Re: [hlcoders] Cell Shading - Serious Revision?
Garry has mentioned he has messed with cell-shading at his blog. http://www.garry.tv/?p=255 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Re: Open Source Mods (again)
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Open Source Mods (again)
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Open Source Mods (again)
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Open Source Mods (again)
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Open Source Mods (again)
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Open Source Mods (again)
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 This message was sent using IMP, the Internet Messaging Program. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Open Source Mods
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 This message was sent using IMP, the Internet Messaging Program. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Open Source Mods
Thank you everybody for your answers! :) This message was sent using IMP, the Internet Messaging Program. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Can't shove the player
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) This message was sent using IMP, the Internet Messaging Program. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Can't shove the player
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. :) This message was sent using IMP, the Internet Messaging Program. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Can't shove the player
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? :) This message was sent using IMP, the Internet Messaging Program. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Can't shove the player
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 This message was sent using IMP, the Internet Messaging Program. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders