Re: [hlcoders] how to create a mod with non steam HL with no errors , and that language use hl non steam
OP doesn't translate all too well either, making your post equally confusing :D. On Sat, Jul 24, 2010 at 6:33 PM, Harry Jeffery harry101jeff...@googlemail.com wrote: I find it ammusing that you follow the trend and use a more complicated vocabulary as well which will probably leave the op quite confused when he runs this through google translate. On 24 July 2010 22:57, Matt Hoffman lord.matt.hoff...@gmail.com wrote: I like how you point out the fact that english may not be his primary language, and then proceed to use a higher level lexicon that would require a lot of word lookups to fully understand. On Sat, Jul 24, 2010 at 2:53 PM, Katrina Payne fullmetalhar...@nimhlabs.com wrote: In the very unlikely occurrence that the OP is not a troll--but from the looks of things, not speaking english as a first language. (Is there really a nonexistant/zero/undefined hotmail for Spanish people? I mean--his provider's signature seems odd.) Well, first let us understand: Visual Studio is not a language. It is a concept known as an Integrated Development Environment. Typically Visual Studio could be used to work on stuff in any language. Heck if Microsoft released and Intercal Visual Studios--you could do stuff in Visual Studios in Intercal if need be (Though, that is more stuff the more masochistic people in Linux communities do when they want to joke around and amuse themselves--the Visual Studio equivalent would probably use the drastically less masochistic COBOL). Now, in the IDE of your choice, in this case Visual Studio, you can typically make use of any language that is compatible with C++ based DLLs and header files. For simplicity purposes I am going to suggest just sticking with C++ for now. Next, we can move on: You were seemingly purportedly vague in what your error was. Perhaps if you can post what the first few lines of errors was that Visual Studio is coming up to, when you try to build it. Or, if it successfully builds--what is the first few lines of errors of errors when you run it. It may possibly be a linking error. As while you may have the library on your computer--you still need to tell the program to link against it. Typically this is done in the linking stage of compilation. Hope your issues get solved soon. Be if legit programming issues, or the ensuing lulz from trolling a mailing list (whatever the case may be). ~Katrina On Saturday, July 24, 2010 12:26:07 pm Dexter wrote: I will plase halp him I guess. http://metamod.sourceforge.net/files/sdk/hl_sdk_v23_source.exe Compile it wid da visul C++ compiler, try converting to visual C++ 2005 express edition Maybe an expert troll On Sat, Jul 24, 2010 at 10:26 AM, Simon Rapilly simonrapi...@gmail.com wrote: Nope I don't think he is 2010/7/24 AnAkIn . anakin...@gmail.com Are you kidding? 2010/7/24 joel olgado hl_...@hotmail.com a question im creating a mod for HALF-LIFE called Sector B-12 and I want to work in non steam hl version , and the hl won version . I need to create a new hl.dll ? I do not know what to do? i install a WON HL MOD (normal mod with the HL original dll) in NON STEAM HL and does not work and i saw several mods with compatibility with non steam and WON... and a ultimate question : and that language use hl non steam VISUAL C++ or visual situdio 2008 (or other) Thanks help me plase _ Pronto descubrirás un nuevo Hotmail. Nos estamos reinventando. Preparate para lo que se viene. http://www.nuevohotmail.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Best regards, AnAkIn, - ESL EU TF2 Admin http://www.esl.eu/eu/tf2 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlcoders] HTTP-Request?
Couldn't you use a mysql database instead for this? On Mon, Jun 28, 2010 at 7:30 PM, Ash Dookun ashvin_doo...@hotmail.comwrote: Well what I'm trying to do is send a request to a webpage. To receive a result. I already have my PHP script set up. So that if a POST or GET item with the name STEAMID is set and is in the correct form it will search a database then return found or not found to the page. Thanks very much for the help, i looked at asio but could not see anything related to HTTP requests. could you tell me which folder it is in? I'm new to the whole source SDK thing, so get used to me :P ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Taking high resolution screenshots?
You might try defining the resolution via the launch parameters and running it in windowed mode (-width -height -sw) On Wed, Jun 23, 2010 at 10:47 AM, Darth.Hunter hun...@egaming-league.netwrote: Hey folks! I guess I'll find out most about this topic here - you guys probably know console options best. In CryEngine and UnrealEngine, there are very simple ways to take high resolution screenshots. I searched the Valve Developer wiki and Google - and found nothing about the Source Engine. Is it even possible? I'd really need to print some large-scale banners and would need a respective resolution to do so. Thanks for any help! Sebastian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Taking high resolution screenshots?
In the year 2525. On Wed, Jun 23, 2010 at 2:47 PM, Harry Jeffery harry101jeff...@googlemail.com wrote: Valve said it would be released once they had done all the meet the team videos. On 23 June 2010 16:47, Sam samuelga...@gmail.com wrote: It is possible with the upcoming Source Filmmaker feature used in pretty much all VALVe trailers since Day of Defeat Source, even though there's no chance that they'll actually release it, but, you can use 1nsane's parameters On Wed, Jun 23, 2010 at 12:01 PM, 1nsane 1nsane...@gmail.com wrote: You might try defining the resolution via the launch parameters and running it in windowed mode (-width -height -sw) On Wed, Jun 23, 2010 at 10:47 AM, Darth.Hunter hun...@egaming-league.net wrote: Hey folks! I guess I'll find out most about this topic here - you guys probably know console options best. In CryEngine and UnrealEngine, there are very simple ways to take high resolution screenshots. I searched the Valve Developer wiki and Google - and found nothing about the Source Engine. Is it even possible? I'd really need to print some large-scale banners and would need a respective resolution to do so. Thanks for any help! Sebastian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source Engine 2!!!
That was a girl? It seemed quite ugly. Very much so compared to the person they based it on. On Fri, Jun 11, 2010 at 11:07 AM, Colm Sloan colmsl...@gmail.com wrote: I'd like to see the girl from Portal as a new character in TF2. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source Engine 2!!!
They could just release everything that was made for Duke Nukem Forever as Duke Nukem Forever Episode 1. Then 10 years later release EP2. It would make perfect sense! On Thu, Jun 10, 2010 at 4:25 PM, Dexter dex...@linux.com wrote: Maybe they're releasing Duke Nukem Forever on a new Source engine. Or maybe a new version of the Source engine and SDK that doesn't break with every update. I'm not sure which is more far fetched On Thu, Jun 10, 2010 at 2:21 PM, Sam samuelga...@gmail.com wrote: Second reason, they lost their code and have to redo everything. I giggled, hard. I doubt the announcement would be anything related to the engine, they could've done that back in GDC, E3 is about entertrainment, not development like GDC is On Thu, Jun 10, 2010 at 5:09 PM, Adam Buckland adamjbuckl...@gmail.com wrote: I'm going to go with Jeffrey, and call Portal for the Wii now. Valve said that they wanted to do a Wii game, so this could be it! On 10 June 2010 20:07, Joel R. joelru...@gmail.com wrote: Is this the big surprise for E3?! I hope it is, that would so rock! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Bucky ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
Also this, apparently: http://www.reddit.com/r/linux/comments/butl8/steam_for_linux_testapp_thingy/ On Sat, Apr 24, 2010 at 11:37 AM, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: From what I heard at http://www.phoronix.com/scan.php?page=articleitem=steam_linux_scriptnum=1 , they have found a bash script in the mac beta that adds future support for Linux. And they have also released .so files for Linux in Left 4 Dead once, and so on. There is some evidence but nothing I would consider valid proof of a Linux client coming in the near future. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Happy St.Patricks Day
Hah, I was wondering why all the restaurants around the lake got full suddenly full (and it wasn't even a friday!). Now I remember why. On Wed, Mar 17, 2010 at 4:53 PM, Ben Mears benmea...@gmail.com wrote: don't spill any drinks in your keyboards! On Wed, Mar 17, 2010 at 12:49 PM, Patrick Shelley sidest...@gmail.com wrote: oh indeedy :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HTML/JPG/GIF display in HL1 Goldsrc
Are you by any chance referring to the HTML MOTD panel? That just uses an Internet Explorer frame to open a web page/HTML file. On Sat, Jan 30, 2010 at 6:31 PM, Saint Thoth (hotmail) st_th...@hotmail.com wrote: HTML/JPG/GIF display in HL1 Goldsrc I've seen mods that can display HTML content on panels in-game. Presumably that includes JPG and/or GIF image display capability. Has anyone seen the source code for this capability? We have a mod that can display TGA images on panels, and want to use them to make lore books, however, TGA images are FAR too large, disk-space-wise, for this purpose. JPG or GIF would certainly be more acceptable. It maybe this ability is the result of an AMX plugin or such, in which case, I should likely go searching at the ModX forums. _ Thanks in advance, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] BSP V21
I attempted to load LFD2 maps in LFD. But didn't really get far. map c5m1_waterfront Host_NewGame Compact released 131072 bytes to the backing store Host_Error: Map_LoadModelGuts: bad LUMP_TEXINFO size in maps/c5m1_waterfront.bsp On Wed, Oct 28, 2009 at 11:12 AM, Tom Edwards t_edwa...@btinternet.comwrote: Everyone I've ever emailed at Valve has replied graciously and has usually been able to help with my problem. Except Doug Lombardi, but of course ignoring people asking difficult questions is his job. ;-) botman wrote: I'm sure the Valve guys really appreciate you sending them unsolicited email. I bet they'll get right on that. :) On 10/28/2009 8:43 AM, Saul Rennison wrote: That line was directed at VALVe, I sent that email to Mike Durand and Erik Johnson. I was wondering if anyone else has tried messing with L4D2 BSPs? Thanks, - Saul. 2009/10/28 Olly Gingeroli...@gmail.com You want a file from the sdk a game that the demo hasn't even been relesed for yet? Sent from my iPhone On 28 Oct 2009, at 11:57, Saul Rennisonsaul.renni...@gmail.com wrote: Hey, I've just tried decompiling *c5m1_waterfront*, to find that the BSP version has changed to 21. After putting it through my BSP lump introspector, I've found that the BSP format has changed slightly (an integer has been placed somewhere, I think in each lump header). Are VALVe willing to elaborate on this new BSP format, possibly with just the *bspfile.h* in the L4D2 SDK? Much appreciated, - Saul. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)
And there's still some left. But hey, now this is super public! On Thu, Aug 20, 2009 at 10:49 PM, AzuiSleet azuisl...@gmail.com wrote: These exploits are already public, and have been floating around for years before anyway. On Thu, Aug 20, 2009 at 8:43 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: Is it really a good idea to post the link? Not everyone on this list has the best intentions, nor do I think anyone can do anything about it? (Correct me if I'm wrong) Wouldn't it work better directly mailed to Valve? On Thu, Aug 20, 2009 at 7:37 PM, Saul Rennison saul.renni...@gmail.com wrote: Luigi has found yet another exploit in Valve's up-to-date, unexploitable engine :D Thanks, - Saul. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] generating a map overview image
What about starting the game in windowed mode with a custom resolution? Perhaps that would allow going over the max supported by the monitor and as such the screenshot could be made bigger. On Wed, Jun 24, 2009 at 12:53 PM, Joel R. joelru...@gmail.com wrote: You can create a 4000px sized image using the same code created to create a screenshot. However it will require taking several shots because of the natural screen FOV. On Wed, Jun 24, 2009 at 11:41 AM, Jeffrey Wong mindstormmas...@gmail.com wrote: Does anyone know of a tool that can produce a very high resolution image of a map overview? The process we currently use and that is outlined on the developer wiki is essentially a screenshot, thus being limited in size. For example, I'd like to make a 4000px version of the map overview seen here: http://www.dystopia-stats.com/img/overviews/dys_vaccine2.png Thanks in advance. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
Penis. On Thu, Mar 5, 2009 at 3:15 PM, homi h...@nadlanu.com wrote: please dont send mi this mesges. thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Orange Box bot plugin - SVN available - anyone willing to contribute?
But if valve finds this useful... Surely they could work something out. Not like bots would hurt their MP games. The opposite, would make them possible to play offline. On Tue, Dec 23, 2008 at 5:00 PM, Nick xnicho...@gmail.com wrote: Because valve hates open source with a vengeance, and also some one posted the entire valve source sdk onto sourceforge?? Sourceforge, the open source code sharing place? If that doesn't get a call from the lawyers I don't know what will https://rcbot2.svn.sourceforge.net/svnroot/rcbot2/ https://rcbot2.svn.sourceforge.net/svnroot/rcbot2/game/client/animatedtextureproxy.cpp I would like the idea of an open source tf2 bot, but the likely hood of valve tolerating it is like zero. Right now, If I was Valve, I would ignore this thread and just send the lawyers in with a DMCA takedown. Big corporations tend to do that. On Mon, Dec 22, 2008 at 8:33 PM, Daniel Glenn ackartdasfu...@gmail.com wrote: Because... not everyone has an internet connection worth playing? Also, some Source mods don't have that many players anyway. Also, answer this for me. Why would Valve sue someone because they made a bot plugin? Anyway, this is a great idea and I hope that it blossoms into something big. HL1 had a great bot community. On Mon, Dec 22, 2008 at 8:21 PM, Nick xnicho...@gmail.com wrote: I don't understand why anyone would ever want to go through the hassle and waste of time to make a bot framework for orange box. Then they want to make it open source, (not their code btw), and prey valve doesn't stick their lawyers on them. If valve doesn't want to make an bot for tf2, why would you want to??? TF2 is a really fun game, there is no point in destroying it by playing against bots. On Mon, Dec 22, 2008 at 4:34 PM, cheeseh-bu chew...@gmail.com wrote: Hi all, first of all, thanks for the help to get my plugin for the Orange box SDK working, My plugin is at *http://rcbot.bots-united.com* Now just a message for anyone interested in contributing to the source (Bear in mind it is in *Alpha stage*): So now I'm just doing a little advertising for my bot framework for Orange Box, I'm basically *looking for developers* that are interested in contributing to generating a more functional HL2 bot (For mods such as TF2, FF, and MODs in the pipeline such as NS2, SvenCoop2 etc..) by using the *SVN *code repository. The latest *Rcbot2* source code is up on SVN here, https://sourceforge.net/svn/?group_id=248612 If interested in developing make a sourceforge account and contact me. If you have Visual Studio, use: http://ankhsvn.open.collab.net/ and the repository: https://rcbot2.svn.sourceforge.net/svnroot/rcbot2 *Don't forget* to put it into a new folder (such as RCBot2) in the Source SDK utils directory (If u need any help with SVN give me a message) Hope some out there are interested (now time to rest and have a merry xmas + new year ) Thanks!!! -[RCbot] Cheeseh ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Get/dump console output to file
If this is on srcds, add -condebug to your launch options. This will create a file called console.log which will log everything. If you are running this in developer X mode you will get all the console output logged. However... it will log evereything to that one file, so you can get 1gb text files it you dont rename/delete. On Wed, Aug 13, 2008 at 6:39 PM, Chris Deegan [EMAIL PROTECTED] wrote: Not sure if this is useful, but as I used to run all of my srcds instances in 'screen' on Linux - very handy when you are running headlesss remote servers. Doing it this way you can simply spawn the screen with the -L switch. This will pump all text into a file called screenlog.0. It gets everything! I hope this helps. Chris Tiago Conceição wrote: Now can i get the console output from srcds using a plugin Anyway without redirecting stdout?? or dup stdout to a file?? thanks _ Receba GRÁTIS as mensagens do Messenger no seu celular quando você estiver offline. Conheça o MSN Mobile! http://mobile.live.com/signup/signup2.aspx?lc=pt-br ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Which are the other 3 mods that get access to the steamworks sdk?
