Re: [hlcoders] Identifying all players in the current view
This is a multi-part message in MIME format. -- That sounds good. Thanks! :-) John Sheu wrote: > Loop through all the players, calling IsDormant() on them. That should > let you pick out the ones that are being currently server-updated (and > thus in your PVS). > > John Sheu > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > -- [ philip.vcf of type text/x-vcard deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Identifying all players in the current view
This is a multi-part message in MIME format. -- I'm trying to code a sniper view mode which identifies all the players currently visible in the active player's view, and displays information about each of them floating above them. I've had several ideas, including: just displaying the information for everybody on the server; always having the information attached to the people and only visible when the player's sniping; and looping through the player list, determining who's visible and attaching the information as appropriate. However, none of these methods is particularly elegant, and I was hoping there was some better way to do it. :-) -- [ philip.vcf of type text/x-vcard deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Successful mod team tips and warstories?
This is a multi-part message in MIME format. -- In his defence, he did start a new job at Ubisoft (as a modeller) a short time into the mod. Justin Krenz wrote: > Sounds like the people who still work on the mod need to get rid of the > leader and choose a new one. What good is a leader if he doesn't > contribute anything or at least keep things in order and on schedule? > > Philip Withnall wrote: >> This is a multi-part message in MIME format. >> -- >> Yeah. The sad thing is that even if your mod isn't a realism mod, and >> has one of the most fun concepts ever, it is still so easy to fail. Take >> (for example) the mod I'm working on as a coder: Elite Force: Total >> Conversion. It is a continuation of the Star Trek Elite Force series on >> the Source engine, trying to bring the original Elite Force's MP and >> Elite Force II's SP into one. The original EF's MP was one of the most >> fun MP games I have ever played, and there remains a community for the >> game even now, many years after the game was released. Our mod started >> out with the full support of the entire community, and then some, but we >> started out too early (before HL2 was released), and by the time HL2 was >> released, and the SDK was ready, some of the members had left. However, >> we still had plenty of people with which to make a mod, and started out. >> Problems, however, have arisen because there weren't enough deadlines >> (well, I feel this is the case). People weren't told to "finish that >> model by this time"; they were just doing things at their leisure. >> Slowly, other people drifted away because they weren't seeing results, >> and now we've got three coders (who have all stuck with the mod), a PR >> guy (who's frantically trying to re-ignite the community), some die-hard >> supporters (who refuse to believe that the mod is, essentially, dead), >> and that's it. The leader of the mod hardly ever appears, and when he >> does nothing really happens. >> It's all rather sad really, as I would've loved to see EF on Source, and >> been able to play the game again. It was great fun to play EF, but the >> die-hard servers are starting to, well...die, and the whole community is >> slowly disbanding. >> >> When making a mod, you really should ensure this doesn't happen; it's >> very disheartening. :-( >> >> Andrew (Bromfitsen) wrote: >> > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > -- [ philip.vcf of type text/x-vcard deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Successful mod team tips and warstories?
This is a multi-part message in MIME format. -- Yeah. The sad thing is that even if your mod isn't a realism mod, and has one of the most fun concepts ever, it is still so easy to fail. Take (for example) the mod I'm working on as a coder: Elite Force: Total Conversion. It is a continuation of the Star Trek Elite Force series on the Source engine, trying to bring the original Elite Force's MP and Elite Force II's SP into one. The original EF's MP was one of the most fun MP games I have ever played, and there remains a community for the game even now, many years after the game was released. Our mod started out with the full support of the entire community, and then some, but we started out too early (before HL2 was released), and by the time HL2 was released, and the SDK was ready, some of the members had left. However, we still had plenty of people with which to make a mod, and started out. Problems, however, have arisen because there weren't enough deadlines (well, I feel this is the case). People weren't told to "finish that model by this time"; they were just doing things at their leisure. Slowly, other people drifted away because they weren't seeing results, and now we've got three coders (who have all stuck with the mod), a PR guy (who's frantically trying to re-ignite the community), some die-hard supporters (who refuse to believe that the mod is, essentially, dead), and that's it. The leader of the mod hardly ever appears, and when he does nothing really happens. It's all rather sad really, as I would've loved to see EF on Source, and been able to play the game again. It was great fun to play EF, but the die-hard servers are starting to, well...die, and the whole community is slowly disbanding. When making a mod, you really should ensure this doesn't happen; it's very disheartening. :-( Andrew (Bromfitsen) wrote: > -- > [ Picked text/plain from multipart/alternative ] > That's a good point, all these new realism mods are hell bent of have a > conformed look to them that makes them try and replicate commercial > successes such as Counter Strike. There are 2 sides to that coin. > > 1) The modding community has reached a level where they have so many > possible applicants and potential content creators to be able to deny many > people a position because they can't produce that specific genre to the > extent that the mod teams want it. > > 2) However the flip side of the coin is that these Realism Mods are all > flopping, and becoming abandoned. I know I wrote a majority of the code for > a Realism type mod but because the team wanted such specific models and > textures in the mod that they ended up using the CS models, and everyone has > seen them before. So their instant reaction was Oh it's just CS I'm not > going to play it. The Realism mods are all slowly burning themselves out, > granted there are a lot of people who play games like CS but they aren't > going to download another game to have similar settings. POA had quite a > big welcoming but it appears to have slowed down quite a lot. The new mods > that are appear to be making it big are the likes of Garry's mod and HL2 CTF > simple concept but much more open to new and unique ideas. Mods like > Neo-Tokyo, Dystopia and Hostile-Planet also have large focuses because they > are bending away from the pure realism style and adding in a lot of artistic > creativity. > > Personally I think you are going to see Realism mods that aren't ground > breaking or lack that something original to hold players attention will > start to fade away and all the unique and fun mods start taking their > places. It's almost like it's going full circle. > > Well, I suppose my attempt at giving some advice would be, if your mod > doesn't fit the the current trend that's fantastic, because gamers will be > more likely to try something completely different than they are to try > something in direct competition with what they already play. > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > -- [ philip.vcf of type text/x-vcard deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Happy new year
This is a multi-part message in MIME format. -- Hear hear! *hic* [EMAIL PROTECTED] wrote: > I wish everybody a very happy and healthy new year! > > May all thou errors be solved and glitches be fixed! > > Icke > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > -- [ philip.vcf of type text/x-vcard deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Problems with hammer
This is a multi-part message in MIME format. -- You need to "Refresh SDK content". ;-) Giedrius T. wrote: > There were some update today of Source SDK and now when I try to run > Hammer or Face Poser or Model Viewer I get "The system cannot find the > file specified." error. > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > -- [ philip.vcf of type text/x-vcard deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders