Re: [hlcoders] Resetting model entity for CTF
-- [ Picked text/plain from multipart/alternative ] http://www.sourcewiki.org/wiki/index.php/Resetting_the_Map Could you adapt this to your needs? On 8/17/05, Chris Adams [EMAIL PROTECTED] wrote: Hi, I'm currently trying to work in CTF as a gametype for the MOD I'm working on, but I'm having a bit of trouble on resetting the model entity (restoring it to its map-defined position) at the appropriate points. I'll probably end up going through it all and working something out eventually, but I just thought I'd ask here in case anyone can recommend something and save me the hassle :-) Thanks, --- Chris Adams ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Resetting model entity for CTF
-- [ Picked text/plain from multipart/alternative ] http://developer.valvesoftware.com/wiki/My_First_Entity Has all the good stuff with linking the FGD hammer and your code together. On 8/17/05, Chris Adams [EMAIL PROTECTED] wrote: Actually I have another question that's loosely related... I haven't actually used Hammer so I'm not sure, but I believe you can create an entity as defined in the FGD, and then assign it with a name? So how would I go about in the source code getting a handle on the entity in the map that was named 'redflag' for instance of entity type eftcmp_flag? CEFTCMPFlag handle = .. :-) Thanks, --- Chris Adams -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams Sent: 17 August 2005 15:24 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Resetting model entity for CTF Hi, I'm currently trying to work in CTF as a gametype for the MOD I'm working on, but I'm having a bit of trouble on resetting the model entity (restoring it to its map-defined position) at the appropriate points. I'll probably end up going through it all and working something out eventually, but I just thought I'd ask here in case anyone can recommend something and save me the hassle :-) Thanks, --- Chris Adams ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam update has broken debugging
_ ___ 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 __ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email __ __ Information contained in this e-mail is intended for the use of the addressee only, and is confidential and may be the subject of Legal Professional Privilege. Any dissemination, distribution, copying or use of this communication without prior permission of the addressee is strictly prohibited.The views of the author may not necessarily constitute the views of Kuju Entertainment Ltd. Nothing in this email shall bind Kuju Entertainment Ltd in any contract or obligation. The contents of an attachment to this e-mail may contain software viruses which could damage your own computer system. While Kuju Entertainment has taken every reasonable precaution to minimise this risk, we cannot accept liability for any damage which you sustain as a result of software viruses. You should carry out your own virus checks before opening the attachment. __ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email _ ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam update has broken debugging
-- [ Picked text/plain from multipart/alternative ] Very nice :D *nit pick* LostCoast ? On 8/11/05, Alfred Reynolds [EMAIL PROTECTED] wrote: That web page is being worked on, it will be up soon. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: Wednesday, August 10, 2005 4:37 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Steam update has broken debugging -- [ Picked text/plain from multipart/alternative ] Thanks, also notice that lost coast is now on the menu, but unfortunately the web page produces an error. On 8/11/05, Alfred Reynolds [EMAIL PROTECTED] wrote: We have just released an update on Steam to fix this problem. Restart Steam and run the game your Mod depends upon (i.e Half-Life: 2 or Counter-Strike: Source) to get the fix. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Wednesday, August 10, 2005 10:50 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam update has broken debugging A workaround if you get this problem should be to put -insecure on the command line and set sv_lan 1 when running your server. We are looking into this problem right now to determine the appropriate fix for it. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alex Thomson Sent: Wednesday, August 10, 2005 6:17 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam update has broken debugging One of the error message can occur if you need to run the game through Steam, whether you're debugging it or compiling maps. The error here always appears when trying to run a Source game through a debugger. Can you actually debug (e.g. in Visual Studio) your game now? -Original Message- From: Kester [mailto:[EMAIL PROTECTED] Sent: 10 August 2005 13:33 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam update has broken debugging I had the same error, but it happened whilst trying to compile one of my maps. I fixed it by reinstalling steam (no need to delete anything, just run the installer, and install in the exact same place). Now it works normally again. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alex Thomson Sent: 10 August 2005 10:42 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam update has broken debugging Yes, we're experiencing the same problems here with a multiplayer mod. Attempting to run the mod through Visual Studio's debugger produces the errors below. - Deleting steamclient.dll, tier0_s.dll, vstdlib_s.dll from the Half-Life 2 Deathmatch/Bin directory gives the steamclient.dll not found, server communication disabled error. - Running Steam again then restores these 3 files back and gives the original The procedure entry point ... error. - Deleting steam.dll does force an update. Unfortunately it doesn't help with the debugging (even after running the game through Steam again). I'm guessing that there have been some changes to the DLLMain function within these DLLs which has caused them to stop running when running from a debugger. Is that any help? -Original Message- From: Alfred Reynolds [mailto:[EMAIL PROTECTED] Sent: 10 August 2005 06:05 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam update has broken debugging Oh, make sure you have tried launch HL2 through Steam at least once since the update (just to make sure all the on disk binaries are up to date). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Tuesday, August 09, 2005 9:58 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam update has broken debugging You can copy the 3 files I mentioned to \Steam\SteamApps\USERNAME\Half-Life 2\bin\, mark them as read only and then you should be able to debug. Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: Tuesday, August 09, 2005 9:45 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Steam update has broken debugging I tried both of those, still no dice. I quit steam, deleted the files in Half-Life 2\bin and \Steam\Steam.dll, restarted steam, let it update, ran hl2, then tried to debug, same error. -Teddy On 8/10/05, Alfred Reynolds [EMAIL PROTECTED] wrote
Re: [hlcoders] Source SDK's API calls: An inquiry on Source's compatability SpeedTreeRT's middleware solution
geometry with pointers to vertex buffer formats that can be used directly with API calls. SpeedTreeRT does not make use of any system-specific calls. It was written using C++ and the STL library. /While browsing through their SDK, I ran into this in the documentation referring the the work the sample application (Source) would be doing: /Sample Applications: The application handles all basic functions for a particular engine, such as the creation of a window, user interaction, handling messages, etc... The sample application also handles creation of the scene as a whole. This involves the placing of trees and other objects into the scene. When needed, the sample application makes calls to the current SpeedTree wrapper class to access update, rendering, and state management functions of the SpeedTrees /Our question isn't whether the physics and rendering engine are included in the Source SDK because we know that they are not, but rather: would implementing a system such as this be possible, and would access to any API of the Source Engine be possible in any way? I appreciate your feedback ahead of time. -Joshua Jacobo Creative Director http://www.realmsofvalhallon.com / / ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Threaded plugin
-- [ Picked text/plain from multipart/alternative ] I wan't to see how UE3 handles threading say BotMan ;) Shouldnt GearBox be working on some newfangled next gen title using a certain engine ;) On 8/9/05, Patrick Flanagan [EMAIL PROTECTED] wrote: As he said, it's very difficult to write a well threaded game, there's tons of synchronization that needs to take place, and it becomes debugging hell. I don't know about HL2, but with Doom3 originally they had planned to have the rendering running on one thread and the physics and sound each running on separate threads, but during development it was a nightmare to code and they eventually gave up because of too many synchronization problems between the threads. They ended up with one thread for sound (which accounts for very little cpu time) and everything else in the other thread. The problem is that usually the tasks you're doing aren't easily parallelizable. You've got to receive all the input before you can run the next frame,and you've got to run the frame before the renderer can render that frame. Similiar with physics, you could easily thread it if all the objects only interacted with the world, but since they can potentially interact with each other, you can end up with a lot of problems. Sure you can have different threads running different tasks, but typically the other threads are going to be blocked waiting for the previous thread to finish its processing for that frame so that the next thread can start its processing for that frame. Since nothing is running in parallel then, you don't get any advantage from using multiple threads. And thats assuming the code is written correctly, which isn't exactly a cakewalk :) On 8/8/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote: Damien wrote: Maybe the Valve developpers may think about Thread implementation, to let coders use threads in their mods/plugins. Because the first problem I've found for thread coding is that thread implementation in linux and windows are VERY different... So if the engine could give some Thread primitives, it may be better (I mean thread_start, thread_stop,thread_yield, and basic mutex functions)... Threads in games are REALLY hard to do properly. Game developers working on next generation consoles (Xbox360, PS3, etc.) are spending a lot of time and effort trying to create game engines that will handle multiple threads (and/or multiple processors) efficiently. It's difficult to take what has always been a sequential sequence of events (get input, move objects, render frame, repeat) and make threads or tasks that divide up this work without spending a lot of extra time trying to synchronize things between processors or threads. It seems like it would be a simple task to just make separate things run on separate processors, but there is quite a lot of inter-dependency between things in the world, so many times you can't perform calculations on thing A until thing B has been updated, and thing B may depend on thing C and D, etc. Not only does the creating of the code become much more difficult, but the debugging of the code becomes a nightmare (because you pretty much need a separate debugger for each thread or processor). -- Jeffrey botman Broome ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Threaded plugin
-- [ Picked text/plain from multipart/alternative ] If you talk i'll give you a bit of fluff, 2 pencils and some floss. On 8/9/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote: Ben Davison wrote: -- [ Picked text/plain from multipart/alternative ] I wan't to see how UE3 handles threading say BotMan ;) Shouldnt GearBox be working on some newfangled next gen title using a certain engine ;) No comment. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Threaded plugin
-- [ Picked text/plain from multipart/alternative ] http://www.hl2coding.com/article.php?article=3 On 8/5/05, Damien [EMAIL PROTECTED] wrote: Hi I've developped a mysql plugin tu use with srcds. Due to performance issues, I'd like to make some operations go into another thread to avoid lag spikes... I've found a noob tutorial for posix threads under linux, but how can I do same thing under windows ? Or do it with a few code changes ? And is there a sample for the CUtlVector class ? Thanks Dede ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Video playback
-- [ Picked text/plain from multipart/alternative ] http://developer.valvesoftware.com/wiki/Procedural_Materials On 8/2/05, Lachlan Gunn [EMAIL PROTECTED] wrote: Hi, this is probably a question that more experienced users have solved repeatedly, but I cannot seem to find it documented, so here goes: I am trying to display pre-rendered video (both in-game and as cutscenes). I assumed that the best way to do this would be to modify the texture at runtime for each decoded frame, but I am not sure how to go about doing this. Could someone please point me in the right direction or tell me another way? Thanks, Lachlan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] increasing the vertex buffer size
-- [ Picked text/plain from multipart/alternative ] Optmize your map. On 8/1/05, Kiran Sudhakara [EMAIL PROTECTED] wrote: i was testing a rather large map and i came upon a crash. i got the error msg: Too many verts for a dynamic vertex buffer (3311432768) Tell a programmer to up VERTEX_BUFFER_SIZE. problem is... there is no VERTEX_BUFFER_SIZE to be found. i think the code that the msg is referencing is not part of the sdk. are there any solutions that i myself can use? if not are there any plans for valve to increase some of the engine limits? it seems like everywhere i turn im hitting another limitation of the engine. -Kiran Start your day with Yahoo! - make it your home page http://www.yahoo.com/r/hs ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] I fail at linux - Directory help and base files help.
-- [ Picked text/plain from multipart/alternative ] I'm gonna paste my makefile here, I am also logged in as root. All I do to compile is go to to linux_sdk and type make in the terminal. # # Developer configurable items # # the name of the mod binary (_i486.so is appended to the end) NAME=osp # the location of the vcproj that builds the mod MOD_PROJ=../dlls/hl_sdk.vcproj # the name of the mod configuration (typically proj name_build typebuild target) MOD_CONFIG=hl_ReleaseSDKWin32 # the directory the base binaries (tier0_i486.so, etc) are located GAME_DIR=/root/srcds_l/srcds GAME_DIR=/root/srcds_l/srcds # compiler options (gcc 3.4.1 or above is required) CC=/usr/bin/gcc CPLUS=/usr/bin/g++ CLINK=/usr/bin/gcc CPP_LIB=/usr/lib/gcc/i386-redhat-linux/3.4.3/libstdc++.a /usr/lib/gcc/i386-redhat-linux/3.4.3/libgcc_eh.a # put any compiler flags you want passed here USER_CFLAGS= # link flags for your mod, make sure to include any special libraries here #LDFLAGS=-lm -ldl $(GAME_DIR)/bin/tier0_i486.so $(GAME_DIR)/bin/vstdlib_i486.so Also note: When I tried to paste in this it mysteriously didn't bring this in from geedit GAME_DIR=/root/srcds_l/srcds could be related? By the way, thanks for your time. On 7/26/05, Slash [EMAIL PROTECTED] wrote: Clearly your GAME_DIR is not correct. I assume you also compiling as root so it can access the /root/ folder? Do you have more than one GAME_DIR? Is one commented? Is the wrong one commented? Look, if I change the GAME_DIR to a directory above the correct one, here is the error: gcc: /home/slash/steam/bin/tier0_i486.so: No such file or directory gcc: /home/slash/steam/bin/vstdlib_i486.so: No such file or directory Note the full path. Yours says /bin/, not /root/srcds_l/srcds/bin/ like it should be. It's looking in /bin/ for the libraries. Why? Please check the makefile again. -Slash On 7/25/05, Ben Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] gcc: /bin/tier0_i486.so: No such file or directory gcc: /bin/vstdlib_i486.so: No such file or directory On 7/26/05, Slash [EMAIL PROTECTED] wrote: Paste the error. If you verified that /root/srcds_l/srcds/bin/tier0_i486.so and /root/srcds_l/srcds/bin/vstdlib_i486.so exist, then there is something else wrong. You shouldnt have to edit LDFLAGS. -Slash ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] I fail at linux - Directory help and base files help.
-- [ Picked text/plain from multipart/alternative ] I finnaly got xerces built(I think) but now i'm having other troubles. From my make log: gcc: /bin/tier0_i486.so: No such file or directory gcc: /bin/vstdlib_i486.so: No such file or directory Where are theese files located anyway? I'm also having problems with this. gcc: /usr/lib/gcc/i386-redhat-linux/3.4.2/libstdc++.a: No such file or directory gcc: /usr/lib/gcc/i386-redhat-linux/3.4.2/libgcc_eh.a: No such file or directory http://img345.imageshack.us/img345/9059/screenshot1filefoundsearchforf.png Any ideas or help? I am also enclosing my full compile log if anybody can see any other errors. [EMAIL PROTECTED] linux_sdk]# make if [ -z /usr/local/bin/gcc ]; then echo Compiler not defined.; exit; fi if [ ! -d . ];then mkdir .;fi cd . make -f Makefile.vcpm CC=/usr/local/bin/gcc CPLUS=/usr/bin/g++ CPP_LIB=/usr/lib /gcc/i386-redhat-linux/3.4.2/libstdc++.a /usr/lib/gcc/i386-redhat-linux/3.4.2/li bgcc_eh.a BUILD_DIR=. BUILD_OBJ_DIR=./obj SOURCE_DIR=.. SHLIBLDFLAGS=-shared -W l,-Map,vcpm_map.txt -Wl SHLIBEXT=so CLINK=/usr/bin/gcc CFLAGS= -mtune=i686 -ma rch=pentium -mmmx -O3 -fpermissive -D_LINUX -DNDEBUG -Dstricmp=strcasecmp -D_str icmp=strcasecmp -D_strnicmp=strncasecmp -Dstrnicmp=strncasecmp -D_snprintf=snpri ntf -D_vsnprintf=vsnprintf -D_alloca=alloca -Dstrcmpi=strcasecmp -Usprintf=use_Q _snprintf_instead_of_sprintf -Ustrncpy=use_Q_strncpy_instead -UPROTECTED_THINGS_ ENABLE LDFLAGS=-lm -ldl /tier0_i486.so /vstdlib_i486.so ARCH=i486 GAME_DIR= M OD_CONFIG=hl_ReleaseSDKWin32 NAME=osp XERCES_INC_DIR=/root/xerces-c-src_2_6_0/in clude XERCES_LIB_DIR=/root/xerces-c-src_2_6_0/lib make[1]: Entering directory `/root/src/linux_sdk' mkdir ./obj mkdir: cannot create directory `./obj': File exists make[1]: [dirs] Error 1 (ignored) mkdir ./obj/vcpm mkdir: cannot create directory `./obj/vcpm': File exists make[1]: [dirs] Error 1 (ignored) mkdir ./obj/vcpm/public mkdir: cannot create directory `./obj/vcpm/public': File exists make[1]: [dirs] Error 1 (ignored) /usr/bin/gcc -o ./vcpm ./obj/vcpm/makefilecreator.o ./obj/vcpm/vprojtomake.o ./ obj/vcpm/vcprojconvert.o ./obj/vcpm/public/characterset.o ./obj/vcpm/public/int erface.o ./obj/vcpm/public/KeyValues.o ./obj/vcpm/public/utlbuffer.o ./obj/vcpm/ public/utlsymbol.o /usr/lib/gcc/i386-redhat-linux/3.4.2/libstdc++.a /usr/lib/gc c/i386-redhat-linux/3.4.2/libgcc_eh.a -lm -ldl -L/root/xerces-c-src_2_6_0/lib -l xerces-c /bin/tier0_i486.so /bin/vstdlib_i486.so gcc: /usr/lib/gcc/i386-redhat-linux/3.4.2/libstdc++.a: No such file or directory gcc: /usr/lib/gcc/i386-redhat-linux/3.4.2/libgcc_eh.a: No such file or directory gcc: /bin/tier0_i486.so: No such file or directory gcc: /bin/vstdlib_i486.so: No such file or directory make[1]: *** [vcpm] Error 1 make[1]: Leaving directory `/root/src/linux_sdk' make: *** [vcpm] Error 2 -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] I fail at linux - Directory help and base files help.
-- [ Picked text/plain from multipart/alternative ] I should of put my makefile aswell(I had changed it) So where do I actually get the game files? From the windows install? # the name of the mod binary (_i486.so is appended to the end) NAME=mod # the location of the vcproj that builds the mod MOD_PROJ=../dlls/hl_sdk.vcproj # the name of the mod configuration (typically proj name_build typebuild target) MOD_CONFIG=hl_ReleaseSDKWin32 # the directory the base binaries (tier0_i486.so, etc) are located GAME_DIR=/root/src/ #GAME_DIR=~/valve/hl2bin/ # compiler options (gcc 3.4.1 or above is required) CC=/usr/bin/gcc CPLUS=/usr/bin/g++ CLINK=/usr/bin/gcc CPP_LIB=/usr/lib/gcc/i386-redhat-linux/3.4.2/libstdc++.a /usr/lib/gcc/i386-redhat-linux/3.4.2/libgcc_eh.a # put any compiler flags you want passed here USER_CFLAGS= # link flags for your mod, make sure to include any special libraries here LDFLAGS=-lm -ldl $(GAME_DIR)/tier0_i486.so $(GAME_DIR)/vstdlib_i486.so Theese are all correct as far as I can tell(searched the system for them) On 7/25/05, John Beranek [EMAIL PROTECTED] wrote: Ben Davison wrote: -- [ Picked text/plain from multipart/alternative ] I finnaly got xerces built(I think) but now i'm having other troubles. From my make log: gcc: /bin/tier0_i486.so: No such file or directory gcc: /bin/vstdlib_i486.so: No such file or directory Where are theese files located anyway? I'm also having problems with this. gcc: /usr/lib/gcc/i386-redhat-linux/3.4.2/libstdc++.a: No such file or directory gcc: /usr/lib/gcc/i386-redhat-linux/3.4.2/libgcc_eh.a: No such file or directory You fail at reading too. From: http://developer.valvesoftware.com/wiki/Compiling_under_Linux it appears that you've not set a few variables in linux_sdk/makefile correctly, namely: GAME_DIR - this is why it can't find tier0_i486.so, vstdlib_i486.so CC,CPLUS,CLINK,CPP_LIB - You need to point the makefile at the right location of all these things. Where they exist is highly variable based on what distro you're using. John. -- John Beranek To generalise is to be an idiot. http://redux.org.uk/ -- William Blake ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] I fail at linux - Directory help and base files help.
-- [ Picked text/plain from multipart/alternative ] I'm also using fedora core 3. On 7/25/05, Ben Davison [EMAIL PROTECTED] wrote: I should of put my makefile aswell(I had changed it) So where do I actually get the game files? From the windows install? # the name of the mod binary (_i486.so is appended to the end) NAME=mod # the location of the vcproj that builds the mod MOD_PROJ=../dlls/hl_sdk.vcproj # the name of the mod configuration (typically proj name_build typebuild target) MOD_CONFIG=hl_ReleaseSDKWin32 # the directory the base binaries (tier0_i486.so, etc) are located GAME_DIR=/root/src/ #GAME_DIR=~/valve/hl2bin/ # compiler options (gcc 3.4.1 or above is required) CC=/usr/bin/gcc CPLUS=/usr/bin/g++ CLINK=/usr/bin/gcc CPP_LIB=/usr/lib/gcc/i386-redhat-linux/3.4.2/libstdc++.a /usr/lib/gcc/i386-redhat-linux/3.4.2/libgcc_eh.a # put any compiler flags you want passed here USER_CFLAGS= # link flags for your mod, make sure to include any special libraries here LDFLAGS=-lm -ldl $(GAME_DIR)/tier0_i486.so $(GAME_DIR)/vstdlib_i486.so Theese are all correct as far as I can tell(searched the system for them) On 7/25/05, John Beranek [EMAIL PROTECTED] wrote: Ben Davison wrote: -- [ Picked text/plain from multipart/alternative ] I finnaly got xerces built(I think) but now i'm having other troubles. From my make log: gcc: /bin/tier0_i486.so: No such file or directory gcc: /bin/vstdlib_i486.so: No such file or directory Where are theese files located anyway? I'm also having problems with this. gcc: /usr/lib/gcc/i386-redhat-linux/3.4.2/libstdc++.a: No such file or directory gcc: /usr/lib/gcc/i386-redhat-linux/3.4.2/libgcc_eh.a: No such file or directory You fail at reading too. From: http://developer.valvesoftware.com/wiki/Compiling_under_Linux it appears that you've not set a few variables in linux_sdk/makefile correctly, namely: GAME_DIR - this is why it can't find tier0_i486.so, vstdlib_i486.so CC,CPLUS,CLINK,CPP_LIB - You need to point the makefile at the right location of all these things. Where they exist is highly variable based on what distro you're using. John. -- John Beranek To generalise is to be an idiot. http://redux.org.uk/ -- William Blake ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] I fail at linux - Directory help and base files help.
-- [ Picked text/plain from multipart/alternative ] A quick Q. What game should I put in for the srcds -game paramenter? Hopefully so I can just download the needed files and not all the extra files that come with it. On 7/25/05, Slash [EMAIL PROTECTED] wrote: Your Makefile is messed up. First, GAME_DIR is the location of your Steam SRCDC installation directory. That's where the tier0_i486.so, etc are. So you need the SRCDS installed on the computer you are compiling on, basically (I suppose you could just get the .so files in question from somewhere, but I'm not sure). . If those files are located, for example, /usr/local/games/steam/srcds/bin/(tier0_i486.so,vstdlib_i486.so), your Makefile should read like this: GAME_DIR=/usr/local/games/steam/srcds That will fix those No such file or directory errors (note: don't add the bin/ directory to that line, as commands later on append bin/ automatically). Your CPP_LIB line is weird. Is that spread over 2 lines? Verify its all on the same line. If you are using pico or nano or something it could be wordwrapping. And I guess both those files are in the same directory for you (on my systems they are in different places)? For the GCC/G++/etc yours are probably correct, you can make sure by typing which gcc and which g++, etc in a console. It tells you the path of where these files are. In fact, this will work too (note those are backticks, not quotes. It tells the computer to execute the command contained within and put the result there): CC=`which gcc` CPLUS=`which g++` CLINK=`which gcc` Make sure your Xerces paths are correct as well. XERCES_INC_DIR / XERCES_LIB_DIR. If you installed it manually, then its hard to say where you put it. But chances are you will get errors relating to xerces if you set it incorrectly. If you try compiling again and get this error: ./vcpm: error while loading shared libraries: tier0_i486.so: cannot open shared object file: No such file or directory Do this: export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:. This adds the current directory to the paths of where to look for libraries (ie, the .so files in question). Note that there is a colon(:) and period (.) at the end there. Very important since . represents the current directory. -Slash ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] I fail at linux - Directory help and base files help.
-- [ Picked text/plain from multipart/alternative ] So you have to download the whole of hl2mp to get those 2 files, crazy. Maybe valve should put an -game srcsdk ? On 7/25/05, Slash [EMAIL PROTECTED] wrote: You mean the steam updater? Run it once so it can update itself. ./steam SRCDS and HLDS have to be separated, so I usually put the steam updater in steam/ and then make a hlds/ and srcds/ directory within that directory. ./steam -command update -game hl2mp -dir srcds You only need the -dir for original installation. After that, you can just do ./steam -command update -game hl2mp. -Slash On 7/25/05, Ben Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] A quick Q. What game should I put in for the srcds -game paramenter? Hopefully so I can just download the needed files and not all the extra files that come with it. On 7/25/05, Slash [EMAIL PROTECTED] wrote: Your Makefile is messed up. First, GAME_DIR is the location of your Steam SRCDC installation directory. That's where the tier0_i486.so, etc are. So you need the SRCDS installed on the computer you are compiling on, basically (I suppose you could just get the .so files in question from somewhere, but I'm not sure). . If those files are located, for example, /usr/local/games/steam/srcds/bin/(tier0_i486.so,vstdlib_i486.so), your Makefile should read like this: GAME_DIR=/usr/local/games/steam/srcds That will fix those No such file or directory errors (note: don't add the bin/ directory to that line, as commands later on append bin/ automatically). Your CPP_LIB line is weird. Is that spread over 2 lines? Verify its all on the same line. If you are using pico or nano or something it could be wordwrapping. And I guess both those files are in the same directory for you (on my systems they are in different places)? For the GCC/G++/etc yours are probably correct, you can make sure by typing which gcc and which g++, etc in a console. It tells you the path of where these files are. In fact, this will work too (note those are backticks, not quotes. It tells the computer to execute the command contained within and put the result there): CC=`which gcc` CPLUS=`which g++` CLINK=`which gcc` Make sure your Xerces paths are correct as well. XERCES_INC_DIR / XERCES_LIB_DIR. If you installed it manually, then its hard to say where you put it. But chances are you will get errors relating to xerces if you set it incorrectly. If you try compiling again and get this error: ./vcpm: error while loading shared libraries: tier0_i486.so: cannot open shared object file: No such file or directory Do this: export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:. This adds the current directory to the paths of where to look for libraries (ie, the .so files in question). Note that there is a colon(:) and period (.) at the end there. Very important since . represents the current directory. -Slash ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] I fail at linux - Directory help and base files help.
-- [ Picked text/plain from multipart/alternative ] Ok I know have the files but i'm still having problems(me and linux don't mix) Here is my GAME_DIR GAME_DIR=/root/srcds_l/srcds Here is my LDFLAGS LDFLAGS=-lm -ldl $(GAME_DIR)/bin/tier0_i486.so $(GAME_DIR)/bin/vstdlib_i486.so And here according to the linux file manager are the files. http://img94.imageshack.us/img94/129/screenshotbin7mo.png Any ideas? On 7/25/05, Slash [EMAIL PROTECTED] wrote: Doesn't the SDK base depend on hl2mp? If you wanted to actually run a server after compiling your mod, you would probably need hl2mp files. By the way, a few people in the past (as well as myself) have gotten errors which are a result of not having the right versions of GCC. I am running GCC 3.4.3 and GLIBC 2.3.4 and I cannot compile under linux. Here is the error: In file included from /usr/lib/gcc/i686-pc-linux-gnu/3.4.3/../../../../include/c++/3.4.3/string:48, from ../dlls/../public/stdstring.h:26, from ../dlls/ai_playerally.h:18, from ../dlls/npc_talker.h:32, from ../dlls/npc_talker.cpp:10: /usr/lib/gcc/i686-pc-linux-gnu/3.4.3/../../../../include/c++/3.4.3/memory:77:62: macro max requires 2 arguments, but only 1 given If you see a bunch of errors like that after compiling for a while, I can't help you. There was an old message on the list and someone advised the other person to get the exact versions that Valve recommends to fix the problem. Fedora Core 3 comes with versions very close to the exact ones recommended, hopefully you will be OK. I was just trying to compile the SDK as a favor to someone, so I didn't bother getting the right versions and trying again because I'm lazy (but perhaps I'll try on a computer that isn't my desktop) :) -Slash On 7/25/05, Ben Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] So you have to download the whole of hl2mp to get those 2 files, crazy. Maybe valve should put an -game srcsdk ? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] I fail at linux - Directory help and base files help.
-- [ Picked text/plain from multipart/alternative ] gcc: /bin/tier0_i486.so: No such file or directory gcc: /bin/vstdlib_i486.so: No such file or directory On 7/26/05, Slash [EMAIL PROTECTED] wrote: Paste the error. If you verified that /root/srcds_l/srcds/bin/tier0_i486.so and /root/srcds_l/srcds/bin/vstdlib_i486.so exist, then there is something else wrong. You shouldnt have to edit LDFLAGS. -Slash ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Throwing phys objects
-- [ Picked text/plain from multipart/alternative ] http://articles.thewavelength.net/707/ Could be usefull? On 7/21/05, Kamran [EMAIL PROTECTED] wrote: Yup, figured it out. Thank you very much! Jay Stelly wrote: There's a different function for throwing objects with the physcannon. The one I mention below is the correct code for the player picking up objects with his hands. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kamran Sent: Thursday, July 21, 2005 2:15 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Throwing phys objects Nevermind my other email, it does work with just hand picking up. Now I need to figure out if it was thrown using the physgun or hands... Jay Stelly wrote: weapon_physcannon.cpp: void CPlayerPickupController::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) has the code -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kamran Sent: Thursday, July 21, 2005 12:13 PM To: HLCoders Subject: [hlcoders] Throwing phys objects If anyone has messed with the code for throwing physics objects, where is it? I basically want to edit what happens when the user presses MOUSE1 and MOUSE2. I searched for IN_ATTACK, throw, toss, and I didn't find anything related to it. I found where it checks to see if the user can pick up the object... but nothing more, really. I'll keep looking but if you know, it'd save me time. -- Kamran A Get Firefox! Safer, Faster, Better. http://www.spreadfirefox.com/?q=affiliatesid=0t=85 Down with Internet Explorer! Say NO! to Spyware! Use Firefox ___ 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 -- Kamran A Get Firefox! Safer, Faster, Better. http://www.spreadfirefox.com/?q=affiliatesid=0t=85 Down with Internet Explorer! Say NO! to Spyware! Use Firefox ___ 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 -- Kamran A Get Firefox! Safer, Faster, Better. http://www.spreadfirefox.com/?q=affiliatesid=0t=85 Down with Internet Explorer! Say NO! to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type
-- [ Picked text/plain from multipart/alternative ] I wish there was an easy way to install that XML parser, I'm a god damn linux nub. Does anybody know another distrubution that dosent need 4 discs to install, which can build source? On 7/14/05, Michael A. Hobson [EMAIL PROTECTED] wrote: Zack: In order to get the right version of GCC as well as everything it depends upon, it's easier for him to just install an older Fedora Core. I'm pretty sure he set up Fedora Core 4 just for building Source on Linux, so it's not like he's going to lose anything but a little time. At 02:23 AM 7/14/2005, you wrote: He meant GCC, not your entire distro. On 7/13/05, Nick [EMAIL PROTECTED] wrote: On 7/13/05, Alfred Reynolds [EMAIL PROTECTED] wrote: 4.0 has not been tested, you should use the 3.4.x series. - Alfred - i will try to install fedora core 3 tonight and see how that works Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type
-- [ Picked text/plain from multipart/alternative ] If I could kiss you I would ;) On 7/14/05, Jeff Fearn [EMAIL PROTECTED] wrote: On 7/14/05, Ben Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I wish there was an easy way to install that XML parser, I'm a god damn linux nub. I'm loosing track of who is who here ... are you using Fedora? Googling for 'XML Parser rpm' first link http://dag.wieers.com/packages/perl-XML-Parser/ Follow the instructions on the link below to add that repo to your yum config so you can use yum to get any deps for you. That is, after follwing those instructions 'yum install perl-XML-Parser' will install the parser and any dependencies. http://dag.wieers.com/home-made/apt/FAQ.php#B Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling issues with plugin : strange things...
