Exactly what I thought. A client -> server message (I.e head track
delta in a UserCMD) would be a lot more reliable and bandwidth saving
that stuffing at most 33 bytes down the console command buffer.
--
Thanks,
- Saul
On 14 Jun 2009, at 22:52, "Yaakov Smith" wrote:
> Wouldn't it be better
Wouldn't it be better to use a UserCMD than a ConCommand? Especially since
the ConCommand could be exploited.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Steve
Henderson
Sent: Monday, 15 June 2009 5:27 AM
To
That's exactly what I was thinking, Harry.
On Sun, Jun 14, 2009 at 13:11, Harry Jeffery wrote:
> Maybe, I always thought python would have been a better choice than
> lua for scripting.
>
> 2009/6/14 Matt Hoffman :
> > They are losing business! :p
> >
> > Anyways Garry: Probably bring people bac
Yeah, I just tried to implement it to discover there are no eyetoy
drivers for any windows x64 so I cant use my eyetoy as a webcam any
more.
2009/6/14 Sykes :
> nice stuff :D
>
> not sure about all the additional gesture recognition but the head
> movement + perspective stuff look great... similar
nice stuff :D
not sure about all the additional gesture recognition but the head
movement + perspective stuff look great... similar to those ol' wii
control + ir led glasses hack
2009/6/14 Steve Henderson :
> You can get Torben's code, which is the excellent work in the youtube
> video here:
>
I added a tutorial showing our method for head tracking integration:
http://developer.valvesoftware.com/wiki/Head_Tracking
There is also a link to Torben's code.
Steve
On Sun, Jun 14, 2009 at 1:19 PM, Steve
Henderson wrote:
> You can get Torben's code, which is the excellent work in the youtube
You can get Torben's code, which is the excellent work in the youtube
video here:
http://torbensko.com/software/head_tracking/#Download
I'll send you our more hacky stuff (which uses external tracking HW) directly.
I guess I should put up a tutorial..
Steve
On Sun, Jun 14, 2009 at 11:31 AM, Ma
Maybe, I always thought python would have been a better choice than
lua for scripting.
2009/6/14 Matt Hoffman :
> They are losing business! :p
>
> Anyways Garry: Probably bring people back to GMod. I'm sure you've got a lot
> of people who are sick of the crashes, etc. Fix the crashes, announce it
They are losing business! :p
Anyways Garry: Probably bring people back to GMod. I'm sure you've got a lot
of people who are sick of the crashes, etc. Fix the crashes, announce it,
get people to come back, hooray!
On Sun, Jun 14, 2009 at 8:20 AM, Saul Rennison wrote:
> I sent an email but got no
Mind shareing some sample code as this is driving me nuts atm.
Steve Henderson wrote:
> 2) When you position the player, you are moving the feet of the
> player's model. You will have to figure out the transformation from
> the feet to the eyes (based on the model's eye height) to figure out
> ho
I sent an email but got no reply.
--
Thanks,
- Saul
On 14 Jun 2009, at 15:37, Harry Jeffery
wrote:
> Talk to valve under nda about getting your own license. I was
> wondering if they do student discounts. :P
>
> 2009/6/14 Saul Rennison :
>> Wait.
>>
>> You've got a Source Engine license but d
If you have any intelligence,
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- Original Message -
From: "Joost van kempen"
To:
Sent: Sunday, June 14, 2009 5:01 PM
Subject: Re: [hlcoders] I
fuck this spam coder shitt get me off of it! ASAP!!
> From: koribar...@hotmail.com
> To: hlcoders@list.valvesoftware.com
> Date: Sun, 14 Jun 2009 10:59:45 -0400
> Subject: Re: [hlcoders] Implementing head tracking
>
> Probably because they're to lazy :P
>
> -
fuck this spam coder shitt get me off of it! ASAP!!
> Date: Sun, 14 Jun 2009 15:39:02 +0100
> From: harry101jeff...@googlemail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Implementing head tracking
>
> http://www.youtube.com/watch?v=qWkpdtFZoBE
> The code is on hi
fuck this spam coder shitt get me off of it! ASAP!!
> Date: Sun, 14 Jun 2009 15:58:18 +0100
> From: garrynew...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Implementing head tracking
>
> Woah! Why do people buy TrackIR if it's that simple?
> garry
>
> On Su
Probably because they're to lazy :P
--
From: "Garry Newman"
Sent: Sunday, June 14, 2009 10:58 AM
To: "Discussion of Half-Life Programming"
Subject: Re: [hlcoders] Implementing head tracking
> Woah! Why do people buy TrackIR if it's that simple?
>
Woah! Why do people buy TrackIR if it's that simple?
garry
On Sun, Jun 14, 2009 at 3:39 PM, Harry Jeffery <
harry101jeff...@googlemail.com> wrote:
> http://www.youtube.com/watch?v=qWkpdtFZoBE
> The code is on his site.
>
> 2009/6/14 Brent Lewis :
> >
> > I assume you guys are talking about head t
http://www.youtube.com/watch?v=qWkpdtFZoBE
The code is on his site.
2009/6/14 Brent Lewis :
>
> I assume you guys are talking about head tracking for that cool 3D effect
> like (jump to about 2:30) :
>
> http://www.youtube.com/watch?v=Jd3-eiid-Uw
>
> I was pretty intrigued by that whole thing. I'
Talk to valve under nda about getting your own license. I was
wondering if they do student discounts. :P
2009/6/14 Saul Rennison :
> Wait.
>
> You've got a Source Engine license but don't even modify the engine? Can I
> have it? I'm sick of the Source 2003 leak :(
>
> 2009/6/14 Garry Newman
>
>>
I assume you guys are talking about head tracking for that cool 3D effect like
(jump to about 2:30) :
http://www.youtube.com/watch?v=Jd3-eiid-Uw
I was pretty intrigued by that whole thing. I'm curious though - doesn't it
require making a skewed frustum? I wouldn't have guessed the engine allow
Wait.
You've got a Source Engine license but don't even modify the engine? Can I
have it? I'm sick of the Source 2003 leak :(
2009/6/14 Garry Newman
> I wouldn't mind this. But there's a lot of things I wouldn't mind
> increasing, like max edicts, and whatever causes the string table baseline
>
I wouldn't mind this. But there's a lot of things I wouldn't mind
increasing, like max edicts, and whatever causes the string table baseline
overflow.
Maybe I should bite the bullet and try to ship with my own engine binaries?
I really don't want to, especially just to increase these variables.. bu
To answer your specific questions:
1) We didn't find a place to just drop in our tracking device and have
it called every frame. We had to modify quite a few methods in
in_main.cpp to tell the engine to either use our tracker (if enabled)
or fall back to the mouse. Not a lot of code per se, just
Jan,
We implemented head tracking with Intersense (and other) trackers.
All of the code modifications were made to cl_dll\in_main.cpp which we
interfaced to our own added CPP class (where the bulk of the tracking
code is).
If you'd like, send me an email and I'll share our code.
Steve
On Sun, J
Hi there!
For an experiment we are trying to implement headtracking. I'm a bit
lost in the source right now. I read the tutorial about implementing a
3rd person view.
This intent raises some questions.
1) the new "input device" (the tracking system) - is there a method
which gets called every
At the moment the maximum model precache limit in the engine is 1024,
whereas with soundprecache we can load up to 8192.
If you try to load more than 1024 models into the engine(throughout the
entire game session) the server will crash.
Games like Garry's Mod will crash regularly due to it's sa
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