On 31 Jul 2006, at 04:12, John Sheu wrote:
What I'm *really* interested in is how it handles recursive
rendering. I
suspect that's why, on the last scene in the video where the player
falls
through a never-ending chain, they have a "test subject" go through
the
portals below the player; to hid
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I'm probably going to manually transfer everything... boy will that be the
worst weekend of my life... but it is a great way to do some housekeeping.
Oi,
On 7/29/06, Thomas Vollmer <[EMAIL PROTECTED]> wrote:
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> Ok, thanks.
>
> Regards,
> Thomas
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I cant wait, we are in real need of a code update.
On 7/31/06, Rob Lach <[EMAIL PROTECTED]> wrote:
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> I'm probably going to manually transfer everything... boy will that be the
> worst week
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Only 37 replies.. this is going well.
I assume the new code has also the current HL2DM-code.
I hope that from now on, each time HL2DM is updated, its code at the SDK is
too.
Robbie
On 7/31/06, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
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I was wondering if the "spectate" was going to be included in the hl2dm update?
if you really have no idea what I am talking about:
http://www.steampowered.com/index.php?area=news&id=710
On 7/31/06, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
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I ca
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Well, the code already has all code. You just need to enable spectators,
what they did.
On 7/31/06, Nick <[EMAIL PROTECTED]> wrote:
>
> I was wondering if the "spectate" was going to be included in the hl2dm
> update?
>
> if you really have no id
How do you enalbe spectators?
On 7/31/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
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Well, the code already has all code. You just need to enable spectators,
what they did.
On 7/31/06, Nick <[EMAIL PROTECTED]> wrote:
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> I was wondering if
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I'm pretty sure that first person dosen't work right.
I "just enabled" spectator and even free roam didn't work right. The camera
was acting like the ragdoll deathcam, oddly. I had to play around with it
quite a bit to get that working, and end
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Maybe this will help you, tho if you haven't done this already, I'd wait for
the SDK update, maybe they've done all the work for you..
http://articles.thewavelength.net/702/
On 7/31/06, Nick <[EMAIL PROTECTED]> wrote:
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> How do you enable spect
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take your time, if you guys are having problems, sort em out before you guys
release it.
Oi,
Rober "Pierog" Lach
On 7/31/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
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> Maybe this will hel
As far as I can tell from what I saw in the trailer they've done the
portals in a pretty simple way:
First off they used rendertargets etc. on the portals.
For (non-player) object going through the portals they just add a temp.
copy of the object to the exiting portal and when the actual object i
Anyone?
- Original Message
From: Thomas Vollmer <[EMAIL PROTECTED]>
To: HLCODERS
Sent: Sunday, July 30, 2006 8:06:50 AM
Subject: [hlcoders] Global game state
Hi all,
I'm wondering how I can store/manipulate my global game state. I basically want
to model a state machine with events f
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So you want to control everything from 1 class?
It isn't really clear what you are trying to do that isn't already done by
the game...
On 7/31/06, Thomas Vollmer <[EMAIL PROTECTED]> wrote:
>
> Anyone?
>
> - Original Message
> From: Thom
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In the maps there are trigger entities that have a set of rules, I.E. "on
player touch", etc, which whenever done, relay a message to other entities.
On 7/24/06, Shing-Cheung Chan <[EMAIL PROTECTED]> wrote:
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You may want to read this page, should give you the information you're
looking for.
http://developer.valvesoftware.com/wiki/Authoring_a_Logical_Entity
On 7/24/06, Shing-Cheung Chan <[EMAIL PROTECTED]> wrote:
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look into logic_auto and env_global
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ts2do
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Yeah env_global does exactly this. Though I am unsure if you can change the
states mid-level as I never tested it. But for example there is a
pre-criminal state where it sets the world to be like it is when your first
start hl2 and are not a crimi
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You can change state using I/O:
- *TurnOn*
Set state of global to ON.
- *TurnOff*
Set state of global to OFF.
- *Toggle*
Toggles state of global between ON and OFF.
- *Remove*
Set state of global to DEAD.
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ts2do
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http://forums.facepunchstudios.com/showthread.php?t=168366
LUA 'Portal'
Adam
--- "Ben \"amogan\" K." <[EMAIL PROTECTED]> wrote:
> As far as I can tell from what I saw in the trailer
> they've done the
> portals in a pretty simple way:
>
> First off they used rendertargets etc. on the
> portals.
Thanks for your replies. Are the values for globalstate restricted to a
predefined list, or can I define my own? It's not clear from wht Wiki...
Thanks,
Thomas
- Original Message
From: Aaron Schiff <[EMAIL PROTECTED]>
To: hlcoders@list.valvesoftware.com
Sent: Monday, July 31, 2006 7:58
Well, it could be factored into several classes as needed. Also, I guess I'm
not sure yet what can be done without coding in this area. I basically have a
single map where the player is located for the duration of entire game. Based
on player actions, I need to alter some global state (in the ge
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You can use the logic entities to set a global state sort of. Though I am
not very fluent in using them but I am almost positive its possible with
logic_compare and a math_counter. The math_counter would start at 0 and then
when you want to change
Thanks! This is very useful information. I basically have to find out how much
I can do without code and whether or not I need to code something custom. It
seems quite a lot can be done without code. Another consideration is
maintainability of a state machine constructed with logic entities only
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Well... the early replies were probably correct... but I'm sure certain
parts of the code were revamped just for this.
On 8/1/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
>
> http://forums.facepunchstudios.com/showthread.php?t=168366
>
> LU
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