Re: [hlcoders] Portal
On Monday 31 July 2006 12:05 am, Ben Everett wrote: 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. Call me a computer scientist, but I don't like color keys. They're just... too inelegant. In any case, I think color keying by itself would not work right. In the recursive case, you can't just render each portal once and somehow mix the images, in a shader or otherwise. Let's take the example where you're looking into input portal A out of output portal B, which recursively views portal A. The view of portal A, as seen in normal view, will differ from the view of portal A as seen through portal B, as the camera angles are different. No amount of shader magic will fix such an issue of differing angles; you're guaranteed the need to render the portal twice. Or more, depending on the level of recursion. This makes me think that a stencil-buffer-based scheme is actually more plausible. Stencil buffers, and dependency graphs. How you populate that dependency graph is another matter... -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Portal
On 31 Jul 2006, at 04:12, John Sheu wrote: 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 ;-) The 'test subject' you see is the player! Still, things could be worse: http://70.86.201.113/imageserv2/stilltemporary/ PBF015ADFreakingVortex.html Adam -- Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Upcoming SDK Release
-- [ Picked text/plain from multipart/alternative ] I'm probably going to manually transfer everything... boy will that be the worst weekend of my life... but it is a great way to do some housekeeping. Oi, On 7/29/06, Thomas Vollmer [EMAIL PROTECTED] wrote: Ok, thanks. Regards, Thomas - Original Message From: Robbie Groenewoudt [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, July 29, 2006 9:39:05 AM Subject: Re: [hlcoders] Upcoming SDK Release -- [ Picked text/plain from multipart/alternative ] I doubt there are (many) bugs in the new SDK-code. Valve will be releasing new code so you will have to implement it into your mod and you won't notice much until you do. On 7/29/06, Thomas Vollmer [EMAIL PROTECTED] wrote: A n00b question: What happens to my MOD when Valve updates the SDK? I know Steam automatically downloads updates, so I'm assuming this will be the case here. So, once Steam has done that, assuming there is a new bug in the new SDK, will my MOD have that bug or will it be left unchanged until I somehow merge the updates into my MOD? Thanks, Thomas - Original Message From: Sebastian 'Darth.Hunter' Kreutz [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, July 29, 2006 8:07:32 AM Subject: Re: [hlcoders] Upcoming SDK Release I agree with Nick here. The last update caused a tremendous amounts of malfunctions. I also prefer a few more days of waiting instead of a bugged SDK replacing yet another bugged SDK ;) Sebastian 'Darth.Hunter' Kreutz ___ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Upcoming SDK Release
-- [ Picked text/plain from multipart/alternative ] Only 37 replies.. this is going well. I assume the new code has also the current HL2DM-code. I hope that from now on, each time HL2DM is updated, its code at the SDK is too. Robbie On 7/31/06, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I cant wait, we are in real need of a code update. On 7/31/06, Rob Lach [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I'm probably going to manually transfer everything... boy will that be the worst weekend of my life... but it is a great way to do some housekeeping. Oi, On 7/29/06, Thomas Vollmer [EMAIL PROTECTED] wrote: Ok, thanks. Regards, Thomas - Original Message From: Robbie Groenewoudt [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, July 29, 2006 9:39:05 AM Subject: Re: [hlcoders] Upcoming SDK Release -- [ Picked text/plain from multipart/alternative ] I doubt there are (many) bugs in the new SDK-code. Valve will be releasing new code so you will have to implement it into your mod and you won't notice much until you do. On 7/29/06, Thomas Vollmer [EMAIL PROTECTED] wrote: A n00b question: What happens to my MOD when Valve updates the SDK? I know Steam automatically downloads updates, so I'm assuming this will be the case here. So, once Steam has done that, assuming there is a new bug in the new SDK, will my MOD have that bug or will it be left unchanged until I somehow merge the updates into my MOD? Thanks, Thomas - Original Message From: Sebastian 'Darth.Hunter' Kreutz [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, July 29, 2006 8:07:32 AM Subject: Re: [hlcoders] Upcoming SDK Release I agree with Nick here. The last update caused a tremendous amounts of malfunctions. I also prefer a few more days of waiting instead of a bugged SDK replacing yet another bugged SDK ;) Sebastian 'Darth.Hunter' Kreutz ___ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~skidz -- ___ 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] Upcoming SDK Release
I was wondering if the spectate was going to be included in the hl2dm update? if you really have no idea what I am talking about: http://www.steampowered.com/index.php?area=newsid=710 On 7/31/06, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I cant wait, we are in real need of a code update. On 7/31/06, Rob Lach [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I'm probably going to manually transfer everything... boy will that be the worst weekend of my life... but it is a great way to do some housekeeping. Oi, On 7/29/06, Thomas Vollmer [EMAIL PROTECTED] wrote: Ok, thanks. Regards, Thomas - Original Message From: Robbie Groenewoudt [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, July 29, 2006 9:39:05 AM Subject: Re: [hlcoders] Upcoming SDK Release -- [ Picked text/plain from multipart/alternative ] I doubt there are (many) bugs in the new SDK-code. Valve will be releasing new code so you will have to implement it into your mod and you won't notice much until you do. On 7/29/06, Thomas Vollmer [EMAIL PROTECTED] wrote: A n00b question: What happens to my MOD when Valve updates the SDK? I know Steam automatically downloads updates, so I'm assuming this will be the case here. So, once Steam has done that, assuming there is a new bug in the new SDK, will my MOD have that bug or will it be left unchanged until I somehow merge the updates into my MOD? Thanks, Thomas - Original Message From: Sebastian 'Darth.Hunter' Kreutz [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, July 29, 2006 8:07:32 AM Subject: Re: [hlcoders] Upcoming SDK Release I agree with Nick here. The last update caused a tremendous amounts of malfunctions. I also prefer a few more days of waiting instead of a bugged SDK replacing yet another bugged SDK ;) Sebastian 'Darth.Hunter' Kreutz ___ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~skidz -- ___ 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] Upcoming SDK Release
-- [ Picked text/plain from multipart/alternative ] Well, the code already has all code. You just need to enable spectators, what they did. On 7/31/06, Nick [EMAIL PROTECTED] wrote: I was wondering if the spectate was going to be included in the hl2dm update? if you really have no idea what I am talking about: http://www.steampowered.com/index.php?area=newsid=710 On 7/31/06, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I cant wait, we are in real need of a code update. On 7/31/06, Rob Lach [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I'm probably going to manually transfer everything... boy will that be the worst weekend of my life... but it is a great way to do some housekeeping. Oi, On 7/29/06, Thomas Vollmer [EMAIL PROTECTED] wrote: Ok, thanks. Regards, Thomas - Original Message From: Robbie Groenewoudt [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, July 29, 2006 9:39:05 AM Subject: Re: [hlcoders] Upcoming SDK Release -- [ Picked text/plain from multipart/alternative ] I doubt there are (many) bugs in the new SDK-code. Valve will be releasing new code so you will have to implement it into your mod and you won't notice much until you do. On 7/29/06, Thomas Vollmer [EMAIL PROTECTED] wrote: A n00b question: What happens to my MOD when Valve updates the SDK? I know Steam automatically downloads updates, so I'm assuming this will be the case here. So, once Steam has done that, assuming there is a new bug in the new SDK, will my MOD have that bug or will it be left unchanged until I somehow merge the updates into my MOD? Thanks, Thomas - Original Message From: Sebastian 'Darth.Hunter' Kreutz [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, July 29, 2006 8:07:32 AM Subject: Re: [hlcoders] Upcoming SDK Release I agree with Nick here. The last update caused a tremendous amounts of malfunctions. I also prefer a few more days of waiting instead of a bugged SDK replacing yet another bugged SDK ;) Sebastian 'Darth.Hunter' Kreutz ___ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~skidz -- ___ 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] Upcoming SDK Release
