RE: [hlcoders] GCF .Cache Extraction

2006-07-30 Thread Ben Everett
There is also GCFScape.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern
Mckern
Sent: Sunday, July 30, 2006 1:21 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] GCF .Cache Extraction

I knew i had seen the tool around some where, and now
i have found it.

Svencoop 3.0 comes with a tool called gcf_extract.exe
(60KB)

gcf_extract - by Philip Searle
([EMAIL PROTECTED])
Based on code and file formats from
http://www.wunderboy.org/3d_games/utils/gcfformat.php

Usage:

gcf_extract.exe l gcf_file
Prints directory listing of files in gcf_file.

gcf_extract.exe x gcf_file file dir
Extracts file from gcf_file into dir. All
directorys must exist - they will not be created.



EXAMPLE, EXAMPLE, EXAMPLE, EXAMPLE, EXAMPLE:



mkdir valve\maps

gcf_extract X ..\..\..\half-life.gcf
valve/maps/c1a0c.bsp .\
gcf_extract X ..\..\..\half-life.gcf
valve/maps/c1a1.bsp .\
gcf_extract X ..\..\..\half-life.gcf
valve/maps/c1a1a.bsp .\


DOWNLOAD, DOWNLOAD, DOWNLOAD, DOWNLOAD:

http://rapidshare.de/files/27519219/gcf_extract.exe.html


My Website http://www.ammahls.com
Developer of CST and ZHLT 3.0 http://www.zhlt.info
Studio Manager - Nigredo Studios http://www.nigredostudios.com

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Re[2]: [hlcoders] GCF .Cache Extraction

2006-07-30 Thread Vyacheslav Dzhura
Hello Ben,

Sunday, July 30, 2006, 9:34:41 AM, you wrote:
BE There is also GCFScape.
and VTF Explorer :)
http://www.hl2source.com/?content=projectsid=vtftool

--
Best regards,
 Vyacheslavmailto:[EMAIL PROTECTED]



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[hlcoders] Re: Eye position during stand/crouch/prone

2006-07-30 Thread Jed

That yeah, those I guess it's also defined in hl2mp_gamerules.
I'm too lazy today


Ah thanks Robbie, thats what I was missing. I was looking at gamerules
and wondering why my edits weren't having any effect.

- Jed

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Re: [hlcoders] SDK Update coming...

2006-07-30 Thread Jed

What This Release Has
*
Lots of source code updates from the Episode 1 production code
Hammer, Faceposer, Model Viewer updates
Access to the Ep1 version of the Source Engine binaries


I hope this means the source code to HLMV is updated this time around.

I made some updates to the last version add some extra functionality
but when the engine update happened it broke completely which made it
a waste of time.

- Jed

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[hlcoders] Rotating/Altering hulls

2006-07-30 Thread Jed

Continuing on from my earlier question about adjusting hull sizes, one
thing I wasn't aware of was that the hulls don't change their
orientation with the player which is a little annoying.

I'd adjusted my eye positions and hull sizes to match the head
position and outline of the player models when crouched and prone. The
plan was to a) stop the player being able to stick half their model
into a wall even though the first person perspective says their not
and b) match the eye position to the player models eye position, i.e.
when prone you're not looking from the crotch.

That the hulls don't rotate produces some fun quirks. For example the
prone view moves forward with the head as per normal when looking
North, but moves back when facing South and left/right eith East/West.
Likewise, with a long thin hull for prone, facing one direction you
cant crawl into a wall but turn 90 degrees and you can.

So is rotating a hull possible or is it locked in its default orientation?

- Jed

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Re: [hlcoders] GCF .Cache Extraction

2006-07-30 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
That was me.
This is ideal, I now can extract the soundcaches from HL2's GCF with the
installer.

On 7/30/06, Adam amckern Mckern [EMAIL PROTECTED] wrote:

 Yeah, this was more or less as a second option to the
 person asking about the abilty to extract the .cache
 files, last week.