Zombie Panic Source and Age of Chivalry? It would be nice if Valve finally started distributing mods for ?free? over Steam... that would make updating much easier for everyone and less random disconnects when the versions differ. On Mon, Aug 11, 2008 at 9:52 AM, Wiktor Deresz [EMAIL PROTECTED] wrote: On Mon, Aug 11, 2008 at 8:54 AM, [EMAIL PROTECTED] wrote: I noticed that Synergy is one of the first 4 mods that get access to the steamworks sdk, so im wondering which are the other 3 mods that get access, and if its possible that more mods will get access to the steamworks sdk in the near future, as this would be a great benefit for the source modders out there. -- Der GMX SmartSurfer hilft bis zu 70% Ihrer Onlinekosten zu sparen! Ideal für Modem und ISDN: http://www.gmx.net/de/go/smartsurfer ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Zombie Panic Source! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] New Content Authoring Tools In Tonight's Update
Particle Editor yay! :D On Mon, Jun 9, 2008 at 8:37 PM, Mike Durand [EMAIL PROTECTED] wrote: Hi All- Included in the updates of TF2, Portal, and HL2:Ep2 are the binaries for the particle editor, the commentary editor, and the materials editor. I'm still working on an SDK update that includes a convenient way to launch the tools as well as some example particles and commentary files, but in the interim you can run any of the three games with '-tools' in the launch options and access the new tools. More documentation is on the way, but here is some general information to help get you started checking out the tools: 1. These three tools run in the same process as the engine and you can switch between the tools. 2. The F10 button changes context between playing the game in the 'Engine Viewport' window and editing content via the current tool. 3. In the lower left corner is an input field that allows the user to dispatch console commands to the game while working with the tools. 4. Particle systems are defined in .pcf files that are located in the 'particles' subdirectory beneath the game directory. You should extract some of the TF2, Portal, or Ep2 particle files from the game caches if you would like to see some examples. The SDK update will include example particles. 5. Commentary node information is stored in text files in the games' 'maps' subdirectory and the established naming convention is map_name_commentary.txt. Again, you can extract these files from our shipping games to check out the editor ahead of the SDK update and example nodes. 6. The material editor is a GUI front-end and preview tool that provides a more convenient way of tweaking materials settings. You can extract VMT files from our shipping games or those from your own mods to check it out. I'm sure that there will be lots of questions and I'll do my best to answer them quickly. I'm looking update the SDK either tomorrow or Wednesday which will give you guys some more examples as well as make launching the engine tools more consistent with our other tools. -Best, Mike ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] splitskybox doesnt work
Try this version splitskybox.exe: http://www.lotusclan.com/skysplitting/ See if it works. On Sun, Jun 1, 2008 at 3:53 AM, Chris Deegan [EMAIL PROTECTED] wrote: How might I get my grubby mitts on a working splitskybox.exe? Or even more importantly, how soon might the SDK be updated? ;) CD On 20/05/2008, at 3:16 PM, Tony omega Sergi wrote: when i get home i'll upload a fixed version to tide you over till the sdk is updated. i actually fixed it a while ago. On 5/19/08, 1nsane . [EMAIL PROTECTED] wrote: What do you mean by doesn't work? I've got an older splitskybox here... Guess I could upload it. Although I wanna know what you mean by doesn't work. You don't know how to use it does it crash or what? On Mon, May 19, 2008 at 10:50 PM, Adam Donovan [EMAIL PROTECTED] wrote: Ok so I guess that means nobody can tell me if there is a work around, so I went ahead and made changes to the wiki to reflect that it no longer works(so others dont waste 3 or more hours on it)...I will be happy to change it again if you can prove me wrong. Ad Note* The method descibed in this tutorial doesnt work, To achive finishing a HDR skybox for Source you must render out individual skyboxes as .pfm files as the splitskybox.exe does not function. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Hosting Dedicated Server