How do you enalbe spectators? On 7/31/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Well, the code already has all code. You just need to enable spectators, what they did. On 7/31/06, Nick [EMAIL PROTECTED] wrote: I was wondering if the spectate was going to be included in the hl2dm update? if you really have no idea what I am talking about: http://www.steampowered.com/index.php?area=newsid=710 On 7/31/06, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I cant wait, we are in real need of a code update. On 7/31/06, Rob Lach [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I'm probably going to manually transfer everything... boy will that be the worst weekend of my life... but it is a great way to do some housekeeping. Oi, On 7/29/06, Thomas Vollmer [EMAIL PROTECTED] wrote: Ok, thanks. Regards, Thomas - Original Message From: Robbie Groenewoudt [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, July 29, 2006 9:39:05 AM Subject: Re: [hlcoders] Upcoming SDK Release -- [ Picked text/plain from multipart/alternative ] I doubt there are (many) bugs in the new SDK-code. Valve will be releasing new code so you will have to implement it into your mod and you won't notice much until you do. On 7/29/06, Thomas Vollmer [EMAIL PROTECTED] wrote: A n00b question: What happens to my MOD when Valve updates the SDK? I know Steam automatically downloads updates, so I'm assuming this will be the case here. So, once Steam has done that, assuming there is a new bug in the new SDK, will my MOD have that bug or will it be left unchanged until I somehow merge the updates into my MOD? Thanks, Thomas - Original Message From: Sebastian 'Darth.Hunter' Kreutz [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, July 29, 2006 8:07:32 AM Subject: Re: [hlcoders] Upcoming SDK Release I agree with Nick here. The last update caused a tremendous amounts of malfunctions. I also prefer a few more days of waiting instead of a bugged SDK replacing yet another bugged SDK ;) Sebastian 'Darth.Hunter' Kreutz ___ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~skidz -- ___ 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] Upcoming SDK Release
-- [ Picked text/plain from multipart/alternative ] I'm pretty sure that first person dosen't work right. I just enabled spectator and even free roam didn't work right. The camera was acting like the ragdoll deathcam, oddly. I had to play around with it quite a bit to get that working, and ended up just disabling the other modes. On 7/31/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Well, the code already has all code. You just need to enable spectators, what they did. On 7/31/06, Nick [EMAIL PROTECTED] wrote: I was wondering if the spectate was going to be included in the hl2dm update? if you really have no idea what I am talking about: http://www.steampowered.com/index.php?area=newsid=710 On 7/31/06, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I cant wait, we are in real need of a code update. On 7/31/06, Rob Lach [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I'm probably going to manually transfer everything... boy will that be the worst weekend of my life... but it is a great way to do some housekeeping. Oi, On 7/29/06, Thomas Vollmer [EMAIL PROTECTED] wrote: Ok, thanks. Regards, Thomas - Original Message From: Robbie Groenewoudt [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, July 29, 2006 9:39:05 AM Subject: Re: [hlcoders] Upcoming SDK Release -- [ Picked text/plain from multipart/alternative ] I doubt there are (many) bugs in the new SDK-code. Valve will be releasing new code so you will have to implement it into your mod and you won't notice much until you do. On 7/29/06, Thomas Vollmer [EMAIL PROTECTED] wrote: A n00b question: What happens to my MOD when Valve updates the SDK? I know Steam automatically downloads updates, so I'm assuming this will be the case here. So, once Steam has done that, assuming there is a new bug in the new SDK, will my MOD have that bug or will it be left unchanged until I somehow merge the updates into my MOD? Thanks, Thomas - Original Message From: Sebastian 'Darth.Hunter' Kreutz [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, July 29, 2006 8:07:32 AM Subject: Re: [hlcoders] Upcoming SDK Release I agree with Nick here. The last update caused a tremendous amounts of malfunctions. I also prefer a few more days of waiting instead of a bugged SDK replacing yet another bugged SDK ;) Sebastian 'Darth.Hunter' Kreutz ___ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~skidz -- ___ 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] Upcoming SDK Release
-- [ Picked text/plain from multipart/alternative ] Maybe this will help you, tho if you haven't done this already, I'd wait for the SDK update, maybe they've done all the work for you.. http://articles.thewavelength.net/702/ On 7/31/06, Nick [EMAIL PROTECTED] wrote: How do you enable spectators? On 7/31/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Well, the code already has all code. You just need to enable spectators, what they did. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Upcoming SDK Release
