Re: [hlcoders] How safe is it to travel into "The Void"

2009-09-22 Thread Joshua Scarsbrook
I aggre but the rendering restriction can be surpassed using garrysmod 
scripting or even e2 for thouse who play garrysmod, aside from that it 
is also possable using the sdk, all you need to do is render a small 
version of the model on the interface that is scaled based on its depth. 
i aggre with the restrictions but even the speed limit can be surpassed 
(using a clever bit of scripting).

Justin Krenz wrote:
> That value is deeply embedded and not easily changeable.  I think it's
> used in the engine code which is not available to be changed.  It's a
> boundary you have to accept.
>
> On Sun, Sep 20, 2009 at 5:18 PM, Joshua Scarsbrook
>  wrote:
>   
>> Thanks for the help
>>
>> So what you are saying is in mutliplayer games atempt to travel into the
>> void will resalt in well hitting a invisable wall. anyway i can happly
>> get ents to travel down there with no ill effects, i went down to
>> -100 with no effects. so the void is fun to explore but there are
>> still boundrys i will hit, such as objects not being rendered and
>> lighting being messed up. from what you are saying with the code example
>> by changing the floot i can remove void boundrys
>>
>> Justin Krenz wrote:
>> 
>>> #define MAX_COORD_FLOAT   (16384.0f)
>>>
>>> Anything outside of the coordinates 16384 to -16384 is not going to
>>> function properly, and anything outside of this range is going to be
>>> clamped to the proper range when networked.  Go ahead and play in the
>>> void all you want like it's some magical world, but remember that in
>>> the end, it's still restricted to the underlying programming.
>>>
>>> On Sun, Sep 20, 2009 at 2:50 PM, Joshua Scarsbrook
>>>  wrote:
>>>
>>>   
 well thanks for the help but i have been into the void with no ill
 effects once i was done i exited normaly, using garrysmod and entiry
 debugging, and a overly complex watching station, i was able to get a
 prop and a entiry to travel down to over -100 z units.

 Damian Pursey wrote:

 
> ^Wow, I just tried that, that's something. Either way, as much as I know
> about the void, I know it's smart to avoid it. In one map I made, I used a
> big giant room with black texture on the inside, and invisible on the
> outside (I don't know if that was necessary or not), then I made another
> room about 1 unit away from that with a sky texture. Then I used a
> light_environment and lit the map as if it had a black skybox. I'm not 
> sure
> what you're trying to accomplish, but it might help.
>
> On Sun, Sep 20, 2009 at 7:57 AM, Jonas 'Sortie' Termansen 
> 
>
>   
>> wrote:
>>
>>
>> 
>> In portal, I once made a portal into the void using Hammer. That was
>> interesting.
>>
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Re: [hlcoders] How safe is it to travel into "The Void"

2009-09-20 Thread Justin Krenz
That value is deeply embedded and not easily changeable.  I think it's
used in the engine code which is not available to be changed.  It's a
boundary you have to accept.

On Sun, Sep 20, 2009 at 5:18 PM, Joshua Scarsbrook
 wrote:
> Thanks for the help
>
> So what you are saying is in mutliplayer games atempt to travel into the
> void will resalt in well hitting a invisable wall. anyway i can happly
> get ents to travel down there with no ill effects, i went down to
> -100 with no effects. so the void is fun to explore but there are
> still boundrys i will hit, such as objects not being rendered and
> lighting being messed up. from what you are saying with the code example
> by changing the floot i can remove void boundrys
>
> Justin Krenz wrote:
>> #define MAX_COORD_FLOAT                               (16384.0f)
>>
>> Anything outside of the coordinates 16384 to -16384 is not going to
>> function properly, and anything outside of this range is going to be
>> clamped to the proper range when networked.  Go ahead and play in the
>> void all you want like it's some magical world, but remember that in
>> the end, it's still restricted to the underlying programming.
>>
>> On Sun, Sep 20, 2009 at 2:50 PM, Joshua Scarsbrook
>>  wrote:
>>
>>> well thanks for the help but i have been into the void with no ill
>>> effects once i was done i exited normaly, using garrysmod and entiry
>>> debugging, and a overly complex watching station, i was able to get a
>>> prop and a entiry to travel down to over -100 z units.
>>>
>>> Damian Pursey wrote:
>>>
 ^Wow, I just tried that, that's something. Either way, as much as I know
 about the void, I know it's smart to avoid it. In one map I made, I used a
 big giant room with black texture on the inside, and invisible on the
 outside (I don't know if that was necessary or not), then I made another
 room about 1 unit away from that with a sky texture. Then I used a
 light_environment and lit the map as if it had a black skybox. I'm not sure
 what you're trying to accomplish, but it might help.

 On Sun, Sep 20, 2009 at 7:57 AM, Jonas 'Sortie' Termansen 
 >>>

> wrote:
>
>

> In portal, I once made a portal into the void using Hammer. That was
> interesting.
>
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Re: [hlcoders] How safe is it to travel into "The Void"

2009-09-20 Thread Saul Rennison
@Your last question: No because they are most likely already compiled  
into the engine binaries.

Thanks,
- Saul.

On 20 Sep 2009, at 23:18, Joshua Scarsbrook   
wrote:

> Thanks for the help
>
> So what you are saying is in mutliplayer games atempt to travel into  
> the
> void will resalt in well hitting a invisable wall. anyway i can happly
> get ents to travel down there with no ill effects, i went down to
> -100 with no effects. so the void is fun to explore but there are
> still boundrys i will hit, such as objects not being rendered and
> lighting being messed up. from what you are saying with the code  
> example
> by changing the floot i can remove void boundrys
>
> Justin Krenz wrote:
>> #define MAX_COORD_FLOAT(16384.0f)
>>
>> Anything outside of the coordinates 16384 to -16384 is not going to
>> function properly, and anything outside of this range is going to be
>> clamped to the proper range when networked.  Go ahead and play in the
>> void all you want like it's some magical world, but remember that in
>> the end, it's still restricted to the underlying programming.
>>
>> On Sun, Sep 20, 2009 at 2:50 PM, Joshua Scarsbrook
>>  wrote:
>>
>>> well thanks for the help but i have been into the void with no ill
>>> effects once i was done i exited normaly, using garrysmod and entiry
>>> debugging, and a overly complex watching station, i was able to  
>>> get a
>>> prop and a entiry to travel down to over -100 z units.
>>>
>>> Damian Pursey wrote:
>>>
 ^Wow, I just tried that, that's something. Either way, as much as  
 I know
 about the void, I know it's smart to avoid it. In one map I made,  
 I used a
 big giant room with black texture on the inside, and invisible on  
 the
 outside (I don't know if that was necessary or not), then I made  
 another
 room about 1 unit away from that with a sky texture. Then I used a
 light_environment and lit the map as if it had a black skybox.  
 I'm not sure
 what you're trying to accomplish, but it might help.

 On Sun, Sep 20, 2009 at 7:57 AM, Jonas 'Sortie' Termansen 
 >>>

> wrote:
>
>

> In portal, I once made a portal into the void using Hammer. That  
> was
> interesting.
>
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Re: [hlcoders] How safe is it to travel into "The Void"

2009-09-20 Thread Joshua Scarsbrook
Thanks for the help

So what you are saying is in mutliplayer games atempt to travel into the 
void will resalt in well hitting a invisable wall. anyway i can happly 
get ents to travel down there with no ill effects, i went down to 
-100 with no effects. so the void is fun to explore but there are 
still boundrys i will hit, such as objects not being rendered and 
lighting being messed up. from what you are saying with the code example 
by changing the floot i can remove void boundrys

Justin Krenz wrote:
> #define MAX_COORD_FLOAT   (16384.0f)
>
> Anything outside of the coordinates 16384 to -16384 is not going to
> function properly, and anything outside of this range is going to be
> clamped to the proper range when networked.  Go ahead and play in the
> void all you want like it's some magical world, but remember that in
> the end, it's still restricted to the underlying programming.
>
> On Sun, Sep 20, 2009 at 2:50 PM, Joshua Scarsbrook
>  wrote:
>   
>> well thanks for the help but i have been into the void with no ill
>> effects once i was done i exited normaly, using garrysmod and entiry
>> debugging, and a overly complex watching station, i was able to get a
>> prop and a entiry to travel down to over -100 z units.
>>
>> Damian Pursey wrote:
>> 
>>> ^Wow, I just tried that, that's something. Either way, as much as I know
>>> about the void, I know it's smart to avoid it. In one map I made, I used a
>>> big giant room with black texture on the inside, and invisible on the
>>> outside (I don't know if that was necessary or not), then I made another
>>> room about 1 unit away from that with a sky texture. Then I used a
>>> light_environment and lit the map as if it had a black skybox. I'm not sure
>>> what you're trying to accomplish, but it might help.
>>>
>>> On Sun, Sep 20, 2009 at 7:57 AM, Jonas 'Sortie' Termansen >>
>>>   
 wrote:

 
>>>   
 In portal, I once made a portal into the void using Hammer. That was
 interesting.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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>>>   
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Re: [hlcoders] How safe is it to travel into "The Void"

2009-09-20 Thread Justin Krenz
#define MAX_COORD_FLOAT (16384.0f)

Anything outside of the coordinates 16384 to -16384 is not going to
function properly, and anything outside of this range is going to be
clamped to the proper range when networked.  Go ahead and play in the
void all you want like it's some magical world, but remember that in
the end, it's still restricted to the underlying programming.

On Sun, Sep 20, 2009 at 2:50 PM, Joshua Scarsbrook
 wrote:
> well thanks for the help but i have been into the void with no ill
> effects once i was done i exited normaly, using garrysmod and entiry
> debugging, and a overly complex watching station, i was able to get a
> prop and a entiry to travel down to over -100 z units.
>
> Damian Pursey wrote:
>> ^Wow, I just tried that, that's something. Either way, as much as I know
>> about the void, I know it's smart to avoid it. In one map I made, I used a
>> big giant room with black texture on the inside, and invisible on the
>> outside (I don't know if that was necessary or not), then I made another
>> room about 1 unit away from that with a sky texture. Then I used a
>> light_environment and lit the map as if it had a black skybox. I'm not sure
>> what you're trying to accomplish, but it might help.
>>
>> On Sun, Sep 20, 2009 at 7:57 AM, Jonas 'Sortie' Termansen >
>>> wrote:
>>>
>>
>>
>>> In portal, I once made a portal into the void using Hammer. That was
>>> interesting.
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>>
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>
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Re: [hlcoders] How safe is it to travel into "The Void"

2009-09-20 Thread Joshua Scarsbrook
well thanks for the help but i have been into the void with no ill 
effects once i was done i exited normaly, using garrysmod and entiry 
debugging, and a overly complex watching station, i was able to get a 
prop and a entiry to travel down to over -100 z units.

Damian Pursey wrote:
> ^Wow, I just tried that, that's something. Either way, as much as I know
> about the void, I know it's smart to avoid it. In one map I made, I used a
> big giant room with black texture on the inside, and invisible on the
> outside (I don't know if that was necessary or not), then I made another
> room about 1 unit away from that with a sky texture. Then I used a
> light_environment and lit the map as if it had a black skybox. I'm not sure
> what you're trying to accomplish, but it might help.
>
> On Sun, Sep 20, 2009 at 7:57 AM, Jonas 'Sortie' Termansen
>> wrote:
>> 
>
>   
>> In portal, I once made a portal into the void using Hammer. That was
>> interesting.
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
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Re: [hlcoders] How safe is it to travel into "The Void"

2009-09-20 Thread Damian Pursey
^Wow, I just tried that, that's something. Either way, as much as I know
about the void, I know it's smart to avoid it. In one map I made, I used a
big giant room with black texture on the inside, and invisible on the
outside (I don't know if that was necessary or not), then I made another
room about 1 unit away from that with a sky texture. Then I used a
light_environment and lit the map as if it had a black skybox. I'm not sure
what you're trying to accomplish, but it might help.

