Re: [hlcoders] poorer prediction with new SDK?
Closest I see is player_showpredictedposition, but it doesn't seem to visually change anything at all. At 2006/09/21 08:41 AM, Paul Peloski wrote: >-- >[ Picked text/plain from multipart/alternative ] >Check that the lag compensation system is still being used to move entities >when a player is shooting, IIRC you can use sv_showlagcompensation 1 or >something similar to show some hitboxes when a player is being lag >compensated (ie, you have to be shooting at him and lag compensation has to >be turned on, etc.) I remember the lagcompensation->StartLagCompensation was >missing in the player command code on the server side with regard to the lag >compensation system when I first merged with the new SDK. > >Sorry I can't be more specific, I'm at work and don't have access to the SDK >right now. > >On 9/21/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> >wrote: >> >> I'm getting lots of complaints from my user base that, following the SDK >> update, lag prediction has gotten worse. Has anyone else experienced >> this? I haven't really experienced much of a change, but then I don't have >> as large of a ping to any of my mod's servers as some of my users do. >> >> After receiving complaints a few days ago I reviewed SDK changes and >> noticed massive amounts of code changes around prediction. But most of it >> seems to be centered around the creation of a seemingly unused and pointless >> NO_ENTITY_PREDICTION define to segregate out the prediction code. Maybe >> it's used by Valve for debugging or something? >> >> It's unclear whether any behavioral changes exist - anyone found evidence >> of any? Unfortunately we got a years worth of SDK code thrash in one patch, >> so it's a bit much to try to code review. >> >> -bk >> >> ___ >> 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] Making Half-Life 1 MOD, need help
Jeffrey "botman" Broome wrote: Dh! Sent this too soon. To access some of the now defunct URLs, try using the Internet Archive... http://www.thewavelength.net/oldsite/2dart/tutorials/texturetutorial.html Damn, I can't seem to be able to copy and paste a link... http://www.archive.org/index.php :) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Making Half-Life 1 MOD, need help
Jeffrey "botman" Broome wrote: Here's a HL1 FAQ that I put together years ago. Many of the links (toward the middle of the page are still good, however, many of those sites no longer exist and the FAQ isn't still being updated). http://botman.planethalflife.gamespy.com/MOD_FAQ.shtml Dh! Sent this too soon. To access some of the now defunct URLs, try using the Internet Archive... http://www.thewavelength.net/oldsite/2dart/tutorials/texturetutorial.html ...pick the archived pages from around 2002 or 2003 since Wavelength updated alot of thier stuff in 2004 when HL shifted to Steam. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Making Half-Life 1 MOD, need help
Ackart wrote: -- [ Picked text/plain from multipart/alternative ] Hey, there is nothing wrong with Half Life 1. Don't let the Sourceheads get to you, they've been blinded by their fancy displacements and normal mapping. =P Anyway, check out this site ( http://hlci.thewavelength.net/ ). It should help you out quite a bit. Here's a HL1 FAQ that I put together years ago. Many of the links (toward the middle of the page are still good, however, many of those sites no longer exist and the FAQ isn't still being updated). http://botman.planethalflife.gamespy.com/MOD_FAQ.shtml ...but there's still lots of common questions and problems listed there that you might want to read through. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Making Half-Life 1 MOD, need help
-- [ Picked text/plain from multipart/alternative ] Thanks for that both of you, here's me, the real newbie thinking that HL 1 was written in C (god!). I'll get the Vis C++ soon and I already have VHE, I've been mapping for quite a while and I won't be worrying about mapping. Thanks for the website, that'll be my port of calling for the next couple of days or so. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Making Half-Life 1 MOD, need help
-- [ Picked text/plain from multipart/alternative ] Hey, there is nothing wrong with Half Life 1. Don't let the Sourceheads get to you, they've been blinded by their fancy displacements and normal mapping. =P Anyway, check out this site ( http://hlci.thewavelength.net/ ). It should help you out quite a bit. On 9/21/06, Douglas Temple <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Hello all, > > Yeah yeah I'm making a mod for HL1, please don't kill me or try to tell me > to switch to Source. It's for a competition that I'm entering and I just > want it to be a simple mod that probably won't win me the competition but > it > will at least be a learning experience for me. > > All I need is some tutorials on HL 1 SDK, I know a bit about C, but what's > the best compiler to use, and is there anything else I need to make > something that is extremely simple and quick to put together as the > deadline > for submission is in November. > > > Thanks in advance to everyone, > > Your friendly neighbourhood coder newbie, > > Duggles > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- http://www.eviloverlord.com 135: My doomsday machine will have a highly-advanced technological device called a capacitor in case someone inconveniently pulls the plug at the last second. (If I have access to REALLY advanced technology, I will include a back-up device known as a battery.) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Making Half-Life 1 MOD, need help
-- [ Picked text/plain from multipart/alternative ] I remember that i used Microsoft Visual C++ 6.0 for HL1 coding. The SDK compiles right away without any tweaking. Also, if you only know C, u might wanna read some tutorials on C++, HL1 is written in C++, so the code is heavily Object Oriented. Also, if you are planning to do some level design dowload Hammer Editor (previously called Worldcraft) On 9/21/06, Douglas Temple <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Hello all, > > Yeah yeah I'm making a mod for HL1, please don't kill me or try to tell me > to switch to Source. It's for a competition that I'm entering and I just > want it to be a simple mod that probably won't win me the competition but > it > will at least be a learning experience for me. > > All I need is some tutorials on HL 1 SDK, I know a bit about C, but what's > the best compiler to use, and is there anything else I need to make > something that is extremely simple and quick to put together as the > deadline > for submission is in November. > > > Thanks in advance to everyone, > > Your friendly neighbourhood coder newbie, > > Duggles > -- > > ___ > 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] Making Half-Life 1 MOD, need help
-- [ Picked text/plain from multipart/alternative ] Hello all, Yeah yeah I'm making a mod for HL1, please don't kill me or try to tell me to switch to Source. It's for a competition that I'm entering and I just want it to be a simple mod that probably won't win me the competition but it will at least be a learning experience for me. All I need is some tutorials on HL 1 SDK, I know a bit about C, but what's the best compiler to use, and is there anything else I need to make something that is extremely simple and quick to put together as the deadline for submission is in November. Thanks in advance to everyone, Your friendly neighbourhood coder newbie, Duggles -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] poorer prediction with new SDK?
-- [ Picked text/plain from multipart/alternative ] Check that the lag compensation system is still being used to move entities when a player is shooting, IIRC you can use sv_showlagcompensation 1 or something similar to show some hitboxes when a player is being lag compensated (ie, you have to be shooting at him and lag compensation has to be turned on, etc.) I remember the lagcompensation->StartLagCompensation was missing in the player command code on the server side with regard to the lag compensation system when I first merged with the new SDK. Sorry I can't be more specific, I'm at work and don't have access to the SDK right now. On 9/21/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > I'm getting lots of complaints from my user base that, following the SDK > update, lag prediction has gotten worse. Has anyone else experienced > this? I haven't really experienced much of a change, but then I don't have > as large of a ping to any of my mod's servers as some of my users do. > > After receiving complaints a few days ago I reviewed SDK changes and > noticed massive amounts of code changes around prediction. But most of it > seems to be centered around the creation of a seemingly unused and pointless > NO_ENTITY_PREDICTION define to segregate out the prediction code. Maybe > it's used by Valve for debugging or something? > > It's unclear whether any behavioral changes exist - anyone found evidence > of any? Unfortunately we got a years worth of SDK code thrash in one patch, > so it's a bit much to try to code review. > > -bk > > ___ > 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