 --- Ben Everett [EMAIL PROTECTED] wrote:

  There is also GCFScape.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On
  Behalf Of Adam amckern
  Mckern
  Sent: Sunday, July 30, 2006 1:21 AM
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] GCF .Cache Extraction
 
  I knew i had seen the tool around some where, and
  now
  i have found it.
 
  Svencoop 3.0 comes with a tool called
  gcf_extract.exe
  (60KB)
 
  gcf_extract - by Philip Searle
  ([EMAIL PROTECTED])
  Based on code and file formats from
 
 http://www.wunderboy.org/3d_games/utils/gcfformat.php
 
  Usage:
 
  gcf_extract.exe l gcf_file
  Prints directory listing of files in
  gcf_file.
 
  gcf_extract.exe x gcf_file file dir
  Extracts file from gcf_file into dir. All
  directorys must exist - they will not be created.
 
 
 
  EXAMPLE, EXAMPLE, EXAMPLE, EXAMPLE, EXAMPLE:
 
 
 
  mkdir valve\maps
 
  gcf_extract X ..\..\..\half-life.gcf
  valve/maps/c1a0c.bsp .\
  gcf_extract X ..\..\..\half-life.gcf
  valve/maps/c1a1.bsp .\
  gcf_extract X ..\..\..\half-life.gcf
  valve/maps/c1a1a.bsp .\
 
 
  DOWNLOAD, DOWNLOAD, DOWNLOAD, DOWNLOAD:
 
 
 http://rapidshare.de/files/27519219/gcf_extract.exe.html
 
  
  My Website http://www.ammahls.com
  Developer of CST and ZHLT 3.0 http://www.zhlt.info
  Studio Manager - Nigredo Studios
  http://www.nigredostudios.com
 
  __
  Do You Yahoo!?
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  protection around
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 My Website http://www.ammahls.com
 Developer of CST and ZHLT 3.0 http://www.zhlt.info
 Studio Manager - Nigredo Studios http://www.nigredostudios.com

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Re: [hlcoders] Re: Eye position during stand/crouch/prone

2006-07-30 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Are you using HL2DM models? In that case, everyone else with the models has
the same problem

On 7/30/06, Jed [EMAIL PROTECTED] wrote:

  That yeah, those I guess it's also defined in hl2mp_gamerules.
  I'm too lazy today

 Ah thanks Robbie, thats what I was missing. I was looking at gamerules
 and wondering why my edits weren't having any effect.

 - Jed

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Re: [hlcoders] Re: Eye position during stand/crouch/prone

2006-07-30 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
It seems to also plague CSS.

On 7/30/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Are you using HL2DM models? In that case, everyone else with the models
 has
 the same problem

 On 7/30/06, Jed [EMAIL PROTECTED] wrote:
 
   That yeah, those I guess it's also defined in hl2mp_gamerules.
   I'm too lazy today
 
  Ah thanks Robbie, thats what I was missing. I was looking at gamerules
  and wondering why my edits weren't having any effect.
 
  - Jed
 
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Re: [hlcoders] Rotating/Altering hulls

2006-07-30 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
I don't think so.
http://www.ra.is/unlagged/faq.html#IJRAMBIHOIJRAHBIM
*Notice that his bounding box did not rotate with him.* That's not a bug in
the *cg_drawBBox* code – that's actually the way Quake 3 does bounding
boxes. It's the axial part: they are always in the same orientation in
relation to the map. (Axial, incidentally, means along an axis – like
all 12 edges of the bounding box.)

:(

On 7/30/06, Jed [EMAIL PROTECTED] wrote:

 Continuing on from my earlier question about adjusting hull sizes, one
 thing I wasn't aware of was that the hulls don't change their
 orientation with the player which is a little annoying.

 I'd adjusted my eye positions and hull sizes to match the head
 position and outline of the player models when crouched and prone. The
 plan was to a) stop the player being able to stick half their model
 into a wall even though the first person perspective says their not
 and b) match the eye position to the player models eye position, i.e.
 when prone you're not looking from the crotch.

 That the hulls don't rotate produces some fun quirks. For example the
 prone view moves forward with the head as per normal when looking
 North, but moves back when facing South and left/right eith East/West.
 Likewise, with a long thin hull for prone, facing one direction you
 cant crawl into a wall but turn 90 degrees and you can.

 So is rotating a hull possible or is it locked in its default orientation?

 - Jed

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[hlcoders] Global game state

2006-07-30 Thread Thomas Vollmer
Hi all,

I'm wondering how I can store/manipulate my global game state. I basically want 
to model a state machine with events from the game triggering state transitions 
and entities reacting to the state transitions/new states.

I'm thinking of using a logical entity. Is this the right approach? What other 
approaches are there?

Thanks,
Thomas

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Re: [hlcoders] Difference between Hammer-created and Code-created VGUIs

2006-07-30 Thread Thomas Vollmer
Got it.


- Original Message 
From: Aaron Schiff [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, July 29, 2006 8:46:09 PM
Subject: Re: [hlcoders] Difference between Hammer-created and Code-created VGUIs


--
[ Picked text/plain from multipart/alternative ]
The LCD monitor prop and the vgui_screen


--
ts2do
--

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[hlcoders] Third-person Player Model

2006-07-30 Thread ntzimoul

Hello,

I'm new to this, so please bare with my newbiness.

I'm trying to create a static third person view for my mod. There is an
article
on the wiki and I think I can edit that enough to get the result I
want. I have
already changed hl2_player.cpp and hl2_player.h to add the SetAnimation
function.

But first, I was trying to have the player model in-game. To do this, I
extracted a random set of model files and then put them in the
mod_directory/models folder, renaiming them to player.mdl,
player.dx80.vtx,
player.dx90.vtx, player.jpg, player.phy, player.sw.vtx, and player.vvd. Now, I
have all these files in that directory. I also used an
point_viewcontrol.entity
in Hammer to see the end-result, a player with animation.

The problem is that the player is still invisible. However, when he is killed,
the intended (according to the model files I copied earlier) ragdoll appears.

It should be noted that at first I replaced the SetAnimation function in
player.cpp  instead of adding a new one in hl2_player.cpp, but when I tried to
roll back that file (actually, to replace it with a fresh one), it said that
the file wasn't changed since I created the mod. Maybe, it was like that from
the beggining?

I would appreciate some sort of suggestion, though. I'm getting kind of
desperate.


PS: I posted this a while back but I got a reply that I was not subscribed to
the list and that my mail would be posted after being checked by a moderator
and that I would be notified if it wasn't allowed. Yet, I never got a
reply and
I never saw it being posted. Strange...

PPS: I also have to congratulate VALVe for hiring a person just to help
modders
out. In addition: SDK update? That's got to be good news!


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Re: [hlcoders] Source SDK Base?

2006-07-30 Thread Jonathan Murphy
--
[ Picked text/plain from multipart/alternative ]
I changed our mods appid to 215, but when I went to load a player model in
HLMV, it would crash.

On 7/30/06, Alfred Reynolds [EMAIL PROTECTED] wrote:

 Good guess, mods currently using 220 should switch to 215 if they wish
 to use the new engine features (and some using 320 should consider
 switching to 215). Mike will provide all the details when the SDK is
 ready :)

 - Alfred

 Scott Loyd wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  New AppID (215), same build as hl2dm (version 7 (2768)).  Switched my
  mods
  appid to 215, seems to work fine so far.  This must be the game in
  common to
  anyone with one of valves titles for mods to use.
 
 
  On 7/29/06, Jonathan Murphy [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Interesting..
 
  On 7/29/06, Tobias Kammersgaard [EMAIL PROTECTED]
  wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Hello there!
 
  I just checked out the Tools tab in Steam, and noticed a new
  program called Source SDK Base, what would that be for :)?
 
  Rumors says it's Lost Coast-like thingy but haven't downloaded it
  yet.
 
