[hlcoders] Sending data from client to server
Hi guys, I'm trying to get NPCs to work with the player's lightlevel. As far as I can tell, the WorldGetLightForPoint() function can only be called from the client, so I figured it'd be easier to catch it client-side and send it back than try and hack the engine calls. Now I can't figure out where to store it so it'll get passed back to the server DLL (this is SP only, by the way)... anybody know how to do this? Thanks in advance, James -- James Freedman [EMAIL PROTECTED] http://www.seascape.uk.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapon ballastics
Well, you could make it go any speed you like if you're coding it, but real bullets travel at something like that speed. r00t 3:16 wrote: I was looking at where the tracelines happen. A bullet will travel 1000 inches in 30msecs ? Is that correct? Is it possible to slow this down or speed this up? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Andre Bandarra [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, February 03, 2005 8:28 AM Subject: Re: [hlcoders] Weapon ballastics Ok. I think i got the idea.. .Since a tick is no larger than 30msec, a bullet will only fall sv_gravity * 0.03 (18 inches for HL2) in a single tick while it will move forward somewhere near 1000 inches Sorry if i am saying bullshit since i haven't done this kind of thing on HL2... YET! So, if the bullet didnt hit anything in this tick on these 1000 inches, you could save the bullet data and recalculate the trace on the next tick. (maybe starting from where the last tick left off or maybe starting from where the last one started and calculating it for 2000 inches) and so on until it hits something or exceeds an maximum distance travelled. Am i right? On Wed, 2 Feb 2005 17:17:49 -0800, Jay Stelly [EMAIL PROTECTED] wrote: There are three issues here: 1) Collision representation for the bullet In HL2, they are point sized. You can also make them out of boxes or fully general vcollides. 2) Velocity of the bullet In HL2 the velocity is infinite - they travel instantaneously until they hit something (simulated with a single traceline). If you want to simulate gravity you'll need some notion of finite speed for the bullet. 3) How to approximate the parabolic motion of the bullet in flight In HL2 there is no parabolic motion, so it's not a problem. But you really have two options here: Use vphysics, or use multiple tracelines/boxes with subdivision. What I propsed earlier was just using one traceline per tick which means that the bullet's curve is approximately a line each tick. Since a tick is no larger than 30msec, a bullet will only fall sv_gravity * 0.03 (18 inches for HL2) in a single tick while it will move forward somewhere near 1000 inches (obviously depending on velocity) in the same tick. So there's not tons of error there, but if you need more precision just subdivide dt and iterate. If you use vphysics it will do it's own approximation for the motion which you cannot configure. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Wednesday, February 02, 2005 5:03 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Weapon ballastics but bullets in HL2 and HL1 already are tracelines .. like everyone have been saying, they are instantaneous, and if you think that's bad, then this is why people want to make it more bullet-like. r00t: Husan, I was thinking about doing this actually. Not sure of the performace hit doing a traceline everyframe on a bullet but something to test out well, bullets are already tracelines, and I think the engine does tons of traces every frame (I would guess every moving object uses traceboxes for collision detection) etc. On Wed, 02 Feb 2005 18:27:14 -0600, Adam Mason [EMAIL PROTECTED] wrote: Iwas thinking .. why don't you just pre-calculate the spot where the bullet will land if it were to fall acording to gravity .. do a traceline and see how far your target is, then figure out how much it would fall ... etc, you get the idea. BUT... if the bullet is traveling slow and far enough you'd have to lead a moving target, then your traceline will not actually be to the target. Adam Tobias Mason Back East Design ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- James Freedman [EMAIL PROTECTED] http://www.seascape.uk.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapon ballastics
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] At the moment, they don't have a speed - they're instant hit. If you wanted to modify their speeds, you'd have to make an entity like crossbow_bolt and make the weapons create an instance of that for every bullet instead. You'll find the FireBullets function around line 1270 of baseentity_shared.cpp r00t 3:16 wrote: Yes I understand that but some weapons travel faster some slower. Which is what I kind of meant... I should of asked more specifically where would this be accomplished at? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: James Freedman [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, February 03, 2005 5:47 PM Subject: Re: [hlcoders] Weapon ballastics Well, you could make it go any speed you like if you're coding it, but real bullets travel at something like that speed. r00t 3:16 wrote: I was looking at where the tracelines happen. A bullet will travel 1000 inches in 30msecs ? Is that correct? Is it possible to slow this down or speed this up? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Andre Bandarra [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, February 03, 2005 8:28 AM Subject: Re: [hlcoders] Weapon ballastics Ok. I think i got the idea.. .Since a tick is no larger than 30msec, a bullet will only fall sv_gravity * 0.03 (18 inches for HL2) in a single tick while it will move forward somewhere near 1000 inches Sorry if i am saying bullshit since i haven't done this kind of thing on HL2... YET! So, if the bullet didnt hit anything in this tick on these 1000 inches, you could save the bullet data and recalculate the trace on the next tick. (maybe starting from where the last tick left off or maybe starting from where the last one started and calculating it for 2000 inches) and so on until it hits something or exceeds an maximum distance travelled. Am i right? On Wed, 2 Feb 2005 17:17:49 -0800, Jay Stelly [EMAIL PROTECTED] wrote: There are three issues here: 1) Collision representation for the bullet In HL2, they are point sized. You can also make them out of boxes or fully general vcollides. 2) Velocity of the bullet In HL2 the velocity is infinite - they travel instantaneously until they hit something (simulated with a single traceline). If you want to simulate gravity you'll need some notion of finite speed for the bullet. 3) How to approximate the parabolic motion of the bullet in flight In HL2 there is no parabolic motion, so it's not a problem. But you really have two options here: Use vphysics, or use multiple tracelines/boxes with subdivision. What I propsed earlier was just using one traceline per tick which means that the bullet's curve is approximately a line each tick. Since a tick is no larger than 30msec, a bullet will only fall sv_gravity * 0.03 (18 inches for HL2) in a single tick while it will move forward somewhere near 1000 inches (obviously depending on velocity) in the same tick. So there's not tons of error there, but if you need more precision just subdivide dt and iterate. If you use vphysics it will do it's own approximation for the motion which you cannot configure. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Wednesday, February 02, 2005 5:03 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Weapon ballastics but bullets in HL2 and HL1 already are tracelines .. like everyone have been saying, they are instantaneous, and if you think that's bad, then this is why people want to make it more bullet-like. r00t: Husan, I was thinking about doing this actually. Not sure of the performace hit doing a traceline everyframe on a bullet but something to test out well, bullets are already tracelines, and I think the engine does tons of traces every frame (I would guess every moving object uses traceboxes for collision detection) etc. On Wed, 02 Feb 2005 18:27:14 -0600, Adam Mason [EMAIL PROTECTED] wrote: Iwas thinking .. why don't you just pre-calculate the spot where the bullet will land if it were to fall acording to gravity .. do a traceline and see how far your target is, then figure out how much it would fall ... etc, you get the idea. BUT... if the bullet is traveling slow and far enough you'd have to lead a moving target, then your traceline will not actually be to the target. Adam Tobias Mason Back East Design ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your
RE: [hlcoders] Possible to not use weapon script files?
Well, you're looking at overriding the ReadEncryptedKVFile() function in weapon_parse.cpp - or at least commenting it out. Of course, you'd then have to manually set all those variables in the weapon's constructor function, which sounds to me like a fairly time-consuming and mundane task. James Freedman [EMAIL PROTECTED] http://www.seascape.uk.net -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: 31 January 2005 06:47 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Possible to not use weapon script files? I would assume it is possible to override the weapon_?.txt files. How big of a task would this be? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Possible to not use weapon script files?
Sure, if you're paranoid it's nice to hide things in the DLL... But I'd say that at release-time, packing them into a GCF is good enough. A large proportion of your user base either doesn't know how to change those script files, or quite frankly doesn't care... We're not all cheaters ;) James Freedman [EMAIL PROTECTED] http://www.seascape.uk.net -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Draco Sent: 31 January 2005 12:03 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Possible to not use weapon script files? But wouldn't it be safer to not let the users play with this stuff, hide it in the code?(I haven't modded HL2 yet, so I don't know exactly how the txt files work) ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ 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] Steam: Technology failure
That's all very well, but I hardly think filling up *our* inboxes with complaints is going to help your cause. Post on anti-steam sites, start a petition, e-mail Valve - these are all valid ways of getting your point across. Diluting this mailing list with off-topic, in my opinion, isn't. James Freedman [EMAIL PROTECTED] http://www.seascape.uk.net Vyacheslav Djura wrote: Hello Jeffrey, Monday, January 31, 2005, 4:44:07 PM, you wrote: JbB RETURN IT and get your money back (most places have JbB consumer protection laws where you are legally allowed to return JbB something if you discover that it doesn't work as advertised). I do not want to return the product, I just want to launch Steam in offline mode and Valve doesn't care if I am able or unable to launch it in offline mode and their support is silent. That is all. Sorry that I WANT TO WRITE CODE and I WANT TO LAUNCH EDITOR but I CAN'T. -- Best regards, Vyacheslavmailto:[EMAIL PROTECTED] ___ 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