Re: [hlcoders] OT: Screen res effects ping/latency or not?

2003-03-18 Thread Chris 'Tal-N' Blane
Thanks for that Jeff, I see that the ping would slow down at the clients end
because the pc is handling other matters rather than sifting through the
packets as fast as it can.


- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, March 18, 2003 7:20 PM
Subject: Re: [hlcoders] OT: Screen res effects ping/latency or not?


  I just wanted to get the opinions of some respected programmer to know
if
  lowering your screen resolution will help reduce your ping and hopefully
 get
  a simply explaination why. I personally think it does make a difference
 but
  the person I've spoken to about it points out that rendering for
graphics
 is
  client side. But i know that things off screen aren't completely sending
  information to the client since they aren't being rendered and that I'd
  imagine this extends to distant obects which wouldn't be rendered at
lower
  resolutions and thus reduce the network traffic a bit as if it was off
  screen.

 I think it really depends on your video settings.  The most noticeable
 difference will probably be using the default Software rendering mode
 (instead of OpenGL or Direct3D).  Reducing the resolution will require
less
 pixels to be drawn which will take less CPU time to render a frame.  This
 will increase your framerate.  If the CPU is spending less time rendering
 pixels, it has more time to spend sending network packets (up until the
 point it reaches the cvar network limits).  The people who would notice
this
 the most are people using Software rendering mode, with slow CPUs, low
 amounts of RAM and high speed network connections.

 As you mentioned, things outside the PVS (potentially visible set) don't
 need to be sent to a client, but the framerate of the client won't (or
 shouldn't) effect how often the server sends packets to the client.  The
 server will have it's own independent framerate and will send any
necessary
 data to the client during each of the server frames.  If the server is
 heavily loaded, then there won't be much the client can do to improve the
 latency between the client and the server (if anything sending more data
to
 the server will only cause it to slow down ever so slightly).  The
framerate
 of the client will effect how often it can send data to the server.  A low
 framerate on the client will more than likely mean that the client is CPU
 bound and won't be able to send network data as quickly as it should.
 Anything that increases the framerate on the client could potentially
reduce
 some of the latency between that client and the server.

 Jeffrey botman Broome

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Re: [hlcoders] Viewport Question

2003-01-21 Thread Chris 'Tal-N' Blane
First it's fogging, then it's particle systems. .. viewports must be the new
'black' this year. :)

- Original Message -
From: Alexander Jochum [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, January 21, 2003 8:13 AM
Subject: [hlcoders] Viewport Question


 Hi there
 I added Bigguys viewport system to my mod now
 I have a few question...

 1)
 How can I create a viewport above a specific entity lets say I know the
origin etc...

 2)
 Is it possible to draw a viewport over a vgui menu ??
 Everytime I have a vgui menu opened and draw the viewport, it's behind the
menu
 and through the grid of the vgui menu it's grayed.. ( oh it doesn't matter
if I draw the vgui menu first and then the viewport...)
 What I want is a clear second viewport over a vgui menu...

 3)
 How is it possible to draw a viewport without the v_model ??


 I use this Code at the moment to Setup my viewport
 (it doesn't anything else then drawing the main viewport again...)

 void VP_EntityTest ( struct ref_params_s *pparams, vp_s *vp )
 {
 // this block is the only required data
 pparams-viewport[0] = XRES(vp-x);
 pparams-viewport[1] = YRES(vp-y);
 pparams-viewport[2] = XRES(vp-wide);
 pparams-viewport[3] = YRES(vp-tall);
 pparams-onlyClientDraw = vp-clientOnly;
 }


 THX



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Re: [hlcoders] Multiple viewports in HL?

2003-01-15 Thread Chris 'Tal-N' Blane
The problem seems to relate to my Gforce4 4200 card, I've tried various
driver versions with the same bizzare effect ranging from full screen
blurring to a HOM effect only when the view turns and it's rendered were
some surfaces should be.

- Original Message -
From: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, January 15, 2003 11:55 AM
Subject: [hlcoders] Multiple viewports in HL?


 There are instructions in HLTV.doc that describe how to make
 multiple viewports in HL. (the mechanism HLRally are using to
 make a rear-view mirror.)

 I've been trying out this feature, and although it works fine on
 my machine (and on most other people's), one person is getting a
 hall-of-mirrors effect all over the window that's being drawn
 first. (Apparently it works fine in Direct3D, but not in OpenGL.
 We want to use OpenGL...)

 So:
 Is there anything produced by Valve which uses the multiple
 -viewports feature? It would be nice to know whether that has
 problems too, or whether it's my fault for setting something
 up wrong.

 And apart from that - is this a known problem? Any suggestions as
 to what might be going wrong? Any workarounds?

 --
 Laurie Cheers
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Re: [hlcoders] Motion Blur

2003-01-11 Thread Chris 'Tal-N' Blane
Using a colour glow shell to duplicate the model several times mkaing them
progressively less opaque and then somehow finding a way to delay the
animation of the duplicates to be behind the current frame of the actual
model. I'd wager that rendering them with a delay would surfice. For
information about using glow shells to create duplicate of models that copy
their movement have a look in the spirt of HL forums where Laurie has been
developing the trick to help create mirrored floors.


- Original Message -
From: Michael Shimmins [EMAIL PROTECTED]
To: HLCoders [EMAIL PROTECTED]
Sent: Sunday, January 12, 2003 3:00 AM
Subject: [hlcoders] Motion Blur


 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Hi all,

 I'm trying (in vain) to apply a motion blur effect to the view in HL.
 I've tried doing this using the accumulation buffer in OpenGL which
 slows the frame rate down to 4 frames per second.

 Does anyone have any other ideas about how to do motion blur?

 Cheers,

 Michael Shimmins mailto:[EMAIL PROTECTED]
 The Absconder Effect (http://www.tae-mod.com)
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[hlcoders] Creating a persistant statistic database?

2003-01-09 Thread Chris 'Tal-N' Blane
I help moderate the VERC Wanted forums and someone recently posted a request
for a programmer to create a database system for an on-line RPG mod using
HL. Now my knowledge of the networking side of HL is somewhere between zero
and minus one but something in my gut says it can't be done. I know that
it's possible to get information from games written to HTML documents (as
some sites display player stats on websites from various games) but is it
possible for a HL server to draw information from a database like a web
server and allow for a designer to create an RPG like leveling system? I
know that it'd be easier to simply store the stats locally in an encoded
file but it's always possible for those to be hacked which is why the person
who posted wants to take this other route.

Any suggestions or advice for me relay to the designer would be most
appreciated.

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Re: [hlcoders] Creating a persistant statistic database?

2003-01-09 Thread Chris 'Tal-N' Blane
Ok thnx, I'll pass the information on.
- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, January 09, 2003 5:19 PM
Subject: Re: [hlcoders] Creating a persistant statistic database?




  I help moderate the VERC Wanted forums and someone recently posted a
 request
  for a programmer to create a database system for an on-line RPG mod
using
  HL. Now my knowledge of the networking side of HL is somewhere between
 zero
  and minus one but something in my gut says it can't be done. I know that
  it's possible to get information from games written to HTML documents
(as
  some sites display player stats on websites from various games) but is
it
  possible for a HL server to draw information from a database like a web
  server and allow for a designer to create an RPG like leveling system? I
  know that it'd be easier to simply store the stats locally in an encoded
  file but it's always possible for those to be hacked which is why the
 person
  who posted wants to take this other route.
 
  Any suggestions or advice for me relay to the designer would be most
  appreciated.

 It is true that you can't use the Half-Life client/server network stream
to
 send your own custom data back and forth (other than the standard client
-
 server network packets containing entity information).  However, there's
 nothing to stop a client or server from creating it's own Windows/Linux
 socket network connection to a server (using some other IP port than what
 the client and server are using).  The database server that you connect to
 could store persistent information using MySQL, flat ASCII text files, or
 whatever you wanted.  Servers could connect to this database server and
 retrieve information for clients, then use the Half-Life engine network
 protocol to stream this data to the client (sent as entity information),
or
 the clients create a network connection to the persistent database server
 directly (although this might lead to client side hacking if the client
used
 a network proxy to modify the data coming from the database).

 Jeffrey botman Broome

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Re: [hlcoders] models flickering

2003-01-09 Thread Chris 'Tal-N' Blane
I'd suggest you pick up the Spirit of HL source code as this was solved by
Laurie.
- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, January 09, 2003 7:03 PM
Subject: Re: [hlcoders] models flickering


  Everyone knows that monster models will flicker if monster is moving
  on train or platform. In BShift this is somehow fixed...
 
  Does anyone know how it can be fixed?

 If you are talking about monsters positions rapidly jumping, that's due to
 network lag between the server and the client (even in single player).
 The monster entities all exist on the server and they have to be sent to
the
 client in order for them to be rendered.  Each time the position changes,
a
 packet with the new position must be sent to the client (even in single
 player).  The faster the monster is moving, the faster his position is
 changing and the greater the jumping effect will be (moving from old
 position to new position).

 You could make the monster's positions predicted similar to the way player
 positions are predicted in multiplayer network games.

 Jeffrey botman Broome

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Re: [hlcoders] models flickering

2003-01-09 Thread Chris 'Tal-N' Blane
I'm not suggesting that you take it all but it does solve the juddering
problem for NPC's in motion. Yeah and i know that Spirit isn't fantastically
stable for multiplayer but as i said, you don't need to incorperate it all.

- Original Message -
From: Pat Magnan [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, January 09, 2003 8:04 PM
Subject: Re: [hlcoders] models flickering




 At 07:46 PM 1/9/2003 +, you wrote:
 I'd suggest you pick up the Spirit of HL source code as this was solved
by
 Laurie.

 Not really, trust me, the movewith stuff doesn't work too well on Network
 games. We incorporated it, and things just don't work right. Client side
 prediction may actually make it viable however.