-- [ Picked text/plain from multipart/alternative ] I am having the same major plugins with linux and compiles, but my problem is with the XML parser, I have no idea how to install it. And the documentation on their site is overly complex to someone who is very new with linux. On 7/12/05, Damien [EMAIL PROTECTED] wrote: Why linux and C++ don't like me ? Maybe, I have to stop developping, and go back to the sandbox... So the Makefile from the SDK are too tricky for me to configure just for a plugin. So I've followed this tutorial : http://www.sourcemod.net/forums/viewtopic.php?t=269 I've tryed to compile only the serverplugin_empty but it gave me the same problem of files not found... Since I'm searching for solutions since 1.5 week, I going to stop with this distrib, and ask : How has a distrib that can compile srcds plugins without lots of modifications ? I need a solution like this : - distrib to install - packages/apps to install - files to copy - makefile to alter - make In the worst case, if I really don't manage, how can compile my plugin ? Damien ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vehicle Prediction
-- [ Picked text/plain from multipart/alternative ] Look! I'm playing the worlds smallest violin. On 7/11/05, Tom Edwards [EMAIL PROTECTED] wrote: One of the reasons I like mailing lists is that you need at least some degree of sense to find and sign up to them. A theory that doesn't always hold true, unfortunately. It's the same old shit with a new spit shine. Sounds like someone I know, minus the shine. SB Childe Roland wrote: It's just that I was looking forward to HL2 so much. Valve really let us down with not having sooo many features that were included in engines released 2 years before Source. On top of that they released it late, and it still didn't have that shit. Now they are trying to take away our (meta-mod-style) plugins. And the support for developers (while probably better than some games) has not been near what it should be. I guess they figured since they already got 3rd party mods (DoD, and CS) to inflate their popularity so much and sell so many copies of HL that they don't need to give a shit about anyone else trying to release one. Plus, where the hell is DoD:S Now that I think about it, if it turns out like CS:S (exactly like the original) then who the fuck cares where it is. They didn't even give us new maps until several months into CS:S, who wants to bet we get no new maps with the release of DoD:S? Let alone being kind enough to throw in a new game play mode. It's the same old shit with a new spit shine. I'm kinda starting to wish that the CS and DoD teams hadn't sold out to Valve. Maybe it would've helped keep their egos in check... On 7/10/05, Ben Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Wrong side of bed? -- - Ben Davison - http://www.shadow-phoenix.com -- -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vehicle Prediction
-- [ Picked text/plain from multipart/alternative ] Ronny, how goes your game thats going to be the exact same as CS:S? On 7/11/05, tei [EMAIL PROTECTED] wrote: Ronny Schedel wrote: ... But the completly opposite happens, now we have much lesser control than ever a coding interface can provide us. The old coders have to do what the company wants. Very bad situation. We need a new MOD without control of a company. I wrote this program to solve the problem: 09 REM Very bad situation solver 10 PICK a good mod not oWn3d by a company 11 PIMP $good_mod 12 GOTO 11 please run it on your real life and internet area. may crash by division by zero error if theres not good mods out here :/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vehicle Prediction
-- [ Picked text/plain from multipart/alternative ] I sense this is going to turn into another valve are killing off plugins On 7/11/05, Tony omega Sergi [EMAIL PROTECTED] wrote: Then CS1 wasn't free either. Neither was DOD or insert mod here, you still had to pay to get half-life. Then download them. -Original Message- From: Ronny Schedel [mailto:[EMAIL PROTECTED] Sent: July 11, 2005 11:35 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Vehicle Prediction lol, to some extent you have good points SB. however CSS did come free with HL2. The CS team was mainly 2 people, Gooseman and Cliffe, so I say Kudos to them for getting to Valve, and since it was free with HL2, I don't think it's too bad at all. Yes, CSS comes with HL2, but it wasnt free, we had to pay for it. -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.323 / Virus Database: 267.8.11/45 - Release Date: 09/07/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Debugging from .NET and Physics
-- [ Picked text/plain from multipart/alternative ] First issue, sometimes you have to run the game from the steam play games menu for it to play nice. Second issue, no idea :P On 7/11/05, ChromeAngel [EMAIL PROTECTED] wrote: 2 issues, firstly Up until this weekend i'd been hapily running and debugging my source mod from .NET, all of a sudden it's stopped working. I can run the mod normally from a shortcut, but I can't debug. When hitting the run button it compiles normally then a windows dialog box titled Error! pops up with the message Unable to load engine.dll and that's as far as it goes, I guess this message is coming form HL2.exe. I tried searching the various forums and what not, which came up with an old issue that caused the same message and has since been fixed. The old issue could be worked around by loading HL2 first, I tried this it had no effect. secondly, When I load my first map with a physics entity on it I get a stream of messages in the console saying Infinite values from vphysics!. The entity in this relates to is hanging in mid-air, approaching it causes a crash. Loading the same map again the entity behaves normaly and falls to the ground as it should. I found the message in the code, it turns out to be an origin of (0,0,0) being returned in an physics update (potentialy a valid origin for this entity BTW). Due to my first issue I can't debug this crash to get any clues as tothe cause of this crash. Any idea why this only fouls up the first time around? Your help would be much appreciated. - ChromeAngel ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vehicle Prediction
-- [ Picked text/plain from multipart/alternative ] Wrong side of bed? On 7/10/05, Childe Roland [EMAIL PROTECTED] wrote: I'm pretty sure they'll wait till they've screwed enough people out of their money by selling them HL2 without promised features, then theyll throw those features into a new product and sell the same shit to the same people again On 7/9/05, Andrew (British_Bomber) [EMAIL PROTECTED] wrote: lol :D Those TF2 quotes are a conspiracy.. They are just there to give you that tiny glimmer of hope that it will some day release :P :P :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Reserved slots and sv_visiblemaxplayers
-- [ Picked text/plain from multipart/alternative ] Any chance that sv_turbophysics will be made default? I see you fixed that funny bug where you could manipulate objects while dead. On 7/7/05, Ben Davison [EMAIL PROTECTED] wrote: Well anyway, im loving the update. Send the team my thanks ;) And when is the next SDK update :P On 7/7/05, Alfred Reynolds [EMAIL PROTECTED] wrote: The plugin interface is the same (and testing of it passed successfully). Any plugins that rely on a particular memory layout of CBaseEntity et al in our binaries could be totally broken, you shouldn't do that. Actually, there is one change (nothing that would break a plugin). We added this function: virtual void InsertServerCommand( const char *str ) = 0; To the end of the IVEngineServer interface (at Mattie's request). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: Wednesday, July 06, 2005 5:02 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Reserved slots and sv_visiblemaxplayers -- [ Picked text/plain from multipart/alternative ] Has anything else changed todo with plugins? *Apparently* theres trouble with plugins. On 7/7/05, Alfred Reynolds [EMAIL PROTECTED] wrote: If you have written a plugin/addon for the Source engine that implements reserved slots (i.e making some positions on your server not available to the public at large) then you MUST set the sv_visiblemaxplayers to the number of actual PUBLIC slots on the server. We have had numerous complaints from users about seeing a seemly free slot and then being kicked after connecting. - Alfred ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Many thanks to Valve and Alfred!
-- [ Picked text/plain from multipart/alternative ] *Queue 'we want this' and 'why are you not doing this'* On 7/7/05, Tom Edwards [EMAIL PROTECTED] wrote: *Queue 'should have been there from the start' complaints* Mattie Casper wrote: I love the new update. Not least because of the new addition of the API InsertServerCommand(): Actually, there is one change (nothing that would break a plugin). We added this function: virtual void InsertServerCommand( const char *str ) = 0; To the end of the IVEngineServer interface (at Mattie's request). - Alfred Thanks a lot guys! I've already incorporated support for this in EventScripts v0.9.0, released last night. This is an excellent exhibition of Valve's support for the plugin community. Thanks again for helping out so quickly! -Mattie ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 1.1162 (20050706) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Disable Hitboxes in CS:S
-- [ Picked text/plain from multipart/alternative ] Yes, there was a zombie mod posted on here that implemented that. On 7/7/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: The idea is for training CSS players to go for the head. . . I had imagined some kind of server plugin which implements a cvar like 'sv_headshots_only' on a standard CSS server. However, I have never done anything in C before - I just want to know if such a plugin is possible before I break out the books. Good idea about the negative sound for a miss tho! Gee -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of tei Sent: 07 July 2005 15:19 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Disable Hitboxes in CS:S [EMAIL PROTECTED] wrote: Hi, I'm trying to find a way to disable every hitbox except the head in CS:S. I am prepared to learn what it takes to do this. Sound like a fun mod/cs gamemode. But you sould emit metal impact sounds (and maybe sparks) to help the player that a shot doest not damage. Then emit a blood sound for the sucesfull one (and maybe blood decals). Yet another option its to make these bullets to bounce with ricochet effects (sparks and sound?). Because this will add a tactical level. If you get catch on a tight corridor, your body chess invulnerability will be not that good because somehome spreading the corridor with bullets will hit your head by ricochet bullets. Adding a bit of momentum on bullets impact can be good, to enhance realism feeling. Its CS:S that modable?. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -- HBOS plc, Registered in Scotland No. SC218813. Registered Office: The Mound, Edinburgh EH1 1YZ. HBOS plc is a holding company, subsidiaries of which are authorised and regulated by the Financial Services Authority. == ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Valve: need a clear statement
-- [ Picked text/plain from multipart/alternative ] And have a player base of 5 people. I think you misinterpreted what he meant by cleaning the code. On 7/6/05, Ronny Schedel [EMAIL PROTECTED] wrote: To work around the restrictions is not the way I want to go. As you can see with cheating death, after every update CD isnt working and needs to be fixed a couple of times - this is wasteless time... I only want to know for sure, if we cant expect more than we have yet or not. Because there is a second more reliable option: make a clone of Valves commercial games under a different name and support server mods. Sure, there would be much to do, but this option is much reliable than to work around the restrictions after every update. Ronny *plays the violin* I think you missed the out cry by a few weeks there, people are moving on with it and trying work around the restrictions -- Draco ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Valve: need a clear statement
-- [ Picked text/plain from multipart/alternative ] Ooooh a challenge. I'll see you in 2 months. On 7/6/05, Ronny Schedel [EMAIL PROTECTED] wrote: If it would be need 5 years to implement the logic of like CS, then anyone should change his job immediatly... You dont need to invent the wheel a second time, the grafic stuff is already there and can be used, there is only the gamelogic left. To summarize it for CS:Source: 2 teams, 2 gamemods (de, cs), a buy menu and some entities. It can be done within 1 or 2 months of constantly work. Ronny GO FOR IT! It'll be interesting to see what you have in about five years. ;) -- Jeffrey botman Broome ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Valve: need a clear statement
-- [ Picked text/plain from multipart/alternative ] I think someone like Alfred should just clear valves stance on this once and for all. Nip it in the bud please Alfred. On 7/6/05, Predatory Kangaroo [EMAIL PROTECTED] wrote: I'm not sure everyone's clear on what's being suggested here. Botman (as did I) seems to have assumed that when you said Make a clone of Valves commercial games, you meant that you or your team would reimplement the engine itself (heck, to design Source in 5 years would be a shocking accomplishment for any of us). If we assume that you mean you would reimplement just the mods themselves, that's a rather more realistic goal, but you're still playing catch up. If you aim to maintain compatibility between your mod and the original mod, you would have to release an update after each CS update, from the simple stuff (tweaking balance values) to figuring out the changes in internal structures. If you aim to merely approximate the gameplay, then you're going to have to realize that you're making a mod which is nearly identical to a publically available, very widespread mod... I hardly think the average user will see a reason to switch. Here, too, if you're going to try and match CS as closely as possible, with each CS release you'll be tweaking your own mod, so you still have to make changes far too often, which beggars the question - what's the point? In any situation, there will either be no incentive for most users to switch, or there will still be the same level or regular maintenance required. The only real hope we have is for Valve to return to their original stance of allowing easy metamoddability, as well as normal moddability. As for my own stance on the matter, I feel that by limiting the power of server plugins, Valve is denying Server Administrators the freedom that they have been long accustomed to. The idea that server plugins can detract from the overall online experience is rather absurd to me, as while it is true that the possibility of there being subtle differences from server to server might confuse a newcomer, it's also true that in limiting the power of the people to modify the game severely limits the replayability (as much as anyone may enjoy the original formula of any given mod, it eventually gets old). Through metamod and the like, HL1 mod players have often continued playing a mod long after they tired of the mod itself, instead enjoying the myriad extensions and modifications to the mod around there (this is certainly the case for me). On 7/7/05, Ronny Schedel [EMAIL PROTECTED] wrote: If it would be need 5 years to implement the logic of like CS, then anyone should change his job immediatly... You dont need to invent the wheel a second time, the grafic stuff is already there and can be used, there is only the gamelogic left. To summarize it for CS:Source: 2 teams, 2 gamemods (de, cs), a buy menu and some entities. It can be done within 1 or 2 months of constantly work. Ronny GO FOR IT! It'll be interesting to see what you have in about five years. ;) -- Jeffrey botman Broome ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Reserved slots and sv_visiblemaxplayers
-- [ Picked text/plain from multipart/alternative ] Has anything else changed todo with plugins? *Apparently* theres trouble with plugins. On 7/7/05, Alfred Reynolds [EMAIL PROTECTED] wrote: If you have written a plugin/addon for the Source engine that implements reserved slots (i.e making some positions on your server not available to the public at large) then you MUST set the sv_visiblemaxplayers to the number of actual PUBLIC slots on the server. We have had numerous complaints from users about seeing a seemly free slot and then being kicked after connecting. - Alfred ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Reserved slots and sv_visiblemaxplayers
-- [ Picked text/plain from multipart/alternative ] Scrath that just some idiot. On 7/7/05, Ben Davison [EMAIL PROTECTED] wrote: Has anything else changed todo with plugins? *Apparently* theres trouble with plugins. On 7/7/05, Alfred Reynolds [EMAIL PROTECTED] wrote: If you have written a plugin/addon for the Source engine that implements reserved slots ( i.e making some positions on your server not available to the public at large) then you MUST set the sv_visiblemaxplayers to the number of actual PUBLIC slots on the server. We have had numerous complaints from users about seeing a seemly free slot and then being kicked after connecting. - Alfred ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Reserved slots and sv_visiblemaxplayers
-- [ Picked text/plain from multipart/alternative ] Well anyway, im loving the update. Send the team my thanks ;) And when is the next SDK update :P On 7/7/05, Alfred Reynolds [EMAIL PROTECTED] wrote: The plugin interface is the same (and testing of it passed successfully). Any plugins that rely on a particular memory layout of CBaseEntity et al in our binaries could be totally broken, you shouldn't do that. Actually, there is one change (nothing that would break a plugin). We added this function: virtual void InsertServerCommand( const char *str ) = 0; To the end of the IVEngineServer interface (at Mattie's request). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: Wednesday, July 06, 2005 5:02 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Reserved slots and sv_visiblemaxplayers -- [ Picked text/plain from multipart/alternative ] Has anything else changed todo with plugins? *Apparently* theres trouble with plugins. On 7/7/05, Alfred Reynolds [EMAIL PROTECTED] wrote: If you have written a plugin/addon for the Source engine that implements reserved slots (i.e making some positions on your server not available to the public at large) then you MUST set the sv_visiblemaxplayers to the number of actual PUBLIC slots on the server. We have had numerous complaints from users about seeing a seemly free slot and then being kicked after connecting. - Alfred ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Debugging is a problem
-- [ Picked text/plain from multipart/alternative ] I don't think you have to use the HL2DM directory. On 6/28/05, bob [EMAIL PROTECTED] wrote: Command : D:\Games\Valve\Steam\SteamApps\swallowbush\half-life 2 deathmatch\hl2.exe Command Arguments : -steam -applaunch 320 -dev -allowdebug -windowed -game d:\games\valve\steam\steamapps\SourceMods\HLMod +map sdk_3d_skybox Working Directory : D:\Games\Valve\Steam\SteamApps\swallowbush\half-life 2 deathmatch\ I was told that I had to direct it to the HL2DM directory, because I was using that extraction. I can do exactly that but I was talking to root at one point and he told me that he was debugging with attach on, and I can honestly say I have lost way too much sleep over this when I could have been coding. I have checked the service being on (don't remember which one he had me check atm) and even took apart my system, and reinstalled XP a week ago thinking that there was a problem with it. Still nothing. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Zach Brockway Sent: Monday, June 27, 2005 11:25 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Debugging is a problem Don't attach. Go into your project's property pages, debugging, and set the Command to the path to your SteamApps\(username)\half-life 2\hl2.exe, then set the command arguments to something like the following: -dev -game d:\steam\steamapps\SourceMods\hyper -allowdebug -sw -dev and -game should be obvious. -allowdebug prevents the engine from barfing when it tries to load debug versions of the game/client DLLs, and -sw starts in windowed mode. Set attach to no, then just make sure Steam is running before you hit F5. Works fine for me. On 6/27/05, bob [EMAIL PROTECTED] wrote: I have gone through the SourceWiki, as well as had 12+ people try to help me out with this problem, but it continues to arise as more and more of a wall that is slowing me down as a developer. I cannot debug my mod. I can use the developer mode and do DevMsg()'s everywhere but I cannot use MSVS for what its more than good for and be able to view an array or whatever. I have built the debug configuration, it builds perfectly, even recognizes the #ifdef DEBUG tests, but for one reason or another it is not able to attach to hl2. Do I have to start up the game before hand? I was under the impression that I could just hit F5 and let it run and I would see it go nuts without my interaction or previous action for that matter. I appreciate any help. -Bob Chatman ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I am at the point where coffee just makes my teeth vibrate. - Tycho, Penny-Arcade.com http://Penny-Arcade.com ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HLCoders
-- [ Picked text/plain from multipart/alternative ] Very nice :D Is this going to make this list redundant? On 6/28/05, Erik Johnson [EMAIL PROTECTED] wrote: Today we're going to open up something we've been working on for the MOD community for the last couple of months: The Valve Developer Community. We've reworked our existing Source engine SDK documentation into a Wiki, which means that virtually all of the content can be edited by anyone with a web browser and useful information to share. We hope that this is an efficient and useful tool that the MOD community can use to share information on building a game using Source. The open nature of a Wiki raises some obvious concerns about what kind of content is contributed to the site, from worries about vandalism to honest inaccuracy and mistakes. There will be the occasional disruptive person, but the site provides methods for dealing with this. This is not Valve's site, this is the MOD community's site -- we've just helped out by jump-starting it for you. The new site should be treated like this mailing list -- as a place where you as developers can share information about how to make games using the Source engine. It should also a place where a number of people at Valve contribute fairly regularly, with the plan being to make it the most information-rich place on the Internet to learn about making a game using Source. The site currently contains all of the SDK documentation ported over to the Wiki format, but this is only the tip of the iceberg in terms of the content that is useful for developers to know when it comes to building games using Source. Everyone should feel free to go in and make any corrections or additions they think are appropriate. http://developer.valvesoftware.com http://developer.valvesoftware.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VALVE: NPC Zombie Classic
-- [ Picked text/plain from multipart/alternative ] http://www.chaosincarnate.net/cannonfodder/cftools_sc.htm You can get at it like that. On 6/26/05, Thomas Tissot-Dupont [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello everybody and Valve, I have tried to compile my own Zombie Classic model with Studio MDL. I have made the SMD file with Milkshape 3d. The model itself seems to be properly compiled, but in-game, my zombie model cannot move, though it can attack me when I approach it. Why doesn't it move to me? Is there something missing in my model? Is this some physic information? Is there a way that Valve could release the Zombie Classic NPC model in the SDK to let people see how those models are made? Otherwise, could anyone help me to compile it properly or tell me how I can change the NPC's code to make it move an other way than with VPhysics? Thank you very much --Thomas TD PS: I found a way to make Level Transitions work in MP games. I'd like to thank everybody who helped me. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Resetting Entities on Round Restart @ Handy Vandal's Almanac
-- [ Picked text/plain from multipart/alternative ] Yay, some topic I made :D I didn't make this how ever, but I got help from the guy who wrote this(I be live he posted in this topic) and I came up with a very similar solution. http://www.sourcewiki.org/wiki/index.php/Resetting_the_Map On 6/27/05, Karl Jones [EMAIL PROTECTED] wrote: I have posted a summary of the long-running (and very interesting) Resetting Entities on Round Restart thread, here on the Handy Vandal's Almanac -- http://www.karljones.com/halflife2/main.asp?chapter=183 Karl ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK - Creating Map Entities - missing function?
