Re: [hlcoders] Two quick questions.
dt_igniteentity "target in foucus" Owner Nigredo Studios http://www.nigredostudios.com --- On Mon, 20/7/09, Kyle Gospodnetich wrote: From: Kyle Gospodnetich Subject: Re: [hlcoders] Two quick questions. To: "Discussion of Half-Life Programming" Received: Monday, 20 July, 2009, 11:36 AM Jorge Rodriguez wrote: > Well the particle library isn't multithreaded as far as I know, so you can't > do that. It uses SIMD on one core. > > I see. Well, thanks for trying. I can always just adjust the total amount of particles and include a CVAR for lower performing systems. So, any idea about my second question then? I've check up and down the zombie code, as well as the Darkness mode code, and I can't seem to find what's making the bodies charcoal or creating the dlights. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Access Yahoo!7 Mail on your mobile. Anytime. Anywhere. Show me how: http://au.mobile.yahoo.com/mail ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Two quick questions.
Jorge Rodriguez wrote: > Well the particle library isn't multithreaded as far as I know, so you can't > do that. It uses SIMD on one core. > > I see. Well, thanks for trying. I can always just adjust the total amount of particles and include a CVAR for lower performing systems. So, any idea about my second question then? I've check up and down the zombie code, as well as the Darkness mode code, and I can't seem to find what's making the bodies charcoal or creating the dlights. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Two quick questions.
Well the particle library isn't multithreaded as far as I know, so you can't do that. It uses SIMD on one core. -- Jorge "Vino" Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Two quick questions.
Matt Hoffman wrote: > I was going to say that until I remembered It's 1/4th Life. I don't think > he's ever released anything, just does all these cool looking things > everyone wants. > > On Sun, Jul 19, 2009 at 5:47 PM, Jorge Rodriguez wrote: > > >> If you have a quad core and you're having problems with the particle >> effects >> being too expensive, probably you need to lighten up on those particle >> effects. Not everybody has a quad core. Open up the showbudget panel to see >> how long your particles are taking to render. >> >> -- >> Jorge "Vino" Rodriguez >> ___ >> 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 > > > http://www.moddb.com/mods/city-17-episode-1 We're hard at work, Matt. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Two quick questions.
Jorge Rodriguez wrote: > If you have a quad core and you're having problems with the particle effects > being too expensive, probably you need to lighten up on those particle > effects. Not everybody has a quad core. Open up the showbudget panel to see > how long your particles are taking to render. > > Most of them are very cheap particles. L4D's rain is using more resources than ours. And as I said, it's using 100% of core 1, 30% of core 2, and nothing of core 3 or 4. So obviously a change is needed to get this working properly. The fact that my quad core is having trouble means nothing when it's not actually using those four cores. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Two quick questions.
I was going to say that until I remembered It's 1/4th Life. I don't think he's ever released anything, just does all these cool looking things everyone wants. On Sun, Jul 19, 2009 at 5:47 PM, Jorge Rodriguez wrote: > If you have a quad core and you're having problems with the particle > effects > being too expensive, probably you need to lighten up on those particle > effects. Not everybody has a quad core. Open up the showbudget panel to see > how long your particles are taking to render. > > -- > Jorge "Vino" Rodriguez > ___ > 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] Two quick questions.
If you have a quad core and you're having problems with the particle effects being too expensive, probably you need to lighten up on those particle effects. Not everybody has a quad core. Open up the showbudget panel to see how long your particles are taking to render. -- Jorge "Vino" Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Two quick questions.
Hey everyone. I'm having some performance issues with my mod, and I've traced it back to the particle effects that populate many of our maps. So, I have a quad core CPU. Naturally, core 3 and 4 are unused. Now, here's the issue. Core 1 is sitting at 100%, while Core 2 is only sitting at ~30%. It appears that most if not all of the particle effect calculations are being done on the first core alone. Is there any way I can force the particles to execute on the second core when threading is enabled? My other question is, where is the Dlight and burning body system handled in the Episodic source code? Specifically, I mean the charred (Darkened) and D-Light effects created when zombies are lit on fire. I'm trying to apply this to more npcs and other types of entities. Thanks in advance. Kyle '1/4 Life' G. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Two quick questions.
>Still need to look into this, but I was doing some tests the other day, and if >you do this; then the server browser for clients will indeed list them, but it >tries to >launch source sdk base (instead of source sdk base 2007) if you >click on it; and then if you launch the mod and look in the server browser, >you don't see any >servers that have the steam.inf. Okay, the steam.inf file did effect, thanks a lot. Btw, I had it in the ep1 version but seems got missed in the port.I did some tests and it only works correctly when client and server have the file. A client without steam.inf won't see servers with the file in the in-game browser. >We need a proper linux dedicated server install for mods. And I need someone able to debug under Linux, as the last build I was able to compile crashed under some circumstances. Would be great if someone wanted to collaborate, only to compile and debug our linux builds, but I guess that won't happen. And regarding SetBodygroup, is anybody using it on viewmodels with OB SDK - HL2MP? It's refusing to work and no idea why. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Two quick questions.
If you put anything else in steam.inf like the version number, it will indeed cause the wrong version of the sdk base to run. You must only put "appID=218" to get it to function correctly. I think a proper fix would be to include such a steam.inf in the source sdk base 2007.gcf file like how the original sdk base now includes one. On Mon, Oct 20, 2008 at 12:51 AM, Tony Sergi <[EMAIL PROTECTED]> wrote: > Still need to look into this, but I was doing some tests the other day, and > if you do this; then the server browser for clients will indeed list them, > but it tries to launch source sdk base (instead of source sdk base 2007) if > you click on it; and then if you launch the mod and look in the server > browser, you don't see any servers that have the steam.inf. > > We need a proper linux dedicated server install for mods. > > > -Original Message- > From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Justin Krenz > Sent: Sunday, October 19, 2008 10:53 PM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] Two quick questions. > > Do you have a "steam.inf" file in your mod directory with "appID=218" > as the only line in it? I think doing that fixed the problem of the > server not being listed in the steam server browser as well as many > other problems. > > > ___ > 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] Two quick questions.
Still need to look into this, but I was doing some tests the other day, and if you do this; then the server browser for clients will indeed list them, but it tries to launch source sdk base (instead of source sdk base 2007) if you click on it; and then if you launch the mod and look in the server browser, you don't see any servers that have the steam.inf. We need a proper linux dedicated server install for mods. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Justin Krenz Sent: Sunday, October 19, 2008 10:53 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Two quick questions. Do you have a "steam.inf" file in your mod directory with "appID=218" as the only line in it? I think doing that fixed the problem of the server not being listed in the steam server browser as well as many other problems. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Two quick questions.
Do you have a "steam.inf" file in your mod directory with "appID=218" as the only line in it? I think doing that fixed the problem of the server not being listed in the steam server browser as well as many other problems. On Sun, Oct 19, 2008 at 6:10 PM, A.Oliver <[EMAIL PROTECTED]> wrote: > Hi, very quick :) > > - Dedicated servers for my OB HL2MP based mod aren't listed in steam server > list, only when you check in-game browser. I'm using steam app 218. Ep1 > version never had such issue. Anything I can do to fix that? > - I tried to use SetBodygroup in a viewmodel, but it didn't worked. I used it > extensively in player models and always did fine, but this time I tried to > set a body group when weapon is deployed (in server and/or client) and had no > effect. The body groups appear correctly set in HLMV, I'm pretty sure of that. > - Just a thought, not a question. Do I need to bribe someone to be shown in > steam store? There are many mods there, some even dead. I sent a mail to > Valve with the info asked, no reply but I guess that's normal unless you tell > me other thing. > > Thank you. > ___ > 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] Two quick questions.
Hi, very quick :) - Dedicated servers for my OB HL2MP based mod aren't listed in steam server list, only when you check in-game browser. I'm using steam app 218. Ep1 version never had such issue. Anything I can do to fix that? - I tried to use SetBodygroup in a viewmodel, but it didn't worked. I used it extensively in player models and always did fine, but this time I tried to set a body group when weapon is deployed (in server and/or client) and had no effect. The body groups appear correctly set in HLMV, I'm pretty sure of that. - Just a thought, not a question. Do I need to bribe someone to be shown in steam store? There are many mods there, some even dead. I sent a mail to Valve with the info asked, no reply but I guess that's normal unless you tell me other thing. Thank you. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders