Re: [hlcoders] How safe is it to travel into "The Void"
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. >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> >> >> > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> ___ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >>> >>> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] How safe is it to travel into "The Void"
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. > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> ___ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >>> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] How safe is it to travel into "The Void"
@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. > > ___ > To unsubscribe, edit your list preferences, or view the list > archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> ___ >>> To unsubscribe, edit your list preferences, or view the list >>> archives, please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >>> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list >> archives, please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > > > ___ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] How safe is it to travel into "The Void"
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> ___ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >>> >>> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] How safe is it to travel into "The Void"
#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 >>> >>> >>> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] How safe is it to travel into "The Void"
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 >> >> >> > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] How safe is it to travel into "The Void"
^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 > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] How safe is it to travel into "The Void"
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
Re: [hlcoders] How safe is it to travel into "The Void"
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 >>> >>> >>> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ Get more done like never before with Yahoo!7 Mail. Learn more: http://au.overview.mail.yahoo.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] How safe is it to travel into "The Void"
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 >>> >>> >>> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] How safe is it to travel into "The Void"
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 >> >> >> > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] How safe is it to travel into "The Void"
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 > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] How safe is it to travel into "The Void"
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