 - Original Message -
 From: botman [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Thursday, January 09, 2003 7:03 PM
 Subject: Re: [hlcoders] models flickering
 
 
Everyone knows that monster models will flicker if monster is
moving
on train or platform. In BShift this is somehow fixed...
   
Does anyone know how it can be fixed?
  
   If you are talking about monsters positions rapidly jumping, that's
due to
   network lag between the server and the client (even in single
player).
   The monster entities all exist on the server and they have to be sent
to
 the
   client in order for them to be rendered.  Each time the position
changes,
 a
   packet with the new position must be sent to the client (even in
single
   player).  The faster the monster is moving, the faster his position is
   changing and the greater the jumping effect will be (moving from old
   position to new position).
  
   You could make the monster's positions predicted similar to the way
player
   positions are predicted in multiplayer network games.
  
   Jeffrey botman Broome
  
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Re: [hlcoders] Collision problem after rescaling

2003-01-08 Thread Chris 'Tal-N' Blane
I think you need to cut back on sniffing that superglue Omega. :) We can all
see what it's doing to your poor brain.

- Original Message -
From: omega [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, January 08, 2003 9:56 PM
Subject: RE: [hlcoders] Collision problem after rescaling


 Doh, I just re-read your original post and see me mentioned. Silly me.

 Anyway, I'll have to try and find my source to figure out what I did. If
 you figure it out before I get back to you, I'll apologize in advance,
 im not sure what cd I backed that mods source up to, and I have cd's all
 over the place (im a horrible mess.. heh)

 -omega
 Blackened Interactive - http://blackened-interactive.com
 Front Line Force - http://www.flfmod.com


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]] On Behalf Of Jim Hunter,
 M.D.
 Sent: January 8, 2003 3:37 PM
 To: '[EMAIL PROTECTED]'
 Subject: RE: [hlcoders] Collision problem after rescaling

  www.nofadz.com/blackened/hltuts/rescale.html
 
  I wrote that a long time ago, it covers pretty much all of your
  problems, bowever there are some extra stuff I had to do
  later to fix a
  few other issues; but I can't quite remember what I had to do.

 Actually, I did everything in that tutorial (thanks for writing
 it, btw) and it worked except for the problem with not colliding
 correctly with the monsters (or other players).  World collisions
 worked just fine.  Then while trying to fix the problem with the
 player-monster and player-player collisions, I ran across the
 mail in the archive from Robin Walker at VALVe mentioning the
 bug in GetHullBounds (the values not getting copied into mins
 and maxs since there is not an operator float * in the Vector
 class).  After fixing that, the world collision
 problems appeared.

 Jim

 
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Re: [hlcoders] Engine enhacements been added in next HL patch?

2003-01-04 Thread Chris 'Tal-N' Blane
Ok thnx for that, i had some trouble finding anything going through the
archieve. Still, we don't know if the mpatch is expected any time soon or
later on towards the middle of the year,.


- Original Message -
From: MoD [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, January 04, 2003 1:20 AM
Subject: Re: [hlcoders] Engine enhacements been added in next HL patch?



 - Original Message -
 From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Friday, January 03, 2003 4:12 PM
 Subject: [hlcoders] Engine enhacements been added in next HL patch?


  One of my dev team somehow got word that the next HL patch might include
  some if not all of the engine enhancements from CS:CZ, mainly the added
  model capabilities like alpha maps.


 No need to get word, it was posted by a @valvesoftware.com :

 Quote follows:




 From: Adrian Finol [EMAIL PROTECTED]
 To: '[EMAIL PROTECTED]' [EMAIL PROTECTED]
 Subject: RE: [hlcoders] Transparent color on model?
 X-Original-Date: Mon, 23 Dec 2002 12:22:34 -0800
 Date: Mon, 23 Dec 2002 12:22:34 -0800

  There will be after we release the next patch. You can assign rendermodes
 to textures, like additive. You can also mask out colors in a texture.

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]
 Sent: Monday, December 23, 2002 10:57 AM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] Transparent color on model?


 All:

 Is there a way to make a single color on a model transparent, like the
 alphatest color on a sprite?

 Thanks,
 Scott


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[hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread Chris 'Tal-N' Blane
One of my dev team somehow got word that the next HL patch might include
some if not all of the engine enhancements from CS:CZ, mainly the added
model capabilities like alpha maps. I've not heard any mention of this from
the usual sources but it seems possible now that CS:CZ has been handed over
to Ritual Entertainment and had an addtional delay added to it's release.
Since Ritual aren't usually affiliated with Valve (unlike gearbox who tend
to work hand in hand with them) and the extended delay it would seem to make
sense to make the enhancements now as the work has been done plus we wont be
seeing CS:CZ for another 3 months now at the earliest.

Any comments from you folks at Gearbox about this or does this come under
the restrictions of your NDA so you can't speak about it with the public?

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Re: [hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread Chris 'Tal-N' Blane
Thnx for an informed opinion about that botman, although it's not the
official word it sounds like there certainly alot of doubt as to the
position Valve might take on this issue. I find it funny how you said they'd
never risk something that would break any mods, especially as i remember
some mod teams having to 'fix' themselves regularly after the spree of
networking changes that followed 1.1.0.0, somehow i don't think that the
model engine enhancements would break anything since it's adding to the
rendering functions rather than starting from scratch. (of course I'm
assuming that you guys didn't rip the guts out to make the enhancements)

I'll cross my fingers and hope that we do have some promising news from Gabe
or someone, if not then I'll see what I can get from Chris Bokitch since the
lads at Valve don't appear check this mailing list regularly so they could
miss this.

Thnx again.


- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, January 03, 2003 2:53 PM
Subject: Re: [hlcoders] Engine enhacements been added in next HL patch?


  One of my dev team somehow got word that the next HL patch might include
  some if not all of the engine enhancements from CS:CZ, mainly the added
  model capabilities like alpha maps. I've not heard any mention of this
  from the usual sources but it seems possible now that CS:CZ has been
  handed over to Ritual Entertainment and had an addtional delay added to
  it's release. Since Ritual aren't usually affiliated with Valve (unlike
  gearbox who tend to work hand in hand with them) and the extended delay
it
  would seem to make sense to make the enhancements now as the work has
been
  done plus we wont be seeing CS:CZ for another 3 months now at the
  earliest.
 
  Any comments from you folks at Gearbox about this or does this come
under
  the restrictions of your NDA so you can't speak about it with the
public?

 Even though I work at Gearbox, I'm not an official spokesman for them so
 don't take this as a Gearbox sanctioned reply.  It's just my personal
 opinion, so take it for what it's worth (practically nothing).

 I'm not sure what Ritual has or has not done with the Half-Life engine in
 support of CZ, but there were changes made to the engine by Gearbox in
 support of the CZ work that they did (99% of which was before I went to
work
 for Gearbox).  Valve always had access to the work that Gearbox was doing,
 and I presume Valve always had access to the work that Rogue did before
 Gearbox picked up the project.  Any changes made to the engine to support
 MODs or expansions (like OpFor, for example) would be available in future
 releases of the engine.  I've never known Valve to remove a feature from
the
 engine, only expand it to include new features, so backing out an existing
 feature probably won't happen unless that conflicts with something that
 Valve and/or Ritual REALLY wants to put in and there's no way to support
 both.  In some cases, this would break any MODs that used that feature and
 Valve doesn't want to do that.

 Whether or not Valve and/or Ritual preserves engine changes made by
Gearbox
 (or Rogue) will be completely up to Valve and Ritual, Gearbox doesn't
really
 have any control over this as far as I know.  Ritual may want to rip out
 many of the changes made by Gearbox and replace it with their own.  Ritual
 might also want to preserve all of the changes made by Gearbox so that
they
 can concentrate on game content and not worry too much about engine
changes.
 Again, only Valve or Ritual can tell you what gets done in the end.

 My guess is that you won't know what changes have been made until the game
 is released.  Usually the release notes contain a list of changes that
tells
 you what features were added and what bugs were fixed.  From this list of
 feature changes you can sometimes determine what types of engine changes
 were made (for example being able to render view models transparently).

 One thing that I find interesting is that Ritual is using QERadiant
instead
 of Hammer.  Perhaps Ritual's level designers (all hail Levelord!) are just
 more familiar with QERadiant and didn't want to have to learn a different
 interface, but I wonder if there were any missing features from QERadiant
 that had to be ported from Hammer to support CZ.

 Jeffrey botman Broome

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Re: [hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread Chris 'Tal-N' Blane
I'm not much of a programmer, I just handle the all management and various
design aspects of the project I leave the programming to Laurie and James.
:) Odds are that after i get done with this I'll spend a year learning C++
since that the last area for me to gain experience in. Odds are we'll have
Hl2 to play around with then and knowing my bloody luck C++ is a redundent
language by then.


- Original Message -
From: Mark Gornall [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, January 03, 2003 3:21 PM
Subject: RE: [hlcoders] Engine enhacements been added in next HL patch?


 ...maybe if you asked a specific coding question they may be more inclined
 to answer ;)



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Re: [hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread Chris 'Tal-N' Blane
I've used QEradient for HL editing and i have to say that it's a damn
nightmare trying to set the damn thing u pto use WADs, but i simply couldn't
settle with it once i got past the traumatic set up. I hate to sound like
one of the brainwashed masses but WC/Hammer simply is perfect for Quake
engine editing I've been using some form of WC since way back when it was
first designed for the original Quake although it has come along in leaps
and bounds since then.


- Original Message -
From: Nick McLaren [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, January 03, 2003 4:01 PM
Subject: RE: [hlcoders] Engine enhacements been added in next HL patch?



 One thing that I find interesting is that Ritual is using QERadiant
 instead of Hammer.  Perhaps Ritual's level designers
 (all hail Levelord!) are just more familiar with QERadiant and didn't
 want to have to learn a different interface, but I
 wonder if there were any missing features from QERadiant that had to be
 ported from Hammer to support CZ.