You are trying to run an EP2 mod on the EP1 dedicated server? Try using the Team Fortress 2 dedicated server and see how that goes :). On Sun, May 25, 2008 at 11:28 PM, Matthew Dryden [EMAIL PROTECTED] wrote: Hi all, I recently try to take our mod and host a dedicated server for it on my own box by using the Source Dedicated Server in the Tools tab. I moved my whole mod folder for to this folder: C:\Program [EMAIL PROTECTED] dedicated server And then I booted up the program. The server launched fine and it was all good until I tried to connect...then I got this message: This server is using an older protocol ( 7 ) than your client ( 14 ). The mod is based on the Orange Box engine, uses AppID 218, and is not VAC-secured...if I make it VAC secured, it gives me this error: MountFilesystem( 241 ) failed: SteamMountFilesystem(2104,241,0x150dfd64=,0x150dfc54) failed with error 5: No Steam Content Servers are available. Which is fine, I don't need it VAC secured, but I don't understand why I, nor any of my testers, can connect to the server which is using dlls that are absolutely an exact copy of my mod directory. Does anyone have a fix, workaround, or thought on this? Thanks. - Matthew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] splitskybox doesnt work
What do you mean by doesn't work? I've got an older splitskybox here... Guess I could upload it. Although I wanna know what you mean by doesn't work. You don't know how to use it does it crash or what? On Mon, May 19, 2008 at 10:50 PM, Adam Donovan [EMAIL PROTECTED] wrote: Ok so I guess that means nobody can tell me if there is a work around, so I went ahead and made changes to the wiki to reflect that it no longer works(so others dont waste 3 or more hours on it)...I will be happy to change it again if you can prove me wrong. Ad Note* The method descibed in this tutorial doesnt work, To achive finishing a HDR skybox for Source you must render out individual skyboxes as .pfm files as the splitskybox.exe does not function. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Orange Box Engine: CVar attributes?
What about FCVAR_REPLICATED? On Wed, Apr 30, 2008 at 1:48 PM, Tom Leighton [EMAIL PROTECTED] wrote: Never mind then :S My Bad Saul Rennison wrote: Tom, that won't work in server plugins as the client will just ignore that flag. Tom Leighton wrote: He said everything you need to know how to do it. Define the FCVAR_NO_ANNOUNCE in a header so you can use it, #define FCVAR_NO_ANNOUNCE (125) Then on all your cvars put this as a flag ConVar blah(Blah, test, ., FCVAR_REPLICATED FCVAR_NO_ANNOUNCE); Ronny Schedel wrote: Sorry, I didn't mention, it's for a server plugin. // If the CVar has the FCVAR_NO_ANNOUNCE flag, don't announce it. if(pCVar-m_nFlags FCVAR_NO_ANNOUNCE) return; ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] extract detail model positions from a .bsp file?
And you also confirm them yourself right? By logging into to their email accounts? I see, that might just work. On Sun, Mar 16, 2008 at 5:58 AM, Jorge Rodriguez [EMAIL PROTECTED] wrote: On Fri, Mar 14, 2008 at 4:31 PM, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: Yeah I wonder how they get on the mailing list to begin with. When I run into someone on the internet that I don't like, I sign them up for hlcoders spam :P -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] extract detail model positions from a .bsp file?