-- [ Picked text/plain from multipart/alternative ] take your time, if you guys are having problems, sort em out before you guys release it. Oi, Rober Pierog Lach On 7/31/06, Steve Rabouin [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Maybe this will help you, tho if you haven't done this already, I'd wait for the SDK update, maybe they've done all the work for you.. http://articles.thewavelength.net/702/ On 7/31/06, Nick [EMAIL PROTECTED] wrote: How do you enable spectators? On 7/31/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Well, the code already has all code. You just need to enable spectators, what they did. -- ___ 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] Re: Portal
As far as I can tell from what I saw in the trailer they've done the portals in a pretty simple way: First off they used rendertargets etc. on the portals. For (non-player) object going through the portals they just add a temp. copy of the object to the exiting portal and when the actual object is half-way through copy and original switch places and after the object fully exited the portal the temp. copy gets removed. However this doesn't work (or isn't implemented) for the player entity. As you can see in the trailer the player-model doesn't move through the portals seamlessly, it rather really only gets teleported from one location to the other. Of course I can't be 100% sure about this as I didn't have the chance to play the game or look at the code. ;) But that's definitely the way I'd go when coding such portals - and at least it really looks like that's how they've done it, once again watching the trailer. : So far I guess the Portal team didn't have to modify the engine itself a lot. The hardest things to do IMO probably were making the player see his player model when looking through the portals, making entities not collied with the wall when going through portals and adjusting some viewangle stuff. - amogan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Global game state
Anyone? - Original Message From: Thomas Vollmer [EMAIL PROTECTED] To: HLCODERS hlcoders@list.valvesoftware.com Sent: Sunday, July 30, 2006 8:06:50 AM Subject: [hlcoders] Global game state 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Global game state
-- [ Picked text/plain from multipart/alternative ] So you want to control everything from 1 class? It isn't really clear what you are trying to do that isn't already done by the game... On 7/31/06, Thomas Vollmer [EMAIL PROTECTED] wrote: Anyone? - Original Message From: Thomas Vollmer [EMAIL PROTECTED] To: HLCODERS hlcoders@list.valvesoftware.com Sent: Sunday, July 30, 2006 8:06:50 AM Subject: [hlcoders] Global game state 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 ___ 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] Event triggering
-- [ Picked text/plain from multipart/alternative ] In the maps there are trigger entities that have a set of rules, I.E. on player touch, etc, which whenever done, relay a message to other entities. On 7/24/06, Shing-Cheung Chan [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hi, How does HL2 trigger events? Thanks, Adrian __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Event triggering
-- [ Picked text/plain from multipart/alternative ] You may want to read this page, should give you the information you're looking for. http://developer.valvesoftware.com/wiki/Authoring_a_Logical_Entity On 7/24/06, Shing-Cheung Chan [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hi, How does HL2 trigger events? Thanks, Adrian __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Global game state
-- [ Picked text/plain from multipart/alternative ] Yeah env_global does exactly this. Though I am unsure if you can change the states mid-level as I never tested it. But for example there is a pre-criminal state where it sets the world to be like it is when your first start hl2 and are not a criminal of the combine. On 7/31/06, Aaron Schiff [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] look into logic_auto and env_global -- ts2do -- ___ 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] Global game state
-- [ Picked text/plain from multipart/alternative ] You can change state using I/O: - *TurnOn* Set state of global to ON. - *TurnOff* Set state of global to OFF. - *Toggle* Toggles state of global between ON and OFF. - *Remove* Set state of global to DEAD. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Portal
