Re: [hlcoders] Portal

2006-07-31 Thread Adam Foster
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

Re: [hlcoders] Upcoming SDK Release

2006-07-31 Thread Rob Lach
-- [ Picked text/plain from multipart/alternative ] 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: > > Ok, thanks. > > Regards, > Thomas

Re: [hlcoders] Upcoming SDK Release

2006-07-31 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] I cant wait, we are in real need of a code update. On 7/31/06, Rob Lach <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > I'm probably going to manually transfer everything... boy will that be the > worst week

Re: [hlcoders] Upcoming SDK Release

2006-07-31 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] 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: > > -- > [

Re: [hlcoders] Upcoming SDK Release

2006-07-31 Thread Nick
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: -- [ Picked text/plain from multipart/alternative ] I ca

Re: [hlcoders] Upcoming SDK Release

2006-07-31 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Upcoming SDK Release

2006-07-31 Thread Nick
How do you enalbe spectators? On 7/31/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Upcoming SDK Release

2006-07-31 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Upcoming SDK Release

2006-07-31 Thread Steve Rabouin
-- [ Picked text/plain from multipart/alternative ] 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: > > How do you enable spect

Re: [hlcoders] Upcoming SDK Release

2006-07-31 Thread Rob Lach
-- [ Picked text/plain from multipart/alternative ] 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: > > -- > [ Picked text/plain from multipart/alternative ] > Maybe this will hel

[hlcoders] Re: Portal

2006-07-31 Thread Ben \"amogan\" K.
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

Re: [hlcoders] Global game state

2006-07-31 Thread Thomas Vollmer
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

Re: [hlcoders] Global game state

2006-07-31 Thread Rob Lach
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Event triggering

2006-07-31 Thread Rob Lach
-- [ Picked text/plain from multipart/alternative ] 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: > > -- > [ Picked text/plain from multi

Re: [hlcoders] Event triggering

2006-07-31 Thread Steve Rabouin
-- [ Picked text/plain from multipart/alternative ] 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: > > -- > [ Picked text/plain from mul

Re: [hlcoders] Global game state

2006-07-31 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] look into logic_auto and env_global -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Global game state

2006-07-31 Thread Chris Harris
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Global game state

2006-07-31 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] 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. -- ts2do --

Re: [hlcoders] Re: Portal

2006-07-31 Thread Adam \"amckern\" Mckern
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.

Re: [hlcoders] Global game state

2006-07-31 Thread Thomas Vollmer
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

Re: [hlcoders] Global game state

2006-07-31 Thread Thomas Vollmer
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

Re: [hlcoders] Global game state

2006-07-31 Thread Chris Harris
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Global game state

2006-07-31 Thread Thomas Vollmer
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

Re: [hlcoders] Re: Portal

2006-07-31 Thread Rob Lach
-- [ Picked text/plain from multipart/alternative ] 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