User talk:Artfunkel/2009-07-17: Difference between revisions

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==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  --[[User:JacobNicholson|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! :-) --[[user:TomEdwards|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. --[[User:Mark WiseCarver|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?  --[[User:Matt Wood|Matt Wood]] 17 Aug 2006 (PDT)
:[[Choreography creation/Setting up your scene#Handling_multiple_Actors|This one]]. I prefer the manual route over the spacing slider. Why? :-) --[[user:TomEdwards|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. ;) --'''[[User:Campaignjunkie|Campaignjunkie]]''' <sup>([[User talk:Campaignjunkie|talk]])</sup> 00:49, 18 Aug 2006 (PDT)
==[[:Image:Gman_rl.jpg]]==
And people laughed when I suggested Walken as the GMan. :D --[[User:Charron|Charron]] 10:25, 21 Jul 2005 (PDT)
==gameplay_tester==
Any chance of some playtesting on your ''gameplay_tester'' map? :-] --[[User:Cargo Cult|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. --[[user:TomEdwards|TomEdwards]] 06:32, 27 Jul 2005 (PDT)
:[http://www.btinternet.com/~varsity_uk/maps/gameplay_tester/gameplay_tester.zip Download] --[[user:TomEdwards|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! --[[User:Cargo Cult|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! --[[User:Cargo Cult|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. ;-) --[[user:TomEdwards|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? --[[User:Hipshot|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.
:--[[user:TomEdwards|TomEdwards]] 12:16, 31 Jul 2005 (PDT)
==TF2 Snippets==
[http://img91.imageshack.us/my.php?image=tf29tn.jpg] Look familiar ;) [[User:^Ben|^Ben]] 08:21, 30 Aug 2005 (PDT)
:Nice, and they nearly got it right too! :-D --[[user:TomEdwards|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."--[[User:Lunchtimemama|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? &mdash;'''[[User:Maven|Maven]]''' <sup>([[User talk:Maven|talk]])</sup>
: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. --[[user:TomEdwards|TomEdwards]] 13:15, 28 Oct 2005 (PDT)
__NOTOC__
== Entity icons ==
Looks good. &mdash;'''[[User:Maven|Maven]]''' <sup>([[User talk:Maven|talk]])</sup> 19:47, 6 Nov 2005 (PST)
== Spammers ==
It seems them spammers are actually just [http://www.google.co.uk/search?q=wikitikitavi machines]... --'''<font color="#ff66cc">Cargo Cult</font>''' <sub>([[User:Cargo Cult|info]], [[User talk:Cargo Cult|talk]])</sub> 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? --[[user:TomEdwards|TomEdwards]] 06:36, 4 Jan 2006 (PST)
:Utility that could preview soundscapes would be very beneficial. --[[User:Mark WiseCarver|wisemx]] 08:11, 4 Jan 2006 (PST)
: I think I may ask to have your babies if you do produce such a thing... --&mdash;'''<font color="#10c010">Cargo Cult</font>''' <sub>([[User:Cargo Cult|info]], [[User talk:Cargo Cult|talk]])</sub> 09:36, 4 Jan 2006 (PST)
:Yes, yes, and yes again. --'''[[User:Campaignjunkie|Campaignjunkie]]''' <sup>([[User talk:Campaignjunkie|talk]])</sup> 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... --[[user:TomEdwards|TomEdwards]] 10:00, 1 Feb 2006 (PST)
:::Any progress on this? :) --'''[[User:Campaignjunkie|Campaignjunkie]]''' <sup>([[User talk:Campaignjunkie|talk]])</sup> 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. --[[User:Andreasen|Andreasen]] 05:05, 18 Feb 2006 (PST)
:Neither of them dealt with stutter... --[[user:TomEdwards|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?&mdash;'''[[User:Ts2do|ts2do]]''' 23:20, 27 Mar 2006 (PST)
:Yes, they define what goes in them. See [[Soundcache]]. --[[user:TomEdwards|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&mdash;'''[[User:Ts2do|ts2do]]''' 23:46, 27 Mar 2006 (PST)
== [[Goldsource]]->[[Source]] ==
It says on the [[Quake Engine Hierarchy]] that source came from goldsource...&mdash;'''[[User:Ts2do|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). -[[User:Koraktor|Koraktor]]
:::I'm not talking about the names....I'm talking about Tom's edit [http://developer.valvesoftware.com/w/index.php?title=Source&diff=29016&oldid=14448]&mdash;'''[[User:Ts2do|ts2do]]''' 19:37, 8 Apr 2006 (PDT)
::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? ;-) --[[user:TomEdwards|TomEdwards]] 15:09, 9 Apr 2006 (PDT)
:::This is the whole point...it is a decendent therefore modified version of Goldsource&mdash;'''[[User:Ts2do|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. --[[user:TomEdwards|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&mdash;'''[[User:Ts2do|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 [[User_talk:Ts2do#Recategorising_various_games|discussing]] it [[User_talk:AndrewNeo#Mods|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? [[User:Giles|Giles]] 15:38, 10 Apr 2006 (PDT)
:::::TCs do not modify engine code. They only have access to game code, if that. --[[user:TomEdwards|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&mdash;'''[[User:Ts2do|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''. --[[user:TomEdwards|TomEdwards]] 11:41, 11 Apr 2006 (PDT)
