Difference between revisions of "User talk:Garry Newman"

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(Hey garry, mind giving a bit of help?)
(Hey garry, mind giving a bit of help?)
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:With the NPC scripted sequences you just need to make sure they have both their animation files (HL2DM overrides the animations) and make sure they can use any weapons they're holding (they can't use HL2DM weapons). [[User:Garry Newman|Garry]] 12:50, 4 May 2006 (PDT)
 
:With the NPC scripted sequences you just need to make sure they have both their animation files (HL2DM overrides the animations) and make sure they can use any weapons they're holding (they can't use HL2DM weapons). [[User:Garry Newman|Garry]] 12:50, 4 May 2006 (PDT)
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::Ur.. By scripted sequences I meant singleplayer specific sequences. The NPC's can hold their weapons, they shoot their weapons at me, when i shoot them, they get damage and play the animation for getting hit, and the ai plays the right animations when they are talking to me. When I shoot an npc in coop, the bullets do not predict that they go through the character, they hit them and make the correct surface blood, but they do not spawn the blood decals on the wall, nor do they create a blood sprite in the air. But back to scripted sequences (i guess i just mean singleplayer dependent tiggers/outputs), the problems i am having are things like a character attempting to speak to the local player. Currently, it just returns PlayerByIndex(1), but i need it to work with the player that actually activated the trigger. For example, in d1_canals_01a, there is a part where after taking the high ground after your first encounter with the combine, a trigger is set off sending hords of combine metropolice to attack your position. However, this trigger has trouble finding the local player, thus no hord of combine attack your position. Is all of that internal in triggers.cpp, or does this problem overflow into other files. Can i just set it to return the activator if the activator is a player? [[User:generaleskimo|General Eskimo]]

Revision as of 20:47, 6 May 2006

Soundcaches

I think I just worked out one of the reasons behind GM's long load times: it's got a huge soundcache to build for each map. It's got to load each sound file, take the first second of it, then build it into a .cache. If you worked out how to add common sounds to the _sharedprecache file I reckon it might cut down on the amount of work that has to be done for the induvidual map caches, which are currently in the region of 30MB! --TomEdwards 08:27, 26 Nov 2005 (PST)

I'm not sure what that means but I'll delve into it this weekend. :/ --Garry Newman 03:25, 29 Nov 2005 (PST)

I think copying Half-Life 2's _sharedprecache into the GM soundcache folder would do it. --TomEdwards 00:01, 3 Dec 2005 (PST)
In fact yes, it does do it. Copying all three of the underscored soundcaches from HL2 to gmod slashed gm_construct's soundcache from 18.7MB to 800KB! --TomEdwards 00:21, 3 Dec 2005 (PST)

Wow - I'll see what I can do then. --Garry Newman 02:20, 3 Dec 2005 (PST)

Bloom

In older versions of GM (Around the time bloom was first added), bloom was supported on older cards (DirectX 8). Why was it removed or made DirectX 9 only in GM 9? I don't think it ever was? --Garry Newman 02:19, 3 Dec 2005 (PST)


Hi i need your help with a simple prob 10 minute projet,if you wanna help msn me @ laura_davidson_52@hotmail.com thanks

Hey garry, mind giving a bit of help?

Hey Garry. I am a huge fan of your work and I will be buying Gmod over steam when it is released! However, I have two questions that you could help me with for my own coop mod. How did you get the NPC's to bleed, and how did you get the scripted sequences working. The latter I haven't done much work on at all and i imagine it's complex, but making the NPC's bleed should be fairly simple. It would be SOOO much help if you could just tell me the function(s) I need to change. I bow down to you, kissing your blessed feet, begging you to point me in the right direction (for the blood at least). I haven't explored the scripted stuff much, so at least help me with the blood problem.

You are a god, a master of the trade, and I am a young tradesman, pleading for wisdom. --General Eskimo (generaleskimo@gmail.com)

I don't thing it's just one thing. First of all you need to network the blood colour so that the prediction knows that the entity is meant to bleed. Then you need to make sure the dispositions are set up right so that the bullets don't just go through the NPC.
With the NPC scripted sequences you just need to make sure they have both their animation files (HL2DM overrides the animations) and make sure they can use any weapons they're holding (they can't use HL2DM weapons). Garry 12:50, 4 May 2006 (PDT)
Ur.. By scripted sequences I meant singleplayer specific sequences. The NPC's can hold their weapons, they shoot their weapons at me, when i shoot them, they get damage and play the animation for getting hit, and the ai plays the right animations when they are talking to me. When I shoot an npc in coop, the bullets do not predict that they go through the character, they hit them and make the correct surface blood, but they do not spawn the blood decals on the wall, nor do they create a blood sprite in the air. But back to scripted sequences (i guess i just mean singleplayer dependent tiggers/outputs), the problems i am having are things like a character attempting to speak to the local player. Currently, it just returns PlayerByIndex(1), but i need it to work with the player that actually activated the trigger. For example, in d1_canals_01a, there is a part where after taking the high ground after your first encounter with the combine, a trigger is set off sending hords of combine metropolice to attack your position. However, this trigger has trouble finding the local player, thus no hord of combine attack your position. Is all of that internal in triggers.cpp, or does this problem overflow into other files. Can i just set it to return the activator if the activator is a player? General Eskimo