On Sun, Sep 20, 2009 at 7:57 AM, Jonas 'Sortie' Termansen  wrote:

> In portal, I once made a portal into the void using Hammer. That was
> interesting.
>
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Re: [hlcoders] How safe is it to travel into "The Void"

2009-09-20 Thread Jonas 'Sortie' Termansen
In portal, I once made a portal into the void using Hammer. That was 
interesting.

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Re: [hlcoders] How safe is it to travel into "The Void"

2009-09-20 Thread Adam "amckern" McKern
or even nodraw


Owner Nigredo Studios http://www.nigredostudios.com

--- On Sun, 20/9/09, Harry Jeffery  wrote:

From: Harry Jeffery 
Subject: Re: [hlcoders] How safe is it to travel into "The Void"
To: "Discussion of Half-Life Programming" 
Received: Sunday, 20 September, 2009, 7:37 PM

You'd be better off making a room as large as you can using the
tools/toolsblack texture.

It looks the same but is more engine friendly.

2009/9/20 Joshua Scarsbrook :
> Well for one going into the leak is exploring the source engine and it
> is fun, for 2 the door will stop the leak from rendering. also i have
> found render target cameras do not have the rendering problem
>
> Matt Hoffman wrote:
>> Erm. Can you explain to me... WHY you want to go into the void? And how do
>> you have "a semi-sealable" leak? The door won't stop the leak as it's a
>> brush entity... So it's a leak
>>
>>
>>
>> On Sat, Sep 19, 2009 at 10:27 PM, Joshua Scarsbrook
>> wrote:
>>
>>
>>> Hi
>>>
>>> Using Garrysmod and Entiry Infomation Outputs i was able to send a
>>> normal prop down to a z of - 16000 aprox without a crash, the map i made
>>> is designed to work well with the void, it has a semi sealable leek that
>>> is a large door and a area out into the void. All of this has been done
>>> in hl2ep2 engine and has worked without a sign of abnormalty, no console
>>> spam, so i am asking here, how safe is the Void? i have already found
>>> that the crashing that is normal is caused by a complex map, so i do not
>>> know alot about the void and i want to know what problems i will
>>> encounter, i am thinking that if i travel down to about -10
>>> there could be a buffer overflow and a engine crash but aside from that,
>>> what problems will i encounter.
>>>
>>> Thanks,
>>> Vbitz
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
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>>>
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>
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Re: [hlcoders] How safe is it to travel into "The Void"

2009-09-20 Thread Harry Jeffery
You'd be better off making a room as large as you can using the
tools/toolsblack texture.

It looks the same but is more engine friendly.

2009/9/20 Joshua Scarsbrook :
> Well for one going into the leak is exploring the source engine and it
> is fun, for 2 the door will stop the leak from rendering. also i have
> found render target cameras do not have the rendering problem
>
> Matt Hoffman wrote:
>> Erm. Can you explain to me... WHY you want to go into the void? And how do
>> you have "a semi-sealable" leak? The door won't stop the leak as it's a
>> brush entity... So it's a leak
>>
>>
>>
>> On Sat, Sep 19, 2009 at 10:27 PM, Joshua Scarsbrook
>> wrote:
>>
>>
>>> Hi
>>>
>>> Using Garrysmod and Entiry Infomation Outputs i was able to send a
>>> normal prop down to a z of - 16000 aprox without a crash, the map i made
>>> is designed to work well with the void, it has a semi sealable leek that
>>> is a large door and a area out into the void. All of this has been done
>>> in hl2ep2 engine and has worked without a sign of abnormalty, no console
>>> spam, so i am asking here, how safe is the Void? i have already found
>>> that the crashing that is normal is caused by a complex map, so i do not
>>> know alot about the void and i want to know what problems i will
>>> encounter, i am thinking that if i travel down to about -10
>>> there could be a buffer overflow and a engine crash but aside from that,
>>> what problems will i encounter.
>>>
>>> Thanks,
>>> Vbitz
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
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Re: [hlcoders] How safe is it to travel into "The Void"

