Re: [hlcoders] Portal

2006-07-31 Thread John Sheu
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

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Re: [hlcoders] Portal

2006-07-31 Thread Adam Foster


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/


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Re: [hlcoders] Upcoming SDK Release

2006-07-31 Thread Rob Lach
--
[ 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
 
 
 
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Re: [hlcoders] Upcoming SDK Release

2006-07-31 Thread Robbie Groenewoudt
--
[ 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
   
   
   
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Re: [hlcoders] Upcoming SDK Release

2006-07-31 Thread Nick

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
  
  
  
   ___
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   please visit:
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Re: [hlcoders] Upcoming SDK Release

2006-07-31 Thread Robbie Groenewoudt
--
[ 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



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Re: [hlcoders] Upcoming SDK Release

2006-07-31 Thread Nick

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



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Re: [hlcoders] Upcoming SDK Release

2006-07-31 Thread Skillet
--
[ 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
 
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Re: [hlcoders] Upcoming SDK Release

2006-07-31 Thread Steve Rabouin
--
[ 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.

--

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Re: [hlcoders] Upcoming SDK Release

2006-07-31 Thread Rob Lach
--
[ 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.
 
 --

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[hlcoders] Re: Portal

2006-07-31 Thread Ben \amogan\ K.

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

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Re: [hlcoders] Global game state

2006-07-31 Thread Thomas Vollmer
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

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Re: [hlcoders] Global game state

2006-07-31 Thread Rob Lach
--
[ 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

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Re: [hlcoders] Event triggering

2006-07-31 Thread Rob Lach
--
[ 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

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Re: [hlcoders] Event triggering

2006-07-31 Thread Steve Rabouin
--
[ 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

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Re: [hlcoders] Global game state

2006-07-31 Thread Chris Harris
--
[ 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
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Re: [hlcoders] Global game state

2006-07-31 Thread Aaron Schiff
--
[ 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
--

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Re: [hlcoders] Re: Portal

2006-07-31 Thread Adam \amckern\ Mckern
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

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Nigredo Studios http://www.nigredostudios.com

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Re: [hlcoders] Global game state

2006-07-31 Thread Thomas Vollmer
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
--

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Re: [hlcoders] Global game state

2006-07-31 Thread Thomas Vollmer
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

 ___
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 please visit:
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Re: [hlcoders] Global game state

2006-07-31 Thread Chris Harris
--
[ 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
 --

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