OT: What is it with this recent bunch of retards? How can they subscribe themselves to the list, then confirm it and yet be unable to read the Unsubscribe message at the bottom while having the audacity to YELL at us to stop emailing him? I will keep on emailing the list, not him. On Fri, Mar 14, 2008 at 2:57 PM, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: Okay. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Chrs Anderson Sent: Friday, March 14, 2008 2:49 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] extract detail model positions from a .bsp file? DO NOT EMAIL ME Nick [EMAIL PROTECTED] wrote: Hotmail is screwing up the entire message list. Please use gmail instead. On Fri, Mar 14, 2008 at 10:14 AM, Adam Donovan wrote: Hi Ryan, By detail props I mean the type of models that are generated automatically on a WorldVertexTransition transition texture based on alpha ranges I always thought it was done at compile time because I see the following line when compiling Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 or is this something else? I would look in the bsp file if there was a simple way to read it as text? -is there? - it just looks like garlbe mess when i open one in notpad..maybe i should try a hex editor? I havent looked into the code for the bsp files yet maybe I will now have a look..any help on this would be cool cause then we might be able to make a small tool that others can use to place any type of entity. thanks again adam Date: Thu, 13 Mar 2008 23:18:45 -0700 From: [EMAIL PROTECTED] To: [EMAIL PROTECTED]; hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] hlcoders digest, Vol 1 #3715 - 6 msgsextract detail model positions from a .bsp file? Are you sure they are compiled? I thought those were generated as func_detail on runtime. If surface detail models are done on compile, they are probably merged with Model 0 (worldspawn). If you find those are generated in vbsp, then just alter vbsp to dump a list of coordinates for you. We have the vbsp code, not the orange box ones yet though I don't think. On Thu, Mar 13, 2008 at 7:02 PM, Adam Donovan wrote: Hi Again all, Is there any way anyone knows of a way to extract detail model positions from a .bsp file? I would like to be able to rip the x,y,z information of the detail models so that I can use the coordinates to place static props. By detail models I mean the unlit models that are emitted from a .vbsp file at compile time. Any ideas help? Adam _ New music from the Rogue Traders - listen now! http://ninemsn.com.au/share/redir/adTrack.asp?mode=clickclientID=832referr al=hotmailtaglineOct07URL=http://music.ninemsn.com.au/roguetradershttp://ninemsn.com.au/share/redir/adTrack.asp?mode=clickclientID=832referral=hotmailtaglineOct07URL=http://music.ninemsn.com.au/roguetraders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~Ryan _ Overpaid or Underpaid? Check our comprehensive Salary Centre http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fcontent%2Emycareer%2Ecom%2Ea u%2Fsalary%2Dcentre%3Fs%5Fcid%3D595810_t=766724125_r=Hotmail_Email_Tagline _MyCareer_Oct07_m=EXThttp://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fcontent%2Emycareer%2Ecom%2Eau%2Fsalary%2Dcentre%3Fs%5Fcid%3D595810_t=766724125_r=Hotmail_Email_Tagline_MyCareer_Oct07_m=EXT ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Players getting stuck in physics objects.
-- [ Picked text/plain from multipart/alternative ] Is this for TF2? If so, disabling turbophysics seems to allow physics objects to push/hurt or even kill players. That way boat props can be punched or otherwise hit (while on them) by a melee weapon and made to move whit out people getting stuck in them. And you are using prop_physics right? Not that multiplayer only version? On Feb 10, 2008 9:30 AM, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: Hello, It seems I have come into an interesting issue. I have a physics object that I am spawning, and everything seems to work normally on it. It will collide with other physics, push them around, etc. Players will also clip/collide with them when they are stopped. The problem is, when the physics object is on the move, such as a barrel rolling, if the player is silly enough to stand in its way the poor uneducated player will get stuck in the physics object while the object moves through the player. If the object stops while instead the player, the player is then permanently stuck until the entity is either deleted, or another player decides to put him out of his misery. I thought it might be the collision groups, but I tried every possible collision group with no change. Any ideas? Thanks. - voogru. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders