.:: Bots United ::.  
filebase forums irc server wiki web
cubebot epodbot fritzbot gravebot grogbot hpbbot ivpbot jkbotti joebot
meanmod podbotmm racc rcbot realbot sandbot shrikebot soulfathermaps waypoints yapb

Go Back   .:: Bots United ::. > YappA > Half-Life 2, Source and Source Games
Half-Life 2, Source and Source Games Discuss about Valve's new FPS game and its mods here Half-Life 2

Reply
 
Thread Tools
Re: Source SDK full release next week!
Old
  (#21)
stefanhendriks
RealBot Author
 
stefanhendriks's Avatar
 
Status: Offline
Posts: 3,083
Join Date: Nov 2003
Location: Netherlands
Default Re: Source SDK full release next week! - 02-12-2004

so i can download it!? ?

anyway, i will just read other stuff and oh shit, i have some shitload of study to do too. heh, better do that first


Author of RealBot, "Arrakis" and "Dune 2 - The Maker" | co-Founder of Bots-United | Fundynamic | Blog | E-Mail me
  
Reply With Quote
Re: Source SDK full release next week!
Old
  (#22)
Cheeseh
[rcbot]
 
Cheeseh's Avatar
 
Status: Offline
Posts: 361
Join Date: Dec 2003
Location: China
Default Re: Source SDK full release next week! - 02-12-2004

Well I remembered I got VS.NET from university and I've installed it to check out the hl2 source Only thing is it keeps complaining about source control, I don't think that's needed though eh?
  
Reply With Quote
Re: Source SDK full release next week!
Old
  (#23)
sfx1999
Member
 
sfx1999's Avatar
 
Status: Offline
Posts: 534
Join Date: Jan 2004
Location: Pittsburgh, PA, USA
Default Re: Source SDK full release next week! - 02-12-2004

I've seen a couple references to Quake 2 and Team Fortress 2 in the compile tool source code...


sfx1999.postcount++
  
Reply With Quote
Re: Source SDK full release next week!
Old
  (#24)
stefanhendriks
RealBot Author
 
stefanhendriks's Avatar
 
Status: Offline
Posts: 3,083
Join Date: Nov 2003
Location: Netherlands
Default Re: Source SDK full release next week! - 02-12-2004

could you post some snippets?


Author of RealBot, "Arrakis" and "Dune 2 - The Maker" | co-Founder of Bots-United | Fundynamic | Blog | E-Mail me
  
Reply With Quote
Re: Source SDK full release next week!
Old
  (#25)
sfx1999
Member
 
sfx1999's Avatar
 
Status: Offline
Posts: 534
Join Date: Jan 2004
Location: Pittsburgh, PA, USA
Default Re: Source SDK full release next week! - 02-12-2004

Well, it was in the change log for VBSP:

Code:
// -----------------------------------------------------------------
 // JAY:
 //
 DONE: Fix tools for HL2/TF2 coordinate space
 DONE: Load textures from Half-Life .WADs
 DONE: Write out Q2 texture format (not miptex)
 DONE: Write test map viewer
 DONE: Test detail brushes
 DONE: view portals to test
 NOT DOING:Write out HL style collision trees
 DONE: new engine loader
 DONE: new vis in HL2 engine - looks simple now
 DONE: Do QRAD backwards? i.e. use Valve QRAD, and merge in the Q2 file formats?  probably
 DONE: Integrate Ken's qrad code into qrad3
 DONE: add area portal visibility to HL2 engine
 DONE: write area portal entities for HL2/TF2
 DONE: test area portal code
 Split clusters for outdoor vis
 
 // -----------------------------------------------------------------
 
 QBSP3 Chop is based on recursive subdivision.  
  - Force natural alignment of some sort to eliminate slivers where brushes meet ?
 
 
 Use Q2 style ladder indicator? yes
 Use Q2 style friction indicator? probably or not if physics based
 
 
 // -----------------------------------------------------------------
 // CHARLIE:
 //
 
 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
 NOTE: set DISP_PROTO to compile with displacement map info -- not on by default until
 	  the prototype is done, the checked in .exe does not have displacement map functionality
 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
 
 DONE: put DISP_PROTO defines around all of the displacement code until prototyping is done
 DONE: add displacement map structure
 DONE: add displacement face structure
 DONE: change face/side structures to accept displacement texinfo and displacement face indices
 DONE: change .map loader to parse displacment map info
 DONE: don't allow merge or subdivision of displacement faces
 DONE: when splitting brushes, the new generated side get initialized to -1
 DONE: add find displacement face functionality, then create it if not found
 DONE: add find displacement map functionality, then create it if not found
 DONE: initialize the displacement data before loading the .map file
 initialize the face data with dispface and dispmap = -1, is this necessary????
 DONE: copy from bsp tool face to bsp file face -- the displacement info
 DONE: add/copy lumps
 DONE: swap data for writing to bsp -- not really necessary, but to keep in sync with the rest
 DONE: write .bsp data out
 DONE: add displacement data to .bsp statistics -- print file
 
 Test maps:
 DONE: map where disp face gets split by block node
 DONE: map where disp face attempts merge/split
 DONE: map with texture disp face
 DONE: map with lots of disp faces
 DONE: map with multiple disp faces referencing one map
 DONE: map with multiple disp faces on one brush
 DONE: map with multiple disp faces on one brush referencing one map
 DONE: map with funky texture split encased on one portal
 
 //------------------------------------------------------------------


sfx1999.postcount++
  
Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump



Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.
vBulletin Skin developed by: vBStyles.com