2009-09-19 Thread Joshua Scarsbrook
Well for one going into the leak is exploring the source engine and it 
is fun, for 2 the door will stop the leak from rendering. also i have 
found render target cameras do not have the rendering problem

Matt Hoffman wrote:
> Erm. Can you explain to me... WHY you want to go into the void? And how do
> you have "a semi-sealable" leak? The door won't stop the leak as it's a
> brush entity... So it's a leak
>
>
>
> On Sat, Sep 19, 2009 at 10:27 PM, Joshua Scarsbrook
> wrote:
>
>   
>> Hi
>>
>> Using Garrysmod and Entiry Infomation Outputs i was able to send a
>> normal prop down to a z of - 16000 aprox without a crash, the map i made
>> is designed to work well with the void, it has a semi sealable leek that
>> is a large door and a area out into the void. All of this has been done
>> in hl2ep2 engine and has worked without a sign of abnormalty, no console
>> spam, so i am asking here, how safe is the Void? i have already found
>> that the crashing that is normal is caused by a complex map, so i do not
>> know alot about the void and i want to know what problems i will
>> encounter, i am thinking that if i travel down to about -10
>> there could be a buffer overflow and a engine crash but aside from that,
>> what problems will i encounter.
>>
>> Thanks,
>> Vbitz
>>
>> ___
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>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
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Re: [hlcoders] How safe is it to travel into "The Void"

2009-09-19 Thread Matt Hoffman
Erm. Can you explain to me... WHY you want to go into the void? And how do
you have "a semi-sealable" leak? The door won't stop the leak as it's a
brush entity... So it's a leak



On Sat, Sep 19, 2009 at 10:27 PM, Joshua Scarsbrook
wrote:

> Hi
>
> Using Garrysmod and Entiry Infomation Outputs i was able to send a
> normal prop down to a z of - 16000 aprox without a crash, the map i made
> is designed to work well with the void, it has a semi sealable leek that
> is a large door and a area out into the void. All of this has been done
> in hl2ep2 engine and has worked without a sign of abnormalty, no console
> spam, so i am asking here, how safe is the Void? i have already found
> that the crashing that is normal is caused by a complex map, so i do not
> know alot about the void and i want to know what problems i will
> encounter, i am thinking that if i travel down to about -10
> there could be a buffer overflow and a engine crash but aside from that,
> what problems will i encounter.
>
> Thanks,
> Vbitz
>
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[hlcoders] How safe is it to travel into "The Void"

2009-09-19 Thread Joshua Scarsbrook
Hi

Using Garrysmod and Entiry Infomation Outputs i was able to send a 
normal prop down to a z of - 16000 aprox without a crash, the map i made 
is designed to work well with the void, it has a semi sealable leek that 
is a large door and a area out into the void. All of this has been done 
in hl2ep2 engine and has worked without a sign of abnormalty, no console 
spam, so i am asking here, how safe is the Void? i have already found 
that the crashing that is normal is caused by a complex map, so i do not 
know alot about the void and i want to know what problems i will 
encounter, i am thinking that if i travel down to about -10 
there could be a buffer overflow and a engine crash but aside from that, 
what problems will i encounter.

Thanks,
Vbitz

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