle must be getting sent or you wouldn't see the character rotating in other spectator modes, including 3rd person spectator. Unless you are talking about it possibly stopping when you go first person. J On 1/29/06, Chris Janes <[EMAIL PROTECTED]> wrote: > > I spent a week or so trading emails with Martin Otten about this - nothing > came of it, it's something about pl.v_angle not being sent across to the > client (which stops you from getting the correct player eye angles). Quite > why this is true, yet all the spectator stuff is done client side is > beyond > me. > > Sorry it's not a fix, but it might point you in the right direction at > least > - I've not got time to pick it up again right now. > > Ging > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy Swigart > Sent: 30 January 2006 01:27 > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] First Person Spectator > > -- > [ Picked text/plain from multipart/alternative ] Anyone that has fixed the > first person spectator bug remember offhand what it was needed fixed? The > bug I'm referring to specifically is the spectator bug that causes the > camera not to rotate with the player you are spectating(first person > spectator mode), it stays looking in one direction, even though the player > is rotating normally. Hope that makes sense. Anyone that fixed this > remember > what they changed? > > Thanks > J > -- > > ___ > 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] Vectorized Aiming
Has anyone succeeded at vectorized aiming? Most games have the head, camera, crosshairs all fixed aiming at one vector. The method i am trying to implement seperates the arms/weapon of the player from the head in a manner that allows for more realistic aiming. IE: Imagine two cones, the smaller innermost cone is the degrees of movement allowed for the gun and arms to travel in a free floating way without impacting the player orientation, when the gun hits the edges of this cone the head and torso/player pivot in that direction (like a regular aiming system). I am currently in the process of working through the logic involved, but if anyone has had any luck and is willing to compare notes, it would be greatly appreciated. :) Thanks for a great list people! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] First Person Spectator
-- [ Picked text/plain from multipart/alternative ] This is a bad one D: A few of BGII's players have gotten kicked because an admin has looked in spectator mode and seen them shoot somewhere they appear not to be looking(we are missing the up/down angle) xD It's just a missing network variable somewhere, look for where it finds the other angles and try adding the missing ones, shouldn't be too hard really. :) -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vectorized Aiming
> The method i am trying to implement seperates the arms/weapon > of the player from the head in a manner that allows for more realistic > aiming. I cannot see how this is more realistic: In reality, in order for a user of a weapon to maintain their view down the iron sights of a gun, they would have to move their gun with their perspective. In other words, the gun and the user's perspective movement has to be relative and proportional to each other, thus so do the arms, otherwise he/she would loose his/her aim. Such aiming system might be prefered by some, but I do not believe it is more realistic, unless you can convince me otherwise, or I am misunderstanding something. On 30/01/06, Dylan Wreggelsworth <[EMAIL PROTECTED]> wrote: > Has anyone succeeded at vectorized aiming? > > Most games have the head, camera, crosshairs all fixed aiming at one > vector. The method i am trying to implement seperates the arms/weapon > of the player from the head in a manner that allows for more realistic > aiming. IE: Imagine two cones, the smaller innermost cone is the > degrees of movement allowed for the gun and arms to travel in a free > floating way without impacting the player orientation, when the gun > hits the edges of this cone the head and torso/player pivot in that > direction (like a regular aiming system). > > I am currently in the process of working through the logic involved, > but if anyone has had any luck and is willing to compare notes, it > would be greatly appreciated. :) > > Thanks for a great list people! > > ___ > 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] Vectorized Aiming
So I never tried it, but I was thinking of doing the same thing for a medical simulation I was working on a while back. Specifically, I wanted the player to be able to place and use a stethoscope (done as a weapon) while watching an EKG type readout. Good luck on it, it would be worth giving it a try. Being able to watch one thing while aiming at another might be interesting for an FPS. It might be a bit odd at first when it comes to movement - as fine movement might be kind of hard (a lot of wild gun movement). But maybe consider having it be an alt fire mode of some kind? Quoting Dylan Wreggelsworth <[EMAIL PROTECTED]>: > Has anyone succeeded at vectorized aiming? > > Most games have the head, camera, crosshairs all fixed aiming at one > vector. The method i am trying to implement seperates the arms/weapon > of the player from the head in a manner that allows for more realistic > aiming. IE: Imagine two cones, the smaller innermost cone is the > degrees of movement allowed for the gun and arms to travel in a free > floating way without impacting the player orientation, when the gun > hits the edges of this cone the head and torso/player pivot in that > direction (like a regular aiming system). > > I am currently in the process of working through the logic involved, > but if anyone has had any luck and is willing to compare notes, it > would be greatly appreciated. :) > > Thanks for a great list people! > > ___ > 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] Vectorized Aiming
> Has anyone succeeded at vectorized aiming? As far as I know, the people over at Hull Breach (www.hull-breach.com) use or have used this way of aiming. I personally prefer the old method, but maybe you could go over to their forums for more help? Tjoek ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] RE: SDK Shader samples busted?
>Did you compile the game_shader_generic_sample project, and did it copy >the game_shader_generic_sample.dll to your mod's bin directory? That I did, but it still wasn't working. I've tried again though and it *seems* to be working now. I think I may of missed a step or done something in the wrong order. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Source shaders - good place to start?
I've been playing around with the included Source engine shaders to try and produce a client side effect. So far so good, although their not doing *quite* what I'm after. Current issues are: - downsample_nohdr shader darkens the image. - blurx and blury filters seem do be DirectX 9 only. (PS2.0?) I've been trawling around trying to find some sort of replacement and came across the source to similar filters in the DirectX 9 SDK. Thing is, these are FX files vs. FXC files and I can't for the life of me get my head around using such things with Source. From what I understand, the FXC are in assembler and the FX files are HLSL. Dug around for HLSL tutorials and read the HLSL documentation but it seems to leap over all the beginning steps and I'm now totally lost! Has anyone had any luck/experience with custom shaders at all an might be able to point me in the right direction? - Jed ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source shaders - good place to start?
-- [ Picked text/plain from multipart/alternative ] I made a really simple HLSL tutorial a while back.. it explains a few of the basics of HLSL http://www.facewound.com/tutorials/shader1/ Basically, with regards to making HL2 Shaders these would be the steps.. Make/edit shader's cpp file Make/edit shader's fx files (I forget what the extension, there's one for vertex shader and one for pixel shader) Add shader to the txt file in shadersamples compile It compiles a dll that is put in your mod's bin folder and some shader files that are put in a shaders (or fx, I forget) folder in your mod's main directory. Is your problem that your graphics card doesn't support pixel shaders? garry On 1/30/06, Jed <[EMAIL PROTECTED]> wrote: > > I've been playing around with the included Source engine shaders to try > and produce a client side effect. So far so good, although their not > doing *quite* what I'm after. > > Current issues are: > > - downsample_nohdr shader darkens the image. > - blurx and blury filters seem do be DirectX 9 only. (PS2.0?) > > I've been trawling around trying to find some sort of replacement and > came across the source to similar filters in the DirectX 9 SDK. > > Thing is, these are FX files vs. FXC files and I can't for the life of > me get my head around using such things with Source. From what I > understand, the FXC are in assembler and the FX files are HLSL. Dug > around for HLSL tutorials and read the HLSL documentation but it seems > to leap over all the beginning steps and I'm now totally lost! > > Has anyone had any luck/experience with custom shaders at all an might > be able to point me in the right direction? > > - Jed > > > ___ > 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] Source shaders - good place to start?
-- [ Picked text/plain from multipart/alternative ] Once you have compiled the shaders, howdo you assign the shaders to the map or scene? On 1/30/06, Garry Newman <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > I made a really simple HLSL tutorial a while back.. it explains a few of > the > basics of HLSL > > http://www.facewound.com/tutorials/shader1/ > > Basically, with regards to making HL2 Shaders these would be the steps.. > > Make/edit shader's cpp file > Make/edit shader's fx files (I forget what the extension, there's one for > vertex shader and one for pixel shader) > Add shader to the txt file in shadersamples > compile > > It compiles a dll that is put in your mod's bin folder and some shader > files > that are put in a shaders (or fx, I forget) folder in your mod's main > directory. > > Is your problem that your graphics card doesn't support pixel shaders? > > garry > > > On 1/30/06, Jed <[EMAIL PROTECTED]> wrote: > > > > I've been playing around with the included Source engine shaders to try > > and produce a client side effect. So far so good, although their not > > doing *quite* what I'm after. > > > > Current issues are: > > > > - downsample_nohdr shader darkens the image. > > - blurx and blury filters seem do be DirectX 9 only. (PS2.0?) > > > > I've been trawling around trying to find some sort of replacement and > > came across the source to similar filters in the DirectX 9 SDK. > > > > Thing is, these are FX files vs. FXC files and I can't for the life of > > me get my head around using such things with Source. From what I > > understand, the FXC are in assembler and the FX files are HLSL. Dug > > around for HLSL tutorials and read the HLSL documentation but it seems > > to leap over all the beginning steps and I'm now totally lost! > > > > Has anyone had any luck/experience with custom shaders at all an might > > be able to point me in the right direction? > > > > - Jed > > > > > > ___ > > 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] Source shaders - good place to start?
-- [ Picked text/plain from multipart/alternative ] Use the shader on a texture through it's VMT. If you want to apply it to the entire scene you create a VMT that uses your shader and the '%noToolTexture 1' line then overlay it on the screen from view_scene.cpp. Then you can use a conditional to apply the overlay only when a CVAR is enabled or the like. There's a commented block in the SDK game_shader_generic DLL code at the top of sdk_postprocess.cpp that shows you how to do just that (does it for you infact). On 1/30/06, Michael Kramer <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Once you have compiled the shaders, howdo you assign the shaders to the > map > or scene? > > On 1/30/06, Garry Newman <[EMAIL PROTECTED]> wrote: > > > > -- > > [ Picked text/plain from multipart/alternative ] > > I made a really simple HLSL tutorial a while back.. it explains a few of > > the > > basics of HLSL > > > > http://www.facewound.com/tutorials/shader1/ > > > > Basically, with regards to making HL2 Shaders these would be the steps.. > > > > Make/edit shader's cpp file > > Make/edit shader's fx files (I forget what the extension, there's one > for > > vertex shader and one for pixel shader) > > Add shader to the txt file in shadersamples > > compile > > > > It compiles a dll that is put in your mod's bin folder and some shader > > files > > that are put in a shaders (or fx, I forget) folder in your mod's main > > directory. > > > > Is your problem that your graphics card doesn't support pixel shaders? > > > > garry > > > > > > On 1/30/06, Jed <[EMAIL PROTECTED]> wrote: > > > > > > I've been playing around with the included Source engine shaders to > try > > > and produce a client side effect. So far so good, although their not > > > doing *quite* what I'm after. > > > > > > Current issues are: > > > > > > - downsample_nohdr shader darkens the image. > > > - blurx and blury filters seem do be DirectX 9 only. (PS2.0?) > > > > > > I've been trawling around trying to find some sort of replacement and > > > came across the source to similar filters in the DirectX 9 SDK. > > > > > > Thing is, these are FX files vs. FXC files and I can't for the life of > > > me get my head around using such things with Source. From what I > > > understand, the FXC are in assembler and the FX files are HLSL. Dug > > > around for HLSL tutorials and read the HLSL documentation but it seems > > > to leap over all the beginning steps and I'm now totally lost! > > > > > > Has anyone had any luck/experience with custom shaders at all an might > > > be able to point me in the right direction? > > > > > > - Jed > > > > > > > > > ___ > > > 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 > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vectorized Aiming
-- [ Picked text/plain from multipart/alternative ] You're right about having to be looking the same way as the gun, you pretty much have to make the gun part of you, or you will miss every time. This sort of aiming system you are talking about would feel more at home on a console system or something. Oh well, good luck, do a tute on the VDC on it when you are done, it would be usefull for other applications, like that stephoscope. -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Eax in half-life 2?
I don't think that is possible. The low-level direct sound code is certainly not exposed in the source SDK. > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Michael Kramer > Sent: Sunday, January 29, 2006 8:15 PM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] Eax in half-life 2? > > -- > [ Picked text/plain from multipart/alternative ] Is it > possible to code EAX into Half-life 2 Without needing to get > the license for the full Source Engine? Because, im wanting > to contact Creativelabs and get into the EAX Developer's > Program, and get the EAX SDK and add EAX Effects into > Half-life 2, but I want to know if this is possible without > needing to license the whole Sourece Engine. > > -Thanks > Michael Kramer > -- > > ___ > 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] Eax in half-life 2?
It would still be possible to do it if you are willing to completely re-code the sound system... it'd take quite a lot of work. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jay Stelly Sent: Monday, January 30, 2006 9:10 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Eax in half-life 2? I don't think that is possible. The low-level direct sound code is certainly not exposed in the source SDK. > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Michael Kramer > Sent: Sunday, January 29, 2006 8:15 PM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] Eax in half-life 2? > > -- > [ Picked text/plain from multipart/alternative ] Is it > possible to code EAX into Half-life 2 Without needing to get > the license for the full Source Engine? Because, im wanting > to contact Creativelabs and get into the EAX Developer's > Program, and get the EAX SDK and add EAX Effects into > Half-life 2, but I want to know if this is possible without > needing to license the whole Sourece Engine. > > -Thanks > Michael Kramer > -- > > ___ > 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] audio code needed
On Sun, 2006-01-29 at 00:24 +1000, Jason Houston wrote: > -- > [ Picked text/plain from multipart/alternative ] > Hmm now you are getting complex. I guess you could allow the player to 'lock > on' to a target using a key, then the game could give that sort of > information through sound. I'm not sure how easy it is to do with > tracelines. Then there's also the vertical axis, and distance, to consider. Interesting. A bit like those targeting aids used in aircraft simulators for heat seeking missiles. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] First Person Spectator
I'd also like to add the fact that adding more precision (in the SendPropQAngles) to a higher bit (instead of 13) can eliminate some of the issues some of you have with the up/down angle. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Houston Sent: Monday, January 30, 2006 11:29 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] First Person Spectator -- [ Picked text/plain from multipart/alternative ] This is a bad one D: A few of BGII's players have gotten kicked because an admin has looked in spectator mode and seen them shoot somewhere they appear not to be looking(we are missing the up/down angle) xD It's just a missing network variable somewhere, look for where it finds the other angles and try adding the missing ones, shouldn't be too hard really. :) -- Draco -- ___ 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] First Person Spectator
Hah, thanks for giving me a reason to hunt this one down. The Forsaken testers have been after me a while to fix it... anyways... here you go. A fix. Step 1: In PlayerState.h around line 34 change: QAngle v_angle; To CNetworkQAngle(v_angle); Step 2: In player.cpp around line 6484 add in after sending the dead flag: SendPropQAngles (SENDINFO(v_angle), 13), Step 3: In c_baseplayer.cpp around line 85 add in after receiving the dead flag: RecvPropQAngles (RECVINFO(v_angle)), Enjoy! P.S. The cause of this is in baseplayer_shared when calling EyeAngles. It returns pl.v_angle which is initialized to a zero-vector. By enabling it to be sent over the network this resolves the issue. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Houston Sent: Monday, January 30, 2006 11:29 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] First Person Spectator -- [ Picked text/plain from multipart/alternative ] This is a bad one D: A few of BGII's players have gotten kicked because an admin has looked in spectator mode and seen them shoot somewhere they appear not to be looking(we are missing the up/down angle) xD It's just a missing network variable somewhere, look for where it finds the other angles and try adding the missing ones, shouldn't be too hard really. :) -- Draco -- ___ 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] Vectorized Aiming
You don't have to look down the sights in order to aim a gun. Yeah, it's better...for me...and most people. But some people can just hold a gun out and aim without actually looking down the sights. The kind of aiming this person is wanting sounds like it would fit really well in an old western game. I guess you'd just have to "feel" where the gun's aiming or something...haha. Anyways, I'm kind of getting off topic. Jon - Original Message - From: "Jason Houston" <[EMAIL PROTECTED]> To: Sent: Monday, January 30, 2006 7:29 PM Subject: Re: [hlcoders] Vectorized Aiming -- [ Picked text/plain from multipart/alternative ] You're right about having to be looking the same way as the gun, you pretty much have to make the gun part of you, or you will miss every time. This sort of aiming system you are talking about would feel more at home on a console system or something. Oh well, good luck, do a tute on the VDC on it when you are done, it would be usefull for other applications, like that stephoscope. -- Draco -- ___ 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