Difference between revisions of "User talk:Ts2do"

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(... Alrighty then)
(Me again with a problem)
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:: PanFrie@gmail.com  - if you have G-Talk you can add me to that as well.  I've just uploaded my detonation FGD file to http://panfrie.zergs.com/Mapping/dod_det.fgd .  also, what did they change with the prop_static? --[[User:PanFrie|PanFrie]] 14:06, 17 Jul 2006 (PDT)
 
:: PanFrie@gmail.com  - if you have G-Talk you can add me to that as well.  I've just uploaded my detonation FGD file to http://panfrie.zergs.com/Mapping/dod_det.fgd .  also, what did they change with the prop_static? --[[User:PanFrie|PanFrie]] 14:06, 17 Jul 2006 (PDT)
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== Me again with a problem ==
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Hey! Since you are god, i thought i'd ask you a question. How do I tell if a player is right up against a wall (actually touching it). --[[User:Generaleskimo|General Eskimo]] 18:16, 17 Jul 2006 (PDT)

Revision as of 01:16, 18 July 2006

Archive 1 Archive 2

The Ship

Thanks for helping with The Ship, it's really appreciated man - You saved me a ton of extra work. :)

Spoilers

Purely out of self-interest (I probably won't be playing Ep1 for a few days after release, but will be using the VDC in that time), I wanted to ask what your approach is going to be with regards adding further Ep1 details/spoilers to the VDC? (Previous discussion). Thanks, Giles 07:01, 31 May 2006 (PDT)

EP1 Content

Hey, I am away from my dev computer right now so I cant check this myself. I was wondering if the source for EP1 is available for modding. If not, do you know if/when it will be? I understand that the changes are really only in Alyx's ai and an upgrade to the face movement system, but I still am rather interested. --General Eskimo

It is possible to mod it....but I'm not sure if you'll be able to use any upgrades if you override the dlls...you can mod anything else tho (although episode 1 uses a newer bsp version)—ts2do 12:04, 4 Jun 2006 (PDT)

Player Markers

Hey, you are god, so I thought I'd ask you another question. I have been wanting to add player markers like those seen in DOD:S (the floating icons above teammates with the team's logo). I can't seem to figure out where such code is located (I am sure some of it lies in the current source code), but I have been having trouble finding the correct terms to use when searching the net for held on this subject. Any help would be greatly appreciated. --General Eskimo

Check out AttachTentToPlayer in c_te_legacytempents.cpp
you can also try creating a sprite entity on the client—ts2do 12:13, 4 Jun 2006 (PDT)

Player Markers Continued

Wow! That was nice and fast. You wouln't happen to know 3 other things about that would you? First, I wanted to attach text to players (such as showing who is carrying a flag, so on), including the player's name. Next, I want to make sure that that text is not rescaled for distance (meaning the text is always the same size on the screen, no matter how far away the player). Finally, I was wondering how I could make sure it would be rendered on top of the rest of the world geometry (I want to see this text through walls, smoke, etc), but behind the player's hud/weapon (I am sure it is just some flag I need to set chaning the order in which it is rendered). Thanks for the help in advance! --General Eskimo

The best way to do this may be to DECLARE_HUDELEMENT_DEPTH that utilizes DrawPrintText...you need to use ScreenTransform to find the point on the screen the player is
as for the origin of the player & whether or not they have the flag, you can modify player_resource to send that info—ts2do 12:37, 4 Jun 2006 (PDT)
OMG you are the best! Valve should pay you! --General Eskimo

... Alrighty then

...Why'd you remove all the clr tags I had in Intermediate Lighting. I was going to need thoose after I'd added pictures and images so I was keeping them there to mark where each section ended and as a reminder. Yeah its cleaner the way you've done but dont clean someone up while thier still working. GJ on all the cleaning work your doing, but nobody appricates thier desk getting organized for them when they go on a coffe break. Just give it a little more time so I can work my article through. I'm doing this at work so I can't devote consitent ammounts of time to it so you'll see a lot of semi updates on my projects from now on, and some will be half done, i'd use the wip template but it was "being edited" at the time. Nothing major just gimmie a little bit of time to clean my own mess before you do :) Angry Beaver 13:42, 7 Jun 2006 (PDT)

you should use the Template:wip template when your still editing something so no-one else does anything to it while your working. --PanFrie 14:15, 17 Jul 2006 (PDT)

steam:// article

You told me you made some article on my problem, where? what?--RP 12:58, 9 Jun 2006 (PDT)

Application not foundts2do 15:23, 9 Jun 2006 (PDT)
Thanks!--RP 16:40, 9 Jun 2006 (PDT)

AI Documentation

Nice work on the AI documentation so far!

Now that Ep1 is done, I'm hoping to be able to spend some significant time helping out with it. The first big problem I think we need to tackle is the path that we'd expect someone to move through the AI documentation. You've produced a bunch of good documentation on the discrete pieces (like tasks, schedules, anim event, etc). The path through it (starting at Defining_the_NPC) has a couple of problems:

  • Almost all the pages in that path are great at explaining how to do something, but not why you would need or choose to do it.
  • The path doesn't follow the AI logic of the NPCs. i.e. you don't really create Tasks before Schedules, and in most cases you start with the Conditions because they'll be causing the schedule selection. So, I'd like to start generating the entry point into the AI system, which would walk the reader through the system (starting with the stuff in AI_Programming) and moving eventually into the discrete coding problems once they understand the concepts.

One approach to the coding problems could be to organise them into buckets like "How do I make my NPC move somewhere?", "How do I make my NPC attack something?", and "How do I make my NPC play a specific animation?". These could then reference the pages you've written about how to write task/schedule/anim event/etc.

Thoughts / Suggestions? -- Robin Walker 22:27, 13 Jun 2006 (PDT)

A FAQ sort of thing would be a useful accompaniment to the documentation...if you'd like, you could reorganize the list {{npc tut}}...I'll update the navbars once it's done (Get on Friends if you want to talk)—ts2do 23:02, 13 Jun 2006 (PDT)

Ts2do Translator

Thanks for fixing all my pitty attempts to create stuff that look like english :)--RP 17:12, 17 Jun 2006 (PDT)

You're quick

You jump in quickly! I was in the midst of making addition edits and got a "conflict." ;) —BJ(talk) 15:45, 6 Jul 2006 (PDT)

SORRIE! Mistakes burn my eyes—ts2do 15:48, 6 Jul 2006 (PDT)
No problem.. just a surprise. Thanks for the Warning edit. Much better. —BJ(talk) 15:54, 6 Jul 2006 (PDT)

Thank for fixing the new entities I put in. helps out for the .fgd file i made. --PanFrie 22:59, 11 Jul 2006 (PDT)

I can send you the fgd I wrote up...what's your email address? We should also note here that they changed prop_static so we'll have to wait for a custom SDK release so maps for it can be made—ts2do 11:09, 17 Jul 2006 (PDT)
PanFrie@gmail.com - if you have G-Talk you can add me to that as well. I've just uploaded my detonation FGD file to http://panfrie.zergs.com/Mapping/dod_det.fgd . also, what did they change with the prop_static? --PanFrie 14:06, 17 Jul 2006 (PDT)

Me again with a problem

Hey! Since you are god, i thought i'd ask you a question. How do I tell if a player is right up against a wall (actually touching it). --General Eskimo 18:16, 17 Jul 2006 (PDT)