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Old 05-11-2005, 04:17 PM   #1
o_kashew
 
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tf2 reference?

http://www.resourcecode.de/stuff/cli...prediction.pdf

in the last paragraph, they reference to "team fortress". this paper is in response to css. therefore it cant be old....this could be the first hard evidence we have on something that will be in TF2
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Old 05-11-2005, 04:41 PM   #2
o_nukemseviltwinripm2shreds
 
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Re: tf2 reference?

Quote:
Originally Posted by kashew
in the last paragraph, they reference to "team fortress". this paper is in response to css. therefore it cant be old....this could be the first hard evidence we have on something that will be in TF2
At the beginning, (4th paragraph), they specify "team fortress classic" and the discussion is in past tense. The last paragraph you reference continues in past tense. The author merely took the liberty of dropping the world classic, nothing to get excited about.
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Old 05-11-2005, 04:50 PM   #3
o_photeknix
 
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actually... if you mess around with the source tools and code, you will notice some references to "TF2".
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Old 05-11-2005, 07:12 PM   #4
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fark me in the ozarks. i was happy for a second.
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Old 05-11-2005, 08:29 PM   #5
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Quote:
Originally Posted by photeknix
actually... if you mess around with the source tools and code, you will notice some references to "TF2".
There's tons of little references to TF2 type stuff.

Code:
#if defined( TF2_CLIENT_DLL )
	#include "ground_line.h"
#endif
Code:
// FIXME: This is not static because we needed to turn it off for TF2 playtests
ConVar r_DrawDetailProps( "r_DrawDetailProps", "1", FCVAR_CHEAT );
Code:
#if !defined( TF2_CLIENT_DLL )
	WaterDrawWorldAndEntities( drawSkybox, view );
#else
	DrawWorldAndEntities( drawSkybox, view );
#endif
Code:
	// This is an overlay that goes over everything else
#if defined( TF2_CLIENT_DLL )
	CGroundLine::DrawAllGroundLines();
#endif
There's a ton. Here, just do this (heh):

Quote:
Find all "TF2", Subfolders, Find Results 1, Entire Solution, "*.*"
C:\steam\steamapps\sourcemods\ff_code\game_shared\ activitylist.cpp(614):// TF2 Specific Activities
C:\steam\steamapps\sourcemods\ff_code\game_shared\ activitylist.cpp(631): // TF2
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.cpp(80):#ifdef TF2_DLL
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.cpp(208):#ifdef TF2_DLL
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.cpp(473):#if !defined( TF2_DLL ) && !defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.cpp(492):#if !defined( TF2_DLL ) && !defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.h(77): // Only support prediction in TF2 for now
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.h(78):#if defined( TF2_DLL ) || defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.h(94):// Only supported in TF2 right now
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.h(95):#if defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\game_shared\ beam_shared.h(152):// Only supported in TF2 right now
C:\steam\steamapps\sourcemods\ff_code\game_shared\ beam_shared.h(153):#if defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\cl_dll\c_bas eanimatingoverlay.cpp(378)://#define DEBUG_TF2_OVERLAYS
C:\steam\steamapps\sourcemods\ff_code\cl_dll\c_bas eanimatingoverlay.cpp(379):#if defined( DEBUG_TF2_OVERLAYS )
C:\steam\steamapps\sourcemods\ff_code\cl_dll\c_bas eanimatingoverlay.cpp(388):#if defined( DEBUG_TF2_OVERLAYS )
C:\steam\steamapps\sourcemods\ff_code\cl_dll\c_bas ecombatcharacter.cpp(65):#ifdef TF2_CLIENT_DLL
C:\steam\steamapps\sourcemods\ff_code\cl_dll\c_bas eentity.cpp(1074):// Only test this in tf2
C:\steam\steamapps\sourcemods\ff_code\cl_dll\c_bas eentity.cpp(1075):#if defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\cl_dll\clien tleafsystem.cpp(1198):#ifdef TF2_CLIENT_DLL
C:\steam\steamapps\sourcemods\ff_code\cl_dll\fx_ex plosion.cpp(250): #ifdef TF2_CLIENT_DLL
C:\steam\steamapps\sourcemods\ff_code\cl_dll\fx_ex plosion.cpp(304): #ifdef TF2_CLIENT_DLL
C:\steam\steamapps\sourcemods\ff_code\cl_dll\fx_ex plosion.cpp(351):#ifndef TF2_CLIENT_DLL
C:\steam\steamapps\sourcemods\ff_code\cl_dll\fx_ex plosion.cpp(1052):#ifdef TF2_CLIENT_DLL
C:\steam\steamapps\sourcemods\ff_code\game_shared\ gamemovement.cpp(3990):// Purpose: TF2 commander mode movement logic
C:\steam\steamapps\sourcemods\ff_code\cl_dll\in_ca mera.cpp(434):// Do allow third person in TF2 for now
C:\steam\steamapps\sourcemods\ff_code\cl_dll\in_ca mera.cpp(435):#if !defined( TF2_CLIENT_DLL ) && !defined( CSTRIKE_DLL )
C:\steam\steamapps\sourcemods\ff_code\cl_dll\playe randobjectenumerator.cpp(12):#ifdef TF2_CLIENT_DLL
C:\steam\steamapps\sourcemods\ff_code\cl_dll\playe randobjectenumerator.cpp(71):#ifdef TF2_CLIENT_DLL
C:\steam\steamapps\sourcemods\ff_code\game_shared\ sharedInterface.h(20): // interface are in TF2, should probably move
C:\steam\steamapps\sourcemods\ff_code\game_shared\ sharedInterface.h(21): // to TF2/HL2 neutral territory
C:\steam\steamapps\sourcemods\ff_code\game_shared\ usercmd.cpp(16):// TF2 specific, need enough space for OBJ_LAST items from tf_shareddefs.h
C:\steam\steamapps\sourcemods\ff_code\cl_dll\vgui_ bitmappanel.cpp(15):#ifdef TF2_CLIENT_DLL
C:\steam\steamapps\sourcemods\ff_code\cl_dll\vgui_ bitmappanel.cpp(153):#ifdef TF2_CLIENT_DLL
C:\steam\steamapps\sourcemods\ff_code\cl_dll\vgui_ bitmappanel.cpp(167):#ifdef TF2_CLIENT_DLL
C:\steam\steamapps\sourcemods\ff_code\cl_dll\view_ scene.cpp(18):#if defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\cl_dll\view_ scene.cpp(87):// FIXME: This is not static because we needed to turn it off for TF2 playtests
C:\steam\steamapps\sourcemods\ff_code\cl_dll\view_ scene.cpp(1469):#if !defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\cl_dll\view_ scene.cpp(1484):#if defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\game_shared\ ai_activity.h(455):// TF2 Specific Activities
C:\steam\steamapps\sourcemods\ff_code\cl_dll\c_bas ecombatcharacter.h(85):#ifdef TF2_CLIENT_DLL
C:\steam\steamapps\sourcemods\ff_code\cl_dll\c_bas ecombatcharacter.h(93): // TF2 Powerups
C:\steam\steamapps\sourcemods\ff_code\cl_dll\c_bas eentity.h(843): // Sorry folks, here lies TF2-specific stuff that really has no other place to go
C:\steam\steamapps\sourcemods\ff_code\cl_dll\c_bas eentity.h(952): // TF2 specific
C:\steam\steamapps\sourcemods\ff_code\cl_dll\c_bas eplayer.h(143): // (and its appropriate left/right weapon if this is TF2).
C:\steam\steamapps\sourcemods\ff_code\cl_dll\c_bas eplayer.h(400): // HACK FOR TF2 Prediction
C:\steam\steamapps\sourcemods\ff_code\cl_dll\c_wea pon__stubs.h(17):// these will be removed once we predict all weapons, especially TF2 weapons
C:\steam\steamapps\sourcemods\ff_code\public\cdll_ int.h(252): // Get the current game directory ( e.g., hl2, tf2, cstrike, hl1 )
C:\steam\steamapps\sourcemods\ff_code\cl_dll\clien tmode_shared.h(34):// This class implements client mode functionality common to HL2 and TF2.
C:\steam\steamapps\sourcemods\ff_code\public\const .h(126): MOVETYPE_ISOMETRIC, // For players -- in TF2 commander view, etc.
C:\steam\steamapps\sourcemods\ff_code\public\const .h(334): // TF2, this filters out other players and CBaseObjects
C:\steam\steamapps\sourcemods\ff_code\game_shared\ effect_dispatch_data.h(49): // Some TF2 specific things
C:\steam\steamapps\sourcemods\ff_code\public\vgui\ IVGui.h(67): virtual void DPrintf2(const char *format, ...) = 0;
C:\steam\steamapps\sourcemods\ff_code\cl_dll\ivmod emanager.h(26): // HL2 will ignore, TF2 will change modes.
C:\steam\steamapps\sourcemods\ff_code\game_shared\ sharedInterface.h(20): // interface are in TF2, should probably move
C:\steam\steamapps\sourcemods\ff_code\game_shared\ sharedInterface.h(21): // to TF2/HL2 neutral territory
C:\steam\steamapps\sourcemods\ff_code\game_shared\ Sprite.h(224):// Only supported in TF2 right now
C:\steam\steamapps\sourcemods\ff_code\game_shared\ Sprite.h(225):#if defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\game_shared\ weapon_parse.h(122):// TF2 specific
C:\steam\steamapps\sourcemods\ff_code\cl_dll\weapo n_selection.h(21):// Purpose: Base class for tf2 & hl2 weapon selection hud elements
C:\steam\steamapps\sourcemods\ff_code\cl_dll\death .cpp(92):// It should be positioned by TF2/HL2 separately, and TF2 should position it according to the minimap position
C:\steam\steamapps\sourcemods\ff_code\cl_dll\ff\ff _in_main.cpp(3):// Purpose: TF2 specific input handling
C:\steam\steamapps\sourcemods\ff_code\game_shared\ ff\ff_gamerules.cpp(190): // Purpose: TF2 Specific Client Commands
C:\steam\steamapps\sourcemods\ff_code\game_shared\ activitylist.cpp(614):// TF2 Specific Activities
C:\steam\steamapps\sourcemods\ff_code\game_shared\ activitylist.cpp(631): // TF2
C:\steam\steamapps\sourcemods\ff_code\dlls\ai_acti vity.cpp(504):// TF2 Specific Activities
C:\steam\steamapps\sourcemods\ff_code\dlls\ai_acti vity.cpp(548): // TF2 object animations
C:\steam\steamapps\sourcemods\ff_code\game_shared\ ai_activity.h(455):// TF2 Specific Activities
C:\steam\steamapps\sourcemods\ff_code\dlls\ai_hint .h(86): // TF2 Hints
C:\steam\steamapps\sourcemods\ff_code\dlls\baseani mating.cpp(2111): // In TF2, certain base animating classes (gates, etc) can be mod_brush
C:\steam\steamapps\sourcemods\ff_code\dlls\basecom batcharacter.cpp(55):#ifdef TF2_DLL
C:\steam\steamapps\sourcemods\ff_code\dlls\basecom batcharacter.cpp(139): // If it's a vehicle, send to "driver" (e.g., operator of tf2 manned guns)
C:\steam\steamapps\sourcemods\ff_code\dlls\basecom batcharacter.cpp(169):#ifdef TF2_DLL
C:\steam\steamapps\sourcemods\ff_code\dlls\basecom batcharacter.cpp(2476): // code unnecessarily. We need TF2 specific rules for RadiusDamage, so I moved
C:\steam\steamapps\sourcemods\ff_code\dlls\basecom batcharacter.h(18):#ifdef TF2_DLL
C:\steam\steamapps\sourcemods\ff_code\dlls\basecom batcharacter.h(324):#ifdef TF2_DLL
C:\steam\steamapps\sourcemods\ff_code\dlls\basecom batcharacter.h(327): // TF2 Powerups
C:\steam\steamapps\sourcemods\ff_code\dlls\basecom batcharacter.h(411):#ifdef TF2_DLL
C:\steam\steamapps\sourcemods\ff_code\dlls\baseent ity.cpp(2902):/*#ifdef TF2_DLL
C:\steam\steamapps\sourcemods\ff_code\dlls\baseent ity.h(143):#elif defined( TF2_DLL )
C:\steam\steamapps\sourcemods\ff_code\dlls\baseent ity.h(1138): // Sorry folks, here lies TF2-specific stuff that really has no other place to go
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.cpp(80):#ifdef TF2_DLL
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.cpp(208):#ifdef TF2_DLL
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.cpp(473):#if !defined( TF2_DLL ) && !defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.cpp(492):#if !defined( TF2_DLL ) && !defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.h(77): // Only support prediction in TF2 for now
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.h(78):#if defined( TF2_DLL ) || defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.h(94):// Only supported in TF2 right now
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.h(95):#if defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\game_shared\ beam_shared.h(152):// Only supported in TF2 right now
C:\steam\steamapps\sourcemods\ff_code\game_shared\ beam_shared.h(153):#if defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\public\eifac e.h(215): // Get the current game directory (hl2, tf2, hl1, cstrike, etc.)
C:\steam\steamapps\sourcemods\ff_code\game_shared\ gamemovement.cpp(3990):// Purpose: TF2 commander mode movement logic
C:\steam\steamapps\sourcemods\ff_code\dlls\physics .cpp(465):#if defined( TF2_DLL )
C:\steam\steamapps\sourcemods\ff_code\dlls\player. h(63): // overwriting phys flags in the HL2 of TF2 player classes
C:\steam\steamapps\sourcemods\ff_code\dlls\player. h(847): // HACK FOR TF2 Prediction
C:\steam\steamapps\sourcemods\ff_code\game_shared\ Sprite.h(224):// Only supported in TF2 right now
C:\steam\steamapps\sourcemods\ff_code\game_shared\ Sprite.h(225):#if defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\game_shared\ usercmd.cpp(16):// TF2 specific, need enough space for OBJ_LAST items from tf_shareddefs.h
C:\steam\steamapps\sourcemods\ff_code\game_shared\ weapon_parse.h(122):// TF2 specific
C:\steam\steamapps\sourcemods\ff_code\public\const .h(126): MOVETYPE_ISOMETRIC, // For players -- in TF2 commander view, etc.
C:\steam\steamapps\sourcemods\ff_code\public\const .h(334): // TF2, this filters out other players and CBaseObjects
C:\steam\steamapps\sourcemods\ff_code\game_shared\ effect_dispatch_data.h(49): // Some TF2 specific things
C:\steam\steamapps\sourcemods\ff_code\game_shared\ sharedInterface.h(20): // interface are in TF2, should probably move
C:\steam\steamapps\sourcemods\ff_code\game_shared\ sharedInterface.h(21): // to TF2/HL2 neutral territory
C:\steam\steamapps\sourcemods\ff_code\dlls\ff\ff_p layermove.cpp(24):// Sets up the move data for TF2
C:\steam\steamapps\sourcemods\ff_code\game_shared\ ff\ff_gamerules.cpp(190): // Purpose: TF2 Specific Client Commands
Total found: 106 Matching files: 58 Total files searched: 1947
And I know some of you are seeing the "ff_" files and thinking things but they're just renamed from the SDK base.
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Old 05-11-2005, 09:43 PM   #6
o_saintgreg
 
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While having nothing to do with TF2, that was an interesting paper. I'd like to see what changes they made to the network algorithms for source.

Oh and, <3 grep.
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Old 05-12-2005, 04:39 PM   #7
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Well, not really grep. That is the "Find in files" result from VS.net 2003
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