t;> SDK.
> >> > >>> > >>
> >> > >>> > >> I think this would be a good idea as it could easily be
> exported
> >> > to
> >> > >>> > HTML.
> >> > >>> > >> _
Try ga...@valvesoftware.com if you like.
> Date: Tue, 13 Jan 2009 19:14:36 -0800
> From: jluzw...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Technical Design Document or Quick Reference Guide?
>
> Haha, well it's a hobby and those normally spend a great deal of tim
Haha, well it's a hobby and those normally spend a great deal of time and
money. It seems to me that the legality of the project is the only major
problem holding us back.. It would be great if there was somewhere we could
send a message and someone from valve would be able to respond to us..
On
If making the source code available to the public wasn't out of line, I'd
love to write a doxygen-like script that parses the source code and
comments, then uploads it all into a database. From a central website, each
function would be easy to find through search. A page exists for each
function of
Well hop to then! I for one will greatly appreciate you spending your
time and money on such a project, so I won't have to spend my time or
money.
On Tue, Jan 13, 2009 at 8:39 PM, Walter Gray wrote:
> Because we can, and I imagine also because it would generally promote
> good will in the HL2 co
Not to mention I think Valve will support us since it will convince more
programmers Modding in Half-Life 2 isn't a pain. Not to mention it will
make everyone collectively spend less time trying to figure something out
and waste their valuable time.
Now we just have to get the project started. A
Because we can, and I imagine also because it would generally promote
good will in the HL2 community. Frankly, I'd do it just to say that I had.
Nick wrote:
> Why the should we try to make documentation if even valve thinks its
> too hard to do?
>
> On Tue, Jan 13, 2009 at 3:57 PM, James Luzwick
It depends what you want to do with your client precached model. It wont
exist on any of the other clients machines unless you create a server side
version to tell the clients to create said new client only model. Physics
wont work unless you dont mind movement only happening on individual clients
What do you mean by index exactly? If you mean by model precache index, the
index is merely an integer value in which you can use to grab a reference to
a model loaded into memory on the engine. There are several functions for
getting models by index in the server and client engine access headers.
With animation events I think you will have a lot of problems unless the
player animations are exactly sync on the client and the server. Animation
frames arent prodicted I dont think. You will need to correctly sync your
animation with the client and server and ensure that velocities are being
add
Too hard to documentation = lazy. Always document, always always. Especially
when releasing something to the public. First thing I ever learned at work.
On Tue, Jan 13, 2009 at 2:59 PM, Nick wrote:
> Why the should we try to make documentation if even valve thinks its
> too hard to do?
>
> On Tu
Why the should we try to make documentation if even valve thinks its
too hard to do?
On Tue, Jan 13, 2009 at 3:57 PM, James Luzwick wrote:
> I'm not sure what you mean by this. There ton's of proprietary source code
> on the valve developer wiki not to mention the source code is available to
> a
I'm not sure what you mean by this. There ton's of proprietary source code
on the valve developer wiki not to mention the source code is available to
anyone who has a half life 2 key. This wouldn't be sold either.. it would
just be more of a mod that can be worked on by public developers.
On Tue
Now that's a hell of an idea. Unfortunately, that in and of itself would
be a pretty huge project. In the interest of making a project that's
easier for the community to find and contribute to, I think it would fit
well as a section of the Source Wiki. A wiki I think lends itself very
well to
Good points there, a wiki plus comments with how-to-use examples (and a
good "was this post helpful" kinda system) would be very usefull.
Added bonus for doing it that way is google indexing of the documentation.
Gustavo Ramos Lira wrote:
> You could make some sort of tool to extract the DocComme
You could make some sort of tool to extract the DocComments from the
commented files and store them is some format. Since the comments are
the property of those who type them, those can be freely distributed.
Then you just need the same tool to take the files and comment them on a
different project
Distributing the sourcecode isn't allowed, this seems like a pretty big
problem.
/ScarT
2009/1/13 Steve Henderson
> And we could make a 3rd party GUI tool that allows for a rich diff
> like view between someone's MOD (MyMod) and the DokuMod. This would
> create a view of the code
> that would
That is correct where it creates the player class. I have commented out the
instance where it links to the player class and have it now pointing at my
player class. I looked in sdk_client.cpp and saw the method where it creates
one. So change the player class in say, hl2mp_client.cpp?
On Tue, Jan
Oh, and the entry in the sequence in the QC looks like this:
{ event AE_CF_ENDAFFLICT 19 "primary" }
--
Jorge "Vino" Rodriguez
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Here was my approach:
// in eventlist.cpp or your own precache function
REGISTER_SHARED_ANIMEVENT( AE_CF_ENDAFFLICT,
AE_TYPE_CLIENT|AE_TYPE_SERVER );
// in yourgame_shareddefs.h
enum
{
AE_CF_ENDAFFLICT = LAST_SHARED_ANIMEVENT,
// AE_YADEYA
};
// On the client
void CCFPlayer::FireEve
You mean where it creates the player class?
comment the LINK_ENTITY_TO_CLASS in the CHL2MP player file, and put one
in your player class with the "player" name.
You could also find where it creates the player class in the
*_client.cpp file, and change it to create your player class instead.
I've tried changing the base class for HL2MP but every time I load
sdk_vehicle it keeps changing to HL2SP I think. The way I'll know I'm using
my custom player class is I have a devmsg that tells me when the entity has
spawned. Any helps on where to change the base class spawn?
Thanks in advance
_
And we could make a 3rd party GUI tool that allows for a rich diff
like view between someone's MOD (MyMod) and the DokuMod. This would
create a view of the code
that would interweave the DokuMod inline documentation in with the
user's Mod so they could see our documentation alongside theirs, and
p
We could create a special MOD (dokuMod) strictly for documentation.
This would could have:
- A plethora of doxygen friendly INLINE comments
- Inline hyperlinks to more extensive documentation on @ the
developer.valve wiki
- Default enabling the many built-in debug layers that Valve already
incl
I agree with Nuno on the fact that documentation is very important. I've
just started getting back in to the Source SDK and I am completely lost at
points. It's not the fact that I do not know C++ it's the fact I am trying
to figure out every little piece of source and what points to what. Sure the
I can't stress this enough, but documentation is *very* important in large
projects such as Source, one shouldnt try to figure out what all the code
does, considering how it's not even possible to do so since most of the code
isnt even public.
Documenting the code ourselves would be an interesting
Yes, time to put some sense back into this thing. Does anyone know of a
system that would allow multiple persons to add comments to code without
modifying the code itself? I imagine something like a wiki based on a
class-diagram of the current code. We might even be able to add it to a
sectio
Good to see that someone on this list isn't flaming like some above.
Now onto the topic, James, none that i know of is doing that.
2009/1/13 James Luzwick
> On the topic of design documents. Does anyone know if there has been a
> push
> by anyone in particular to create javadoc-like doxygen co
On the topic of design documents. Does anyone know if there has been a push
by anyone in particular to create javadoc-like doxygen comments for all the
code in the SDK? If there is some person in general working on it, I would
love to add to it as I program and figure out more about the SDK.
I t
So what you're saying is that Valve are busy working on World Peace,
so you might as well just suck it up and learn the engine by looking
at the code, right?
garry
On Tue, Jan 13, 2009 at 4:04 PM, Minh wrote:
> If you want to save the planet, why don't you just recycle more.. and
> get your neig
I don't get it. Hasn't anyone run into the same issue where an animation
event affects gameplay, and you need it to run predicted on both client and
server? SOMEONE must know this.
The question is very simple:
Why aren't animation events registered, and subsequently fired with
HandleAnimEvent on S
If you want to save the planet, why don't you just recycle more.. and
get your neighbours to do the same..
oh , and solve that whole world peace thing.. but hey, only if you want
to.. you can do it!!
botman wrote:
> Nick wrote:
>
>> If you want a car...why dont you just create one with metal
Nick wrote:
> If you want a car...why dont you just create one with metal?
The last time I checked, you have to *pay* for a car (and metal).
--
Jeffrey "botman" Broome
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If you want a car...why dont you just create one with metal?
On Tue, Jan 13, 2009 at 9:35 AM, Heimo Stieg wrote:
> If you want an UML diagram...why dont you just create one with VS?
>
> ZuM schrieb:
>> I agree. Even and overview of the architecture of the engine would make it
>> more easily under
I already did :)
But i only said that anything that they release, the more documented the
better, and if it's complete with diagrams and all would help everyone :)
2009/1/13 Heimo Stieg
> If you want an UML diagram...why dont you just create one with VS?
>
> ZuM schrieb:
> > I agree. Even and ov
If you want an UML diagram...why dont you just create one with VS?
ZuM schrieb:
> I agree. Even and overview of the architecture of the engine would make it
> more easily understandable.
> If they just released a UML Diagram of the classes, indicating where they
> are used, from where they inheren
Just try and see what happens instead of asking us, I don't have a clue.
(But if I had, I'd answer your questions).
- Original Message -
From: "Yorg Kuijs"
To: "Discussion of Half-Life Programming"
Sent: Tuesday, January 13, 2009 2:33 PM
Subject: Re: [hlcoders] pickup entity respawning
Well to continue on with this, I found out that basically it's set to
nodraw and removes the trigger flag, then adds the flag again at respawn
and turns visible, but if that's true woulnd't the animation be kept on
going even if nodraw?
What about SetThink( NULL );
does that just stop the think
I agree. Even and overview of the architecture of the engine would make it
more easily understandable.
If they just released a UML Diagram of the classes, indicating where they
are used, from where they inherent and etc... would really help, and it
should not be dificult to make, just run a program
Aditya: By documentation i mean documentation over architecture and per
function/class, that would make the whole thing far more understandable, not
just a generic overview of the engine.
On Tue, Jan 13, 2009 at 1:54 AM, Aditya Gaddam wrote:
> I actually don't see how a general overview could rea
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