Re: [hlcoders] LOD on models in the skybox?

2009-06-01 Thread Jorge Rodriguez
Wow! Good job Minh, that will come in handy. -- 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] LOD on models in the skybox?

2009-06-01 Thread Minh
Ok, LOD actually DOES happen on a model in the 3dskybox. When compiling your model though, you'll have to take modify the LOD distance of it so it corresponds with the scale of the model. So in your .qc, if you set "$scale .0625", you'll need to adjust your LOD distance metrics accordingly. So

Re: [hlcoders] LOD on models in the skybox?

2009-06-01 Thread Minh
oh for god sakes.. im just gonna test it right now.. be back in 10 minutes Jonas 'Sortie' Termansen wrote: > Usually models in the Skybox is relatively simple, the LOD will not give any > performance gain, or even make it worse, if the models are not complex > enough. > > - Original Message

Re: [hlcoders] LOD on models in the skybox?

2009-06-01 Thread Jonas 'Sortie' Termansen
Usually models in the Skybox is relatively simple, the LOD will not give any performance gain, or even make it worse, if the models are not complex enough. - Original Message - From: "Jorge Rodriguez" To: "Discussion of Half-Life Programming" Sent: Monday, June 01, 2009 9:00 PM Subjec

Re: [hlcoders] LOD on models in the skybox?

2009-06-01 Thread Jorge Rodriguez
Christopher, with very large skyboxes it would make content creation much simpler if an artist could place the same object close to the skybox camera or far away and have the game automatically decide which LOD to use. -- Jorge "Vino" Rodriguez ___ To u

Re: [hlcoders] LOD on models in the skybox?

2009-06-01 Thread Christopher Harris
I suspect the model will never change LOD because all the models are always the same distance from the skybox render entity if they are in the skybox. The real benefit to 3d skybox is purely more suggested space in a map than what is physically allowed by the engine constraints. I don't suspect the

Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Paul Peloski
It's definitely more appealing if it's part of the mod and transparent to the user unless there is an update. Paul On Mon, Jun 1, 2009 at 9:54 AM, Sykes wrote: > Well the user experience would have to be seamless.. > > thus I would imagine it would be something bolted into your mod DLL > somewh

Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Sykes
Sounds good Jonas :D me likes! (bad english intended) s 2009/6/1 Jonas 'Sortie' Termansen : > I don't want to make it go too public yet, but since people are interested > in how it should be done and such, I'll just tell my solution. For a sample > mod it would go something like this: > > People d

Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Jonas 'Sortie' Termansen
I don't want to make it go too public yet, but since people are interested in how it should be done and such, I'll just tell my solution. For a sample mod it would go something like this: People download an installer for the mod. This installer connects to the content server network and sees wh

Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Olly
Wasnt there a steam-like thing called Vapour that did stuff like this? 2009/6/1 Sykes > Well the user experience would have to be seamless.. > > thus I would imagine it would be something bolted into your mod DLL > somewhere!? > > As I had stated in my original (badly written) email, an extra >

Re: [hlcoders] 3rd Person Camera woes

2009-06-01 Thread Jorge Rodriguez
On Mon, Jun 1, 2009 at 1:16 AM, Chris Marshall wrote: > First of all, what is the difference between CAM_Think() and > CAM_ThirdThink()? I was looking to see which one to override in the sdk > files but it appears that CAMThirdThink() is never called. Again I don't know about the standard sourc

Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Sykes
Well the user experience would have to be seamless.. thus I would imagine it would be something bolted into your mod DLL somewhere!? As I had stated in my original (badly written) email, an extra application to "update" is OK for beta testers, however not really an acceptable user experience for

Re: [hlcoders] [SPAM] Re: [SPAM] Editting blood and it's effects in HL2 engine.

2009-06-01 Thread Alexander Hirsch
copy-pasta (modifying some values included) is not coding. And you won't learn how to code properly by that.Either learn C++ or hope that someone is generous enough to give you the code for that. Or get a coder for your team. On Mon, Jun 1, 2009 at 5:33 PM, adriank wrote: > Thanks mate! > But st

Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Alexander Hirsch
People would care if you integrate it right in the mod I guess. On Mon, Jun 1, 2009 at 5:46 PM, Paul Peloski wrote: > Nothing wrong with compressed files hosted on a website or torrent. I don't > want another piece of software just to keep one (or even a few) mods up to > date. If you give peopl

Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Paul Peloski
Nothing wrong with compressed files hosted on a website or torrent. I don't want another piece of software just to keep one (or even a few) mods up to date. If you give people the option I'm sure most will not want to install another "mod toaster". You're just making work for yourself trying to fin

Re: [hlcoders] LOD on models in the skybox?

2009-06-01 Thread Jorge Rodriguez
Why should I do that when you can do that for me? Bwahahaha -- 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] LOD on models in the skybox?

2009-06-01 Thread Minh
why don't you do it.. and then report back to this mailing list. muhahaah Jorge Rodriguez wrote: > I've always wondered about this myself actually. Why don't you make a simple > prop with a couple different levels that are different in obvious ways and > stick a couple of them at different distanc

[hlcoders] [SPAM] Re: [SPAM] Editting blood and it's effects in HL2 engine.

2009-06-01 Thread adriank
Thanks mate! But still, it is not very clear to me, where should I parent the emitter? Is there something like npcragdoll thing? And I still don't know how to attach it only on every deadly hit. If you are not busy at the moment, could you help me maybe on steam talk or something? I did some lua

Re: [hlcoders] LOD on models in the skybox?

2009-06-01 Thread Jorge Rodriguez
I've always wondered about this myself actually. Why don't you make a simple prop with a couple different levels that are different in obvious ways and stick a couple of them at different distances in the skybox? -- Jorge "Vino" Rodriguez ___ To unsubsc

Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Sykes
my English is crap at the best of times ;o) too much "net speak" huh! + on re-read there is clearly poor use of 's "the mod's DLLs" would have been grammatically correct. anyway thank you for deciphering my gibberish... I would be interested to see your solution when it's ready - or if you'd like

Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Saul Rennison
Jonas that sounds really interesting :D Is it a DLL that can be loaded by the mod or is it a completely seperate application? 2009/6/1 Mark Chandler > Got a link with more info? > > > Jonas 'Sortie' Termansen wrote: > > Despite your awful English and bad formatting and poorly asked question, > I

Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Mark Chandler
Got a link with more info? Jonas 'Sortie' Termansen wrote: > Despite your awful English and bad formatting and poorly asked question, I > am already working on a technology to keep mods automatically updated using > a content server network and torrenting for additional bandwidth. It's > alrea

Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Jonas 'Sortie' Termansen
Despite your awful English and bad formatting and poorly asked question, I am already working on a technology to keep mods automatically updated using a content server network and torrenting for additional bandwidth. It's already in its beta stages and is used for my own mod's demos, but I'll go

[hlcoders] LOD on models in the skybox?

2009-06-01 Thread Minh
Will my model's LOD work if I place a model in my skybox? How does it compute the distances? multiply them by 16? Perhaps my skybox models shouldn't even have LOD levels... I'm just curious what would happen if they did. Anyone try this ? ___ To unsub

Re: [hlcoders] [SPAM] Editting blood and it's effects in HL2 engine.

2009-06-01 Thread Minh
All of this is very possible. If you want to make a blood fountain shooting out of his head, the best way to do it is to attach a spray emitter and parent it to his head. You can attach entities to certain parts of the player by using a SetParent() If you want to spray blood on the walls ba

Re: [hlcoders] 64-bit binaries?

2009-06-01 Thread Tobias Kammersgaard
I don't think Valve ever supported 64-bit for anything but the vanilla Half-Life 2. If you've got a 64-bit CPU, and OS Steam will automatically detect this, download the appropriate binaries, and launch them. It'll display a label as shown in the image below. http://scart.slkandy.com/images/64-bit%

Re: [hlcoders] 64-bit binaries?

2009-06-01 Thread Ryan Sheffer
Valve may release 64 bit binaries and server and client code to go along with that eventually, but it raises a lot of problems with mod compatibility. If you make a 32bit mod at least everyone can use it. Skidz (Ryan) On 1-Jun-09, at 7:00, KLIMaka wrote: > Already happened )) Look into Stea

Re: [hlcoders] 64-bit binaries?

2009-06-01 Thread KLIMaka
Already happened )) Look into SteamApps directory, and you can find "source engine 64-bit.gcf". However, I do not know how to make it work )) > You cant change an executable's architecture by using a startup argument. It > would need to be recompiled. > I've never tried to have a 64-bit dynamicly

Re: [hlcoders] 64-bit binaries?

2009-06-01 Thread Olly
You cant change an executable's architecture by using a startup argument. It would need to be recompiled. I've never tried to have a 64-bit dynamicly linked dll (client/server.dll) linked with a 32bit exe, so I don't know if it would even work (I assume it wouldnt as dlls share memory space with th

Re: [hlcoders] 64-bit binaries?

2009-06-01 Thread Aj Collins
You could also try putting "-64bit" in the launch options. On Mon, Jun 1, 2009 at 8:45 AM, Aj Collins wrote: > I haven't seen anything for doing 64bit so I'm not quite sure. I'd try > making app ID 201 the app ID in the info.txt file. I don't believe the 64bit > version of Source ever got update

[hlcoders] [SPAM] Editting blood and it's effects in HL2 engine.

2009-06-01 Thread adriank
Hi there :D I need help with making a decent blood spray particle for my HL2 mod being made on ep1 engine. The problem is, I don't know how to make NPC pill or make blood fountain, there where the last bullet hit him. I mean, If I shoot combine soldier 5 times, and the fifth shell hit him in th

Re: [hlcoders] 64-bit binaries?

2009-06-01 Thread Aj Collins
I haven't seen anything for doing 64bit so I'm not quite sure. I'd try making app ID 201 the app ID in the info.txt file. I don't believe the 64bit version of Source ever got updated outside of a couple of small patches. On Mon, Jun 1, 2009 at 8:33 AM, Alexander Hirsch <1ze...@googlemail.com>wrote

Re: [hlcoders] 64-bit binaries?

2009-06-01 Thread Alexander Hirsch
You might need a 64-bit hl2.exe for that. "might" because I don't know that much about the different platforms.Try it out if you want them? :) On Mon, Jun 1, 2009 at 8:10 AM, Yaakov Smith wrote: > If I wanted to create 64-bit binaries for a mod, is there anything special I > would need to do? > >