http://forums.facepunchstudios.com/showthread.php?t=168366 LUA 'Portal' Adam --- Ben \amogan\ K. [EMAIL PROTECTED] wrote: As far as I can tell from what I saw in the trailer they've done the portals in a pretty simple way: First off they used rendertargets etc. on the portals. For (non-player) object going through the portals they just add a temp. copy of the object to the exiting portal and when the actual object is half-way through copy and original switch places and after the object fully exited the portal the temp. copy gets removed. However this doesn't work (or isn't implemented) for the player entity. As you can see in the trailer the player-model doesn't move through the portals seamlessly, it rather really only gets teleported from one location to the other. Of course I can't be 100% sure about this as I didn't have the chance to play the game or look at the code. ;) But that's definitely the way I'd go when coding such portals - and at least it really looks like that's how they've done it, once again watching the trailer. : So far I guess the Portal team didn't have to modify the engine itself a lot. The hardest things to do IMO probably were making the player see his player model when looking through the portals, making entities not collied with the wall when going through portals and adjusting some viewangle stuff. - amogan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Global game state
Thanks for your replies. Are the values for globalstate restricted to a predefined list, or can I define my own? It's not clear from wht Wiki... Thanks, Thomas - Original Message From: Aaron Schiff [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, July 31, 2006 7:58:57 PM Subject: Re: [hlcoders] Global game state -- [ Picked text/plain from multipart/alternative ] You can change state using I/O: - *TurnOn* Set state of global to ON. - *TurnOff* Set state of global to OFF. - *Toggle* Toggles state of global between ON and OFF. - *Remove* Set state of global to DEAD. -- ts2do -- ___ 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] Global game state
Well, it could be factored into several classes as needed. Also, I guess I'm not sure yet what can be done without coding in this area. I basically have a single map where the player is located for the duration of entire game. Based on player actions, I need to alter some global state (in the general sense) to control what happens next and calculae tha player's score. It's hard to explain and I apologize for being confused about this. Let me mull this over a bit more and come back with a more specific question. Thanks, Thomas - Original Message From: Rob Lach [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, July 31, 2006 6:18:09 PM Subject: Re: [hlcoders] Global game state -- [ Picked text/plain from multipart/alternative ] So you want to control everything from 1 class? It isn't really clear what you are trying to do that isn't already done by the game... On 7/31/06, Thomas Vollmer [EMAIL PROTECTED] wrote: Anyone? - Original Message From: Thomas Vollmer [EMAIL PROTECTED] To: HLCODERS hlcoders@list.valvesoftware.com Sent: Sunday, July 30, 2006 8:06:50 AM Subject: [hlcoders] Global game state 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 ___ 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] Global game state
-- [ Picked text/plain from multipart/alternative ] You can use the logic entities to set a global state sort of. Though I am not very fluent in using them but I am almost positive its possible with logic_compare and a math_counter. The math_counter would start at 0 and then when you want to change state add 1 to it and have it fire a output onvaluechanged and somehow use it in the logic_compare to see if the value is 1 or 0. In the logic_compare you can have two different logic_relays fire depending on the value. One for each state available. There is a way to do all sorts of basic coding things using logic_ entities. On 8/1/06, Thomas Vollmer [EMAIL PROTECTED] wrote: Thanks for your replies. Are the values for globalstate restricted to a predefined list, or can I define my own? It's not clear from wht Wiki... Thanks, Thomas - Original Message From: Aaron Schiff [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, July 31, 2006 7:58:57 PM Subject: Re: [hlcoders] Global game state -- [ Picked text/plain from multipart/alternative ] You can change state using I/O: - *TurnOn* Set state of global to ON. - *TurnOff* Set state of global to OFF. - *Toggle* Toggles state of global between ON and OFF. - *Remove* Set state of global to DEAD. -- ts2do -- ___ 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