User talk:Artfunkel/2009-07-17
Choreography
tom, thx for all the info you created regarding Choreography, what a great start! I'm going to be going thru and editing/adding as much as possible in the near future, keep your eyes peeled. cheers --JacobNicholson 23:32, 13 Jul 2005 (PDT)
- All I did was format the existing documentation. It was all on one page at the start. Thanks anyway! :-) --TomEdwards 01:52, 14 Jul 2005 (PDT)
A large amount of my time is currently spent helping Source mappers with FacePoser Choreography. Most of them tell me they just don't get it, and to be honest I'm not sure how to better help them, but it seems like additions to this wiki will certainly be beneficial. I'm creating a lot of Choreography for our HL2 Kids project, some of that may be useful. Maybe a series for that same page, particular Choreography for specific NPC's. --wisemx 08:47, 18 Jul 2005 (PDT)
Tom, what method are you using to get multiple actors to display in a single window in Faceposer? --Matt Wood 17 Aug 2006 (PDT)
- This one. I prefer the manual route over the spacing slider. Why? :-) --TomEdwards 00:06, 18 Aug 2006 (PDT)
Just wanted to say - great job on the new choreography tutorial series. You're a real team player. ;) --Campaignjunkie (talk) 00:49, 18 Aug 2006 (PDT)
Image:Gman_rl.jpg
And people laughed when I suggested Walken as the GMan. :D --Charron 10:25, 21 Jul 2005 (PDT)
gameplay_tester
Any chance of some playtesting on your gameplay_tester map? :-] --Cargo Cult 06:22, 27 Jul 2005 (PDT)
- Well, OK. But be warned, it's not a lot more than a linear sandbox for my newbie experiments. I'll start a full compile now. --TomEdwards 06:32, 27 Jul 2005 (PDT)
- Download --TomEdwards 07:13, 27 Jul 2005 (PDT)
- Cheers - I'll have a look at it later. It looks quite good fun for a sandbox map, anyway, and might give me some ideas! --Cargo Cult 08:05, 27 Jul 2005 (PDT)
- I like the standoff between the Combine soldiers and the antlions - makes me want to build a map with antlions in! --Cargo Cult 02:38, 28 Jul 2005 (PDT)
- Did you see what happens when all the Combine die? I'm quite proud of it myself, took me ages. ;-) --TomEdwards 02:52, 29 Jul 2005 (PDT)
About VHE
About VHE, Tom, then tell me, are there a way to edit displacements in vertex mode? Are there a way to change colors except for that option that only inverts'em? Are there a way to SCROLL the map using the RMB instead of needing to use the scroll-bars? --Hipshot 20:35, 29 Jul 2005 (PDT)
- No, because the verticies don't exist on the actual brush. (update: you can uncheck Spatial and hold shift to lock the mouse to a single point though)
- No.
- Hold space.
- --TomEdwards 12:16, 31 Jul 2005 (PDT)
TF2 Snippets
[1] Look familiar ;) ^Ben 08:21, 30 Aug 2005 (PDT)
- Nice, and they nearly got it right too! :-D --TomEdwards 08:31, 30 Aug 2005 (PDT)
Re: Gazelle
Heard it from Taylor. If you have a look at the strings in the Steam binaries, you'll see lots of references to "GazelleProto."--Lunchtimemama 09:29, 9 Oct 2005 (PDT)
NPC Citizen Inputs
I'm interested in the new npc_citizen inputs, especially whether they will be available to custom mods and standard HL2 mapping. Would you kindly point me to your source so I can read up on it? —Maven (talk)
- I put it in the edit notes, should have been in the text as well. It's Lost Coast. Spawn the npc, ent_setname it, then use ent_fire <name> to get a list of values. There's a couple of new things for Alyx too, including some dedicated cvars. I don't know any more than that, but I expect the changes will be backported to HL2 vanilla. --TomEdwards 13:15, 28 Oct 2005 (PDT)
Entity icons
Looks good. —Maven (talk) 19:47, 6 Nov 2005 (PST)
Spammers
It seems them spammers are actually just machines... --Cargo Cult (info, talk) 06:51, 8 Nov 2005 (PST)
Soundscapist: opinions wanted!
Soundscapist is the name of a new tool I've been work on over the past few days to create, edit and preview Soundscapes from the desktop. Before I spend too much time on it, is there anyone who would find it useful, or who would hasn't bothered with Soundscapes before but would start if they had a proper tool? --TomEdwards 06:36, 4 Jan 2006 (PST)
- Utility that could preview soundscapes would be very beneficial. --wisemx 08:11, 4 Jan 2006 (PST)
- I think I may ask to have your babies if you do produce such a thing... --—Cargo Cult (info, talk) 09:36, 4 Jan 2006 (PST)
- Yes, yes, and yes again. --Campaignjunkie (talk) 12:28, 4 Jan 2006 (PST)
- I got a whole lot of work done on this, then found myself completely burnt out. When I look at the code now I don't even understand anything I didn't comment! Perhaps I'll get some more work done when Nem releases HLlib 2.0... --TomEdwards 10:00, 1 Feb 2006 (PST)
- Any progress on this? :) --Campaignjunkie (talk) 00:49, 18 Aug 2006 (PDT)
Stuttering reports
Those stuttering reports you just deleted, why didn't you move them? Were they fake? Were they already known? One of them was posted by a user who apparently made a wiki user just so he could post that report. --Andreasen 05:05, 18 Feb 2006 (PST)
- Neither of them dealt with stutter... --TomEdwards 06:56, 18 Feb 2006 (PST)
Followup
About your edit on Pre-publication evaluation...why do you say to leave the manifests? Do they aid in rebuilding the caches?—ts2do 23:20, 27 Mar 2006 (PST)
- Yes, they define what goes in them. See Soundcache. --TomEdwards 23:27, 27 Mar 2006 (PST)
Well...I think as long as they have the shared cache...they can be rebuilt just fine...but having a few more kb won't hurt—ts2do 23:46, 27 Mar 2006 (PST)
Goldsource->Source
It says on the Quake Engine Hierarchy that source came from goldsource...—ts2do 17:14, 7 Apr 2006 (PDT)
- As far as I know the engine names come from the time just before the release of Half-Life. The code "gone gold" was called "GoldSrc". In another directory called "Src" Valve was starting to develop new features for future games (most likely TF2 in the beginning). -Koraktor
- It's descended, but the code is new. Let's put it this way: did you see people with the leak saying how it was all taken from Quake? ;-) --TomEdwards 15:09, 9 Apr 2006 (PDT)
- This is the whole point...it is a decendent therefore modified version of Goldsource—ts2do 16:00, 9 Apr 2006 (PDT)
- It depends on what you mean by modified. It's almost entirely rewritten, but the design principles and final goal are much the same, for our benefit if anything. --TomEdwards 10:23, 10 Apr 2006 (PDT)
- That's what total conversion mods are...this is basically a total conversion mod of Goldsource...still is a mod tho—ts2do 14:25, 10 Apr 2006 (PDT)
- I don't intend to get involved in a pedantic discussion about engine hierarchies, but still, I just wanted to say: It distresses me that despite discussing it twice, you (ts2d0) still haven't made any effort to reconcile your definition of "mod" with what everyone else is working with.
- It continues to crop up in the valuable work you are doing all over the Wiki. If you're going to use the term "mod" in discussions and edits, please either define what you mean or use the definition that everyone else in the whole gaming community has used for 10 years. Specifically, you seem to define any act of game development as "modding", but in that case, why was a new word ever created? Giles 15:38, 10 Apr 2006 (PDT)
- TCs do not modify engine code. They only have access to game code, if that. --TomEdwards 23:33, 10 Apr 2006 (PDT)
- All I'm saying is that it should be stated that Source is a modified version of Goldsource on the Source page—ts2do 06:51, 11 Apr 2006 (PDT)
- All I'm saying is that that is wrong and misleading, for all of the reasons above. Based on, not modified. --TomEdwards 11:41, 11 Apr 2006 (PDT)
- All I'm saying is that it should be stated that Source is a modified version of Goldsource on the Source page—ts2do 06:51, 11 Apr 2006 (PDT)
- That's what total conversion mods are...this is basically a total conversion mod of Goldsource...still is a mod tho—ts2do 14:25, 10 Apr 2006 (PDT)
- It depends on what you mean by modified. It's almost entirely rewritten, but the design principles and final goal are much the same, for our benefit if anything. --TomEdwards 10:23, 10 Apr 2006 (PDT)
- This is the whole point...it is a decendent therefore modified version of Goldsource—ts2do 16:00, 9 Apr 2006 (PDT)
eddy?
are you eddy from st edmund arrowsmith in wigan, england? Game4ever 05:01, 12 Jun 2006 (PDT)
- No. That is neither my first name, nor how you spell my surname. --TomEdwards 04:51, 12 Jun 2006 (PDT)
- where are you from (country?) i know a tom edwards you see....--Game4ever 05:00, 12 Jun 2006 (PDT)
- England. --TomEdwards 05:06, 12 Jun 2006 (PDT)
- where are you from (country?) i know a tom edwards you see....--Game4ever 05:00, 12 Jun 2006 (PDT)
- county? Game4ever 11:31, 12 Jun 2006 (PDT)
Brian?
I knew a Brian once. Is it you? —Cargo Cult (info, talk) 11:06, 12 Jun 2006 (PDT)
- PAMMY??? --TomEdwards 11:17, 12 Jun 2006 (PDT)
Ep1 video
Thanks for the link to that Ep1 video. It was really entertaining and engaging. Does the guy have a website or more work or anything, or is he another of these virtually-anonymous vid-site contributors? --Giles 10:56, 9 Jul 2006 (PDT)
- It's from GooseGoose Productions, apparently. I can't find any website for them, though there is another video by the same group (not as good). --TomEdwards 11:13, 9 Jul 2006 (PDT)
DL
will you be applying this new bulletpoint to all other entities?—ts2do 12:29, 5 Aug 2006 (PDT)
- It depends. --TomEdwards 12:30, 5 Aug 2006 (PDT)
Door Behavior
What behavior are you missing? I didn't get the part about "sweeping" a room. To make sure that NPCs goes through doorways, all you have to do is to place one node close to the door on either side. If you are having trouble with NPCs stacking up, info_node_hints with their Hint values set to "Entrance / Exit Pinch" are said to cure that problem. --Andreasen 02:36, 7 Aug 2006 (PDT)
- It's combat behaviour that is the issue. Run some experiments and you'll see what's going on.
- Sweeping a room is using grenades and the other stuff you see in Rainbow Six games, although obviously *that* level of AI in an FPS is silly. --TomEdwards 03:10, 7 Aug 2006 (PDT)
How do I mount Episode One Shared.gcf, without requiring EP1? --dutchmega 04:54, 8 Aug 2006 (PDT)
- Add a
SearchPath
toepisodic
! :-) --TomEdwards 05:27, 8 Aug 2006 (PDT)
Not here...
filesystem->AddSearchPath("episodic", "GAME"); filesystem->AddSearchPath("sourcetest", "GAME"); filesystem->AddSearchPath("hl2", "GAME");
To gameinterface, cdll_client_int and the same in gameinfo.txt. I still can't play sounds from EP1 --dutchmega 06:18, 8 Aug 2006 (PDT)
- Are you trying to find the sounds in-game or through the tools? The tools can't see Ep1 yet, but Source itself should be able to. --TomEdwards 07:25, 8 Aug 2006 (PDT)
Ingame --dutchmega 07:35, 8 Aug 2006 (PDT)
- Do you own Ep1? Are the files on your computer? If I'm wrong, it should at least be prompting you to buy Ep1... --TomEdwards 07:43, 8 Aug 2006 (PDT)
- Now that I think about it, if the tools can't see Ep1 stuff then there's a chance that the new code can't see it either. What happens if you hide your DLLs from Source and fallback to the default ones? --TomEdwards 07:45, 8 Aug 2006 (PDT)
You need to actually mount the episode one appid if you're not doing so in gameinfo.txt...then it should work if those paths are added—ts2do 10:33, 8 Aug 2006 (PDT)
- Here's something that is incredibly obvious now I've seen it, from the Dark Messiah demo:
SearchPaths { Game mm Game mm/mm_miscelaneous_pub.gcf Game mm/mm_engine_pub.gcf Game mm/mm_levels_public.gcf Game mm/mm_materials_a_pub.gcf Game mm/mm_materials_b_pub.gcf Game mm/mm_materials_c_pub.gcf Game mm/mm_models_pub.gcf Game mm/mm_sound_pub.gcf Game mm/mm_sound_lang_en_pub.gcf }
- --TomEdwards 01:47, 9 Aug 2006 (PDT)
I have led you all astray
Oh well, looks like I was completely wrong:
Hi All-
So the answer from Valve is: you must own Episode One in order to mount either 'episode 1 shared.gcf' or 'half-life 2 episode one.gcf'.
-Mike
Don't know what the point of telling people to use a single AppId is if you can't access the shared content (HL2's assets lead to all sorts of oddities in the new, HDR-enabled tech), but then I'm not Valve either. --TomEdwards 02:39, 9 Aug 2006 (PDT)
- The base source engine 2 is separate from episode 1 shared—ts2do 03:55, 9 Aug 2006 (PDT)
- No no, I mean the actual assets. Cubemaps frequently foul up on materials without HDR tweaks, for example. --TomEdwards 04:26, 9 Aug 2006 (PDT)
Headcrab Hang
Are you sure that that flag is nonfunctional? I looked thru the code and it works perfect in theory—ts2do 21:38, 10 Aug 2006 (PDT)
- The AI routines aren't there yet. The crabs move to the nearest ceiling OK, but play their standard idle animation and don't do anything. --TomEdwards 00:00, 11 Aug 2006 (PDT)
- Is it for fast headcrabs only? I remember some of those evil beasties hanging from the ceiling in Episode One... —Cargo Cult (info, talk) 02:12, 11 Aug 2006 (PDT)
- I can't get it working if it is, nor for poision headcrabs. It is fun to impale them to the ceiling with the crowsbow though. }:-) --TomEdwards 02:19, 11 Aug 2006 (PDT)
- Is it for fast headcrabs only? I remember some of those evil beasties hanging from the ceiling in Episode One... —Cargo Cult (info, talk) 02:12, 11 Aug 2006 (PDT)
- I don't what I did, but the ceiling thing now works normally. --TomEdwards 13:23, 15 Aug 2006 (PDT)
Were you depending on the old models or were you working directly with EP1 or its models? That might have caused your problem—ts2do 13:36, 15 Aug 2006 (PDT)
- Frankly, I don't recall! That would make sense though. --TomEdwards 13:36, 15 Aug 2006 (PDT)
I'm trying to get this to work but I'm getting the error
(SCHED_HEADCRAB_CEILING_WAIT) GetScheduleOfType(): No CASE for Schedule Type 106! ERROR: Missing or invalid schedule!
I'm using EP1 models and I removed the checks for IsInDarknessMode --dutchmega 07:53, 16 Aug 2006 (PDT)
Sow.. anyone? --dutchmega 03:41, 18 Aug 2006 (PDT)
Fire Trigger
Tom, I changed your entry about Fire Trigger; you were right, it is used to fire the corresponding logic_choreographed_scenes eight outputs. I phrased it particularly poorly, I think, feel free to change it obviously.--Ndnichols 18:37, 15 Aug 2006 (PDT)
- Thanks, I've made a few tweaks. --TomEdwards 01:41, 16 Aug 2006 (PDT)
Applying Textures/v2draft
Your created this page in February. If you think it's an improvement, you should merge it with the current article, but just don't leave it hanging, collecting dust. --Andreasen 08:51, 27 Aug 2006 (PDT)
- You can merge it if you like. I've moved away from mapping these days. --TomEdwards 09:37, 27 Aug 2006 (PDT)
Steam Review, Community Portal and News Site List
Now that Fan Site List is News Site List, I was tempted to move The Steam Review off the Community Portal and onto that page. It is unique though, in comparison to the other sites on the list, so there's an argument just as strong for leaving it where it is. Since you are active here, it seemed more polite to suggest it to you and then let you decide whether you want to move it or not. --Giles 12:49, 31 Aug 2006 (PDT)
- Where is it now? --TomEdwards 12:53, 31 Aug 2006 (PDT)
- The last line of Valve_Developer_Community:Community_Portal. --Giles 13:35, 31 Aug 2006 (PDT)
- Yeah, I dunno. Probably best to leave it where it is until it gets some company. --TomEdwards 14:03, 31 Aug 2006 (PDT)
- The last line of Valve_Developer_Community:Community_Portal. --Giles 13:35, 31 Aug 2006 (PDT)