[hlcoders] Sending data from client to server

2005-05-29 Thread James Freedman
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


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Re: [hlcoders] Weapon ballastics

2005-02-03 Thread James Freedman
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
 
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--
James Freedman
[EMAIL PROTECTED]
http://www.seascape.uk.net
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Re: [hlcoders] Weapon ballastics

2005-02-03 Thread James Freedman
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
  
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   To unsubscribe, edit your list preferences, or view the
  list archives, please visit:
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RE: [hlcoders] Possible to not use weapon script files?

2005-01-31 Thread James Freedman
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

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RE: [hlcoders] Possible to not use weapon script files?

2005-01-31 Thread James Freedman
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

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Re: [hlcoders] Steam: Technology failure

2005-01-31 Thread James Freedman
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]
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