Re: [hlcoders] head tracking tutorial

2009-06-14 Thread Saul Rennison
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

Re: [hlcoders] head tracking tutorial

2009-06-14 Thread Yaakov Smith
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

Re: [hlcoders] Request to Valve: Increase the model precache limit.

2009-06-14 Thread Zach Kanzler
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

Re: [hlcoders] Implementing head tracking

2009-06-14 Thread Harry Jeffery
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

Re: [hlcoders] Implementing head tracking

2009-06-14 Thread Sykes
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: >

[hlcoders] head tracking tutorial

2009-06-14 Thread Steve Henderson
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

Re: [hlcoders] Implementing head tracking

2009-06-14 Thread Steve Henderson
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

Re: [hlcoders] Request to Valve: Increase the model precache limit.

2009-06-14 Thread Harry Jeffery
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

Re: [hlcoders] Request to Valve: Increase the model precache limit.

2009-06-14 Thread 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, 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

Re: [hlcoders] Implementing head tracking

2009-06-14 Thread Mark Chandler
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

Re: [hlcoders] Request to Valve: Increase the model precache limit.

2009-06-14 Thread Saul Rennison
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

Re: [hlcoders] Implementing head tracking

2009-06-14 Thread Jonas 'Sortie' Termansen
If you have any intelligence, To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders - Original Message - From: "Joost van kempen" To: Sent: Sunday, June 14, 2009 5:01 PM Subject: Re: [hlcoders] I

Re: [hlcoders] Implementing head tracking

2009-06-14 Thread Joost van kempen
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 > > -

Re: [hlcoders] Implementing head tracking

2009-06-14 Thread Joost van kempen
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

Re: [hlcoders] Implementing head tracking

2009-06-14 Thread Joost van kempen
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

Re: [hlcoders] Implementing head tracking

2009-06-14 Thread koribarnes
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? >

Re: [hlcoders] Implementing head tracking

2009-06-14 Thread Garry Newman
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

Re: [hlcoders] Implementing head tracking

2009-06-14 Thread Harry Jeffery
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'

Re: [hlcoders] Request to Valve: Increase the model precache limit.

2009-06-14 Thread Harry Jeffery
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 > >>

Re: [hlcoders] Implementing head tracking

2009-06-14 Thread 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'm curious though - doesn't it require making a skewed frustum? I wouldn't have guessed the engine allow

Re: [hlcoders] Request to Valve: Increase the model precache limit.

2009-06-14 Thread 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 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 >

Re: [hlcoders] Request to Valve: Increase the model precache limit.

2009-06-14 Thread 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 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

Re: [hlcoders] Implementing head tracking

2009-06-14 Thread Steve Henderson
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

Re: [hlcoders] Implementing head tracking

2009-06-14 Thread Steve Henderson
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

[hlcoders] Implementing head tracking

2009-06-14 Thread Jan Frederick Eick
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

[hlcoders] Request to Valve: Increase the model precache limit.

2009-06-14 Thread Harry Pidcock
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