Author Topic: Half Life 2: On-Calc  (Read 66113 times)

0 Members and 1 Guest are viewing this topic.

Offline Netham45

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2103
  • Rating: +213/-4
  • *explodes*
    • View Profile
Re: Half Life 2
« Reply #15 on: March 18, 2010, 11:26:24 am »
You should write a program to convert the .bsp files directly to maps. ^.^

What are you using for an entity engine and the such?
* Netham45 thinks someone should port Source Engine to TI.
Omnimaga Admin

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55941
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Half Life 2
« Reply #16 on: March 18, 2010, 12:27:22 pm »
lol we have to stay realistic after all :P

But again, a 3D TI-Nspire clone of HL would be cool

@Hot_Dog, I think SirCmpwn is making this a platformer. It will play in the style of Metroid or Mega Man

Offline ztrumpet

  • The Rarely Active One
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5712
  • Rating: +364/-4
  • If you see this, send me a PM. Just for fun.
    • View Profile
Re: Half Life 2
« Reply #17 on: March 18, 2010, 04:44:46 pm »
lol calc84.

This sounds like a very neat project!
Good luck on it!
 I like the title screen! ;D

SirCmpwn

  • Guest
Re: Half Life 2
« Reply #18 on: March 18, 2010, 05:19:57 pm »
A) I will *not* port Source to the TI-83/84+ (SE), silly.
B) It will support jumping.
C) Entity management is done with this setup:
Everything drawn on the screen has the location divided by 64 first (thanks for the idea, BuilderBoy) because only integers are allowed.
There is an ongoing list at L1 that holds the current position, inertia, friction, boyancy, and the requested changes for each object.  The subroutine UP updates the physics, going through each value and changing everything accordingly.
If the program wants to request a change, such as moving the player, they set the objects requested change values and the physics engine makes it happen.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55941
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Half Life 2
« Reply #19 on: March 18, 2010, 05:28:44 pm »
A) Keep in mind Netham45 was joking, SirCmpwn. He very well knows it's totally unrealistic and simply said that as hardcore HL2 fan >.>

SirCmpwn

  • Guest
Re: Half Life 2
« Reply #20 on: March 18, 2010, 05:44:20 pm »
Sarcasm does not translate well over the internets.  I was joking as well :P

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55941
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Half Life 2
« Reply #21 on: March 18, 2010, 05:46:22 pm »
Aaaah ok. Well I wasn't sure XD.

SirCmpwn

  • Guest
Re: Half Life 2
« Reply #22 on: March 18, 2010, 05:51:53 pm »
Hey does anyone know how to store signed numbers in a list?  Like storing 9001 ;) to {L1}?  I've been struggling to get the physics to work with small numbers.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55941
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Half Life 2
« Reply #23 on: March 18, 2010, 05:54:46 pm »
Unfortunately I think for now to store into lists you need to store the data in hex format like sprites x.x, which isn't too convenient. Hopefully, this might be solved in later versions, though. I don't know about the integer type, though. I hope he allows 2 bytes ones.

Offline ztrumpet

  • The Rarely Active One
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5712
  • Rating: +364/-4
  • If you see this, send me a PM. Just for fun.
    • View Profile
Re: Half Life 2
« Reply #24 on: March 18, 2010, 05:56:00 pm »
Hey does anyone know how to store signed numbers in a list?  Like storing 9001 ;) to {L1}?  I've been struggling to get the physics to work with small numbers.
I think you can only use unsigned numbers currently.

9001->{L1}  //9001->L1(1
1337->{L1+1} //1337->L1(2

This is how it works. :)

SirCmpwn

  • Guest
Re: Half Life 2
« Reply #25 on: March 18, 2010, 05:57:14 pm »
It appears to roll over, so 9001->{L1} would really store 135 or something.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55941
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Half Life 2
« Reply #26 on: March 18, 2010, 05:59:27 pm »
really Ztrumpet? Didn't Quigibo said something about only be able to store lists like this:

[DBCE9BA65A764528->L1

?

Offline ztrumpet

  • The Rarely Active One
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5712
  • Rating: +364/-4
  • If you see this, send me a PM. Just for fun.
    • View Profile
Re: Half Life 2
« Reply #27 on: March 18, 2010, 06:01:00 pm »
really Ztrumpet? Didn't Quigibo said something about only be able to store lists like this:

[DBCE9BA65A764528->L1

?
Nah, that's just some fancy stuff involving list compression. :)
(Hex stores better than a bunch of 1->{L1}:2->{L1+1}...9001->{L1+200}.) :)
« Last Edit: March 18, 2010, 06:02:02 pm by ztrumpet »

SirCmpwn

  • Guest
Re: Half Life 2
« Reply #28 on: March 18, 2010, 06:01:16 pm »
You can store with ZTrumpet's method, only just to 256.

Offline ztrumpet

  • The Rarely Active One
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5712
  • Rating: +364/-4
  • If you see this, send me a PM. Just for fun.
    • View Profile
Re: Half Life 2
« Reply #29 on: March 18, 2010, 06:02:57 pm »
You can store with ZTrumpet's method, only just to 256.
Ah, that makes sense.  Note to self: Remember lists have a max of 255 in Axe... ;D