Re[5]: [hlcoders] vtf2tga code question

2004-12-24 Thread Yarin Kaul
Hello Vyacheslav,

You wrote:
> The only thing I need to figure out is how to handle with .gcf files.

An unofficial specification of the gcf format is available at
  http://www.wunderboy.org/3d_games/utils/gcfformat.php


--
Greetings,
 Yarin Kaul <[EMAIL PROTECTED]>

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Re[2]: [hlcoders] Merry Christmas!!!

2004-12-26 Thread Yarin Kaul
Hello tei,

You wrote:
> StealthMode wrote:
>> Best wishes for a Merry Christmas to all who read this list. And if you are
>> of other religious backgroundHAPPY HOLIDAYS! Have a safe and happy new
>> year!
> Where its my grav gun, Santa?

Where is my CROWBAR, Santa? (hint, VALVe! hint!)


--
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 Yarin <[EMAIL PROTECTED]>

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Re[2]: [hlcoders] Merry Christmas!!!

2004-12-26 Thread Yarin Kaul
Hello StealthMode,

You schriebst:
> Tei...
> Quote from Santa:

> "You have been a naughty boy this year tei. Be lucky you did not get a
> headcrab for Christmas (or something worse)."

> He asked me to forward his reply to the list since he doesn't have broadband
> at the north pole yet. 8)

_I_ would be very happy about a gentle Headcrab like Lamarr for
Christmas :D

--
Greetings,
 Yarin <[EMAIL PROTECTED]>

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Re: [hlcoders] mailinglist archives?

2004-12-27 Thread Yarin Kaul
Hello Beppo,

You wrote:
> So, does this list has an archive somewhere?

http://list.valvesoftware.com/


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 Yarin <[EMAIL PROTECTED]>

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[hlcoders] Source Engine Curios

2005-01-01 Thread Yarin Kaul
Hi mod coders,

I've just set up a small page listing some funny or even shocking
snippets ripped off of the Source SDK code. Maybe you saw a similar
list yet on the web page of botman - for HL1. I thought it would be
fun to replenish the idea for HL2 / Source and it might be interesting
for some of you:

http://www.yarin.de/sdkcurios/

As mentioned on the page, I am looking forward to your submissions.

--
Greetings and a happy new year,
 Yarin <[EMAIL PROTECTED]>

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Re[2]: [hlcoders] Source Engine Curios

2005-01-01 Thread Yarin Kaul
Hi Ben,

you wrote:
> // Delete right away since it's fucked up
> C:\osp\src\game_shared\beam_shared.cpp(821):

Added!
Ctrl+Shift+F, Find what: "fuck"? ;-)

--
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 Yarin <[EMAIL PROTECTED]>

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Re[2]: [hlcoders] Source Engine Curios

2005-01-01 Thread Yarin Kaul
Hallo Jarrett,

Du schriebst:
> //= Copyright © 1996-2005, Valve Corporation, All rights
> reserved. //
> //
> // Purpose: Alyx, the female sidekick and love interest that's taking
> the world by storm!
> //
> //  Try the new Alyx Brite toothpaste!
> //  Alyx lederhosen!
> //
> //  FIXME: need a better comment block
> //
> //=//

> npc_alyx.cpp(1)

x-D
Added!


--
Grüße,
 Yarin <[EMAIL PROTECTED]>

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[hlcoders] Re: [hlcoders] Remove hl²SDK source control

2005-01-01 Thread Yarin Kaul
Hallo Elektordi,

Du schriebst:
> How can I remove the source control of hl2 projects ? I haven't found it in
> project options in VS...

Maybe this is what you are looking for:
http://blogs.msdn.com/korbyp/archive/2003/12/17/44236.aspx


--
Grüße,
 Yarin <[EMAIL PROTECTED]>

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[hlcoders] Re: [hlcoders] Re: [hlcoders] Re: [hlcoders] Remove hl²SDK source control

2005-01-01 Thread Yarin Kaul
Hallo James,

Du schriebst:
>> Maybe this is what you are looking for:
>> http://blogs.msdn.com/korbyp/archive/2003/12/17/44236.aspx

> However, if you don't have an SCC provider installed, that option
> isn't even in the menu.

> At least I don't see it in mine...

Someone mentions a program called "NukeSourceSafe" in the comment
section of that article. Maybe it is worth a look.

--
Grüße,
 Yarin <[EMAIL PROTECTED]>

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Re: [hlcoders] Newb question

2005-01-03 Thread Yarin Kaul
Hallo r00t,

Du schriebst:
> This is probably the stupidest question asked here but what in the heck is a
> PVS ?

Potential Visibility Sets. It is a technique used for occlusion
testing in game engines (like Source).

http://www.google.com/search?q=Potential+Visibility+Sets


--
Grüße,
 Yarin <[EMAIL PROTECTED]>

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Re[2]: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-03 Thread Yarin Kaul
Hallo Jeffrey,

Du schriebst:
> r00t 3:16 wrote:
>>
>> But suppose you wanted it so players who shoot weapons had to
>> compensate for distance, aiming a little ahead of a running player
>> etc.
>>
>> Is the source engine able to do this?

> [...]
> The real issue is that things that move VERY fast through the world
> don't get their position updated often enough to follow the path of a
> true parabola.  You get something like this (excuse the ASCII graphics)...

> Game Ticks (StartFrame) at the 'v's


>   v   v  v   v

>   x--x
>  /\
> /  \
>/\
>   /  \
>  /\
> /  \
>/\
>   x  x


Shouldn't that look more like this?


 \ / \ /
  x---x--\ /
 / \ / \ \x---
 / \  --
--  \ /
  ---x-
/ \


I think the large steps which are emerging if the calculation is done
in real-time aren't such a serious problem in a game (it would be
serious if you are writing a software for simulation purposes,
indeed).

If you fire a bullet over a distance of 100 meters, it may lose 1
meter of height till it hits the target (Rubbish? I'm not an expert on
ballistics). The player wouldn't even notice that there are only a few
gradations.

Got what I'm trying to say? :-)


--
Grüße,
 Yarin <[EMAIL PROTECTED]>

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Re: [hlcoders] Firstperson weapon view

2005-01-03 Thread Yarin Kaul
Hallo r00t,

Du schriebst:
> In FPW view is it possible to change where the view is?
> For example if you look at your monitor you can see on the sides but they
> are somewhat out of focus.
> I am trying to do something like this create a wider view and blur the sides
> a little.
> Is this possible?

I'm not 100% sure if I understand what you want...

You can start looking for a way to change the FOV (Field Of View) of
the game. The FOV determinates the angle of view of the "camera".

Default in HL2 is 55° afaik. You could raise this value to eg. 90° to
archieve a "fish eye effect".

--
Grüße,
 Yarin <[EMAIL PROTECTED]>

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Re[2]: [hlcoders] Firstperson weapon view

2005-01-03 Thread Yarin Kaul
Hallo r00t,

Du schriebst:
> What I wanted was a wider type view?
> A peripheral view so you can see to the sides more instead of being boxy
> like.
> Does that make sense?

You mean changing the screen aspect ratio from eg. 4:3 to 16:9?

I'm sorry if I still get this wrong but ... please be a little bit
considerately ... its 8:18 (am) local time and I'm _still_ awake...

I think I should go to bed now... See ya..

--
Grüße,
 Yarin <[EMAIL PROTECTED]>

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Re[4]: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-04 Thread Yarin Kaul
Hallo Gregg,

Du schriebst:
> Instead of calculating the trajectory of the bullet, why not just change the
> position of the cross hair?  For a longer distance shot, you could raise the
> cross hair a bit.  Seems like a less costly calculation.

1) That would be to easy. The aim of this whole thing is to make it
harder for the player to hit a target over a large distance.

2) Applying physics to the bullet means also that the bullet isn't
travelling at infinite speed. What if somethink slides between the
player and the target while the bullet is still on it's way?


--
Grüße,
 Yarin <[EMAIL PROTECTED]>

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Re[2]: [hlcoders] Shaders...

2005-01-05 Thread Yarin Kaul
Hallo Chris518281,

Du schriebst:
> --
> [ Picked text/plain from multipart/alternative ]
> would you mind taking me off your  list.thankyou
> --

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> visit:
 ^^^
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
  ^^^




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