Re: [hlcoders] Cell Shading - Serious Revision?

2007-05-19 Thread Nikolaos Tzimoulis

Garry has mentioned he has messed with cell-shading at his blog.
http://www.garry.tv/?p=255



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RE: [hlcoders] Re: Open Source Mods (again)

2007-02-05 Thread Nikolaos Tzimoulis

Thanks a bunch! :)

That should make things a lot less complicated. I would love to hear
more about it. One question that immediately comes to mind is: Does
this mean that hosting the SDK code publicly is no longer a problem?
Or it would be necessary to set up the system so that the only place
the code will be available will be this subversion server you mentioned?

Thanks again,
Nicholas



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Re: [hlcoders] Re: Open Source Mods (again)

2007-02-03 Thread Nikolaos Tzimoulis

What do you mean so that it is all modified, Nate? And now that I
think about it, it's not an option to start from a specific version of
the SDK and diff that. How would everyone coordinate with that since
you don't get to choose which version of the SDK Steam downloads?
Also, it wouldn't be in accordance to Valve's policy of not having
large portions of their code public. I don't see a way of not having
to redo the patches every time an update comes out for the SDK.

If the code management utility (like CVS) saves projects in a diff
way, then I guess that would be a viable option. The online project
could consist of CVS project files, and if one were to apply it to the
latest SDK he would get the mod's code. Is that possible?

Nicholas



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Re: [hlcoders] Re: Open Source Mods (again)

2007-02-03 Thread Nikolaos Tzimoulis

So, since sourceforge works with CVS, all I have to do is use CVS to
make diff files and then let the sourceforge's CVS system handle them
as it would normal source code files. The end result on sourceforge
would be CVS doing diff files of diff files that were created by the
local copy of CVS. It sounds rather complicated, but I think it could
work. Does anyone think there would be conflicts since we would have
one CVS system getting the files from sourceforge and another CVS
system applying patches to the SDK (to generate the files that will
get to be uploaded)?

Of course, the initial import would have to change with every SDK
update but... oh, well.

Nicholas





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Re: [hlcoders] Re: Open Source Mods (again)

2007-02-02 Thread Nikolaos Tzimoulis

Thanks for the tips, Jason. The problem is that I have to do more than
just that; I also have to find a convenient and universal way to do
it, since these diff files will be uploaded on sourceforge and used by
other people that want to contribute to the project. I'll have to do
it in such a way that the instructions will be as easy as possible.
Other people must have a simple way of applying these patches (to
their own copies of a fresh SDK project or a previous version of the
mod) and a simple way of creating patches of their own contributions
in the same format before uploading them to the project.

Nicholas



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[hlcoders] Re: Open Source Mods (again)

2007-01-30 Thread Nikolaos Tzimoulis

Hello (again),

I've started my open source mod on sourceforge. I figured out their
terrifying way of dealing with code submissions and now I'm working on
a way to manage the code using diff files. I downloaded sfk (as Mike
suggested) and I understand that it can be used to apply patch files
to the original SDK files to generate the mod's source code. The
problem is that I can't find a way to automate the process of creating
the patch file. Sfk needs a particular format and I need to get a tool
that finds differences between files and saves the output in that
particular format. Should I try to make one on my own or is there a
tool to do that already out there?

Also, to clarify on more thing: I'll just have to create an unmodified
copy of the SDK code to use as a basis to create the patch, right?

Thanks for the help and sorry for being a pest and asking questions
that aren't directly related to hlcoding.

Nicholas



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Re: [hlcoders] Open Source Mods (again)

2007-01-13 Thread Nikolaos Tzimoulis

Err... sorry to be bothering you again with this matter.

I've been doing a bit researching about the open source mods you
mentioned. I could find their releases and their source code but I
couldn't understand how they did their open-source development. I
didn't find them registered to any sites like sourceforge.net and I
didn't find any other means by which one can submit code to the
project. Am I missing something here?

Also, it seems that they're using the whole altered SDK rather than
just diff files. I guess that's all right, then?


Nicholas


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[hlcoders] Open Source Mods

2007-01-06 Thread Nikolaos Tzimoulis

Hello,

I'm thinking of starting an open source mod for Source. Can someone
please inform me about Valve's policy on the matter? I'd imagine that
I'm not supposed to put up the source code like that, but I think it
could work well with just diff files, right?

I'm looking forward for an answer. :)

Nicholas


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Re: [hlcoders] Open Source Mods

2007-01-06 Thread Nikolaos Tzimoulis

Thank you everybody for your answers! :)


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Re: [hlcoders] Can't shove the player

2006-11-26 Thread Nikolaos Tzimoulis

SetAbsVelocity gets me the same results. The player only moves when
something touches him while he is completely still.

That's the code I use:
void CBasePlayer::Touch( CBaseEntity *pOther )
{
if ( pOther-GetClassName()==CAI_BaseNPC)//mario!
{
pOther-TakeDamage( CTakeDamageInfo( this, this,
(pOther-m_iHealth), DMG_GENERIC ) );
Vector forward, up;
AngleVectors( GetLocalAngles(), forward, NULL, up );
SetAbsVelocity(forward * 5000.0f + up * 1.0f);
}
. (the rest of the function is from vanilla source code)


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Re: [hlcoders] Can't shove the player

2006-11-26 Thread Nikolaos Tzimoulis

Thanks for your answer. I tested adding
SetGroundEntity( NULL );
before the SetAbsVelocity call and when that didn't work, I tried
SetGroundEntity( NULL );
pOther-SetGroundEntity( NULL );
but it still doesn't work correctly. I should had known before trying
as one of my previous tests included using the VelocityPunch function.

After much testing I discovered that the function works not only when
the player is not moving but in some other occasions as well (I can't
describe them really). Maybe a video would illustrate the problem
better?

Regards,
Nicholas.


PS: I can totally understand that you find my code disgusting, it
seems a bit repulsive even to me. I hope I'll get better with time. :)




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Re: [hlcoders] Can't shove the player

2006-11-25 Thread Nikolaos Tzimoulis

My problem keeps getting weirder and weirder. I found out that
ApplyAbsVelocityImpulse will work and the player's velocity will
change as long as the player doesn't move when he touches the other
entity. I thought that was strange and I tried to counter it by
forcing the player's velocity to zero like this:
SetAbsVelocity( vec3_origin );
or by using VelocityPunch; needless to say neither method worked.

Can anyone please help me? :)


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[hlcoders] Can't shove the player

2006-11-23 Thread Nikolaos Tzimoulis

Hello,

I'm making a Mario mod and for now I'm experimenting in implementing
various mario game play mechanics. I'm using the normal zombie as a
test subject for now. What I did was to make the zombie kill the
player when it touches him unless it is touched from above, in which
case it's the zombie which is killed.

So far so good, but seasoned mario fans know that when mario steps on
a monster he makes a small jump. I tried to do this with various
methods but the player's velocity doesn't seem to change no matter
what I do. A little help, please?

I find my method rather crude, but I'll leave the final judgement to
you. The most important thing for me is to learn why the player's
velocity doesn't seem to change at all since in fact this is the same
code that antlion guards use to shove the player:

void CZombie::Touch( CBaseEntity *pOther )
{
if ( pOther-IsPlayer() )
{
if (pOther-WorldSpaceCenter().z  
(this-EyePosition().z)+25.0f)
{
this-TakeDamage( CTakeDamageInfo( pOther, pOther,
10*(this-m_iHealth), DMG_GENERIC ) );
Vector forward, up;
AngleVectors( GetLocalAngles(), forward, NULL, up );
pOther-ApplyAbsVelocityImpulse( forward * 10 + up * 50 
);
}
else
pOther-TakeDamage( CTakeDamageInfo( this, this,
10*(pOther-m_iHealth), DMG_GENERIC ) );
}

}

On a completely unrelated note, I have to report that while
experimenting I used the EndTouch function that seemed to cause a
looping sound crash. I'm just saying this in case it helps track down
a bug or something.

Thanks in advance,
Nicholas


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