 Jeffrey botman Broome


 From what I understand, it IS a modified QERadiant, though I haven't
 been able to find out exactly what was changed/added yet. Granted none
 of this is set in stone yet, I'm told that this new modified QERadiant
 package will be distributed with CS:CZ for level creators to play with.
 That can only be good for all of us. =)

 -
 Nick McLaren, CCNA, SCSA
 Battle LAN Technical Admin
 [EMAIL PROTECTED]
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Re: [hlcoders] impact decal

2002-12-02 Thread Chris 'Tal-N' Blane
The source uses a single set of decals for all bullet holes. I've been using
a colour decal for my bullet holes for DT so it'll be available in the next
build. It's part of one of the wads' but I can't remember exactly which one
atm. Probably decals i think.

 Original Message -
From: brian c.strider [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, December 02, 2002 4:46 PM
Subject: [hlcoders] impact decal


 hello folks,

 I was curious if anyone knew where the impact decals for the mp5 were
referenced? I have searched but haven't been able to find them. I am trying
to a custom decal to replace the impact decal for the mp5.
 proubably fairly easy to find, but oh well, thanks

 Brian Striker2 Strider


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Re: [hlcoders] Config vars for improved graphics?

2002-10-17 Thread Chris 'Tal-N' Blane
Correct me if I'm getting confused but surely HL uses as much memory as
needed and considering the sort of spec machines around nowadays and the
capabilities of gfx cards then having several Mb of texture memory for each
npc isn't such an issue. Or does the HL engine have internal limitations
that hold it back in regards to assigning memory usage?


- Original Message -
From: Pat Magnan [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, October 17, 2002 8:36 PM
Subject: Re: [hlcoders] Config vars for improved graphics?


 I believe the precise verbiage from the Modelling for Halflife document
 states that 'textures may be no more than 1024 pixels in any direction'.

 Textures most assuredly can be 512 x 512, no configuration value
 needed. They compile with studiomdl or they don't, it will tell you if
 it's 'too big'. There's no default, just a limit on what studiomdl
 allows. By the way, 1024 x 1024 textures are about a meg of texture
 memory, if you only have 3 models on screen at any one time, that's a
 reasonable amount of memory to consume. Otherwise, I think you're just
 wasting texture memory for nothing.

 We've sized down weapon textures in photoshop, and found very little
 difference between a 512 x 512 texture and a 256 x 256 one, if it's
 done correctly. Don't forget, they're being applied to objects that are
 only 200 pixels large on screen, if that.

 Or are you talking about map textures? I'd suggest:
 http://www.valve-erc.com/resources/?page=zhlt

 I haven't found anything there that deals specifically with increasing
 the dimensions, just the max texture memory. As I understand it, DOD
 pushed this a little too hard in one release, and then scaled back,
 limiting mappers after that experience.

 Halflife may be old, but modern gfx systems, while stunning compared to
 what we had in 98, are still lacking to throw away texture memory
 frivilously. I'd spend it where it matters, i.e. on your 'main'
 weapons, or frequently seen models, etc. If your artists can't work in
 those constraints, maybe they should consider another profession ;),
 tell them they should be happy not to be working with 4 bit palettes :)

 Maybe I'm confused, but I don't know what config file you are asking
 about either ;).

 Pat 'sluggo' Magnan
 Tour of Duty mod
 http://www.tourofdutymod.com

 At 01:49 AM 10/17/2002 -0400, you wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 I remember hearing somewhere that there were 2 or more config vars you
 could set to improve the graphics resolution of the HL engine over
 the default values.  I think one had to do with raising Texture sizes
 from 256 to 512 or 1024, and there were one or two others.

 Can anyone tell me what the correct config file command line syntax
 would be to set those, and what those variable names were?  If you have
 a good URL that explains that would be great.

 Thanks.

 --

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Re: [hlcoders] Config vars for improved graphics?

2002-10-17 Thread Chris 'Tal-N' Blane
The difference is that while a multiplayer mod needs to load all of the
models and all of the weapons, it has a higher memory useage. Luckily I'm
working on a single player project so we have more direct control over what
is precashed and what isn't. So if there's a way to all for 1024x1024
texture then please don't hold back, i doubt we'd use them much but it would
nice to have that option available.

- Original Message -
From: Commando [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, October 17, 2002 8:24 PM
Subject: Re: [hlcoders] Config vars for improved graphics?


 At 07:53 PM 17/10/2002 +0100, you wrote:
 Correct me if I'm getting confused but surely HL uses as much memory as
 needed and considering the sort of spec machines around nowadays and the
 capabilities of gfx cards then having several Mb of texture memory for
each
 npc isn't such an issue. Or does the HL engine have internal limitations
 that hold it back in regards to assigning memory usage?

 I don't think that HL has internal limitations that hold back it's memory
 usage, but no matter how powerful todays machines are, memory will be
 exhausted at some point.  Many computers today have 128-256 meg of memory
 and 32-64meg of memory on the graphics card.  The memory on the graphics
 card is not just being used by the textures, it is also being used by the
 models and maps and for all that graphics processing that the card
 does.  Using textures that are 1meg big can add up very quickly.  How many
 textures are used in the average map?  Don't forget player models,
 v_models, p_models  w_models for every weapon, map models, monsters,
 sprites, decals, etc.  That can quickly add up to 64 meg for textures
alone.

 Whatever the gfx card cannot handle, gets put in main memory, but that is
 limited too.  Depending on the map, our mod uses around 125meg of memory
 and we keep our textures as small as is reasonably possible.  DoD, CS and
 even HL are similar.  Add to that the memory being used by the OS and
 services running on your computer.  Right now, I only have a few programs
 open (not HL) and I am using 307 meg (damn windows wastage ;) ) of which
 227 is not cached.

 So, if you use too much memory, you get delays as memory is swapped
between
 main memory and graphics memory, then if you use way too much, you start
 getting major lag when stuff starts swapping to your HD.  Not to mention
 how long it will take your level to load if all of your textures are 1meg
 (1024x1024).

 Also, like sluggo said, most models display at about 200 pixels in-game,
do
 detail above about 256 pixels is a bit of a waste.  The renders that your
 modelers do and you post on your web site will look great, but the players
 in-game will not be able to tell the difference.  So, you should still be
 budgeting everything in your mod and expending memory where it will make
 the most difference (ie the most used weapon, a common map texture) and
 saving wherever you can.  Today's machines have more memory, but it is not
 unlimited.



 Rob Prouse (Commando)
 Tour of Duty Mod
 http://www.tourofdutymod.com


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Re: [hlcoders] Config vars for improved graphics?

2002-10-16 Thread Chris 'Tal-N' Blane

I thought something like that would be engine side?

- Original Message -
From: Peter Immarco [EMAIL PROTECTED]
To: HLCODERS [EMAIL PROTECTED]
Sent: Thursday, October 17, 2002 6:49 AM
Subject: [hlcoders] Config vars for improved graphics?


 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 I remember hearing somewhere that there were 2 or more config vars you
could set to improve the graphics resolution of the HL engine over the
default values.  I think one had to do with raising Texture sizes from 256
to 512 or 1024, and there were one or two others.

 Can anyone tell me what the correct config file command line syntax would
be to set those, and what those variable names were?  If you have a good URL
that explains that would be great.

 Thanks.

 --

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Re: [hlcoders] custom effects

2002-09-19 Thread Chris 'Tal-N' Blane

As far as I'm aware the best solution would be create addtional bitfields
rather than flags since HL has a limitation on how many flags can be used on
an entity, however you can have many bitfields as you want.

- Original Message -
From: John Carr [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, September 19, 2002 8:48 PM
Subject: [hlcoders] custom effects


 is there any way to get the client.dll to apply effects to entities
 according to what flags are set. what i want to do is something like the
 temp ent's flags like smoke trail etc but i wondered if it could be done
to
 ordinary entities (eg player entity has a FL_AURA flag set so get particle
 sys to emit aura particles).

 the only way i can see to do it is to either create some custom system
that
 hooks HUD_ProcessPlayerState and records all entites that have flags set
and
 then processes them in the drawtriangle func or create a temp ent to
follow
 objects that need these custom effects and reuse unneeded flags. would the
 first way even work? is there a better way? (without too many network
 messages?)

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Re: [hlcoders] Are their any full details on what CS:CZ is adding to the engine?

2002-06-15 Thread Chris 'Tal-N' Blane

Yeah but surely something has to be altered in the code to apply the new
things. From what Ive gathered so far they've made significant changes to
what the models are capable of, now surely this would have some effect on
the new SDK they said was going to be released.

- Original Message -
From: Michael Shimmins [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, June 15, 2002 10:05 AM
Subject: Re: [hlcoders] Are their any full details on what CS:CZ is adding
to the engine?


 The SDK is the two dlls, it doesn't have the engine with it.

 Although there are some engine files there for reference, thats all
 they're for, reference.  Even if you do edit them, the changes wont be
 in game.

  Quite a simple question which only Gearbox and Valve can probably
 answer.
  I'm just curious as the new SDK which will 'eventually' be released
 will
  include these additions and I'd like to know in advance what to
 expect. Also
  is there a rough outline for the time when this new SDK with the
 engine
  additions will be released?
 
 
 
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[hlcoders] Are their any full details on what CS:CZ is adding to the engine?

2002-06-14 Thread Chris 'Tal-N' Blane

Quite a simple question which only Gearbox and Valve can probably answer.
I'm just curious as the new SDK which will 'eventually' be released will
include these additions and I'd like to know in advance what to expect. Also
is there a rough outline for the time when this new SDK with the engine
additions will be released?



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Re: [hlcoders] triApi speed problems

2002-05-13 Thread Chris 'Tal-N' Blane

Ahh now Bitmap said to me that we were going to be having this code donated
on the basis that we don't share it. But if that's ok with you then I'm fine
with it.

- Original Message -
From: Persuter [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 13, 2002 3:40 AM
Subject: RE: [hlcoders] triApi speed problems


 Given that my particle engine is completely free for anyone to use, I
 invite pasting of the code.