Subject: RE: [hlcoders] Source SDK - Creating Map Entities - missing function? We are more concerned with giving people consistent gameplay rather than any specific cheat problem. You would be amazed at the number of people that get confused (i.e email us complaining) when joining a HL1 based server with some of the noisier mods (I am looking at the warcraft3 superhero mod here...). - Alfred ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK - Creating Map Entities - missing function?
-- [ Picked text/plain from multipart/alternative ] And let's not forget. HL1 Had 6 years of refinements, when it started out it was not exactly amazing either. I'm sure people like Alfred and the valve members really care about the lets get mad at valve because they are probably use to it ;) But I would much rather this list was pushed back to what it was meant to be, a support list for hl coders. Spencer, it's clear you don't run a source server or are intrested in coding for hl2, please don't make every topic into OMG! Valve are raping servers! or OMG! HL1 Was so much better we are not intrested. If you wan't to bitch and rant make it constructive and not just opinion posts. On 6/18/05, Kuja [EMAIL PROTECTED] wrote: Not to burst your bubble, guys, but I think someone should remind you that this is a Valve run and supported development list, not a harrangue valve list. Whether I agree or not with your standpoint, surely you can find a better forum - there's been a lot of 'let's get mad at valve' and 'lets dogpile on the same opinion' on this list, and not as much dev help. The only thing you are doing is turning down the signal to noise ratio, which is going to get us that much more distant from valve. /rant - Jeff 'Kuja' Katz Digital Paintball ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Currently not available ?
-- [ Picked text/plain from multipart/alternative ] Just restart steam, I sometimes get this with games. On 6/2/05, Alfred Reynolds [EMAIL PROTECTED] wrote: Nope, its not being updated right now (will be later today however :) Also, deploying the new content does not interrupt access to the currently released content. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Thursday, June 02, 2005 10:33 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Currently not available ? r00t 3:16 wrote: I have steam open wanted to launch Source SDK and get the following error This game is currently unavailabl. Please try again at another time. Anyone else getting this? Maybe it's in the process of being updated? Didn't Mike mention that an SDK update was coming soon sometime last week? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VGUI graphics primitives (DrawLine) on a 3d space vgui_screen?
-- [ Picked text/plain from multipart/alternative ] Seems very cool, what is it for? On 6/2/05, Tim Holt [EMAIL PROTECTED] wrote: I figured this out by the way. Ends up the lines were being drawn behind the background of the VGUI panel. By removing the background I got them to show up. IT means I end up with a transparent panel, however by placing it in front of a black brush based background it works fine. Picture of it in action at http://www.oregonstate.edu/~holtt/tamucc/ekg.jpg and a quick dirty movie clip at http://www.oregonstate.edu/~holtt/tamucc/c1-1.wmv Quoting Tim Holt [EMAIL PROTECTED]: Interesting - thanks Yahn, I'll check that out. A post in the VERC forums suggests maybe the DrawFilledRect primitive will work in 3d. Perhaps I can make a bargraph type display instead of a true line graph. I'm trying to do something like http://oregonstate.edu/~holtt/tamucc/real_06.jpg on an in-game screen placed on the (currently not animated) prop you see in http://oregonstate.edu/~holtt/tamucc/new_gurney_cart.jpg Because the chart data is actually dynamic and not just an animated loop, it needs to be rendered out real-time. Quoting Yahn Bernier [EMAIL PROTECTED]: I would write your own mathed using the material system using CMeshBuilder with MATERIAL_LINES as the primitive type. The cl_dll code has some examples of using a meshbuilder instead of surface() to do drawing. You'll need to hook in at the correct part of rendering to make sure the projection matrix is not set up for ortho/2d drawing, etc. You might also look at CDebugOverlay::AddLineOverlay which might already do what you want. Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tim Holt Sent: Tuesday, May 31, 2005 12:34 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] VGUI graphics primitives (DrawLine) on a 3d space vgui_screen? I've been doing conventional HUD type displays, and have been using the DrawLine graphics primitive to draw various graphics items on them just fine. Now I want to take one of those displays and have sitting in 3d game space via the vgui_screen entity. It works up to a point, with my text elements showing up etc. however it has problems when I try and draw lines with DrawLine. Normally I would do... vgui::surface()-DrawLine (x1, y1, x2, y2); to draw a line from point [x1,y1] to [x2,y2] in the VGUI object's coordinate space. Works great when it's on the HUD. But when it's in 3d space, it still draws the lines on the HUD and does not draw them in the 3d rendered version of the VGUI screen. I've searched through the SDK source but so far haven't found any place where this is actually done in the game, so I don't know if it's even possible. I suppose what I need is the equivalent of vgui::surface() which gives me the drawing surface for the 3d rendered VGUI screen. Alternately, I wondered if I could draw the lines on an off-screen image buffer, then just put the image onto the VGUI panel once it's drawn. That or use the temporary entity line to draw 3d lines in front of my VGUI screen. The screen won't move at all (fixed orientation) so getting the transforms right won't be that big of a deal. Anyone have any clues or suggestions? ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] To Valve: Developer Forewarning
-- [ Picked text/plain from multipart/alternative ] At 11:47 PM 5/21/2005, Dagok wrote: So many people spreading misinformation. a) Plugin authors were given NO warning, ever, none whatsoever. Not to use network messaging protocol hacks for a mod they don't have the source code for ? The Source SDK codebase is *NOT THE CODEBASE FOR CS:SOURCE* b) It is documented in cl_dll/menu.cpp and this has been stated multiple times now. Nowhere in the Source SDK codebases for either Single Player, Multiplayer or HL2DM does it say CS:Source uses identical code to this. Only a newb coder or a complete moron would make such an assumption. From another topic. Sums it up perfectly. On 5/22/05, Kuja [EMAIL PROTECTED] wrote: Ray, Danny: I think it's absolutely wonderful that you're coming down on VALVe 'not supporting developers' on a list hosted by VALVe with the expressed purpose of aiding third parties... Everyone Else: When you come down off the irony of that, Developer Forewarning is one of the big issues many people had (and have) with steam. While I doubt that any major legacy-breaking patches would be released without any notice, it is concievable that certain games could be broken by pushing updates down the line. In these cases, you have to ask yourself: Why did they break this?. The answer is never Because they hate you and your mod, it's almost always stability or bloat pruning or whathaveyou. I would not be against valve prepublishing patches to developers (as they used to do with the sdks before new versions of half-life), but I don't think there is the appropriate methods to do so in Steam at the moment. -Kuja Digital Paintball ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: MenuSelect
-- [ Picked text/plain from multipart/alternative ] Because members of valve can mind read, I only saw the complaining when valve took away something they told nobody to use. Alfred and the team have been extremly open to implementing suggestions, make a list and submit it. On 5/21/05, Daniel Jennings [EMAIL PROTECTED] wrote: Instead of complaining valve have asked for input in what to add to the current helpers interface to improve things - like they have improved it in the past. Isn't the fact that the server plugin programming community is complaining about removing menuselect apparent enough to Valve about what features we want? Do they need us all to list off the features that menuselect had so they can recode it all by hand? I just thought that if they wanted to improve things and wanted our input, and they knew we were forced to use hacks for a _practical_ menu system, then they would know what features we want added to the interface. If this were the case then Valve would have been smarter to just keep the menuselect system in and modify the radio system to make it independant of this menuselect system. It just isn't very apparent to me that Valve cares about what features we want, because when they know we're all using a hack and then they see us all complain when that hack is removed, they don't get any idea in their head that it's a feature we want and that the current menu system is impractical for all ingame purposes other than maybe configuration settings. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: MenuSelect
-- [ Picked text/plain from multipart/alternative ] But tell us how you really feel? :P On 5/21/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote: Daniel Jennings wrote: I am just saying that if you read through these threads people say how necessary in-game menus are; it is repeated several times, while Alfred just keeps repeating There is an existing Menu interface as part of the plugin API, you should use that. even though people _are_ stating what they need and what they want changed, e.g. Somehow you got the impression that Valve does whatever you (or a few dozen or hundred other people) want. I don't recall ever seeing anything come from Valve that says Tell us what you want and we'll make the game do that. GOD! I am sick to death of people telling game developers You gotta have this! and You gotta have that! or If this game doesn't have feature XYZ, I'm not gonna buy it!. Fine, if you don't like what they've done with the game, DON'T BUY THE FUCKING GAME. But don't go around thinking that because you've paid $50 for a game that the game developers are forever in your debt and have to do anything that you say. Enough beating this dead horse. I'm out. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Returned mail: Data format error
-- [ Picked text/plain from multipart/alternative ] Oh noes! On 5/11/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote: [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- -- [ .zip of type application/octet-stream deleted ] -- The fake alfred is back, posting viruses again! :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Drawing crosshair to the screen
Thanks for the contribution :) Might come in handy sometime :) On 4/21/05, r00t 3:16 [EMAIL PROTECTED] wrote: I had asked this awhile back and a couple of people had some suggestions like, animated textures etc. Well there isn't many people who know how to do this without using a texture or a font icon. Well CSS does not use a texture or an icon I do not believe because I searched just about every texture file and font file for CSS for a crosshair... Anyways you can draw the lines to the screen and once you get them drawn you can then animate the crosshair to do whatever... Here is the snippet of code so you can at least draw the crosshair to the screen.. (I used CHudZoom to get an idea of how to draw lines to the hud...) (Valve if this is not the best way of going about this let me know) CHudCrosshair::Paint() { // Verticle Reticle -r00t surface()-DrawSetColor( 0,255,0,200 ); surface()-DrawFilledRect(xpos , 287, xpos + 1, 287 + 10 ); surface()-DrawFilledRect(xpos , 297, xpos, 297 + 6 ); surface()-DrawFilledRect(xpos , 303 , xpos + 1, 303 + 10 ); // Horizontal Reticle -r00t surface()-DrawFilledRect( 387 , ypos, 387 + 10, ypos + 1 ); surface()-DrawFilledRect( 397 , ypos, 397 + 6, ypos); surface()-DrawFilledRect(403 , ypos , 403 + 10 , ypos + 1 ); } | This will just a draw | Hopefully someone finds this useful. r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapons with 0 ammo magically have a full clip?
Heres another thing, throw all your grenades away apart from 1. Then kill yourself with that grenade, you will drop a spare grenade. On Apr 11, 2005 6:12 AM, r00t 3:16 [EMAIL PROTECTED] wrote: This is with the HL2MP SDK ALL Weapons If a weapon has extra ammo, but you fire all the rounds in the clip, then switch to another weapon fire the weapon then switch back to the weapon that needed to be reloaded it will have a full clip again, when you switch back. I thought this was kind of odd. It should force the player to reload. This happen to the weapon the in HL2MP Sdk. Not sure why this happens at the momement. r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] OptionsSubMultiplayer.res
Alfred (some what offtopic) when I try to modify some of the elements of the multiplayer tab in the HL2DM code, I cannot delete the picture of the player or model selector drop down list using the VGUI editor that's inbuilt into source. Do I have to do some voodoo magic with the ui code? On Apr 8, 2005 1:54 AM, Alfred Reynolds [EMAIL PROTECTED] wrote: No, Mods do not have the ability to add code to the GameUI. There are a couple hacks that will let you change the layout, but they are not recommended. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Dance Sent: Thursday, April 07, 2005 4:44 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] OptionsSubMultiplayer.res Is it possible to create code-driven UI here? For example, HL2DM and CS:S have model selection and spray support on this tab. How do these work? (I swear I found a document on how to do this once.. maybe it was for HL1...) --JD On Apr 7, 2005, at 4:32 PM, Matt Boone wrote: I don't think its possible to add controls to this panel with just a .res file change. You should add your cvar checkbox to the multiplayer advanced dialog, which is scriptable via cfg/settings.scr. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of kingkoozime Sent: Thursday, April 07, 2005 12:43 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] OptionsSubMultiplayer.res Anyone have any experience with editing OptionsSubMultiplayer.res? I'd like to add a checkbox to change a convar. All I can see is a field in each object called Command, but I can't find where the commands are defined. -kingk __ Yahoo! Messenger Show us what our next emoticon should look like. Join the fun. http://www.advision.webevents.yahoo.com/emoticontest ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] OptionsSubMultiplayer.res
Weird, it lets me delete, add and move everything. On Apr 8, 2005 2:14 AM, Alfred Reynolds [EMAIL PROTECTED] wrote: You shouldn't be editing that file, I bet its having a problem because that file exists entirely inside the steam cache and it can't write to it (we only use steam caches in read only mode). If you extracted that file to disk then it should work, but as I said before tis a hack :) - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: Thursday, April 07, 2005 6:05 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] OptionsSubMultiplayer.res Alfred (some what offtopic) when I try to modify some of the elements of the multiplayer tab in the HL2DM code, I cannot delete the picture of the player or model selector drop down list using the VGUI editor that's inbuilt into source. Do I have to do some voodoo magic with the ui code? On Apr 8, 2005 1:54 AM, Alfred Reynolds [EMAIL PROTECTED] wrote: No, Mods do not have the ability to add code to the GameUI. There are a couple hacks that will let you change the layout, but they are not recommended. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Dance Sent: Thursday, April 07, 2005 4:44 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] OptionsSubMultiplayer.res Is it possible to create code-driven UI here? For example, HL2DM and CS:S have model selection and spray support on this tab. How do these work? (I swear I found a document on how to do this once.. maybe it was for HL1...) --JD On Apr 7, 2005, at 4:32 PM, Matt Boone wrote: I don't think its possible to add controls to this panel with just a .res file change. You should add your cvar checkbox to the multiplayer advanced dialog, which is scriptable via cfg/settings.scr. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of kingkoozime Sent: Thursday, April 07, 2005 12:43 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] OptionsSubMultiplayer.res Anyone have any experience with editing OptionsSubMultiplayer.res? I'd like to add a checkbox to change a convar. All I can see is a field in each object called Command, but I can't find where the commands are defined. -kingk __ Yahoo! Messenger Show us what our next emoticon should look like. Join the fun. http://www.advision.webevents.yahoo.com/emoticontest ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] OptionsSubMultiplayer.res
Eh, ok scratch that. I created a file called optionssubmultiplayer.res it must of been reading from that. Ok, I extracted from the GCF files and now im going directly into the .res file and delete Model Image and Player Model(IIRC) but for some reason it comes back really small. Even though I have deleted Model Image in the .res file, and when I try to find it again, it's gone :| On Apr 8, 2005 2:21 AM, Ben Davison [EMAIL PROTECTED] wrote: Weird, it lets me delete, add and move everything. On Apr 8, 2005 2:14 AM, Alfred Reynolds [EMAIL PROTECTED] wrote: You shouldn't be editing that file, I bet its having a problem because that file exists entirely inside the steam cache and it can't write to it (we only use steam caches in read only mode). If you extracted that file to disk then it should work, but as I said before tis a hack :) - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: Thursday, April 07, 2005 6:05 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] OptionsSubMultiplayer.res Alfred (some what offtopic) when I try to modify some of the elements of the multiplayer tab in the HL2DM code, I cannot delete the picture of the player or model selector drop down list using the VGUI editor that's inbuilt into source. Do I have to do some voodoo magic with the ui code? On Apr 8, 2005 1:54 AM, Alfred Reynolds [EMAIL PROTECTED] wrote: No, Mods do not have the ability to add code to the GameUI. There are a couple hacks that will let you change the layout, but they are not recommended. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Dance Sent: Thursday, April 07, 2005 4:44 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] OptionsSubMultiplayer.res Is it possible to create code-driven UI here? For example, HL2DM and CS:S have model selection and spray support on this tab. How do these work? (I swear I found a document on how to do this once.. maybe it was for HL1...) --JD On Apr 7, 2005, at 4:32 PM, Matt Boone wrote: I don't think its possible to add controls to this panel with just a .res file change. You should add your cvar checkbox to the multiplayer advanced dialog, which is scriptable via cfg/settings.scr. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of kingkoozime Sent: Thursday, April 07, 2005 12:43 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] OptionsSubMultiplayer.res Anyone have any experience with editing OptionsSubMultiplayer.res? I'd like to add a checkbox to change a convar. All I can see is a field in each object called Command, but I can't find where the commands are defined. -kingk __ Yahoo! Messenger Show us what our next emoticon should look like. Join the fun. http://www.advision.webevents.yahoo.com/emoticontest ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] OptionsSubMultiplayer.res
Johnathan the gameinfo.txt method worked for me. I forgot can the gameinfo.txt be changed and then someone can join a server?(IIRC it cant without giving an error message) On Apr 8, 2005 2:46 AM, Jonathan Dance [EMAIL PROTECTED] wrote: OK, to summarize, what can we / how should we edit this stuff? Matt said cfg/settings.scr... we've used this to allow people creating listen servers to easily customize their server settings by setting server cvars. What we are looking for now is a user-friendly way to set client-side settings. How do we do this? --JD On Apr 7, 2005, at 9:14 PM, Alfred Reynolds wrote: You shouldn't be editing that file, I bet its having a problem because that file exists entirely inside the steam cache and it can't write to it (we only use steam caches in read only mode). If you extracted that file to disk then it should work, but as I said before tis a hack :) - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: Thursday, April 07, 2005 6:05 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] OptionsSubMultiplayer.res Alfred (some what offtopic) when I try to modify some of the elements of the multiplayer tab in the HL2DM code, I cannot delete the picture of the player or model selector drop down list using the VGUI editor that's inbuilt into source. Do I have to do some voodoo magic with the ui code? On Apr 8, 2005 1:54 AM, Alfred Reynolds [EMAIL PROTECTED] wrote: No, Mods do not have the ability to add code to the GameUI. There are a couple hacks that will let you change the layout, but they are not recommended. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Dance Sent: Thursday, April 07, 2005 4:44 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] OptionsSubMultiplayer.res Is it possible to create code-driven UI here? For example, HL2DM and CS:S have model selection and spray support on this tab. How do these work? (I swear I found a document on how to do this once.. maybe it was for HL1...) --JD On Apr 7, 2005, at 4:32 PM, Matt Boone wrote: I don't think its possible to add controls to this panel with just a .res file change. You should add your cvar checkbox to the multiplayer advanced dialog, which is scriptable via cfg/settings.scr. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of kingkoozime Sent: Thursday, April 07, 2005 12:43 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] OptionsSubMultiplayer.res Anyone have any experience with editing OptionsSubMultiplayer.res? I'd like to add a checkbox to change a convar. All I can see is a field in each object called Command, but I can't find where the commands are defined. -kingk __ Yahoo! Messenger Show us what our next emoticon should look like. Join the fun. http://www.advision.webevents.yahoo.com/emoticontest ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ATTENTION: ALL HL MOD CODERS VALVE
The update that just went out fixed it. Also VAC next week :) On Sat, 26 Mar 2005 00:14:38 +, garry [EMAIL PROTECTED] wrote: It's just attention. They can't get positive attention so they get negative attention instead. That really is the only thing they get by doing this stuff - and posts like this one that mentions them by name and articles in magazines give them just that. It's usually just best to ignore them and act like nothing happened - it's the only way to beat it. On Fri, 25 Mar 2005 10:33:30 -0500, K. Mike Bradley [EMAIL PROTECTED] wrote: Yeah, Why do some people want to be that way? At the beach, some people want to build sand castles and some people want to smash sand castles. There is some sort of psycho disorder there somewhere. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Hobson Sent: Friday, March 25, 2005 9:32 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] ATTENTION: ALL HL MOD CODERS VALVE Tei: You must live in a hole in the ground or never play multiplayer games in public servers, since you apparently are clueless with regard to [myg0t], which is not a guy, but a very large and expanding group of griefers (persons who join multiplayer game servers solely to create as much upset as they possibly can). Myg0t members are only interested in raging other gamers and cheat programs are only used to help with raging. They also engage in blocking friendly respawn points, team killing, playing loud annoying sounds and otherwise making voice comm unusable, etc. These people have been well known for their acts of online terrorism for many years now. Michael Sneaky_Bastard! Hobson mike (at) crusader (dash) services (dot) com icq #2186709 yahoo: warrior_mike2001 At 06:07 AM 3/25/2005, you wrote: A good policy its to not spread the name of the guy. What you are doing its BRANDING, that its a really good thing for this guy. You can send a mail to the mail list about holes and crackers, but If you avoid the name,.. you hurt the guy. Crackers feel important because can get holes on millions LOC's apps. While I can get holes on crackers 20 lines exploits codes. What timewaste :P Heritage wrote: moyg0t's website is so stupid.. they threaten to sue if you make anti-cheats against their exploits for your game, rofl... idiots. On Thu, 24 Mar 2005 18:20:55 -0800 (PST), Adam amckern Mckern [EMAIL PROTECTED] wrote: Would it not just be better for Valve to watch myg0t, and once in a while patch the new exploits? I dont want valve to be burned by moyg0t thats all Any way, good to here amckern --- Alfred Reynolds [EMAIL PROTECTED] wrote: The next SDK drop will contain updated code for the te command to protect it. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Heritage Sent: Thursday, March 24, 2005 12:12 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] ATTENTION: ALL HL MOD CODERS VALVE myg0t apparently figured out (by looking at the SDK) that valve left a few testing commands in the client command. They made announcement on their website www.myg0t.com and valve has since only patched counter strike yesterday. I'm not really sure what the reasons for having the te command in the client command other than for testing purposes, maybe there is another reasons, however.. My advice to you all is to at least fix this in your mod. Its very easy to do.. Just either comment out the lines or put #indef DEBUG #endif statements around it. line 1310 or around there, in client.cpp or search for this: else if ( FStrEq( pcmd, te ) ) I plead with valve to patch deathwatch or at least the SDK for future mods unless you have already done so. Thank you. ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http
Re: [hlcoders] game_SDK.sln in Modify HL2 Multiplayer
Delete the sourcesdk folder and run the SDK again, if that dosent fix the problem. Delete sourcesdk.gcf On Wed, 16 Mar 2005 22:42:39 -0500, David Kiger [EMAIL PROTECTED] wrote: Well, it appears I've found at least part of the reason that the .sln file isn't happy. Both the files you listed are 0 bytes on a fresh HL2 MP mod. I'm guessing I'm going to have to get a completely clean SDK install. I'd rather not reinstall all of Steam, so can you tell me what I need to get rid of to get a clean SDK? On Wed, 16 Mar 2005 16:04:36 -0800, Mike Dussault [EMAIL PROTECTED] wrote: BTW, this doesn't have to block you on anything. Just open src\dlls\hl_sdk.vcproj and src\cl_dll\client_sdk.vcproj separately if game_sdk.sln isn't working. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] .FX files editor?
Any recommendations for a FX editor for the shader files? -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Ok howto swtich between types of players
I am intrested in this aswell, i'm looking at doing something like stridermod. I think for what I wan't todo it's something like this. BaseClass::EnterVehicle( pPlayer ); But just take over a NPC. On Sat, 12 Mar 2005 01:26:38 -0700, Michael Kramer [EMAIL PROTECTED] wrote: Alright I need to know how I can make it so it can switch between hl2_player and one created by me...so that the player will ahve all new commands and functions..Where is it defined that hl2_player.cpp is the player? And how would I make a menu in game that could switch between them? Thanx for all help ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] game_SDK.sln in Modify HL2 Multiplayer
Sidenote: C:\Steam\SteamApps\benosp\sourcesdk\bin vconfig.exe looks to be what you need. On Sat, 12 Mar 2005 13:23:30 -0500, David Kiger [EMAIL PROTECTED] wrote: I've just now gotten around to playing with the SDK, and I'm running into a problem right off the bat. It seems that the game_SDK.sln file that is included in the Modify HL2 Multiplayer isn't valid. Visual Studio recognizes the Everything_SDK.sln file, and the game_SDK.sln file in other options under Create a mod, but not the one I'd like to use. I've tested other setup options and the files work, so I really don't think it's anything I'm doing wrong. As a side note, from testing different configurations I now have about 5 or 6 TEST mods listed under Current Game:. How can I get rid of them? I've nuked the directories and (I think) all associated files, but they're still showing up. Thanks, Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Hl2MP SDK Has a million errors...
What compiler? On Sat, 12 Mar 2005 15:52:47 -0700, Michael Kramer [EMAIL PROTECTED] wrote: Ok I went to the SDK and did modify HL2 MPand before I even changed anything I did a compile...I get two erros... Unexpected end of File found while looking for Precompiled Header Directive...So I right click the file and I see it is using stdafx.h so I change it then each and every single weapon erros with that so I change them all...Then I get 32 LNK errors that have to do with the mega physgun...so I comment everything out that has to do with the Mega Phys Cannon...and I still get those errors...So I remove the gun completely but I still get the dang errors...What the crap is worng?? How Do I fix it?? Thx in advanced :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bouncing/NoClipping Physics Objects?
Ok Jay. The reason I thought that was the problem was because when HL2DM got first released and loads of people put up crappy servers the symptoms that Knifa described was happening. But when better servers got put up the problems disappeared. Ok I have just had a quick look at steampowered's forums and I found this intresting bit of information. #20 Physical Mayhem This seems to occur every now and again, however, with the release of dm_steamlabs, it has occured much more than before. This problem causes the physics of all objects to completely mess up, respawning weapons fall through the floor, throw grenades go through walls, objects and floors. Objects seem to have a mind of their own as they bounce about randomly. Currently the only fix is to restart the server, as the physics remain changed through map changes. http://forums.steampowered.com/forums/showthread.php?s=threadid=248425 On Sat, 05 Mar 2005 15:29:31 +, Knifa [EMAIL PROTECTED] wrote: Uh.. what? You can delate farter, and uninteresting. And move to a simulated phisic, or not phisic at all. And avoid swawning that much using a cycle for decor stuff. etc Ben Davison wrote: Deleting physics objects untill the server becomes stable? On Sat, 05 Mar 2005 03:01:19 +, Knifa [EMAIL PROTECTED] wrote: Is there anything I can do about it then? (other than restarting HL2) This usually happens because the server is processing to many physics calculations and the server can't handle it. And from what I can remember source forts is extremly intensive on the physics(well my forts are ;P) On Sat, 05 Mar 2005 02:27:56 +, Knifa [EMAIL PROTECTED] wrote: Yea, they stick in for about half a second then bounce really high, then they just go all over the place I've seen this problem when there are 2 many physics interactions going on for the server to handle. Do physics objects seem to go into the ground for a bit then pop back up? On Sat, 05 Mar 2005 01:57:43 +, Knifa [EMAIL PROTECTED] wrote: Hi all. While playing my mod, after a few minutes of play, physics objects starting bouncing around and act like they have no collisions. Is this something to do with my mod or is it a Source Engine bug? Thanks -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ 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 -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bouncing/NoClipping Physics Objects?
Also I forgot to mention, if you are using the HL2DM code it would be best to check all theese bugs, because you probably have them aswell. Unless valve are aware of theese bugs and are going to patch soon? On Sat, 5 Mar 2005 16:19:47 +, Ben Davison [EMAIL PROTECTED] wrote: Ok Jay. The reason I thought that was the problem was because when HL2DM got first released and loads of people put up crappy servers the symptoms that Knifa described was happening. But when better servers got put up the problems disappeared. Ok I have just had a quick look at steampowered's forums and I found this intresting bit of information. #20 Physical Mayhem This seems to occur every now and again, however, with the release of dm_steamlabs, it has occured much more than before. This problem causes the physics of all objects to completely mess up, respawning weapons fall through the floor, throw grenades go through walls, objects and floors. Objects seem to have a mind of their own as they bounce about randomly. Currently the only fix is to restart the server, as the physics remain changed through map changes. http://forums.steampowered.com/forums/showthread.php?s=threadid=248425 On Sat, 05 Mar 2005 15:29:31 +, Knifa [EMAIL PROTECTED] wrote: Uh.. what? You can delate farter, and uninteresting. And move to a simulated phisic, or not phisic at all. And avoid swawning that much using a cycle for decor stuff. etc Ben Davison wrote: Deleting physics objects untill the server becomes stable? On Sat, 05 Mar 2005 03:01:19 +, Knifa [EMAIL PROTECTED] wrote: Is there anything I can do about it then? (other than restarting HL2) This usually happens because the server is processing to many physics calculations and the server can't handle it. And from what I can remember source forts is extremly intensive on the physics(well my forts are ;P) On Sat, 05 Mar 2005 02:27:56 +, Knifa [EMAIL PROTECTED] wrote: Yea, they stick in for about half a second then bounce really high, then they just go all over the place I've seen this problem when there are 2 many physics interactions going on for the server to handle. Do physics objects seem to go into the ground for a bit then pop back up? On Sat, 05 Mar 2005 01:57:43 +, Knifa [EMAIL PROTECTED] wrote: Hi all. While playing my mod, after a few minutes of play, physics objects starting bouncing around and act like they have no collisions. Is this something to do with my mod or is it a Source Engine bug? Thanks -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ 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 -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- - Ben Davison - http://www.shadow-phoenix.com
Re: [hlcoders] HL2MP Speed hack
I think it's a program that actualy speeds up windows itself, I remember they fixed the problem a while back, but now it's resurfaced. On Fri, 4 Mar 2005 18:02:22 -0500, Patrick Flanagan [EMAIL PROTECTED] wrote: On several servers that are running my mod, I've seen some people using some kind of expoit to allow them to move really fast, much faster than should be allowed by sv_maxspeed. This cheat lets them run accross huge maps in almost no time, and gives them a big advantage over the other players. My mod is based on the DM sdk, for what thats worth. Does anyone know how this cheat is done? I'd really like to fix it for our next update as its pretty annoying and VAC2 isn't out yet. I don't think its due to a bug in my mod because players have told me that they've seen it in HL2DM and CSS as well. Does anyone have any insight into how I might fix this problem or know how its done so that I can investigate a fix myself? Please feel free to respond to me off-list if you'd rather not have the details of the cheat publically available. Normally I don't plug my mod on this list, but its www.hl2ctf.com if you want to check it out to make sure I'm not just some l337 h4x0r asking for cheats. Thanks, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bouncing/NoClipping Physics Objects?
I've seen this problem when there are 2 many physics interactions going on for the server to handle. Do physics objects seem to go into the ground for a bit then pop back up? On Sat, 05 Mar 2005 01:57:43 +, Knifa [EMAIL PROTECTED] wrote: Hi all. While playing my mod, after a few minutes of play, physics objects starting bouncing around and act like they have no collisions. Is this something to do with my mod or is it a Source Engine bug? Thanks -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bouncing/NoClipping Physics Objects?
This usually happens because the server is processing to many physics calculations and the server can't handle it. And from what I can remember source forts is extremly intensive on the physics(well my forts are ;P) On Sat, 05 Mar 2005 02:27:56 +, Knifa [EMAIL PROTECTED] wrote: Yea, they stick in for about half a second then bounce really high, then they just go all over the place I've seen this problem when there are 2 many physics interactions going on for the server to handle. Do physics objects seem to go into the ground for a bit then pop back up? On Sat, 05 Mar 2005 01:57:43 +, Knifa [EMAIL PROTECTED] wrote: Hi all. While playing my mod, after a few minutes of play, physics objects starting bouncing around and act like they have no collisions. Is this something to do with my mod or is it a Source Engine bug? Thanks -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Full screen postprocess
It was just released. Source SDK Update Released March 3, 2005, 5:44 pm · cliffe A Source SDK update is available and will be applied automatically when Steam is restarted. The changes include: Source SDK * Added new example character model * Added new character creation documentation * Added QC eyes tool * Added more in-depth shader examples -- including a post-process shader * Added Motion Mapper - a tool used to map animations across differently-proportioned skeletons * Fixed dedicated server UI not automatically finding HL2MP MODs On Fri, 4 Mar 2005 10:13:32 +1000, Grant Christensen [EMAIL PROTECTED] wrote: Any heads up as to what is in the update today? On Thu, 3 Mar 2005 15:52:01 -0800, Mike Dussault [EMAIL PROTECTED] wrote: I added a sample of this to the next SDK update (going out today). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dan Partelly Sent: Thursday, March 03, 2005 8:38 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Full screen postprocess This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello, Is there any way to do full screen post process steps from the shader API ? Dan -- ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source Control document
http://img54.exs.cx/img54/9443/src2ao.jpg I am going to try and breaking the files down like you suggested. On Mon, 28 Feb 2005 00:35:31 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: I like perforce but the license thing for 2 people is kind of a pain. I guess it uses more then 1 connection to get files and such. I am now currenlty using subversion and http://tortoisesvn.tigris.org/ Took me a little to figure it out but it is kind of simple... If anyone needs help setting this up email me. Been using it for 2 days now and works good, and the cvs server is remote and it seems to be quite quick on commits / updates etc. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Mike Dussault [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, February 27, 2005 11:23 PM Subject: RE: [hlcoders] Source Control document A few things to check: - What's the path to the source code in your previously-existing project (and am I reading what you wrote correctly - you said it was 800 megs?) - What's the path to the new code? - Is there anything on the Perforce site about this error? - Have you emailed Perforce support? Try breaking down the add command into one for each file type, so you can make sure you're not adding compiler-generated files like .obj or .pch files: for /R %i in (*.cpp) do @p4 add %i for /R %i in (*.h) do @p4 add %i for /R %i in (*.vcproj) do @p4 add %i for /R %i in (*.lib) do @p4 add %i -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: Sunday, February 27, 2005 3:14 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source Control document Well for some reason it adds code from a clean create mod selection, but it won't add the code from my project even when I stripped everything down to the essentials. It only adds client_dll then spams that error message. On Sun, 27 Feb 2005 21:51:01 +, Ben Davison [EMAIL PROTECTED] wrote: Mike I think I know why it gives me that error message. It's because it's an 800 meg directory, do you know any programs that will get rid of the IDE helper files that intellisense uses? And all the other random junk? So I just get a clean 30MB directory? On Fri, 25 Feb 2005 16:53:20 -0800, Mike Dussault [EMAIL PROTECTED] wrote: Try emailing Perforce tech support. You should be allowed 2 users and any number of clientspecs, so I don't know why you'd be getting license spam. The source control doc tells how to setup both the client and the server on a machine. If you want to setup a separate client-only machine, I sent info on that few emails back: If you're setting up a separate client to connect to the perforce server, then you need to: 1. In Settings-Options, under p4 port, give it the IP of the machine that the perforce server is on. 2. Create a new clientspec by going ClientSpec-New, then give it any name. In the next dialog, under View, enter: //depot/LocalModCode/... //[whatever name you want]/... example: //depot/LocalModCode/... //BobsMachine/... Then you can sync and work using the clientspec you just created (and you'll be working in the //depot/LocalModCode codeline). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Friday, February 25, 2005 4:20 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source Control document Well i got everything working but the license thing has me a little stumped keeps coming with exceeded license and I am the only user using the software? I would image the steps that valve provided are for the server side? Is there any help setting up client side? Or possibly a few tips :P r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Ben Davison [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, February 25, 2005 6:10 PM Subject: Re: [hlcoders] Source Control document Gives me the error, Cannont add filenames with wildcards [EMAIL PROTECTED] in them, use -f to force add. I'm gonna try force adding them On Fri, 25 Feb 2005 14:48:07 -0800, Mike Dussault [EMAIL PROTECTED] wrote: Maybe it's because it's doing a p4.exe for each file. Try this, and it'll only run p4.exe for each directory: for /D /R %i in (*.*) do @p4 add %i\*.* -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: Friday, February 25, 2005 2:34 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source Control document I'll try that. It's weird because it adds about half the files then spams that error. On Fri, 25 Feb 2005 14:27:43 -0800, Mike Dussault [EMAIL
Re: [hlcoders] Source Control document
Mike I think I know why it gives me that error message. It's because it's an 800 meg directory, do you know any programs that will get rid of the IDE helper files that intellisense uses? And all the other random junk? So I just get a clean 30MB directory? On Fri, 25 Feb 2005 16:53:20 -0800, Mike Dussault [EMAIL PROTECTED] wrote: Try emailing Perforce tech support. You should be allowed 2 users and any number of clientspecs, so I don't know why you'd be getting license spam. The source control doc tells how to setup both the client and the server on a machine. If you want to setup a separate client-only machine, I sent info on that few emails back: If you're setting up a separate client to connect to the perforce server, then you need to: 1. In Settings-Options, under p4 port, give it the IP of the machine that the perforce server is on. 2. Create a new clientspec by going ClientSpec-New, then give it any name. In the next dialog, under View, enter: //depot/LocalModCode/... //[whatever name you want]/... example: //depot/LocalModCode/... //BobsMachine/... Then you can sync and work using the clientspec you just created (and you'll be working in the //depot/LocalModCode codeline). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Friday, February 25, 2005 4:20 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source Control document Well i got everything working but the license thing has me a little stumped keeps coming with exceeded license and I am the only user using the software? I would image the steps that valve provided are for the server side? Is there any help setting up client side? Or possibly a few tips :P r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Ben Davison [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, February 25, 2005 6:10 PM Subject: Re: [hlcoders] Source Control document Gives me the error, Cannont add filenames with wildcards [EMAIL PROTECTED] in them, use -f to force add. I'm gonna try force adding them On Fri, 25 Feb 2005 14:48:07 -0800, Mike Dussault [EMAIL PROTECTED] wrote: Maybe it's because it's doing a p4.exe for each file. Try this, and it'll only run p4.exe for each directory: for /D /R %i in (*.*) do @p4 add %i\*.* -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: Friday, February 25, 2005 2:34 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source Control document I'll try that. It's weird because it adds about half the files then spams that error. On Fri, 25 Feb 2005 14:27:43 -0800, Mike Dussault [EMAIL PROTECTED] wrote: Haven't seen that one before. It looks like either your sockets are not getting released by Perforce correctly, or it doesn't know which IP address to use to connect to your server. You could try setting the p4port environment variable to localhost:1666 or [your ip address]:1666 and see if that fixes it. Also try searching their tech notes: http://www.perforce.com/perforce/technotes.html -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: Friday, February 25, 2005 12:22 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source Control document I have an error were I add the ValveSDKCode using the command line it will add most of the files then it will start spewing out this error. Perforce Client Error: Connect To server failed check $p4port Connect :1666 : WSAEADDRINUSE Weird, it adds alot of files then spams that error. On Fri, 25 Feb 2005 14:52:42 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Nice on perforce I was working on this today for our mod. Couple of questions though (yes I know :P ) I didn't see much mention for client side setup. How do you go about setting up things on the client side? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Ben Davison [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, February 25, 2005 2:04 PM Subject: Re: [hlcoders] Source Control document Very nice :) I installed perforce a while back and got a bit stuck, so hopefully this will help. On Fri, 25 Feb 2005 10:53:12 -0800, Mike Dussault [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] There's a new document up that describes how to use Perforce to ease the process of integrating SDK changes into your codebase. Check it out here: http://www.valve-erc.com/srcsdk/Code/SourceControl/SourceControl. ht ml
Re: [hlcoders] Create A Server options
I believe you could probably extract it from the GCF using gcfscape? And it will use that resource file instead of the file already in the GCF? On Sat, 26 Feb 2005 23:54:46 +, Knifa [EMAIL PROTECTED] wrote: Hi all. Where are the options for the Create A Server panel set? Like Teamplay, etc. I can't find it in any of resource files. (Also, sorry for creating lots of threads after each other) Thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Resetting entites on round restart.
Thanks :) Hrmmm I keep getting undeclared identifier, intellisense shows up that I can use gEntList, I have included baseentity.h and entitylist.h. Very strange. On Fri, 25 Feb 2005 01:10:41 -, Chris Janes [EMAIL PROTECTED] wrote: Ok, I got this sorted (pretty much) recently - it may not be the tidiest way of doing it, but it works! What I did was create a filter class (I found it while looking through the verc forums - http://www.chatbear.com/board.plm?a=viewthreadt=549,1104207081,14733b=4991 id=767996v=flatolds=20) which lets me track the entities that I want to *keep* through a restart. Once I had that, I needed access to the list of entities that the current map contains, which is as far as I can tell, only available when the map loads, so I put in a couple of extra procedures in the IGameSystem class (a global singleton interface to the game rules). These let me cache a copy of the entity list from CServerGameDLL::LevelInit_ParseAllEntities() (found in sdk_gameinterface.cpp). With that information, I was able to loop through all the entities, check if I they needed deleting - use UTIL_Remove on them to do so. Once the entity list was clear, I call MapEntity_ParseAllEntities with the map entity list and the filter. Then it's just a case of calling the spawn function on the players. A full list of the changes - new procedures etc can be found here : http://www.hidden-source.com/round-restart.php One thing to note, it doesn't remove decals or debris, I assume they're temporary effects on the client side - not that big a deal. Ging -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: 24 February 2005 23:35 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Resetting entites on round restart. I belive mapenties.h is a start, but I would like to hear frm people who have already done it or done work on it. I'm having a hard time getting my head around it. On Thu, 24 Feb 2005 15:19:04 -0800, Stephen Micheals [EMAIL PROTECTED] wrote: Im also interested on how to do this. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source Control document
Very nice :) I installed perforce a while back and got a bit stuck, so hopefully this will help. On Fri, 25 Feb 2005 10:53:12 -0800, Mike Dussault [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] There's a new document up that describes how to use Perforce to ease the process of integrating SDK changes into your codebase. Check it out here: http://www.valve-erc.com/srcsdk/Code/SourceControl/SourceControl.html -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source Control document
I have an error were I add the ValveSDKCode using the command line it will add most of the files then it will start spewing out this error. Perforce Client Error: Connect To server failed check $p4port Connect :1666 : WSAEADDRINUSE Weird, it adds alot of files then spams that error. On Fri, 25 Feb 2005 14:52:42 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Nice on perforce I was working on this today for our mod. Couple of questions though (yes I know :P ) I didn't see much mention for client side setup. How do you go about setting up things on the client side? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Ben Davison [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, February 25, 2005 2:04 PM Subject: Re: [hlcoders] Source Control document Very nice :) I installed perforce a while back and got a bit stuck, so hopefully this will help. On Fri, 25 Feb 2005 10:53:12 -0800, Mike Dussault [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] There's a new document up that describes how to use Perforce to ease the process of integrating SDK changes into your codebase. Check it out here: http://www.valve-erc.com/srcsdk/Code/SourceControl/SourceControl.html -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source Control document
Gives me the error, Cannont add filenames with wildcards [EMAIL PROTECTED] in them, use -f to force add. I'm gonna try force adding them On Fri, 25 Feb 2005 14:48:07 -0800, Mike Dussault [EMAIL PROTECTED] wrote: Maybe it's because it's doing a p4.exe for each file. Try this, and it'll only run p4.exe for each directory: for /D /R %i in (*.*) do @p4 add %i\*.* -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: Friday, February 25, 2005 2:34 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source Control document I'll try that. It's weird because it adds about half the files then spams that error. On Fri, 25 Feb 2005 14:27:43 -0800, Mike Dussault [EMAIL PROTECTED] wrote: Haven't seen that one before. It looks like either your sockets are not getting released by Perforce correctly, or it doesn't know which IP address to use to connect to your server. You could try setting the p4port environment variable to localhost:1666 or [your ip address]:1666 and see if that fixes it. Also try searching their tech notes: http://www.perforce.com/perforce/technotes.html -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: Friday, February 25, 2005 12:22 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source Control document I have an error were I add the ValveSDKCode using the command line it will add most of the files then it will start spewing out this error. Perforce Client Error: Connect To server failed check $p4port Connect :1666 : WSAEADDRINUSE Weird, it adds alot of files then spams that error. On Fri, 25 Feb 2005 14:52:42 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Nice on perforce I was working on this today for our mod. Couple of questions though (yes I know :P ) I didn't see much mention for client side setup. How do you go about setting up things on the client side? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Ben Davison [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, February 25, 2005 2:04 PM Subject: Re: [hlcoders] Source Control document Very nice :) I installed perforce a while back and got a bit stuck, so hopefully this will help. On Fri, 25 Feb 2005 10:53:12 -0800, Mike Dussault [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] There's a new document up that describes how to use Perforce to ease the process of integrating SDK changes into your codebase. Check it out here: http://www.valve-erc.com/srcsdk/Code/SourceControl/SourceControl. ht ml -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2MP SDK Crash (and fix)
Thanks added the fix to my mod. On Thu, 24 Feb 2005 13:41:51 -0500, Patrick Flanagan [EMAIL PROTECTED] wrote: I've been running my DM mod, and I noticed that periodically the clients would crash but the server would remain up. I happened to catch one in the debugger, and it looks like this is problem is in CreateRagdoll in ragdoll.cpp: CRagdoll *CreateRagdoll( C_BaseEntity *ent, studiohdr_t *pstudiohdr, const Vector forceVector, int forceBone, const CBoneAccessor pPrevBones, const CBoneAccessor pBoneToWorld, const CBoneAccessor pDesiredBonePosition, float dt ) { CRagdoll *pRagdoll = new CRagdoll; pRagdoll-Init( ent, pstudiohdr, forceVector, forceBone, pPrevBones, pBoneToWorld, dt ); if ( !pRagdoll-IsValid() ) { Msg(Bad ragdoll for %s\n, pstudiohdr-name ); delete pRagdoll; pRagdoll = NULL; } pRagdoll-SetInitialBonePosition( pstudiohdr, pDesiredBonePosition ); return pRagdoll; } I'm not sure under what circumstances the ragdoll is not valid, but apparently this was happening periodically. So when the ragdoll was not valid, it would delete that pointer and then immediately call SetInitialBonePosition on it. Nice. I changed the if block to: if ( !pRagdoll-IsValid() ) { Msg(Bad ragdoll for %s\n, pstudiohdr-name ); delete pRagdoll; pRagdoll = NULL; return pRagdoll; } and haven't seen this crash since. Patrick ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Resetting entites on round restart.
Hi all, I have implemented a simple round system, but the only problem is that when a round restarts all the map objects are still in the same state they where in from when the last round was played. Any hints or suggestions or good reading material about the subject(I searched wave length and the valve erc forums but turned up blanks). -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Resetting entites on round restart.
I belive mapenties.h is a start, but I would like to hear frm people who have already done it or done work on it. I'm having a hard time getting my head around it. On Thu, 24 Feb 2005 15:19:04 -0800, Stephen Micheals [EMAIL PROTECTED] wrote: Im also interested on how to do this. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Resetting entites on round restart.
Do you use mapentites.h? The way I figured was go through every entity at RoundRestart(); and delete them apart from players, lights etc. But at the moment i'm just figuring out how to-do it. This is how im looking at it at the moment, Add every entity to a list then filtering out which ones to delete. Is there some way to tell if something should not get deleted or do we have to manually filter ourselves? On Thu, 24 Feb 2005 16:32:14 -0800, Matt Boone [EMAIL PROTECTED] wrote: Cs and dod both destroy the entities and re-create them from scratch on round restart. We also maintain a list of entities that should not be destroyed on a round restart ( player, lights etc ). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: Thursday, February 24, 2005 3:35 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Resetting entites on round restart. I belive mapenties.h is a start, but I would like to hear frm people who have already done it or done work on it. I'm having a hard time getting my head around it. On Thu, 24 Feb 2005 15:19:04 -0800, Stephen Micheals [EMAIL PROTECTED] wrote: Im also interested on how to do this. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player Rendering effects
It's the material that needs to be changed. If you are really stuck you could ask garry of garrys mod, he just implemented a material changer gun. On Mon, 21 Feb 2005 09:50:54 +, British_Bomber [EMAIL PROTECTED] wrote: I am currently trying to implement a way of making a specific class in my mod become more and more translucent the less they move, and if they stop completely for a period of time they become completely invisible. I have the majority of this working, it's simple enough, but I am having an issue with creating a translucent player. The final effect which is a complete no draw is in, and so is the starting point, solid. It's the middle, transitional period I have had the problems with. If you have seen the E3 demo where the translucent character is standing in the flame you will get an idea of what I am trying to acheive. Unfortunatly I havent been able to figure out exactly how to get them to appear like that. I have tried changing the player's keyvalue renderamt, and also the players rendermode. Is this the right way to go about it or do I have to change the player's material dynamically somehow? I know it's probably some simple soloution that I missed at 3am, but it's just eluding me. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Code update.
Aha Jay, I should of really looked deeper into the licensing before opening my big gob :P I'm having a look at it now, would be good if you guys did some kind of tutorial on perforce. On Fri, 18 Feb 2005 20:39:03 +0100, tei [EMAIL PROTECTED] wrote: Yet another: http://www.superversion.org/ Its ugly, bad, and beta-ish, but easy to run. Its also code on java and use is own graphic toolkit. Note to Imperio59 : REleaSE!! as posiblEE!!! Actually only exist a few good or bad mods for HL2!.. I can only play Garrysmod!, I want more HL2 mods!!! 111 :D Ben Davison wrote: CVS http://www.anandtech.com/IT/showdoc.aspx?i=2310 SVN http://tortoisesvn.tigris.org/docs/TortoiseSVN_en/ch03s02.html The SVN tutorial is a bit harder to follow. On Fri, 18 Feb 2005 12:08:02 -0600, Justin Harvey [EMAIL PROTECTED] wrote: You only have to merge if you want to, your mod will work fine with out merging. So, again, it's up to you, do it or don't, from what Valve has said your mod will not break. -- www.neotokyohq.com Quoting Imperio59 [EMAIL PROTECTED]: Ok, I'm not done merging the 150+ files i need to yet, but i want a few explanations: Why change the entire game events listener/sender system? Why was that etc ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Debug builds causing engine error?
When I build the new HL2MP source on debug mode and try to run the game in steam it gives me an engine error. Anyone else? -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
Negative Jeffery, gattling gun insta gib! :P On Thu, 10 Feb 2005 17:31:31 -0600, jeff broome [EMAIL PROTECTED] wrote: Every weapon in every MOD should be insta-gib. :P Where is Holy Wars: Source? (don't you people EVER trim posts when you reply?) Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Making Usable Ladders
I'm just waiting till the HL2DM SDK comes out to properly start work on my mod. On Mon, 31 Jan 2005 16:24:11 -0600, Josh Ferguson [EMAIL PROTECTED] wrote: He mirrored my sentiments on the subject, but didn't provide a solution. Have other coders fixed this by simply switching over to using the HL2 code, even though it's not optimal for multiplayer? It would seem easier to me to simply use the old style ladders, if only I had the source code (could it be adapted from the HL SDK?). I was curious how everyone else has solved this problem. On Mon, 31 Jan 2005 14:32:23 -0600, Jeffrey botman Broome [EMAIL PROTECTED] wrote: Did you see this post in the archive that Yahn replied to earlier?... http://list.valvesoftware.com/mailman/private/hlcoders/2005-January/011615.html -- Jeffrey botman Broome ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[2]: [hlcoders] Steam: Technology failure
Why? Let's talk here, because it seems that there is no other official place where we can talk about that. www.steampowered.com Packaging is poor - discs are in envelopes, they are just useless without Steam and there is even no manual!!! What a shame. Vivendi's area of concern not valve. Why they had to make retail version to work only with Steam? If people buy retail it means that they do not want any online activations and all. Windows XP and countless other programs you buy retail and have to activate it. Steam just refused to work offline, See that's funny because every PC I have tried to get steam to run in offline mode has worked. It's usually the fault of something on the users part when offline does not work. Please take this ranting off this mailing list and on to www.steampowered.com the steam team does not frequent this mailing list so there is exactly 0 point in ranting here. And for original poster, steam is currently using 0 CPU and 2 megs of ram, it's not just a gui steam acts as an interface for a virtual filesystem aswell. On Wed, 26 Jan 2005 15:09:15 +0200, Vyacheslav Djura [EMAIL PROTECTED] wrote: Hello knighthk, Wednesday, January 26, 2005, 1:27:22 AM, you wrote: kgn Okay now this is definately off-topic. Let's not have a steam-flame kgn here, please.. Why? Let's talk here, because it seems that there is no other official place where we can talk about that. I also think that idea behind Steam is good, especially for us, game developers, but Steam itself and Half-Life 2 retail packaging are just awfull and this is a negative feedback to Valve and Sierra. Packaging is poor - discs are in envelopes, they are just useless without Steam and there is even no manual!!! What a shame. Why they had to make retail version to work only with Steam? If people buy retail it means that they do not want any online activations and all. Our team has decided to cancel HL2 port of Decay and do only HL1 port because of Steam because Steam just refused to work offline, though we have followed every step of Valve's instructions. Interesting that I wrote several times to official Steam support, wrote to forums and ask a question and still received no reply and that happened 3 weeks ago. -- Best regards, Vyacheslavmailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam: Technology failure
Fixed 100% CPU use on startup From steams changelog, so that's probably from before that they noticed that bug. On Wed, 26 Jan 2005 16:14:39 +0100, S. Hendriks [EMAIL PROTECTED] wrote: Perhaps this is just a stupid comment (so if so, don't say it is, makes me feel dumb! :P) but i saw in several programs you can slice the cpu usage. So perhaps STEAM does not slice it, and simply forces your CPU to give it all its power (though i have no CLUE WHATFOR). === Stefan Hendriks FunDynamic RealBot http://www.fundynamic.nl http://realbot.bots-united.com http://www.bots-united.com === -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Josh Verzonden: woensdag 26 januari 2005 14:09 Aan: hlcoders@list.valvesoftware.com Onderwerp: RE: [hlcoders] Steam: Technology failure Any of the devs have anything to say about this? I notice this as well, sometimes when doing steam updates I have to just stop it b/c it consumes so much. And I have a p4 3.0 w/1GB RAM. It uses up to like 70% of my CPU at times. Josh ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[4]: [hlcoders] Steam: Technology failure
I am not a noob who found link to this mailing list today and just decided to write here, Nice personal insults :thumbsup: Then you go on to call me a fanboy in other words. As soon as you started with the personal insults it immediatly invalidates all your arguments. I'll be stepping out of this rant as you failed to counter any of my points, but hey you insulted me personally with bad facts, so it's all good? On Wed, 26 Jan 2005 19:36:14 +0200, Vyacheslav Djura [EMAIL PROTECTED] wrote: Hello Ben, Wednesday, January 26, 2005, 3:57:16 PM, you wrote: BD www.steampowered.com Please be more careful reading my letter - I told you that we HAVE TRIED several times and they just ignored us. The only thing I received (3 or 4 weeks ago) was some letter your question is in the queue for answer and still no reply. Not telling that I've used steampowered.com to find out what's wrong with HL2 because everything was red in game - again, no answer. I work in game industry and know people from another companies (who also might read this letter) and they all agree that idea of Steam is great, but Steam itself is a big problem. Let's just imagine, what will be with all those people who have purchased Half-Life 2 if Valve would decide suddenly to quit game business? Who will play Half-Life 2 then? No one. BD Vivendi's area of concern not valve. Stefan already wrote you regarding this. BD Windows XP and countless other programs you buy retail and have to activate it. A lot of PC's are sold with already installed Windows XP and those who can't reinstall it usually call to some service center. As for countless other programs I haven't seen any. And hey, I am not a noob who found link to this mailing list today and just decided to write here, I work with computers as long as I remember myself. BD See that's funny because every PC I have tried to get steam to run in BD offline mode has worked. It's usually the fault of something on the BD users part when offline does not work. It worked for 2 or 3 weeks. We have followed all the steps in Valve Steam FAQ, we have made backup of .blob file. BD And for original poster, steam is currently using 0 CPU and 2 megs of BD ram, it's not just a gui steam acts as an interface for a virtual BD filesystem aswell. We also had such CPU usage of your lovely Steam on every our PC. You love your Steam so much, but there are so many other people who don't like it. I can tell you that as admin of http://www.hl2source.com who receives a lot positive feedback about Steam. -- Best regards, Vyacheslavmailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[4]: [hlcoders] Steam: Technology failure
I am not a noob who found link to this mailing list today and just decided to write here, That is very much of an insult. And usually when someone can't backup their points they launch into insults or I'm a game developer I've been working with PC's all my life type i'm better then you so that means my points are more validated then you. Well no shit sherlock(pardon my french) Being on a list dealing with a highly specialised subject like programming. I would expect most people here to have industry experience or to have worked with computers a substantial amount of time. Jan 2005 20:59:04 +0200, Dan Partelly [EMAIL PROTECTED] wrote: Aint we a little sesitive today ? I dont see any insult. You are oversensitive. And no, personal insults do not invalidate good points. They are only that, insults , and they shouldnt be posted , thats true, but they dont invalidate per se an argument. Dan - Original Message - From: Ben Davison [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, January 26, 2005 8:11 PM Subject: Re: Re[4]: [hlcoders] Steam: Technology failure I am not a noob who found link to this mailing list today and just decided to write here, Nice personal insults :thumbsup: Then you go on to call me a fanboy in other words. As soon as you started with the personal insults it immediatly invalidates all your arguments. I'll be stepping out of this rant as you failed to counter any of my points, but hey you insulted me personally with bad facts, so it's all good? On Wed, 26 Jan 2005 19:36:14 +0200, Vyacheslav Djura [EMAIL PROTECTED] wrote: Hello Ben, Wednesday, January 26, 2005, 3:57:16 PM, you wrote: BD www.steampowered.com Please be more careful reading my letter - I told you that we HAVE TRIED several times and they just ignored us. The only thing I received (3 or 4 weeks ago) was some letter your question is in the queue for answer and still no reply. Not telling that I've used steampowered.com to find out what's wrong with HL2 because everything was red in game - again, no answer. I work in game industry and know people from another companies (who also might read this letter) and they all agree that idea of Steam is great, but Steam itself is a big problem. Let's just imagine, what will be with all those people who have purchased Half-Life 2 if Valve would decide suddenly to quit game business? Who will play Half-Life 2 then? No one. BD Vivendi's area of concern not valve. Stefan already wrote you regarding this. BD Windows XP and countless other programs you buy retail and have to activate it. A lot of PC's are sold with already installed Windows XP and those who can't reinstall it usually call to some service center. As for countless other programs I haven't seen any. And hey, I am not a noob who found link to this mailing list today and just decided to write here, I work with computers as long as I remember myself. BD See that's funny because every PC I have tried to get steam to run in BD offline mode has worked. It's usually the fault of something on the BD users part when offline does not work. It worked for 2 or 3 weeks. We have followed all the steps in Valve Steam FAQ, we have made backup of .blob file. BD And for original poster, steam is currently using 0 CPU and 2 megs of BD ram, it's not just a gui steam acts as an interface for a virtual BD filesystem aswell. We also had such CPU usage of your lovely Steam on every our PC. You love your Steam so much, but there are so many other people who don't like it. I can tell you that as admin of http://www.hl2source.com who receives a lot positive feedback about Steam. -- Best regards, Vyacheslavmailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[4]: [hlcoders] Steam: Technology failure
Ok we are about to go round in circles here. He was calling ME a noob. And i don't think you get my other points. On Wed, 26 Jan 2005 21:58:58 +0200, Dan Partelly [EMAIL PROTECTED] wrote: I am not a noob who found link to this mailing list today and just decided to write here, I still fail to see how a user which labels himself as a non -noob performs an offense. As for the other stuff you write points they launch into insults or I'm a game developer it might be or not the truth. Its not so important. The guy has some points. I would expect most people here to have industry experience or to have You could not be more wrong. If you read the archives here you will see monuments of stupidity, coming from ppl which obviously have no ideea what they are talking of. Dan - Original Message - From: Ben Davison [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, January 26, 2005 9:30 PM Subject: Re: Re[4]: [hlcoders] Steam: Technology failure I am not a noob who found link to this mailing list today and just decided to write here, That is very much of an insult. And usually when someone can't backup their points they launch into insults or I'm a game developer I've been working with PC's all my life type i'm better then you so that means my points are more validated then you. Well no shit sherlock(pardon my french) Being on a list dealing with a highly specialised subject like programming. I would expect most people here to have industry experience or to have worked with computers a substantial amount of time. Jan 2005 20:59:04 +0200, Dan Partelly [EMAIL PROTECTED] wrote: Aint we a little sesitive today ? I dont see any insult. You are oversensitive. And no, personal insults do not invalidate good points. They are only that, insults , and they shouldnt be posted , thats true, but they dont invalidate per se an argument. Dan - Original Message - From: Ben Davison [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, January 26, 2005 8:11 PM Subject: Re: Re[4]: [hlcoders] Steam: Technology failure I am not a noob who found link to this mailing list today and just decided to write here, Nice personal insults :thumbsup: Then you go on to call me a fanboy in other words. As soon as you started with the personal insults it immediatly invalidates all your arguments. I'll be stepping out of this rant as you failed to counter any of my points, but hey you insulted me personally with bad facts, so it's all good? On Wed, 26 Jan 2005 19:36:14 +0200, Vyacheslav Djura [EMAIL PROTECTED] wrote: Hello Ben, Wednesday, January 26, 2005, 3:57:16 PM, you wrote: BD www.steampowered.com Please be more careful reading my letter - I told you that we HAVE TRIED several times and they just ignored us. The only thing I received (3 or 4 weeks ago) was some letter your question is in the queue for answer and still no reply. Not telling that I've used steampowered.com to find out what's wrong with HL2 because everything was red in game - again, no answer. I work in game industry and know people from another companies (who also might read this letter) and they all agree that idea of Steam is great, but Steam itself is a big problem. Let's just imagine, what will be with all those people who have purchased Half-Life 2 if Valve would decide suddenly to quit game business? Who will play Half-Life 2 then? No one. BD Vivendi's area of concern not valve. Stefan already wrote you regarding this. BD Windows XP and countless other programs you buy retail and have to activate it. A lot of PC's are sold with already installed Windows XP and those who can't reinstall it usually call to some service center. As for countless other programs I haven't seen any. And hey, I am not a noob who found link to this mailing list today and just decided to write here, I work with computers as long as I remember myself. BD See that's funny because every PC I have tried to get steam to run in BD offline mode has worked. It's usually the fault of something on the BD users part when offline does not work. It worked for 2 or 3 weeks. We have followed all the steps in Valve Steam FAQ, we have made backup of .blob file. BD And for original poster, steam is currently using 0 CPU and 2 megs of BD ram, it's not just a gui steam acts as an interface for a virtual BD filesystem aswell. We also had such CPU usage of your lovely Steam on every our PC. You love your Steam so much, but there are so many other people who don't like it. I can tell you that as admin of http://www.hl2source.com who receives a lot positive feedback about Steam. -- Best regards, Vyacheslavmailto:[EMAIL PROTECTED
Re: Re[4]: [hlcoders] Steam: Technology failure
I will bow out of this topic, this was just flamebait in the first place. On Wed, 26 Jan 2005 21:17:51 +0100, S. Hendriks [EMAIL PROTECTED] wrote: Little children could we stay on topic like grown ups? The subject is STEAM, we shared our points. If nobody has something to say that could make this 'discussion' fruitable, i'd say, we stop this discussion right now. === Stefan Hendriks FunDynamic RealBot http://www.fundynamic.nl http://realbot.bots-united.com http://www.bots-united.com === -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Ben Davison Verzonden: woensdag 26 januari 2005 21:04 Aan: hlcoders@list.valvesoftware.com Onderwerp: Re: Re[4]: [hlcoders] Steam: Technology failure Ok we are about to go round in circles here. He was calling ME a noob. And i don't think you get my other points. On Wed, 26 Jan 2005 21:58:58 +0200, Dan Partelly [EMAIL PROTECTED] wrote: I am not a noob who found link to this mailing list today and just decided to write here, I still fail to see how a user which labels himself as a non -noob performs an offense. As for the other stuff you write points they launch into insults or I'm a game developer it might be or not the truth. Its not so important. The guy has some points. I would expect most people here to have industry experience or to have You could not be more wrong. If you read the archives here you will see monuments of stupidity, coming from ppl which obviously have no ideea what they are talking of. Dan - Original Message - From: Ben Davison [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, January 26, 2005 9:30 PM Subject: Re: Re[4]: [hlcoders] Steam: Technology failure I am not a noob who found link to this mailing list today and just decided to write here, That is very much of an insult. And usually when someone can't backup their points they launch into insults or I'm a game developer I've been working with PC's all my life type i'm better then you so that means my points are more validated then you. Well no shit sherlock(pardon my french) Being on a list dealing with a highly specialised subject like programming. I would expect most people here to have industry experience or to have worked with computers a substantial amount of time. Jan 2005 20:59:04 +0200, Dan Partelly [EMAIL PROTECTED] wrote: Aint we a little sesitive today ? I dont see any insult. You are oversensitive. And no, personal insults do not invalidate good points. They are only that, insults , and they shouldnt be posted , thats true, but they dont invalidate per se an argument. Dan - Original Message - From: Ben Davison [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, January 26, 2005 8:11 PM Subject: Re: Re[4]: [hlcoders] Steam: Technology failure I am not a noob who found link to this mailing list today and just decided to write here, Nice personal insults :thumbsup: Then you go on to call me a fanboy in other words. As soon as you started with the personal insults it immediatly invalidates all your arguments. I'll be stepping out of this rant as you failed to counter any of my points, but hey you insulted me personally with bad facts, so it's all good? On Wed, 26 Jan 2005 19:36:14 +0200, Vyacheslav Djura [EMAIL PROTECTED] wrote: Hello Ben, Wednesday, January 26, 2005, 3:57:16 PM, you wrote: BD www.steampowered.com Please be more careful reading my letter - I told you that we HAVE TRIED several times and they just ignored us. The only thing I received (3 or 4 weeks ago) was some letter your question is in the queue for answer and still no reply. Not telling that I've used steampowered.com to find out what's wrong with HL2 because everything was red in game - again, no answer. I work in game industry and know people from another companies (who also might read this letter) and they all agree that idea of Steam is great, but Steam itself is a big problem. Let's just imagine, what will be with all those people who have purchased Half-Life 2 if Valve would decide suddenly to quit game business? Who will play Half-Life 2 then? No one. BD Vivendi's area of concern not valve. Stefan already wrote you regarding this. BD Windows XP and countless other programs you buy retail and BD have to activate it. A lot of PC's are sold with already installed Windows XP and those who can't reinstall it usually call to some service center. As for countless other programs I haven't seen any. And hey, I am not a noob who found link to this mailing list today and just
Re: Re[2]: [hlcoders] Steam: Technology failure
Or be quick enough to press cancel when it's loading up :P But if you have an internet connection it loads up in about 1 second flat for me. I don't want to rant about steam, but the above statment is imho a pretty lame excuse As was most of the above posters points. Valve might have a teeny bit of influence but with most games the publisher gets the final say with any physical packaging. On Wed, 26 Jan 2005 16:02:54 +0100, S. Hendriks [EMAIL PROTECTED] wrote: As for offline mode, if you have been online before with it. You should be able to go offline. In fact, all you need to do is have NO internet connection. === Stefan Hendriks FunDynamic RealBot http://www.fundynamic.nl http://realbot.bots-united.com http://www.bots-united.com === -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Ben Davison Verzonden: woensdag 26 januari 2005 14:57 Aan: hlcoders@list.valvesoftware.com Onderwerp: Re: Re[2]: [hlcoders] Steam: Technology failure Why? Let's talk here, because it seems that there is no other official place where we can talk about that. www.steampowered.com Packaging is poor - discs are in envelopes, they are just useless without Steam and there is even no manual!!! What a shame. Vivendi's area of concern not valve. Why they had to make retail version to work only with Steam? If people buy retail it means that they do not want any online activations and all. Windows XP and countless other programs you buy retail and have to activate it. Steam just refused to work offline, See that's funny because every PC I have tried to get steam to run in offline mode has worked. It's usually the fault of something on the users part when offline does not work. Please take this ranting off this mailing list and on to www.steampowered.com the steam team does not frequent this mailing list so there is exactly 0 point in ranting here. And for original poster, steam is currently using 0 CPU and 2 megs of ram, it's not just a gui steam acts as an interface for a virtual filesystem aswell. On Wed, 26 Jan 2005 15:09:15 +0200, Vyacheslav Djura [EMAIL PROTECTED] wrote: Hello knighthk, Wednesday, January 26, 2005, 1:27:22 AM, you wrote: kgn Okay now this is definately off-topic. Let's not have a kgn steam-flame here, please.. Why? Let's talk here, because it seems that there is no other official place where we can talk about that. I also think that idea behind Steam is good, especially for us, game developers, but Steam itself and Half-Life 2 retail packaging are just awfull and this is a negative feedback to Valve and Sierra. Packaging is poor - discs are in envelopes, they are just useless without Steam and there is even no manual!!! What a shame. Why they had to make retail version to work only with Steam? If people buy retail it means that they do not want any online activations and all. Our team has decided to cancel HL2 port of Decay and do only HL1 port because of Steam because Steam just refused to work offline, though we have followed every step of Valve's instructions. Interesting that I wrote several times to official Steam support, wrote to forums and ask a question and still received no reply and that happened 3 weeks ago. -- Best regards, Vyacheslavmailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[6]: [hlcoders] Steam: Technology failure
That is quite alright I did not intend to call you a noob and im sorry you took it that way, what I meant works both ways for us. Just because your having issues does not mean the vast majority of people are having issues. It also works out. Just because the vast majority of people are not having issues does not mean people ARE NOT having issues. On Wed, 26 Jan 2005 21:00:26 +0200, Vyacheslav Djura [EMAIL PROTECTED] wrote: Hello Ben, Wednesday, January 26, 2005, 8:11:01 PM, you wrote: BD I am not a BD noob who found link to this mailing list today and just decided to BD write here, BD Nice personal insults :thumbsup: Sorry I didn't mean that to be personal insult to you. I wrote this because I thought that you wanted to tell me that I am noob (not you) because I can't solve this miserable Steam problem because this thing works everywhere. I am not native English, I am from Ukraine that is why sorry again. -- Best regards, Vyacheslavmailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] opening source models.gcf
What are you trying to open it with? On Sat, 22 Jan 2005 10:47:54 -0600, jeff broome [EMAIL PROTECTED] wrote: On Sat, 22 Jan 2005 11:41:01 -0500, David Nelson [EMAIL PROTECTED] wrote: I was wanting to use some of the models in source models.gcf with a new weapon I just coded in but when I go to open source models.gcf I get: could not open: ./source models.gcf Error: Failed to open file System Error: can't access the file because its being used by another process I also tried this with steam closed with no luck.. Is it still locked off or something? Did you check the Task Manager to see if there's some other process running that might have the file locked? Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK update
Just A quick question, I assume because we use bot_add that the sample bots are built off the turtle rock CS:S bots? So will we see more examples and code in later releases? On Thu, 20 Jan 2005 10:16:57 -, Mike Blowers [EMAIL PROTECTED] wrote: Great suggestions. I'd love for that to be implemented too. Mike. - Original Message - From: Adam amckern Mckern [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, January 20, 2005 9:17 AM Subject: RE: [hlcoders] SDK update This would be a good idea, for those that also only work with the code --- Tony \omega\ Sergi [EMAIL PROTECTED] wrote: Couldn't you guys add an option to Extract Source Code which would just put an untouched version of the sdk, read only inside the sourcesdk folder, so we can diff whenever without actually running create a mod and creating new configurations? It would make things easy. And thenm let the refresh sdk content update that one if it exists, but only if. (so non-programmers don't need to have the source out of the GCF) What I ended up doing this time was using GCFScape and just unpacked the source dir to a folder off of c: so I could diff. Would be cool to have an option right there in the sdk for it. -Original Message- From: Alfred Reynolds [mailto:[EMAIL PROTECTED] Sent: January 19, 2005 9:46 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SDK update Refresh SDK content just updates the various tools and example content in the SDK. You need to Create A Mod to extract the new code. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Wednesday, January 19, 2005 6:28 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK update Ben Davison wrote: I've run a diff on the old code and the new code, and for some reason it's coming up with no changes to the code. Did it say Copying Files. Please wait... for about 2 or 3 minutes right after you clicked on Play Games-Source SDK? I also did a Refresh SDK Content, just for fun. I got differences all over the place (first 2 files in cl_dll\game_control, NavProgress.cpp and NavProgress.h are new). There's LOTS of changes in sdk\nav_*.* Are you doing a Single Player MOD or Multiplayer MOD? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.7.0 - Release Date: 17/01/2005 -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.7.0 - Release Date: 17/01/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders = http://ammahls.com __ Do you Yahoo!? Yahoo! Mail - now with 250MB free storage. Learn more. http://info.mail.yahoo.com/mail_250 ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK update
Goody gumdrops Alfred :) On Thu, 20 Jan 2005 11:02:00 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: Right now the bot examples in the SDK just use the basic fakeclient engine functionality to move a player around a server. In future updates we will be exposing some services derived from the CS:S bots (for example, access to their navigation mesh ). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: Thursday, January 20, 2005 6:54 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK update Just A quick question, I assume because we use bot_add that the sample bots are built off the turtle rock CS:S bots? So will we see more examples and code in later releases? On Thu, 20 Jan 2005 10:16:57 -, Mike Blowers [EMAIL PROTECTED] wrote: Great suggestions. I'd love for that to be implemented too. Mike. - Original Message - From: Adam amckern Mckern [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, January 20, 2005 9:17 AM Subject: RE: [hlcoders] SDK update This would be a good idea, for those that also only work with the code --- Tony \omega\ Sergi [EMAIL PROTECTED] wrote: Couldn't you guys add an option to Extract Source Code which would just put an untouched version of the sdk, read only inside the sourcesdk folder, so we can diff whenever without actually running create a mod and creating new configurations? It would make things easy. And thenm let the refresh sdk content update that one if it exists, but only if. (so non-programmers don't need to have the source out of the GCF) What I ended up doing this time was using GCFScape and just unpacked the source dir to a folder off of c: so I could diff. Would be cool to have an option right there in the sdk for it. -Original Message- From: Alfred Reynolds [mailto:[EMAIL PROTECTED] Sent: January 19, 2005 9:46 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SDK update Refresh SDK content just updates the various tools and example content in the SDK. You need to Create A Mod to extract the new code. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Wednesday, January 19, 2005 6:28 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK update Ben Davison wrote: I've run a diff on the old code and the new code, and for some reason it's coming up with no changes to the code. Did it say Copying Files. Please wait... for about 2 or 3 minutes right after you clicked on Play Games-Source SDK? I also did a Refresh SDK Content, just for fun. I got differences all over the place (first 2 files in cl_dll\game_control, NavProgress.cpp and NavProgress.h are new). There's LOTS of changes in sdk\nav_*.* Are you doing a Single Player MOD or Multiplayer MOD? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.7.0 - Release Date: 17/01/2005 -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.7.0 - Release Date: 17/01/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders = http://ammahls.com __ Do you Yahoo!? Yahoo! Mail - now with 250MB free storage. Learn more. http://info.mail.yahoo.com/mail_250 ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your
Re: [hlcoders] SDK update
Apparently it's friday the 19th at valve :O I got a weekly update today. On Thu, 20 Jan 2005 11:25:03 +1000, Luke Graham [EMAIL PROTECTED] wrote: Fantastic update, not sure whether I like the source for the maps or the bot interface best. A wierd idea popped into my head when I saw what Valves sample bot does. If 3rd-person mode has buggy animations and what-not, it could be emulated with a bot, and the first-person player model disabled. Just change the camera :D On Wed, 19 Jan 2005 17:11:11 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: We have released an update to the SDK, restart Steam to pick it up. This update adds a couple new features and provides some basic sample bots, more details can be found here: http://www.steampowered.com/index.php?area=newsid=390 And here: http://www.valve-erc.com/srcsdk/ (we are still working on updating the SDK site, should be done soon). - Alfred ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK update
I've run a diff on the old code and the new code, and for some reason it's coming up with no changes to the code. On Wed, 19 Jan 2005 17:50:21 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: You don't like our new calendar? Its year rotr 4 :) - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: Wednesday, January 19, 2005 5:44 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK update Apparently it's friday the 19th at valve :O I got a weekly update today. On Thu, 20 Jan 2005 11:25:03 +1000, Luke Graham [EMAIL PROTECTED] wrote: Fantastic update, not sure whether I like the source for the maps or the bot interface best. A wierd idea popped into my head when I saw what Valves sample bot does. If 3rd-person mode has buggy animations and what-not, it could be emulated with a bot, and the first-person player model disabled. Just change the camera :D On Wed, 19 Jan 2005 17:11:11 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: We have released an update to the SDK, restart Steam to pick it up. This update adds a couple new features and provides some basic sample bots, more details can be found here: http://www.steampowered.com/index.php?area=newsid=390 And here: http://www.valve-erc.com/srcsdk/ (we are still working on updating the SDK site, should be done soon). - Alfred ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2DM SDK in January or February?
I think it has todo with so much stuff that is broken or non functional in the current SDK that has to-do with it. I would rather have most of the grunt work done for me then having to reimplement basic stuff like scoreboards or team menus. While I do admit implementing it yourself is a great way to learn the ins and outs of the engine, i'm sure most people would like a fully functional base to work from. On Tue, 18 Jan 2005 02:56:20 -0600, DOOManiac [EMAIL PROTECTED] wrote: I get the impression that most people are wanting the standard things to be there already for them, like scoreboards and teamplay systems (including voice icons and chat coloring and stuff), rather than coding their own. For some beginners (I consider myself once, so perhaps I can speak for them, since I'm a dumbass) I also think a lot of it has to do with just fear of putting work into something now, and not knowing what to do to merge the code later. I just want a fully working spectator mode cause I don't feel like fixing the broken one. heh -- Russell DOOManiac Weed -- [EMAIL PROTECTED] -- Alfred Reynolds wrote: The code for HL2DM won't be until February at the earliest. I am interested as to why people want it. It doesn't contain anything more that the current SDK. The only real difference is has some HL2 weapons predicted (the current SDK has all its weapons predicted also) and it has a some more examples to work from. If you want to make a HL2DM clone or get more examples then it will be useful, otherwise... - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in January or February? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The one million dollar question. Will Valve release HL2DM this month ??, any news about it?? ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2DM SDK in January or February?
I can't speak for most people here but the current SDK is sparse I personally like learning the engine by doing most the basic work myself but I think most people would like a solid base to work off, and not have to create the basics like A round timer for example. Erik, Can I ask what is planned for the next version of the SDK? I know that there is going to be a physics fix by Jay Stelly. Anything else we should expect? On Tue, 18 Jan 2005 10:30:41 -0800, Erik Johnson [EMAIL PROTECTED] wrote: Please be very specific when talking about what is broken with the SDK. We'll work on any problems or difficult areas that you're running in to. Erik -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: Tuesday, January 18, 2005 5:30 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HL2DM SDK in January or February? I think it has todo with so much stuff that is broken or non functional in the current SDK that has to-do with it. I would rather have most of the grunt work done for me then having to reimplement basic stuff like scoreboards or team menus. While I do admit implementing it yourself is a great way to learn the ins and outs of the engine, i'm sure most people would like a fully functional base to work from. On Tue, 18 Jan 2005 02:56:20 -0600, DOOManiac [EMAIL PROTECTED] wrote: I get the impression that most people are wanting the standard things to be there already for them, like scoreboards and teamplay systems (including voice icons and chat coloring and stuff), rather than coding their own. For some beginners (I consider myself once, so perhaps I can speak for them, since I'm a dumbass) I also think a lot of it has to do with just fear of putting work into something now, and not knowing what to do to merge the code later. I just want a fully working spectator mode cause I don't feel like fixing the broken one. heh -- Russell DOOManiac Weed -- [EMAIL PROTECTED] -- Alfred Reynolds wrote: The code for HL2DM won't be until February at the earliest. I am interested as to why people want it. It doesn't contain anything more that the current SDK. The only real difference is has some HL2 weapons predicted (the current SDK has all its weapons predicted also) and it has a some more examples to work from. If you want to make a HL2DM clone or get more examples then it will be useful, otherwise... - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in January or February? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The one million dollar question. Will Valve release HL2DM this month ??, any news about it?? ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2DM SDK in January or February?
Bot API? Is that going to be using bits of the CS:S bot code? Also that change list mainly seems geared towards plugins, also has valve fixed the memory eating error with hammer and steam? On Tue, 18 Jan 2005 10:55:27 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: We will be releasing a basic bot API for plugins (with a very simple example). We have also extended the IPlayerInfo structure to return more data about player. You should use the IServerPluginHelpers::CreateMessage() function to communicate with end users from a plugin (oh, and we added a DIALOG_ENTRY message type that lets you prompt a user for input). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent: Tuesday, January 18, 2005 7:08 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HL2DM SDK in January or February? Any possibility of any server plugin updates? Perhaps the ability to change a user's origin? It would be great if there could be a function that allows us to modify the damage done per shot before it is processed. Not sure if you wanted a feature request or not :P Also, will hudmessages be fixed for CS:S? Thanks, Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Monday, January 17, 2005 11:28 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HL2DM SDK in January or February? The code for HL2DM won't be until February at the earliest. I am interested as to why people want it. It doesn't contain anything more that the current SDK. The only real difference is has some HL2 weapons predicted (the current SDK has all its weapons predicted also) and it has a some more examples to work from. If you want to make a HL2DM clone or get more examples then it will be useful, otherwise... - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in January or February? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The one million dollar question. Will Valve release HL2DM this month ??, any news about it?? ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: HL2DM SDK in January or February? Matt, i discovered something
Can you please stop changing the posting titles because it starts a new conversation thread on most clients. On Wed, 19 Jan 2005 00:05:14 +0100, Jose Luis Gonzalez [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] One note, Matt. First: I fixed the physics bugs with the code in http://www.sourcewiki.org/ www.sourcewiki.org Well, when I walk in a room and touch a physics object (a chair or a table), the pitch parameter turns, but only one time. I used cl_showanimstate to see it. The aim_pitch turns from 0.0 to random number and the HL2DM model change the pose animation Why this change?? Sorry for my English. I change the pose parameter in this function in base_playeranimstate.cpp, Using HL2DM animations. void CBasePlayerAnimState::ComputePoseParam_BodyPitch() { // Get pitch from v_angle float flPitch = m_flEyePitch; if ( flPitch 180.0f ) { flPitch -= 360.0f; } flPitch = clamp( flPitch, -90, 90 ); // See if we have a blender for pitch int pitch = GetOuter()-LookupPoseParameter( aim_pitch ); if ( pitch 0 ) return; SetOuterPoseParameter( pitch, flPitch ); g_flLastBodyPitch = flPitch; } I changed LookupPoseParameter(body_pitch) with LookupPoseParameter( aim_pitch). But don't work. Can this be a pitch bug in SDK?? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: HL2DM SDK in January or February? Matt, i discovered something
Line 334 in c_sdk_player.cpp should be: CODE m_PlayerAnimState-Update( EyeAngles()[YAW], EyeAngles()[PITCH] ); Or at least that's what I did and it works. There may be a better way to fix it. http://forums.thewavelength.net/index.php?showtopic=11219hl=pitch On Tue, 18 Jan 2005 15:14:24 -0800, Adrian Finol [EMAIL PROTECTED] wrote: Random number? Where is that number coming from? We need more info to help you fix this problem. What happens if you do this: int pitch = GetOuter()-LookupPoseParameter( aim_pitch ); if ( pitch 0 ) return; SetOuterPoseParameter( pitch, -90 ); Does your player model pitch change at all? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis Gonzalez Sent: Tuesday, January 18, 2005 3:05 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] RE: HL2DM SDK in January or February? Matt, i discovered something This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] One note, Matt. First: I fixed the physics bugs with the code in http://www.sourcewiki.org/ www.sourcewiki.org Well, when I walk in a room and touch a physics object (a chair or a table), the pitch parameter turns, but only one time. I used cl_showanimstate to see it. The aim_pitch turns from 0.0 to random number and the HL2DM model change the pose animation Why this change?? Sorry for my English. I change the pose parameter in this function in base_playeranimstate.cpp, Using HL2DM animations. void CBasePlayerAnimState::ComputePoseParam_BodyPitch() { // Get pitch from v_angle float flPitch = m_flEyePitch; if ( flPitch 180.0f ) { flPitch -= 360.0f; } flPitch = clamp( flPitch, -90, 90 ); // See if we have a blender for pitch int pitch = GetOuter()-LookupPoseParameter( aim_pitch ); if ( pitch 0 ) return; SetOuterPoseParameter( pitch, flPitch ); g_flLastBodyPitch = flPitch; } I changed LookupPoseParameter(body_pitch) with LookupPoseParameter( aim_pitch). But don't work. Can this be a pitch bug in SDK?? -- ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders