Re: [hlcoders] poorer prediction with new SDK?

2006-09-21 Thread bloodykenny
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

2006-09-21 Thread Jeffrey \"botman\" Broome

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

2006-09-21 Thread Jeffrey \"botman\" Broome

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

2006-09-21 Thread Jeffrey \"botman\" Broome

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

2006-09-21 Thread Douglas Temple
--
[ 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

2006-09-21 Thread Ackart
--
[ 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

2006-09-21 Thread Gustavo Restrepo
--
[ 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

2006-09-21 Thread Douglas Temple
--
[ 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?

2006-09-21 Thread Paul Peloski
--
[ 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