 Persuter

  -Original Message-
  From: [EMAIL PROTECTED] [mailto:hlcoders-
  [EMAIL PROTECTED]] On Behalf Of Chris 'Tal-N' Blane
  Sent: Sunday, May 12, 2002 1:40 PM
  To: [EMAIL PROTECTED]
  Subject: Re: [hlcoders] triApi speed problems
 
  Yeah i don't mind Rainmaker posting the explosion code since the
 particle
  engine is needed as well to make use of it so cut and pasters can't
 use
  it.
 
  - Original Message -
  From: Miguel Aleman [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Sunday, May 12, 2002 1:48 AM
  Subject: Re: [hlcoders] triApi speed problems
 
 
   VSYNC puts a limit on overall frame rate, and it would not change in
 the
   presence of particle blending. Chris, do you mind posting the
 section of
   code you are using to render the particle to make sure you are doing
 it
   correctly. I can get thousands of particles on screen before a major
   slowdown.
  
   - Original Message -
   From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Sent: Saturday, May 11, 2002 7:33 PM
   Subject: Re: [hlcoders] triApi speed problems
  
  
I'd love to tell ya it worked... but it's still the same problem.
 :(
   Anyone
else got any ideas. ( it was on originally btw and tuning it off
  didn't
help) And these are the most recent drivers from Nvidia
 [4.13.01.2832
version]
   
- Original Message -
From: Maximilian Marx [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, May 12, 2002 1:16 AM
Subject: Re: [hlcoders] triApi speed problems
   
   
 when using detonator driver go to control panel - display -
   settings -
 advanced - geforce2 - advanced - opengl settings - vertical
  sync -
 always off
 - Original Message -
 From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Sunday, May 12, 2002 2:01 AM
 Subject: Re: [hlcoders] triApi speed problems


  Would this vsynch be a HL setting or something in device
   manager/display
  properties?
 
  - Original Message -
  From: botman [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Sunday, May 12, 2002 12:53 AM
  Subject: Re: [hlcoders] triApi speed problems
 
 
Read the other post for more details, why would this
 effect
  one
system
  of
   a
higher spec 1.1Ghz 512Mb Ram with the same gfx card but
 not a
  far
 slower
one?
  
   Do you have VSYNC enabled on one video card (the fast one)
 and
disabled
 on
   the other (the slow one)?  Check the video adapter settings
 in
  the
 control
   panel to see if VSYNC is enabled or not.  (P.S. most people
 will
   have
  VSYNC
   enabled since this is the default).
  
   Jeffrey botman Broome
  
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Re: [hlcoders] Re: triApi speed problems

2002-05-13 Thread Chris 'Tal-N' Blane

This is a multi-part message in MIME format.
--
It's not an easily solvable problem otherwise we wouldn't have asked. Anyway
until Rain posts the code the most i can do is attatch the testmod with the
added particle explosion effects. Just load up any map ad use explosive
weapons and use net_graph to take a note of the frame rate. This version
currently uses 5 particles per explosion and the frame rate drop from 70 to
40 on my machine even now. Put more than 2 blasts near to each other for the
most obvious effect though.

Let's hope that attachments work on this list. This one is 752kb.


- Original Message -
From: Dynerman David M [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 13, 2002 4:48 PM
Subject: RE: [hlcoders] Re: triApi speed problems


 Anyone else find it funny that on this coding mailing list this thread
 (with probably an easily solvable coding problem) has not posted source
 code in about 5 days of its existence?

 :D

 david

 -Original Message-
 From: Josh Coyne [mailto:[EMAIL PROTECTED]]
 Sent: Monday, May 13, 2002 10:23 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Re: triApi speed problems

 D:

 nastey

 - Original Message -
 From: David Flor [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Monday, May 13, 2002 11:09 AM
 Subject: RE: [hlcoders] Re: triApi speed problems


  Generally, if I remember correctly, under a standard Win2K
 installation,
  the applications take 2Gb and the system takes the rest. In Win2K
  ADVANCED SERVER, there's a way to get 3Gb for the app and 1Gb for the
  system.
 
  Using different APIs provided in Windows, it is possible to have an
  application use more than that, but it's not pretty...
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED]] On Behalf Of JR
  Sent: Monday, May 13, 2002 2:04 AM
  To: [EMAIL PROTECTED]
  Subject: Re: [hlcoders] Re: triApi speed problems
 
 
  Maybe Windows takes up the other Gb? :)
 
  - Original Message -
  From: Tom [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Sunday, May 12, 2002 11:51 PM
  Subject: Re: [hlcoders] Re: triApi speed problems
 
 
   is it supost to use 3GB or are you just a sloppy programmer :)
  
  
   - Original Message -
   From: David Flor [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Sent: Monday, May 13, 2002 6:13 AM
   Subject: RE: [hlcoders] Re: triApi speed problems
  
  
Because he CAN!
   
I have 1Gb on one machine, w/ 768Mb on my secondary. Trust me,
 it's
real comforting to know that memory won't be an issue.
   
And I have written heavily database intensive applications that
 use
every bit of those 4Gb (well, 3Gb, if you want to get
 technical...).
   
Tnx  Rgds...
David Flor
Lead Programmer, The Opera - http://opera.redeemedsoft.com/
   
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of
Roachfood - the-coming.com
Sent: Sunday, May 12, 2002 11:25 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Re: triApi speed problems
   
   
what in God's name do you need 4 gig of ram for besides some sort
 of
 
bragging rights?  Geezus I have 512 and i never use more than
300.
=)
   
You win the ram contest...
   
Roachie
- Original Message -
From: Kuja [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, May 12, 2002 7:23 PM
Subject: RE: [hlcoders] Re: triApi speed problems
   
   
 Send it here also, I have a really awesome computer that should
 be
 
 able to handle anything

 Specs: 1.5ghz athlon tb, 4 gigs of ram, ATI Radeon 8500.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]]On Behalf Of Chris
 Foss
 Sent: Sunday, May 12, 2002 8:12 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Re: triApi speed problems



 From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
  Ask Rain, i was only have old source before this was
 developed.
  I can
send
  the testmod folder but i don't think that the list allows for
attatchments
  no matter how small.

 Well, send it here, I'll test it on my box...

 specs:
 K6-2 350, voodoo3, 320mb ram

 I'll see if it's hardware dependant.

 E-Mail: [EMAIL PROTECTED]

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Re: [hlcoders] Re: triApi speed problems

2002-05-13 Thread Chris 'Tal-N' Blane

Nope it didn't work. I'll upload to our FTP and make a link available here
then.
- Original Message -
From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 13, 2002 7:16 PM
Subject: Re: [hlcoders] Re: triApi speed problems


 This is a multi-part message in MIME format.
 --
 It's not an easily solvable problem otherwise we wouldn't have asked.
Anyway
 until Rain posts the code the most i can do is attatch the testmod with
the
 added particle explosion effects. Just load up any map ad use explosive
 weapons and use net_graph to take a note of the frame rate. This version
 currently uses 5 particles per explosion and the frame rate drop from 70
to
 40 on my machine even now. Put more than 2 blasts near to each other for
the
 most obvious effect though.

 Let's hope that attachments work on this list. This one is 752kb.


 - Original Message -
 From: Dynerman David M [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Monday, May 13, 2002 4:48 PM
 Subject: RE: [hlcoders] Re: triApi speed problems


  Anyone else find it funny that on this coding mailing list this thread
  (with probably an easily solvable coding problem) has not posted source
  code in about 5 days of its existence?
 
  :D
 
  david
 
  -Original Message-
  From: Josh Coyne [mailto:[EMAIL PROTECTED]]
  Sent: Monday, May 13, 2002 10:23 AM
  To: [EMAIL PROTECTED]
  Subject: Re: [hlcoders] Re: triApi speed problems
 
  D:
 
  nastey
 
  - Original Message -
  From: David Flor [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Monday, May 13, 2002 11:09 AM
  Subject: RE: [hlcoders] Re: triApi speed problems
 
 
   Generally, if I remember correctly, under a standard Win2K
  installation,
   the applications take 2Gb and the system takes the rest. In Win2K
   ADVANCED SERVER, there's a way to get 3Gb for the app and 1Gb for the
   system.
  
   Using different APIs provided in Windows, it is possible to have an
   application use more than that, but it's not pretty...
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED]] On Behalf Of JR
   Sent: Monday, May 13, 2002 2:04 AM
   To: [EMAIL PROTECTED]
   Subject: Re: [hlcoders] Re: triApi speed problems
  
  
   Maybe Windows takes up the other Gb? :)
  
   - Original Message -
   From: Tom [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Sent: Sunday, May 12, 2002 11:51 PM
   Subject: Re: [hlcoders] Re: triApi speed problems
  
  
is it supost to use 3GB or are you just a sloppy programmer :)
   
   
- Original Message -
From: David Flor [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 13, 2002 6:13 AM
Subject: RE: [hlcoders] Re: triApi speed problems
   
   
 Because he CAN!

 I have 1Gb on one machine, w/ 768Mb on my secondary. Trust me,
  it's
 real comforting to know that memory won't be an issue.

 And I have written heavily database intensive applications that
  use
 every bit of those 4Gb (well, 3Gb, if you want to get
  technical...).

 Tnx  Rgds...
 David Flor
 Lead Programmer, The Opera - http://opera.redeemedsoft.com/

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]] On Behalf Of
 Roachfood - the-coming.com
 Sent: Sunday, May 12, 2002 11:25 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Re: triApi speed problems


 what in God's name do you need 4 gig of ram for besides some sort
  of
  
 bragging rights?  Geezus I have 512 and i never use more than
 300.
 =)

 You win the ram contest...

 Roachie
 - Original Message -
 From: Kuja [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Sunday, May 12, 2002 7:23 PM
 Subject: RE: [hlcoders] Re: triApi speed problems


  Send it here also, I have a really awesome computer that should
  be
  
  able to handle anything
 
  Specs: 1.5ghz athlon tb, 4 gigs of ram, ATI Radeon 8500.
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED]]On Behalf Of Chris
  Foss
  Sent: Sunday, May 12, 2002 8:12 PM
  To: [EMAIL PROTECTED]
  Subject: Re: [hlcoders] Re: triApi speed problems
 
 
 
  From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
   Ask Rain, i was only have old source before this was
  developed.
   I can
 send
   the testmod folder but i don't think that the list allows for
 attatchments
   no matter how small.
 
  Well, send it here, I'll test it on my box...
 
  specs:
  K6-2 350, voodoo3, 320mb ram
 
  I'll see if it's hardware dependant.
 
  E-Mail: [EMAIL PROTECTED]
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives,

  please visit:
  http://list.valvesoftware.com

Re: [hlcoders] Re: triApi speed problems

2002-05-13 Thread Chris 'Tal-N' Blane

Yeah i realised, here's the URL to the file.

www.c4software.net/dt/bug/TestMod.zip

Let me know the details of the test on your system pleez. Oh and don't load
up boot_camp becasue this version contains an early alpha of our inventory
system so you won't be able to test on that map.


- Original Message -
From: Yacketta, Ronald [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 13, 2002 7:32 PM
Subject: RE: [hlcoders] Re: triApi speed problems


 Sorry,  but attachments of any size/format are rejected by the list.
 Post a URL link to it 

  -Original Message-
  From: Chris 'Tal-N' Blane [mailto:[EMAIL PROTECTED]]
  Sent: Monday, May 13, 2002 14:17
  To: [EMAIL PROTECTED]
  Subject: Re: [hlcoders] Re: triApi speed problems
 
 
  This is a multi-part message in MIME format.
  --
  It's not an easily solvable problem otherwise we wouldn't
  have asked. Anyway until Rain posts the code the most i can
  do is attatch the testmod with the added particle explosion
  effects. Just load up any map ad use explosive weapons and
  use net_graph to take a note of the frame rate. This version
  currently uses 5 particles per explosion and the frame rate
  drop from 70 to 40 on my machine even now. Put more than 2
  blasts near to each other for the most obvious effect though.
 
  Let's hope that attachments work on this list. This one is 752kb.
 
 
  - Original Message -
  From: Dynerman David M [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Monday, May 13, 2002 4:48 PM
  Subject: RE: [hlcoders] Re: triApi speed problems
 
 
   Anyone else find it funny that on this coding mailing list
  this thread
   (with probably an easily solvable coding problem) has not posted
   source code in about 5 days of its existence?
  
   :D
  
   david
  
   -Original Message-
   From: Josh Coyne [mailto:[EMAIL PROTECTED]]
   Sent: Monday, May 13, 2002 10:23 AM
   To: [EMAIL PROTECTED]
   Subject: Re: [hlcoders] Re: triApi speed problems
  
   D:
  
   nastey
  
   - Original Message -
   From: David Flor [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Sent: Monday, May 13, 2002 11:09 AM
   Subject: RE: [hlcoders] Re: triApi speed problems
  
  
Generally, if I remember correctly, under a standard Win2K
   installation,
the applications take 2Gb and the system takes the
  rest. In Win2K
ADVANCED SERVER, there's a way to get 3Gb for the app and 1Gb for
the system.
   
Using different APIs provided in Windows, it is possible
  to have an
application use more than that, but it's not pretty...
   
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of JR
Sent: Monday, May 13, 2002 2:04 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Re: triApi speed problems
   
   
Maybe Windows takes up the other Gb? :)
   
- Original Message -
From: Tom [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, May 12, 2002 11:51 PM
Subject: Re: [hlcoders] Re: triApi speed problems
   
   
 is it supost to use 3GB or are you just a sloppy programmer :)


 - Original Message -
 From: David Flor [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Monday, May 13, 2002 6:13 AM
 Subject: RE: [hlcoders] Re: triApi speed problems


  Because he CAN!
 
  I have 1Gb on one machine, w/ 768Mb on my secondary. Trust me,
   it's
  real comforting to know that memory won't be an issue.
 
  And I have written heavily database intensive
  applications that
   use
  every bit of those 4Gb (well, 3Gb, if you want to get
   technical...).
 
  Tnx  Rgds...
  David Flor
  Lead Programmer, The Opera - http://opera.redeemedsoft.com/
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED]] On Behalf Of
  Roachfood - the-coming.com
  Sent: Sunday, May 12, 2002 11:25 PM
  To: [EMAIL PROTECTED]
  Subject: Re: [hlcoders] Re: triApi speed problems
 
 
  what in God's name do you need 4 gig of ram for besides some
  sort
   of
   
  bragging rights?  Geezus I have 512 and i never use more
  than 300.
  =)
 
  You win the ram contest...
 
  Roachie
  - Original Message -
  From: Kuja [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Sunday, May 12, 2002 7:23 PM
  Subject: RE: [hlcoders] Re: triApi speed problems
 
 
   Send it here also, I have a really awesome computer that
   should
   be
   
   able to handle anything
  
   Specs: 1.5ghz athlon tb, 4 gigs of ram, ATI Radeon 8500.
  
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED]]On Behalf Of
   Chris Foss
   Sent: Sunday, May 12, 2002 8:12 PM
   To: [EMAIL PROTECTED]
   Subject: Re: [hlcoders] Re: triApi speed problems

Re: [hlcoders] Re: triApi speed problems

2002-05-13 Thread Chris 'Tal-N' Blane

Ahhi  didnt' think that the explosion.mdl was still needed casue it was from
an old way we attempted. I'll reupload it with that back in then. And no it
isn't netgraph casusing it because it frame rate still drops the same with
the r-speeds and developer 1 set up.


- Original Message -
From: Kuja [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 13, 2002 7:53 PM
Subject: RE: [hlcoders] Re: triApi speed problems


 Error: ModNumForNames Model explosion.mdl not found.

 Also, you mentioned that you used net_graph to check on your fps?
 if you have a slower computer net_graph on anything but 3 will slow you
down
 tremendously.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]]On Behalf Of Chris 'Tal-N'
 Blane
 Sent: Monday, May 13, 2002 2:42 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Re: triApi speed problems


 Yeah i realised, here's the URL to the file.

 www.c4software.net/dt/bug/TestMod.zip

 Let me know the details of the test on your system pleez. Oh and don't
load
 up boot_camp becasue this version contains an early alpha of our inventory
 system so you won't be able to test on that map.


 - Original Message -
 From: Yacketta, Ronald [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Monday, May 13, 2002 7:32 PM
 Subject: RE: [hlcoders] Re: triApi speed problems


  Sorry,  but attachments of any size/format are rejected by the list.
  Post a URL link to it 
 
   -Original Message-
   From: Chris 'Tal-N' Blane [mailto:[EMAIL PROTECTED]]
   Sent: Monday, May 13, 2002 14:17
   To: [EMAIL PROTECTED]
   Subject: Re: [hlcoders] Re: triApi speed problems
  
  
   This is a multi-part message in MIME format.
   --
   It's not an easily solvable problem otherwise we wouldn't
   have asked. Anyway until Rain posts the code the most i can
   do is attatch the testmod with the added particle explosion
   effects. Just load up any map ad use explosive weapons and
   use net_graph to take a note of the frame rate. This version
   currently uses 5 particles per explosion and the frame rate
   drop from 70 to 40 on my machine even now. Put more than 2
   blasts near to each other for the most obvious effect though.
  
   Let's hope that attachments work on this list. This one is 752kb.
  
  
   - Original Message -
   From: Dynerman David M [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Sent: Monday, May 13, 2002 4:48 PM
   Subject: RE: [hlcoders] Re: triApi speed problems
  
  
Anyone else find it funny that on this coding mailing list
   this thread
(with probably an easily solvable coding problem) has not posted
source code in about 5 days of its existence?
   
:D
   
david
   
-Original Message-
From: Josh Coyne [mailto:[EMAIL PROTECTED]]
Sent: Monday, May 13, 2002 10:23 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Re: triApi speed problems
   
D:
   
nastey
   
- Original Message -
From: David Flor [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 13, 2002 11:09 AM
Subject: RE: [hlcoders] Re: triApi speed problems
   
   
 Generally, if I remember correctly, under a standard Win2K
installation,
 the applications take 2Gb and the system takes the
   rest. In Win2K
 ADVANCED SERVER, there's a way to get 3Gb for the app and 1Gb for
 the system.

 Using different APIs provided in Windows, it is possible
   to have an
 application use more than that, but it's not pretty...

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]] On Behalf Of JR
 Sent: Monday, May 13, 2002 2:04 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Re: triApi speed problems


 Maybe Windows takes up the other Gb? :)

 - Original Message -
 From: Tom [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Sunday, May 12, 2002 11:51 PM
 Subject: Re: [hlcoders] Re: triApi speed problems


  is it supost to use 3GB or are you just a sloppy programmer :)
 
 
  - Original Message -
  From: David Flor [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Monday, May 13, 2002 6:13 AM
  Subject: RE: [hlcoders] Re: triApi speed problems
 
 
   Because he CAN!
  
   I have 1Gb on one machine, w/ 768Mb on my secondary. Trust me,
it's
   real comforting to know that memory won't be an issue.
  
   And I have written heavily database intensive
   applications that
use
   every bit of those 4Gb (well, 3Gb, if you want to get
technical...).
  
   Tnx  Rgds...
   David Flor
   Lead Programmer, The Opera - http://opera.redeemedsoft.com/
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED]] On Behalf Of
   Roachfood - the-coming.com
   Sent: Sunday, May 12, 2002 11:25 PM
   To: [EMAIL

Re: [hlcoders] Re: triApi speed problems

2002-05-13 Thread Chris 'Tal-N' Blane

I think that's the problems since the scale of the sprites were always
large.

- Original Message -
From: Tom [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 13, 2002 9:07 PM
Subject: Re: [hlcoders] Re: triApi speed problems


 On my system 1.2ghz Tbird, 256meg ram, GF2 gts the fps drops from 71 to 37
 when it explodes, _but_ most of the time the explosion isnt on screen for
 long enough to even see it!

 I think the problem is that you are streching the sprites 2 much and
because
 of this your getting large areas of alpha blending which means that alot
of
 calcuations must be done to get the right colour behind the sprites.


 - Original Message -
 From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Monday, May 13, 2002 8:11 PM
 Subject: Re: [hlcoders] Re: triApi speed problems


  Ahhi  didnt' think that the explosion.mdl was still needed casue it was
 from
  an old way we attempted. I'll reupload it with that back in then. And no
 it
  isn't netgraph casusing it because it frame rate still drops the same
with
  the r-speeds and developer 1 set up.
 
 
  - Original Message -
  From: Kuja [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Monday, May 13, 2002 7:53 PM
  Subject: RE: [hlcoders] Re: triApi speed problems
 
 
   Error: ModNumForNames Model explosion.mdl not found.
  
   Also, you mentioned that you used net_graph to check on your fps?
   if you have a slower computer net_graph on anything but 3 will slow
you
  down
   tremendously.
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED]]On Behalf Of Chris
'Tal-N'
   Blane
   Sent: Monday, May 13, 2002 2:42 PM
   To: [EMAIL PROTECTED]
   Subject: Re: [hlcoders] Re: triApi speed problems
  
  
   Yeah i realised, here's the URL to the file.
  
   www.c4software.net/dt/bug/TestMod.zip
  
   Let me know the details of the test on your system pleez. Oh and don't
  load
   up boot_camp becasue this version contains an early alpha of our
 inventory
   system so you won't be able to test on that map.
  
  
   - Original Message -
   From: Yacketta, Ronald [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Sent: Monday, May 13, 2002 7:32 PM
   Subject: RE: [hlcoders] Re: triApi speed problems
  
  
Sorry,  but attachments of any size/format are rejected by the list.
Post a URL link to it 
   
 -Original Message-
 From: Chris 'Tal-N' Blane [mailto:[EMAIL PROTECTED]]
 Sent: Monday, May 13, 2002 14:17
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Re: triApi speed problems


 This is a multi-part message in MIME format.
 --
 It's not an easily solvable problem otherwise we wouldn't
 have asked. Anyway until Rain posts the code the most i can
 do is attatch the testmod with the added particle explosion
 effects. Just load up any map ad use explosive weapons and
 use net_graph to take a note of the frame rate. This version
 currently uses 5 particles per explosion and the frame rate
 drop from 70 to 40 on my machine even now. Put more than 2
 blasts near to each other for the most obvious effect though.

 Let's hope that attachments work on this list. This one is 752kb.


 - Original Message -
 From: Dynerman David M [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Monday, May 13, 2002 4:48 PM
 Subject: RE: [hlcoders] Re: triApi speed problems


  Anyone else find it funny that on this coding mailing list
 this thread
  (with probably an easily solvable coding problem) has not posted
  source code in about 5 days of its existence?
 
  :D
 
  david
 
  -Original Message-
  From: Josh Coyne [mailto:[EMAIL PROTECTED]]
  Sent: Monday, May 13, 2002 10:23 AM
  To: [EMAIL PROTECTED]
  Subject: Re: [hlcoders] Re: triApi speed problems
 
  D:
 
  nastey
 
  - Original Message -
  From: David Flor [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Monday, May 13, 2002 11:09 AM
  Subject: RE: [hlcoders] Re: triApi speed problems
 
 
   Generally, if I remember correctly, under a standard Win2K
  installation,
   the applications take 2Gb and the system takes the
 rest. In Win2K
   ADVANCED SERVER, there's a way to get 3Gb for the app and 1Gb
 for
   the system.
  
   Using different APIs provided in Windows, it is possible
 to have an
   application use more than that, but it's not pretty...
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED]] On Behalf Of JR
   Sent: Monday, May 13, 2002 2:04 AM
   To: [EMAIL PROTECTED]
   Subject: Re: [hlcoders] Re: triApi speed problems
  
  
   Maybe Windows takes up the other Gb? :)
  
   - Original Message -
   From: Tom [EMAIL PROTECTED

Re: [hlcoders] Re: triApi speed problems

2002-05-13 Thread Chris 'Tal-N' Blane

I suggest a cvar anyway since we'd like DarkTruths' graphical features to be
customizable to the player spec.

- Original Message -
From: Kuja [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 13, 2002 10:29 PM
Subject: RE: [hlcoders] Re: triApi speed problems


 I really beg to differ. My test results show something more sinister
 hardware side. Could you have your coder come up with a cvar so I can test
 different numbers of particles?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]]On Behalf Of Chris 'Tal-N'
 Blane
 Sent: Monday, May 13, 2002 5:21 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Re: triApi speed problems


 I think that's the problems since the scale of the sprites were always
 large.

 - Original Message -
 From: Tom [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Monday, May 13, 2002 9:07 PM
 Subject: Re: [hlcoders] Re: triApi speed problems


  On my system 1.2ghz Tbird, 256meg ram, GF2 gts the fps drops from 71 to
37
  when it explodes, _but_ most of the time the explosion isnt on screen
for
  long enough to even see it!
 
  I think the problem is that you are streching the sprites 2 much and
 because
  of this your getting large areas of alpha blending which means that alot
 of
  calcuations must be done to get the right colour behind the sprites.
 
 
  - Original Message -
  From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Monday, May 13, 2002 8:11 PM
  Subject: Re: [hlcoders] Re: triApi speed problems
 
 
   Ahhi  didnt' think that the explosion.mdl was still needed casue it
was
  from
   an old way we attempted. I'll reupload it with that back in then. And
no
  it
   isn't netgraph casusing it because it frame rate still drops the same
 with
   the r-speeds and developer 1 set up.
  
  
   - Original Message -
   From: Kuja [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Sent: Monday, May 13, 2002 7:53 PM
   Subject: RE: [hlcoders] Re: triApi speed problems
  
  
Error: ModNumForNames Model explosion.mdl not found.
   
Also, you mentioned that you used net_graph to check on your fps?
if you have a slower computer net_graph on anything but 3 will slow
 you
   down
tremendously.
   
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Chris
 'Tal-N'
Blane
Sent: Monday, May 13, 2002 2:42 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Re: triApi speed problems
   
   
Yeah i realised, here's the URL to the file.
   
www.c4software.net/dt/bug/TestMod.zip
   
Let me know the details of the test on your system pleez. Oh and
don't
   load
up boot_camp becasue this version contains an early alpha of our
  inventory
system so you won't be able to test on that map.
   
   
- Original Message -
From: Yacketta, Ronald [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 13, 2002 7:32 PM
Subject: RE: [hlcoders] Re: triApi speed problems
   
   
 Sorry,  but attachments of any size/format are rejected by the
list.
 Post a URL link to it 

  -Original Message-
  From: Chris 'Tal-N' Blane [mailto:[EMAIL PROTECTED]]
  Sent: Monday, May 13, 2002 14:17
  To: [EMAIL PROTECTED]
  Subject: Re: [hlcoders] Re: triApi speed problems
 
 
  This is a multi-part message in MIME format.
  --
  It's not an easily solvable problem otherwise we wouldn't
  have asked. Anyway until Rain posts the code the most i can
  do is attatch the testmod with the added particle explosion
  effects. Just load up any map ad use explosive weapons and
  use net_graph to take a note of the frame rate. This version
  currently uses 5 particles per explosion and the frame rate
  drop from 70 to 40 on my machine even now. Put more than 2
  blasts near to each other for the most obvious effect though.
 
  Let's hope that attachments work on this list. This one is
752kb.
 
 
  - Original Message -
  From: Dynerman David M [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Monday, May 13, 2002 4:48 PM
  Subject: RE: [hlcoders] Re: triApi speed problems
 
 
   Anyone else find it funny that on this coding mailing list
  this thread
   (with probably an easily solvable coding problem) has not
posted
   source code in about 5 days of its existence?
  
   :D
  
   david
  
   -Original Message-
   From: Josh Coyne [mailto:[EMAIL PROTECTED]]
   Sent: Monday, May 13, 2002 10:23 AM
   To: [EMAIL PROTECTED]
   Subject: Re: [hlcoders] Re: triApi speed problems
  
   D:
  
   nastey
  
   - Original Message -
   From: David Flor [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Sent: Monday, May 13, 2002 11:09 AM
   Subject: RE: [hlcoders] Re: triApi speed problems

Re: [hlcoders] Re: triApi speed problems

2002-05-13 Thread Chris 'Tal-N' Blane

We'd like to get it working smoothly before work on it's apprerence, the
final plan is to also create debris of the same type as the materials around
it similar to how material sounds are made.

- Original Message -
From: Chris Foss [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 13, 2002 10:59 PM
Subject: Re: [hlcoders] Re: triApi speed problems


 Well, the results are in, that's a purdy explosion, you got there.

 AMD K6-2 350,320mb ram, Voodoo3 3000

 Crossfire:
 800x600: 13-15 FPS in the open. framerate drop not noticible.

 your explosion needs to be taller, though. it'd be a cool effect for a
 heavier than air gas cloud...
 - Original Message -
 From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Monday, May 13, 2002 2:21 PM
 Subject: Re: [hlcoders] Re: triApi speed problems


  I think that's the problems since the scale of the sprites were always
  large.
 
  - Original Message -
  From: Tom [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Monday, May 13, 2002 9:07 PM
  Subject: Re: [hlcoders] Re: triApi speed problems
 
 
   On my system 1.2ghz Tbird, 256meg ram, GF2 gts the fps drops from 71
to
 37
   when it explodes, _but_ most of the time the explosion isnt on screen
 for
   long enough to even see it!
  
   I think the problem is that you are streching the sprites 2 much and
  because
   of this your getting large areas of alpha blending which means that
alot
  of
   calcuations must be done to get the right colour behind the sprites.
  
  
   - Original Message -
   From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Sent: Monday, May 13, 2002 8:11 PM
   Subject: Re: [hlcoders] Re: triApi speed problems
  
  
Ahhi  didnt' think that the explosion.mdl was still needed casue it
 was
   from
an old way we attempted. I'll reupload it with that back in then.
And
 no
   it
isn't netgraph casusing it because it frame rate still drops the
same
  with
the r-speeds and developer 1 set up.
   
   
- Original Message -
From: Kuja [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 13, 2002 7:53 PM
Subject: RE: [hlcoders] Re: triApi speed problems
   
   
 Error: ModNumForNames Model explosion.mdl not found.

 Also, you mentioned that you used net_graph to check on your fps?
 if you have a slower computer net_graph on anything but 3 will
slow
  you
down
 tremendously.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]]On Behalf Of Chris
  'Tal-N'
 Blane
 Sent: Monday, May 13, 2002 2:42 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Re: triApi speed problems


 Yeah i realised, here's the URL to the file.

 www.c4software.net/dt/bug/TestMod.zip

 Let me know the details of the test on your system pleez. Oh and
 don't
load
 up boot_camp becasue this version contains an early alpha of our
   inventory
 system so you won't be able to test on that map.


 - Original Message -
 From: Yacketta, Ronald [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Monday, May 13, 2002 7:32 PM
 Subject: RE: [hlcoders] Re: triApi speed problems


  Sorry,  but attachments of any size/format are rejected by the
 list.
  Post a URL link to it 
 
   -Original Message-
   From: Chris 'Tal-N' Blane [mailto:[EMAIL PROTECTED]]
   Sent: Monday, May 13, 2002 14:17
   To: [EMAIL PROTECTED]
   Subject: Re: [hlcoders] Re: triApi speed problems
  
  
   This is a multi-part message in MIME format.
   --
   It's not an easily solvable problem otherwise we wouldn't
   have asked. Anyway until Rain posts the code the most i can
   do is attatch the testmod with the added particle explosion
   effects. Just load up any map ad use explosive weapons and
   use net_graph to take a note of the frame rate. This version
   currently uses 5 particles per explosion and the frame rate
   drop from 70 to 40 on my machine even now. Put more than 2
   blasts near to each other for the most obvious effect though.
  
   Let's hope that attachments work on this list. This one is
 752kb.
  
  
   - Original Message -
   From: Dynerman David M [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Sent: Monday, May 13, 2002 4:48 PM
   Subject: RE: [hlcoders] Re: triApi speed problems
  
  
Anyone else find it funny that on this coding mailing list
   this thread
(with probably an easily solvable coding problem) has not
 posted
source code in about 5 days of its existence?
   
:D
   
david
   
-Original Message-
From: Josh Coyne [mailto:[EMAIL PROTECTED]]
Sent: Monday, May 13, 2002 10:23 AM
To: [EMAIL PROTECTED]
Subject

Re: [hlcoders] No TriAPI fog in D3D?!

2002-05-13 Thread Chris 'Tal-N' Blane

Hhehe if you've seen recent discussions I'd say that the GF card might have
a few things to answer for.  :)
- Original Message -
From: Reedbeta [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, May 14, 2002 4:44 AM
Subject: Re: [hlcoders] No TriAPI fog in D3D?!


 Hmm, dunno about glide but I don't think D3D is dead quite yet :-)
 OGL is much better from a programming perspective IMHO, much easier to
use, and
 you get free cross-platform compatibility as well...plus the wonderful
GeForce
 series of chipsets are made to work with it :-)

 --- Chris 'Tal-N' Blane [EMAIL PROTECTED] wrote:
  As i understand it the fog needed to be called directly from OpenGL
function
  to avoid the errors created with sprites and entities using the additive
  render mode. I'd suggest getting a decent gfx card casue D3D and Glide
and
  offically dead.
 
 
  - Original Message -
  From: Mazor [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Tuesday, May 14, 2002 3:54 AM
  Subject: [hlcoders] No TriAPI fog in D3D?!
 
 
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ]
   I noticed they fixed the fog effect in HL1109, but it no longer works
in
   D3D is there a workaround for this, or is it perminantly like
that?
  
   -Mazor
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Re: [hlcoders] triApi speed problems

2002-05-12 Thread Chris 'Tal-N' Blane

Yeah i don't mind Rainmaker posting the explosion code since the particle
engine is needed as well to make use of it so cut and pasters can't use it.

- Original Message -
From: Miguel Aleman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, May 12, 2002 1:48 AM
Subject: Re: [hlcoders] triApi speed problems


 VSYNC puts a limit on overall frame rate, and it would not change in the
 presence of particle blending. Chris, do you mind posting the section of
 code you are using to render the particle to make sure you are doing it
 correctly. I can get thousands of particles on screen before a major
 slowdown.

 - Original Message -
 From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Saturday, May 11, 2002 7:33 PM
 Subject: Re: [hlcoders] triApi speed problems


  I'd love to tell ya it worked... but it's still the same problem. :(
 Anyone
  else got any ideas. ( it was on originally btw and tuning it off didn't
  help) And these are the most recent drivers from Nvidia [4.13.01.2832
  version]
 
  - Original Message -
  From: Maximilian Marx [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Sunday, May 12, 2002 1:16 AM
  Subject: Re: [hlcoders] triApi speed problems
 
 
   when using detonator driver go to control panel - display -
 settings -
   advanced - geforce2 - advanced - opengl settings - vertical
sync -
   always off
   - Original Message -
   From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Sent: Sunday, May 12, 2002 2:01 AM
   Subject: Re: [hlcoders] triApi speed problems
  
  
Would this vsynch be a HL setting or something in device
 manager/display
properties?
   
- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, May 12, 2002 12:53 AM
Subject: Re: [hlcoders] triApi speed problems
   
   
  Read the other post for more details, why would this effect one
  system
of
 a
  higher spec 1.1Ghz 512Mb Ram with the same gfx card but not a
far
   slower
  one?

 Do you have VSYNC enabled on one video card (the fast one) and
  disabled
   on
 the other (the slow one)?  Check the video adapter settings in the
   control
 panel to see if VSYNC is enabled or not.  (P.S. most people will
 have
VSYNC
 enabled since this is the default).

 Jeffrey botman Broome

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Re: [hlcoders] triApi speed problems

2002-05-12 Thread Chris 'Tal-N' Blane

The problem is that by system copes fine even when dozens of decals overlap.
I am already aware of that issue however thnx.
- Original Message -
From: Matthew Lewis [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, May 12, 2002 6:13 PM
Subject: [hlcoders] triApi speed problems


 It's not just the triAPI that slows down. Decals will also bring the
engine
 to a crawl. Try this: Walk up to a wall and fire a weapon that leaves a
 scorch mark decal. Make a few scorch marks (3 to 5) that overlap and fill
 much of the screen. The frate rate will plummet to single digits.

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Re: [hlcoders] (no subject)

2002-05-12 Thread Chris 'Tal-N' Blane

Que: Enevitable 'What's an entity' question.  :)

- Original Message -
From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, May 12, 2002 7:59 PM
Subject: Re: [hlcoders] (no subject)


 make a entity..
 - Original Message -
 From: Brandon Robertson [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Sunday, May 12, 2002 8:56 PM
 Subject: [hlcoders] (no subject)


 Where is the code for placing player models in my game? I already have the
 models made, i just wanna know how to get them in my mod.


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Re: [hlcoders] Re: triApi speed problems

2002-05-12 Thread Chris 'Tal-N' Blane

Ask Rain, i was only have old source before this was developed. I can send
the testmod folder but i don't think that the list allows for attatchments
no matter how small.

- Original Message -
From: Tom [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, May 12, 2002 10:01 PM
Subject: Re: [hlcoders] Re: triApi speed problems


 whats the exact code you use to draw them?

 - Original Message -
 From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Sunday, May 12, 2002 8:33 PM
 Subject: Re: [hlcoders] Re: triApi speed problems


  5 sprites? hardly pushing any gfx card very hard.
 
  - Original Message -
  From: Tom [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Sunday, May 12, 2002 8:00 PM
  Subject: Re: [hlcoders] Re: triApi speed problems
 
 
   triapi is nothing more than an opengl/d3d wrapper, all the calls you
 make
   just get sent to the renderer.
  
   Its not triapi which is slowing down, its you trying to draw too many
   sprites.
  
  
   - Original Message -
   From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Sent: Sunday, May 12, 2002 7:45 PM
   Subject: Re: [hlcoders] Re: triApi speed problems
  
  
Rainmaker's system = 700mhz, ge3, 384 ram
Tal-N's system = 1.1Ghz, Gf2, 512Mb
Bitmap's system = 400MHz, Gf2, 128Mb.
   
Slow down occours worse on my system although the drop is to the
same
   point
as Bimtap's machine. Two different machines hitting the exact same
low
   fps,
very odd. I'd say that Ken Birdwell might be able to give some
details
  on
the TriAPI since he was one of the people who designed it.
   
   
   
   
- Original Message -
From: Frazee [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, May 12, 2002 6:32 PM
Subject: [hlcoders] Re: triApi speed problems
   
   
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Ok, I did try the triangles (triangles, not triangle fan or the
 like)
 and it did have quite an increase on my system (700mhz, ge3, 384
 ram),
 so that it never ever drops below 30 no matter what I do. It is
  probably
 my gfx card. I am sure it isn't my client-server messaging, it
is
 pretty efficient (though I probably will want to avoid that later
if
  it
 is possible to do like client side weapons, which I am sure it
is).
 I
 checked all of the looping, to make sure it wasn't doing anything
 unnecessary. As far as I can see, it is efficient. At any rate,
 since
  my
 slower system with a ge3 runs it faster, it makes me think it is
the
  tri
 api rather than my code. So you valve peeps. got any hints on how
to
 squeeze more juice outa this thing?
 --

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Re: [hlcoders] triApi speed problems

2002-05-11 Thread Chris 'Tal-N' Blane

Just a comment from me. I'm the prioject leader, this is the particle system
kindly donated to us by friends in Hostile Intent. Just the engine mind you,
not the implementation. The effect ISN'T consistant. On a PIII 350 with GF2
MX it runs fine, yet on some other systems ( mine in particular) which is a
higher spec and the same gfx card and drivers the frame frate drops by about
50fps when a single one of these explosions occours. At first it use to
occour even when the blast couldn't be seen but we've gotten around then so
that while there's a slight drop it hardly noticeable. This suggested to us
that it' wasn't graphics related since the effect wasn't on screen and
wasn't even in the same leaf or the rendering pipeline.

But the point is that we need to know if it's a duff particle engine which
isn't properly handling the effect when blending occours or if the functions
are being called quite right.

Any hints or suggests are most welcome not matter how small, we've done as
much as we're aware of to avoid this serious frame rate issue.


- Original Message -
From: Frazee [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, May 12, 2002 12:00 AM
Subject: [hlcoders] triApi speed problems


 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 I have a particle system for my mod, which is really quite nice. Problem
 is, as soon as multiple particles start blending it slows down. For
 instance, with explosions I have cut it down to 5 particles (yeah, 10
 polys). But that is still slow on some systems. Not to mention when you
 combine explosions. I have optimized it all I can, and decided to come
 to you guys. One thing I didn't try is 2 triangles rather than the quad.
 if that will help I will try. Can you just tell me how to get the most
 juice out of this thing? Thanks.
 --

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Re: [hlcoders] triApi speed problems

2002-05-11 Thread Chris 'Tal-N' Blane

Well, that idea of moving away from Quads appears to have sped things up but
I haven't noticed a marked improvment ( hopefully he sent the right
 updated) client file). All i can tell you is that I cap my frame rate at
70fps and it used to drop to 20fps ( exactly ) with a 50particle explosion.
Now with the blast cut to 5 particles the drop is from 70 to 40fps. Which is
still significant. BUT one of our other test machines reported the same drop
to exactly 20fps even though is was a PII 450 with 256Mb and 32Mb card
(unknown brand). So it's odd how it stops at 20fps on both machines.

But the effect is more noticable when the particles blend/overlap, almost as
if the transpareceny rendering is what is slowing it down. 4 sachel charges
using sprites down't casue any issues normally for me. But then using 3d
explosions with the current standing of 5 particles each the frame ratedrop
to 20fps for a brief period. But if you spread the packs out and detonate
and the blast effects don't intersect then the drop in frame rate is as if
only one was blown up.

If you need any more details feel fre to ask. I'll remember to add you name
to our credits' thnx list when this is released next year - even if it
doesn't help.


- Original Message -
From: Miguel Aleman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, May 12, 2002 12:38 AM
Subject: Re: [hlcoders] triApi speed problems


 How about some more information about the frame rates of the slower
system.
 Does it run over 50fps with the particles on screen?

 - Original Message -
 From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Saturday, May 11, 2002 6:11 PM
 Subject: Re: [hlcoders] triApi speed problems


  Read the other post for more details, why would this effect one system
of
 a
  higher spec 1.1Ghz 512Mb Ram with the same gfx card but not a far slower
  one?
 
 
  - Original Message -
  From: Miguel Aleman [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Sunday, May 12, 2002 12:11 AM
  Subject: Re: [hlcoders] triApi speed problems
 
 
   On some videocards, Quads are extremely slow due to the way they are
   calculated. Use triangle strips instead of quads when possible (like
in
 a
   particle engine).
  
   - Original Message -
   From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Sent: Saturday, May 11, 2002 6:03 PM
   Subject: Re: [hlcoders] triApi speed problems
  
  
Just a comment from me. I'm the prioject leader, this is the
particle
   system
kindly donated to us by friends in Hostile Intent. Just the engine
 mind
   you,
not the implementation. The effect ISN'T consistant. On a PIII 350
 with
   GF2
MX it runs fine, yet on some other systems ( mine in particular)
which
  is
   a
higher spec and the same gfx card and drivers the frame frate drops
by
   about
50fps when a single one of these explosions occours. At first it use
 to
occour even when the blast couldn't be seen but we've gotten around
 then
   so
that while there's a slight drop it hardly noticeable. This
suggested
 to
   us
that it' wasn't graphics related since the effect wasn't on screen
and
wasn't even in the same leaf or the rendering pipeline.
   
But the point is that we need to know if it's a duff particle engine
  which
isn't properly handling the effect when blending occours or if the
   functions
are being called quite right.
   
Any hints or suggests are most welcome not matter how small, we've
 done
  as
much as we're aware of to avoid this serious frame rate issue.
   
   
- Original Message -
From: Frazee [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, May 12, 2002 12:00 AM
Subject: [hlcoders] triApi speed problems
   
   
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 I have a particle system for my mod, which is really quite nice.
  Problem
 is, as soon as multiple particles start blending it slows down.
For
 instance, with explosions I have cut it down to 5 particles (yeah,
 10
 polys). But that is still slow on some systems. Not to mention
when
  you
 combine explosions. I have optimized it all I can, and decided to
 come
 to you guys. One thing I didn't try is 2 triangles rather than the
  quad.
 if that will help I will try. Can you just tell me how to get the
 most
 juice out of this thing? Thanks.
 --

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Re: [hlcoders] triApi speed problems

2002-05-11 Thread Chris 'Tal-N' Blane

Would this vsynch be a HL setting or something in device manager/display
properties?

- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, May 12, 2002 12:53 AM
Subject: Re: [hlcoders] triApi speed problems


  Read the other post for more details, why would this effect one system
of
 a
  higher spec 1.1Ghz 512Mb Ram with the same gfx card but not a far slower
  one?

 Do you have VSYNC enabled on one video card (the fast one) and disabled on
 the other (the slow one)?  Check the video adapter settings in the control
 panel to see if VSYNC is enabled or not.  (P.S. most people will have
VSYNC
 enabled since this is the default).

 Jeffrey botman Broome

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Re: [hlcoders] triApi speed problems

2002-05-11 Thread Chris 'Tal-N' Blane

I'd love to tell ya it worked... but it's still the same problem. :( Anyone
else got any ideas. ( it was on originally btw and tuning it off didn't
help) And these are the most recent drivers from Nvidia [4.13.01.2832
version]

- Original Message -
From: Maximilian Marx [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, May 12, 2002 1:16 AM
Subject: Re: [hlcoders] triApi speed problems


 when using detonator driver go to control panel - display - settings -
 advanced - geforce2 - advanced - opengl settings - vertical sync -
 always off
 - Original Message -
 From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Sunday, May 12, 2002 2:01 AM
 Subject: Re: [hlcoders] triApi speed problems


  Would this vsynch be a HL setting or something in device manager/display
  properties?
 
  - Original Message -
  From: botman [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Sunday, May 12, 2002 12:53 AM
  Subject: Re: [hlcoders] triApi speed problems
 
 
Read the other post for more details, why would this effect one
system
  of
   a
higher spec 1.1Ghz 512Mb Ram with the same gfx card but not a far
 slower
one?
  
   Do you have VSYNC enabled on one video card (the fast one) and
disabled
 on
   the other (the slow one)?  Check the video adapter settings in the
 control
   panel to see if VSYNC is enabled or not.  (P.S. most people will have
  VSYNC
   enabled since this is the default).
  
   Jeffrey botman Broome
  
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Re: [hlcoders] [OT] question to valve, curious

2001-12-04 Thread Chris 'Tal-N' Blane



I did hear along time ago (probably a year after 
HL's release) that HL was supposed to start totally different with you actually 
making your way onto the train at the beginning (which is obviously where the 
released HL picked up), i remember hearing that these maps still existed. I 
would like to see those out of sheer curiosity.

Chris 
'Tal-N' Blane [C4 Software 
CEO] 
www.c4software.net

  - Original Message - 
  From: 
  [DRP]Avatar-X 
  To: [EMAIL PROTECTED] 
  
  Sent: Tuesday, December 04, 2001 2:07 
  PM
  Subject: Re: [hlcoders] [OT] question to 
  valve, curious
  Yeah, and it's several years later now, and the SDK has gone 
  from a sign-up-and-have-it-mailed CD to a anyone-can-download package. 
  Maybe Valve will change their minds, I'd love to see the old maps in use 
  somewhere. 
  -av 
  Biggs wrote: 
  

I asked this question years ago right after 
HL was released. The whole reason i wanted HL was because of most of what i 
saw in the demos that never made it in the game. I asked if they would 
concider releasing the old maps, monsters and other various stuff as kinda 
like an SDK addon. The answer i got was no.~Biggs 

  - Original Message -
  From: 
  Andrew 
  Foss
  To: [EMAIL PROTECTED]
  Sent: Tuesday, December 04, 2001 
  12:59 AM
  Subject: [hlcoders] [OT] question to 
  valve, curiousI was digging 
  around in my old CD's box, when I came upon a diamond viper driver disc. 
  it contained a Half-life trailer.upon watching it, I noticed some cool bits. 
  almost all the monsters in the demo are not seen in the game. (the models 
  still exist) there are also a bunch of maps that didn't make the cut. 
  Datacore is an example, it was originally a singleplayer 
  map.My question is 
  this:Since HL is actually 
  HL2, because a lot of code, maps, textures, and models were cut/not in the 
  final game, do you still have any of the old stuff laying around, and B: 
  would you consider releasing any of it? I would love to see the original 
  maps, because they look pretty cool. also, does the smelling gibs code 
  work? can the mosters smell out the stinky bodies? 
  :)--cannibal
  -- - [DRP]Avatar-X SillyZone Homepage: 
  www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My 
  Homepage: www.cyberwyre.com