== eddy? ==
are you eddy from st edmund arrowsmith in wigan, england? [[User:Game4ever|Game4ever]] 05:01, 12 Jun 2006 (PDT)
:No. That is neither my first name, nor how you spell my surname. --[[user:TomEdwards|TomEdwards]] 04:51, 12 Jun 2006 (PDT)
::where are you from (country?) i know a tom edwards you see....--[[User:Game4ever|Game4ever]] 05:00, 12 Jun 2006 (PDT)
:::England. --[[user:TomEdwards|TomEdwards]] 05:06, 12 Jun 2006 (PDT)
:county? [[User:Game4ever|Game4ever]] 11:31, 12 Jun 2006 (PDT)
== Brian? ==
I knew a Brian once. Is it you? &mdash;'''<font color="#10c010">Cargo Cult</font>''' <sub>([[User:Cargo Cult|info]], [[User talk:Cargo Cult|talk]])</sub> 11:06, 12 Jun 2006 (PDT)
:PAMMY??? --[[user:TomEdwards|TomEdwards]] 11:17, 12 Jun 2006 (PDT)
:: I've found you at last! *SWOON* &mdash;'''<font color="#10c010">Cargo Cult</font>''' <sub>([[User:Cargo Cult|info]], [[User talk:Cargo Cult|talk]])</sub> 11:19, 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? --[[User:Giles|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). --[[user:TomEdwards|TomEdwards]] 11:13, 9 Jul 2006 (PDT)
== DL ==
will you be applying this new bulletpoint to all other entities?&mdash;'''[[User:Ts2do|ts2do]]''' 12:29, 5 Aug 2006 (PDT)
:[[Talk:Ambient generic#Defenition_List|It depends]]. --[[user:TomEdwards|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. --[[User:Andreasen|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. --[[user:TomEdwards|TomEdwards]] 03:10, 7 Aug 2006 (PDT)
== Episode One shared ==
How do I mount Episode One Shared.gcf, without requiring EP1? --[[User:Dutchmega|dutchmega]] 04:54, 8 Aug 2006 (PDT)
:Add a <code>SearchPath</code> to <code>episodic</code>! :-) --[[user:TomEdwards|TomEdwards]] 05:27, 8 Aug 2006 (PDT)
Not here...
<pre> filesystem->AddSearchPath("episodic", "GAME");
filesystem->AddSearchPath("sourcetest", "GAME");
filesystem->AddSearchPath("hl2", "GAME");</pre>
To gameinterface, cdll_client_int and the same in gameinfo.txt. I still can't play sounds from EP1 --[[User:Dutchmega|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. --[[user:TomEdwards|TomEdwards]] 07:25, 8 Aug 2006 (PDT)
Ingame --[[User:Dutchmega|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... --[[user:TomEdwards|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? --[[user:TomEdwards|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&mdash;'''[[User:Ts2do|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
  }
: --[[user:TomEdwards|TomEdwards]] 01:47, 9 Aug 2006 (PDT)
===I have led you all astray===
Oh well, looks like I was completely wrong:
<blockquote><p>Hi All-</p>
<p>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'.</p>
<p>-Mike</p></blockquote>
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. --[[user:TomEdwards|TomEdwards]] 02:39, 9 Aug 2006 (PDT)
:The base source engine 2 is separate from episode 1 shared&mdash;'''[[User:Ts2do|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. --[[user:TomEdwards|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&mdash;'''[[User:Ts2do|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. --[[user:TomEdwards|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... &mdash;'''<font color="#10c010">Cargo Cult</font>''' <sub>([[User:Cargo Cult|info]], [[User talk:Cargo Cult|talk]])</sub> 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. }:-) --[[user:TomEdwards|TomEdwards]] 02:19, 11 Aug 2006 (PDT)
:::: Does it need an actbusy thingy? I may decompile maps later, to investigate. &mdash;'''<font color="#10c010">Cargo Cult</font>''' <sub>([[User:Cargo Cult|info]], [[User talk:Cargo Cult|talk]])</sub> 04:10, 11 Aug 2006 (PDT)
:::::I don't what I did, but the ceiling thing now works normally. --[[user:TomEdwards|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&mdash;'''[[User:Ts2do|ts2do]]''' 13:36, 15 Aug 2006 (PDT)
:Frankly, I don't recall! That would make sense though. --[[user:TomEdwards|TomEdwards]] 13:36, 15 Aug 2006 (PDT)
I'm trying to get this to work but I'm getting the error <pre>(SCHED_HEADCRAB_CEILING_WAIT)
GetScheduleOfType(): No CASE for Schedule Type 106!
ERROR: Missing or invalid schedule!</pre> I'm using EP1 models and I removed the checks for IsInDarknessMode --[[User:Dutchmega|dutchmega]] 07:53, 16 Aug 2006 (PDT)
Sow.. anyone? --[[User:Dutchmega|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.--[[User:Ndnichols|Ndnichols]] 18:37, 15 Aug 2006 (PDT)
:Thanks, I've made a few tweaks. --[[user:TomEdwards|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. --[[User:Andreasen|Andreasen]] 08:51, 27 Aug 2006 (PDT)
:You can merge it if you like. I've moved away from mapping these days. --[[user:TomEdwards|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.  --[[User:Giles|Giles]] 12:49, 31 Aug 2006 (PDT)
:Where is it now? --[[user:TomEdwards|TomEdwards]] 12:53, 31 Aug 2006 (PDT)
::The last line of [[Valve_Developer_Community:Community_Portal]]. --[[User:Giles|Giles]] 13:35, 31 Aug 2006 (PDT)
:::Yeah, I dunno. Probably best to leave it where it is until it gets some company. --[[user:TomEdwards|TomEdwards]] 14:03, 31 Aug 2006 (PDT)

Revision as of 03:17, 16 October 2006