  /ProZak
  --
 
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Re: [hlcoders] Source SDK Base?

2006-07-30 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Engine Error!!! That would never happen! Source is perfect in all ways.

--
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Re: [hlcoders] HL2DM bots

2006-07-30 Thread bloodykenny
This is a bit of a copout.  Yes the Valve APIs don't natively support weapon 
introspection, but the Valve APIs don't natively support map waypoint querying 
either, (nor has any FPS API that I'm aware of) and programmers have had no 
problems there.  They simply stored the extra info they needed in external 
config files.

At 2006/07/24 06:50 PM, Jeffrey \botman\ Broome wrote:
THE STORM wrote:
Yep, there is! :)

Check out http://www.bots-united.com/ for HPBbot2 and RCBot2. They are
for HL2DM and their source is public released.

Just be aware that the HPBbot2 stuff is just a shell that spawns a fake
client and doesn't do much else.

Since HL2 plugin had very limited support for getting detailed player
and weapon properties, I decided it wasn't pursuing a plug-in bot for
HL2 and mods.

There was a lengthy discussion about this on the hlcoders email list
about a year ago if you really wanted to dig through the archive on why
it was difficult to create a plugin bot that was fully functional and
easy to maintain.

--
Jeffrey botman Broome

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Re: [hlcoders] players falling out of DM maps

2006-07-30 Thread bloodykenny
It doesn't seem to have made the problem worse, but it hasn't fixed it either.  
In large games the error messages still appear occasionally.

At 2006/07/16 06:18 PM, [EMAIL PROTECTED] wrote:
Well your change doesn't seem to have any negative side effect.  Whether it 
fixes the error logs or not would take a few days to determine.  Do you have 
any info on that?

At 2006/03/10 09:20 AM, Garry Newman wrote:
It's probably a bit hacky.. I'll have to move it over since I added it
in derived Lua stuff.

The problem I found was in the function

bool CBasePlayer::SetObserverMode(int mode )

the block

case OBS_MODE_CHASE :
case OBS_MODE_IN_EYE :
// udpate FOV and viewmodels
SetObserverTarget( m_hObserverTarget );
SetMoveType( MOVETYPE_OBSERVER );
break;


should really be

case OBS_MODE_CHASE :
case OBS_MODE_IN_EYE :
// udpate FOV and viewmodels
SetObserverTarget( m_hObserverTarget );
SetMoveType( MOVETYPE_NONE );
break;

It doesn't seem to have any knock on effect as far as I can tell.. but
I haven't tested it a lot.

I think the problem was that somewhere down the line the
OBS_MODE_DEATHCAM became redundant because OBS_MODE_CHASE is used
instead.. but this bit of code wasn't updated.



On 3/10/06, Jorge Rodriguez [EMAIL PROTECTED] wrote:
 Garry Newman wrote:

 I just fixed this problem in GMod.
 
 When a player is a spectator his body is non solid so keeps falling
 through the enviroment.
 
 In my mod I just made it set the player's movetype to MOVETYPE_NONE if
 he's spectating an entity. It seems to fix the problem (You can verify
 by ent_text 2 or whatever the player's entity index is)
 
 
 Would you be gracious enough to provide a patch?

 Jeff 'Kuja' Katz wrote:

 We've been having this same errant behavior in Digital Paintball.
 Several spawn points that appear as valid in VHE appear to the engine
 to be partially underground. This caused some issues when spawning, as
 VPhysicsShadowUpdate barfed at the invalid spawns and the player ended
 up respawning where they had 'died'.
 
 Our current solution (more of a hack) is to move the player up a set
 number of units and casting a traceline down to figure out where to
 really spawn.
 
 We also had problems where sometimes the spawn would work OK but the
 player would simply fall through the floor. The same downcasting
 solution seems to have solved it. However I think these problems are
 only marginally related to the problem bloodykenny brought up, because
 he says it only happens when players are dead. But maybe they are the
 same problem.

 --
 Jorge Vino Rodriguez


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Re: [hlcoders] Mathlib.cpp

2006-07-30 Thread bloodykenny
This is almost certainly just a case of targeted optimization.  The linux 
server uses so little cpu, there's no need increase risk and decrease 
portability by ASM-ing everything.

At 2006/07/27 03:57 PM, David Anderson wrote:
ahh my mistake, I see now there are functions simply not implemented in
asm for linux.  sorry ;)

ps, if you do implement them, posting them to the list would be cool :)

   --bail
   http://www.bailopan.net/

David Anderson wrote:
you're just not compiling it right, add -m3dnow and -msse to your flags

   --bail
   http://www.bailopan.net/

John Sheu wrote:

On Thursday 27 July 2006 2:48 pm, Ondřej Hošek wrote:

It's either we care much more about Windows than your alien platform
or hey, GCC's better at optimizing than our rewrite to GNU-compatible
assembler! Since Valve is the only middleware vendor whose current
engine client hasn't been proven to run on Linux by any of its licensors
(id's Quake 4 does, see Doom 3; Epic's Unreal II does, see UT2004), I'll
be gambling on the probability of the first claim being true.



I don't mind re-writing it (rather trivial), but I'm just wondering if
there
is some master reason for this.  If there is, I shall just curse my
fate
and carry on coding.

-John Sheu

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[hlcoders] Portal

2006-07-30 Thread Justin Krenz

Is it possible to create portals like those seen in the Portal video or
is the Episode 2 engine required?  Are they essentially func_areaportals
with the two sides dynamically defined during run time?

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[hlcoders] Dual wielding

2006-07-30 Thread Niclas Nordin
--
[ Picked text/plain from multipart/alternative ]
I want to add a second weapon model to the player model so he wields two
weapons, in this case knifes.
How do I make the player model to have a weapon in each hand, two different
weapons?
--

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Re: [hlcoders] Dual wielding

2006-07-30 Thread Niclas Nordin
--
[ Picked text/plain from multipart/alternative ]
I want to attach the second model to another attachment on the player model
so it follows the player animations just like the first model.

--[ Picked text/plain from multipart/alternative ]
Like code whys? So that this button fires the left weapon this other
buttonfires the right? Or just a model that show's to models with an
animationthat looks like both are firing?--
--

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Re: [hlcoders] Dual wielding

2006-07-30 Thread Scott Loyd
--
[ Picked text/plain from multipart/alternative ]
you can have more than one viewmodel on the screen, the animations after
might be a little tricky(IIRC Player::GetViewModel(int))...  Maybe valve
could share an example of how to set this up properly?

On 7/30/06, Niclas Nordin [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I want to attach the second model to another attachment on the player
 model
 so it follows the player animations just like the first model.

 --[ Picked text/plain from multipart/alternative ]
 Like code whys? So that this button fires the left weapon this other
 buttonfires the right? Or just a model that show's to models with an
 animationthat looks like both are firing?--
 --

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Re: [hlcoders] Dual wielding

2006-07-30 Thread Niclas Nordin
--
[ Picked text/plain from multipart/alternative ]
Its not viewmodels im talking about, I already got a dual wield viewmodel,
(one modelfile) its the player model.

you can have more than one viewmodel on the screen, the animations
aftermight be a little tricky(IIRC Player::GetViewModel(int))...
Maybe valvecould share an example of how to set this up properly?
On 7/30/06, Niclas Nordin [EMAIL PROTECTED] wrote:
-- [ Picked text/plain from multipart/alternative ]
I want to attach the second model to another attachment on the player
model so it follows the player animations just like the first model.
--[ Picked text/plain from multipart/alternative ]
Like code whys? So that this button fires the left weapon this other
buttonfires the right? Or just a model that show's to models with an
animationthat looks like both are firing?
--

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Re: [hlcoders] Dual wielding

2006-07-30 Thread Gus
This is a cryptographically signed message in MIME format.
--
I am planning to also have dual weapons for our mod Wanted: Outlaws 
Lawmen .the art side is
covered but I need explanation, code, QC preparation to get this
working...for example, player drops
gun and other player picks up and now has dual weapons in hand..

Gus

Niclas Nordin wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Its not viewmodels im talking about, I already got a dual wield viewmodel,
 (one modelfile) its the player model.

 you can have more than one viewmodel on the screen, the animations
 aftermight be a little tricky(IIRC Player::GetViewModel(int))...
 Maybe valvecould share an example of how to set this up properly?
 On 7/30/06, Niclas Nordin [EMAIL PROTECTED] wrote:
 -- [ Picked text/plain from multipart/alternative ]
 I want to attach the second model to another attachment on the player
 model so it follows the player animations just like the first model.
 --[ Picked text/plain from multipart/alternative ]
 Like code whys? So that this button fires the left weapon this other
 buttonfires the right? Or just a model that show's to models with an
 animationthat looks like both are firing?
 --

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Re: [hlcoders] Dual wielding

2006-07-30 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Assuming you are talking about hl2mp, you need to modify the files located
under sourcesdk_content\hl2mp\modelsrc

Look at the male and femle animations as well as the combine sdk
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[hlcoders] Entitygroundcontact IK

2006-07-30 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Hey,

I've been working on a mod with NPCs now and I noticed I'm getting an assert
when spawning a NPC. It seems that the assert was coming from usercmd.h:

entitygroundcontact= src.entitygroundcontact;

After this, I've been looking what entitygroundcontact does. It seems that
EVERY player calculates the bottom z and the top z of every
CBaseAnimation-entity, based on the current state of the bones (which is IK
I suppose.. dynamicly calculating the position and angles of the bones), and
sends this to the server. At the server it's used in
CBaseAnimating::UpdateStepOrigin(). The entitygroundcontact-data is used to
calculate an offset for steporigin.

As you can see in that function, setting npc_height_adjust to 0 stops the
server from using those data and so far I haven't seen any changes. I think
it's smart to delete this from the code because it's a bit of a waste,
especially bandwidth.

Anyway, I still don't completely understand what steporigin does. So can I
remove the entire code without any problems?
If I look in the code, my guess is that steporigin is used to look if the
entity has moved. If it had, it's data should be re-interpolated. But why
add an offset to this, the server shouldn't care much about the current
animation while it's done at the server and the server's position of the
entity doesn't change.

Oh.. in case you didn't understand it. Can I remove
entitygroundcontact/offset to steporigin without any problems and why is
there even an offset for this?
And don't forget the bandwidth-waste..

Robbie
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Re: [hlcoders] Portal

2006-07-30 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Not at all...they're simply 2 materials with rendertargets on the other
side...

--
ts2do
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Re: [hlcoders] Alfred...

2006-07-30 Thread Scuzzy

Charles Solar:
 Read the discussion, you can setup your gameinfo file to get vac working

  I had previously read through the discussion and followed the links you
provided which lead to
(http://developer.valvesoftware.com/wiki/VAC_for_Mods) which ultimately led
me to, spelled out, replacing SteamAppId 220 with SteamAppId 320.  Is
that the discussion you were referring too?  Since I am hosting the game and
not developing it Option #1 does not apply to me.  Option #2 was my only
possibility.  Option #2 did not fix the problem.  I still get Connecting to
Steam Servers successful.  Vac secure mode disabled.  This is why I was
asking Alfred what the official position is and why VAC stopped working for
mods.

  If you can help me Charles I'm more then willing to listen.  Are you
basically saying that the mod's development team must implement option #1?
And if they do implement option #1 won't that mean they'll have to make a
release every time Valve makes a steam update?

Thanks



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Re: [hlcoders] Portal

2006-07-30 Thread Adam \amckern\ Mckern
And how do you know this?

--- Aaron Schiff [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Not at all...they're simply 2 materials with
 rendertargets on the other
 side...

 --
 ts2do
 --

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Re: [hlcoders] Portal

2006-07-30 Thread John Sheu
On Sunday 30 July 2006 6:03 pm, Adam amckern Mckern wrote:
 And how do you know this?

Because it makes a lot of sense, given what we see in the video.

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Re: [hlcoders] Portal

2006-07-30 Thread Ryan Sheffer
--
[ Picked text/plain from multipart/alternative ]
Im pretty sure there is a lot of extremely complex technology at hand here.
Its not just rendertargets, they are seamlessly bending pixels to their
will. And Im pretty sure they arnt using much shader technology either.

I really wish I knew how they did it, but I dont think we could do it
without engine control.

On 7/30/06, Adam amckern Mckern [EMAIL PROTECTED] wrote:

 And how do you know this?

 --- Aaron Schiff [EMAIL PROTECTED] wrote:

  --
  [ Picked text/plain from multipart/alternative ]
  Not at all...they're simply 2 materials with
  rendertargets on the other
  side...
 
  --
  ts2do
  --
 
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Re: [hlcoders] Portal

2006-07-30 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Yeah, it seems very unlikely that they're just textures, seeing as things
move through them smoothly and can be half way between two portals (not just
teleported point to point, as in the GMod minimod).

On 7/30/06, Ryan Sheffer [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Im pretty sure there is a lot of extremely complex technology at hand
 here.
 Its not just rendertargets, they are seamlessly bending pixels to their
 will. And Im pretty sure they arnt using much shader technology either.

 I really wish I knew how they did it, but I dont think we could do it
 without engine control.

 On 7/30/06, Adam amckern Mckern [EMAIL PROTECTED] wrote:
 
  And how do you know this?
 
  --- Aaron Schiff [EMAIL PROTECTED] wrote:
 
   --
   [ Picked text/plain from multipart/alternative ]
   Not at all...they're simply 2 materials with
   rendertargets on the other
   side...
  
   --
   ts2do
   --
  
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Re: [hlcoders] Portal

2006-07-30 Thread Chris Harris
--
[ Picked text/plain from multipart/alternative ]
If it were a rendertarget the movement through a poral would not be
seamless. It seems more complex in my opinion.

On 7/30/06, Ryan Sheffer [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Im pretty sure there is a lot of extremely complex technology at hand
 here.
 Its not just rendertargets, they are seamlessly bending pixels to their
 will. And Im pretty sure they arnt using much shader technology either.

 I really wish I knew how they did it, but I dont think we could do it
 without engine control.

 On 7/30/06, Adam amckern Mckern [EMAIL PROTECTED] wrote:
 
  And how do you know this?
 
  --- Aaron Schiff [EMAIL PROTECTED] wrote:
 
   --
   [ Picked text/plain from multipart/alternative ]
   Not at all...they're simply 2 materials with
   rendertargets on the other
   side...
  
   --
   ts2do
   --
  
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Re: [hlcoders] Portal

2006-07-30 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Rather than just rendering the target view to a texture, it looks as tho
they also modify the z component...which would make sense for waht is seen
ingame...with the z buffer modified, rendering a model would make it show on
both sides

Then all they have to do is leave the rest to physics penetration and
specific code to pop props and the player out of the wall

--
ts2do
--

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Re: [hlcoders] Portal

2006-07-30 Thread John Sheu
As far as I can tell:

The rendering itself is a rendertarget (hence the flames along the edges and
the irregular boundary).  As for object teleportation, all that's necessary
is to make the portal a trigger that modifies the physics rules of objects
that touch it to let them pass through walls and also create a mirror copy
of the object on the corresponding exit-portal.  If I had the time, I could
hack up something similar.  Though without actually doing it, I'm not really
in a position to say anything.

What I'm *really* interested in is how it handles recursive rendering.  I
suspect that's why, on the last scene in the video where the player falls
through a never-ending chain, they have a test subject go through the
portals below the player; to hide any artifacts that might show up when they
hit the recursive-rendering limit ;-)

-John Sheu

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Re: [hlcoders] Portal

2006-07-30 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
I'm not sure on the idea of having mirror copies...having a dynamic z buffer
sounds like an ideal solution

--
ts2do
--

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Re: [hlcoders] Portal

2006-07-30 Thread John Sheu
On Sunday 30 July 2006 10:17 pm, Aaron Schiff wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 I'm not sure on the idea of having mirror copies...having a dynamic z
 buffer sounds like an ideal solution

Academic debate time... :-)

I'm not sure what you mean by a dynamic z buffer.  As I see it, that
wouldn't make it possible to see two copies of the object; for example, in
the video, there is a demo of a set of portals where the sentry turret plays
pop-up in from two sets of portals in a room.  The player is standing back
and can see models in both portals at the same time.  This would require
rendering two models; no amount of Z-buffer magic would make that possible.

-John Sheu

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Re: [hlcoders] Portal

2006-07-30 Thread John Sheu
Another approach would be to render the portal view first, then use the
stencil buffer to limit the overdraw when you draw the local world.  Not
really Z-buffer magic, but something analogous.

-John Sheu

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Re: [hlcoders] Portal

2006-07-30 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
John Sheu I had the exact idea as you, but the only downside to this is you
would not be able to have thin ledges otherwise the model is going to pop
out the otherside.

On 7/31/06, John Sheu [EMAIL PROTECTED] wrote:

 On Sunday 30 July 2006 10:17 pm, Aaron Schiff wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  I'm not sure on the idea of having mirror copies...having a dynamic z
  buffer sounds like an ideal solution

 Academic debate time... :-)

 I'm not sure what you mean by a dynamic z buffer.  As I see it, that
 wouldn't make it possible to see two copies of the object; for example, in
 the video, there is a demo of a set of portals where the sentry turret
 plays
 pop-up in from two sets of portals in a room.  The player is standing back
 and can see models in both portals at the same time.  This would require
 rendering two models; no amount of Z-buffer magic would make that
 possible.

 -John Sheu

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- Benjamin Davison
--

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Re: [hlcoders] Portal

2006-07-30 Thread John Sheu
On Sunday 30 July 2006 10:57 pm, Benjamin Davison wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 John Sheu I had the exact idea as you, but the only downside to this is you
 would not be able to have thin ledges otherwise the model is going to pop
 out the otherside.

How so?

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RE: [hlcoders] Portal

2006-07-30 Thread Ben Everett
I don't consider the problem (as far as rendering is concerned) that complex
of a problem.

Consider the most-likely complex case (rendering wise) of an entrance portal
in front of the player, and the exit portal behind the player. First, this
would seem like an infinite loop problem, while I beg to differ. One, you
probably know the rough block of the portal, which can be seen as a decal
(for shits and giggles, we'll just say it's a 64x64 block). Now this block
can consist of a texture that is color keyed (magenta, for example), so then
you can just see a huge ol' magenta 64x64 block on the wall. Now you setup
different render targets, in this case rendering to textures with a camera
and view matrix setup to properly catch everything that it'd see. You'd
render this to texture, and do the same for the other portal. You'd then
pass these two textures into a shader that would allow for certain effects
depending on the color key it encounters.  As you would keep running into
areas (in the nested case) of there being more magenta pixels, you could
keep looping/scaling/mip-mapping these pixels into oblivion. Eventually, no
magenta pixels would remain.

There are also more elaborate methods that could be used (such as a
dependency graph
[http://www.gamasutra.com/features/20030829/vanderbeek_01.shtml] described
in GDMag). Worst-case you run into a circular dependency, and there are an
infinite number of solutions for solving such a case. The fact that the
circular dependency is rendered only adds a minor amount of complexity...
remember, games aren't all that special. 99.99% of the time your
unique problem has already been solved. I assure you, your graphics card
will not blow up if it encountered this situation.

For those of you that don't have a subscription, I strongly implore you to
pick up GDMag. I've been a subscriber since 1998 and it is worth its weight
in gold.


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