Re: [hlcoders] Technical Design Document or Quick Reference Guide?
http://www.moddb.com/mods/forsaken/downloads/forsaken-assets-source-code -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of John Standish Sent: Tuesday, January 13, 2009 5:05 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Technical Design Document or Quick Reference Guide? Too hard to documentation = lazy. Always document, always always. Especially when releasing something to the public. First thing I ever learned at work. On Tue, Jan 13, 2009 at 2:59 PM, Nick xnicho...@gmail.com wrote: Why the should we try to make documentation if even valve thinks its too hard to do? On Tue, Jan 13, 2009 at 3:57 PM, James Luzwick jluzw...@gmail.com wrote: I'm not sure what you mean by this. There ton's of proprietary source code on the valve developer wiki not to mention the source code is available to anyone who has a half life 2 key. This wouldn't be sold either.. it would just be more of a mod that can be worked on by public developers. On Tue, Jan 13, 2009 at 12:56 PM, Tobias Kammersgaard tobias.kammersga...@gmail.com wrote: Distributing the sourcecode isn't allowed, this seems like a pretty big problem. /ScarT 2009/1/13 Steve Henderson steven.j.hender...@gmail.com And we could make a 3rd party GUI tool that allows for a rich diff like view between someone's MOD (MyMod) and the DokuMod. This would create a view of the code that would interweave the DokuMod inline documentation in with the user's Mod so they could see our documentation alongside theirs, and possibly selectively import the comments and changes they like... On Tue, Jan 13, 2009 at 1:01 PM, Steve Henderson steven.j.hender...@gmail.com wrote: We could create a special MOD (dokuMod) strictly for documentation. This would could have: - A plethora of doxygen friendly INLINE comments - Inline hyperlinks to more extensive documentation on @ the developer.valve wiki - Default enabling the many built-in debug layers that Valve already included. These would be enabled by default so someone playing a the dokuMod would see all the debug skins and such - Self documenting classes -- For example, custom PropClass that have skins and hovering sprites that serve as documentation - Custom VGUI classes that could show handy visualizations of the scene graph, firing actions etc. - Included map that allow for walking through in FPS view and observing all the debugging and other turorials The mod would create full, nightly doxygen html that has UML and the inline documentation I'd be up to contribute.. Steve On Tue, Jan 13, 2009 at 12:53 PM, John Standish vold...@gmail.com wrote: I agree with Nuno on the fact that documentation is very important. I've just started getting back in to the Source SDK and I am completely lost at points. It's not the fact that I do not know C++ it's the fact I am trying to figure out every little piece of source and what points to what. Sure the name conventions are helpful but some things are just either wonky or convoluted. Documentation would help tremendously. I've used Doxygen to create documentation but that has only done so much. On Tue, Jan 13, 2009 at 9:45 AM, Nuno Silva little.coding@gmail.comwrote: I can't stress this enough, but documentation is *very* important in large projects such as Source, one shouldnt try to figure out what all the code does, considering how it's not even possible to do so since most of the code isnt even public. Documenting the code ourselves would be an interesting idea, however it is a long task, and as such should be very well organized. Since i dont use the Source SDK, i probably wont help, so good luck to everyone. On Tue, Jan 13, 2009 at 5:31 PM, Willem Engel wil...@refreshmi.nl wrote: Yes, time to put some sense back into this thing. Does anyone know of a system that would allow multiple persons to add comments to code without modifying the code itself? I imagine something like a wiki based on a class-diagram of the current code. We might even be able to add it to a section on the valve dev wiki? Commenting the code itself would require the lot of us to share a subversioning system of some kind. ZuM wrote: Good to see that someone on this list isn't flaming like some above. Now onto the topic, James, none that i know of is doing that. 2009/1/13 James Luzwick jluzw...@gmail.com On the topic of design documents. Does anyone know if there has been a push by anyone in particular to create javadoc-like doxygen
Re: [hlcoders] Fatal error C1853
Delete the .pch file in your build directory (Debug or Release directory in cl_dll and dlls directory), then rebuild. This means there is an error in the Pre-Compiled Headers file... a clean build won't necessarily delete it. You can also right-click the file that generates the PCH and select compile, that should overwrite it as well. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Patrick Gurney Sent: Wednesday, June 25, 2008 7:55 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Fatal error C1853 All of a sudden, I'm getting hit with this error 24 times. I changed one line (started to implement procedural textures as per the valve developer wiki) and that showed up. I reverted my changes and it still persists. I didn't change any of the project defaults or anything like that...and I know typically when mysterious errors like this appear, it's because I've changed something seemingly unrelated. I just can't figure out what that might be. I'm running the HL2 single player solution, and up until I changed the itexture.h file, everything was compiling with no issues (or at least, none that weren't my faulty code.) Any ideas? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 3218 (20080625) 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
Re: [hlcoders] Post your code!
Good call :) At least I deleted the OBJ files ;) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards Sent: Monday, June 16, 2008 8:09 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Post your code! FYI, there's about 54MB of intellisense cache in that rar that could be deleted. I tooled around in a few of the maps but didn't manage to work anything out. Fantastic visuals though. :-) Ben Everett wrote: Copyright isn't an issue at all, distribution is. I'll contact FilePlanet and FileShack to have them host it. You can already nab all art assets and code from: http://www.obike.net/forsaken/Forsaken%20Release.rar I'll upload a installation file for the mod itself shortly. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards Sent: Sunday, June 15, 2008 2:33 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Post your code! Watch out for copyright. It doesn't matter if you can get in touch with them any more: it's still not your work. Otherwise, bring it on! :-) Ben Everett wrote: Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone anymore) I've thought about releasing the source code, art assets, and map assets for free as well as the last playable build of the game. What would you guys think of that? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards Sent: Saturday, June 14, 2008 4:30 AM To: hlcoders Subject: [hlcoders] Post your code! Do you have any code lying around that might be useful to others? Why not share it? http://developer.valvesoftware.com/wiki/Category:Free_source_code ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 3186 (20080613) 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 3187 (20080615) 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 3190 (20080616) 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
Re: [hlcoders] Post your code!
Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone anymore) I've thought about releasing the source code, art assets, and map assets for free as well as the last playable build of the game. What would you guys think of that? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards Sent: Saturday, June 14, 2008 4:30 AM To: hlcoders Subject: [hlcoders] Post your code! Do you have any code lying around that might be useful to others? Why not share it? http://developer.valvesoftware.com/wiki/Category:Free_source_code ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 3186 (20080613) 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
Re: [hlcoders] Post your code!
Copyright isn't an issue at all, distribution is. I'll contact FilePlanet and FileShack to have them host it. You can already nab all art assets and code from: http://www.obike.net/forsaken/Forsaken%20Release.rar I'll upload a installation file for the mod itself shortly. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards Sent: Sunday, June 15, 2008 2:33 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Post your code! Watch out for copyright. It doesn't matter if you can get in touch with them any more: it's still not your work. Otherwise, bring it on! :-) Ben Everett wrote: Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone anymore) I've thought about releasing the source code, art assets, and map assets for free as well as the last playable build of the game. What would you guys think of that? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards Sent: Saturday, June 14, 2008 4:30 AM To: hlcoders Subject: [hlcoders] Post your code! Do you have any code lying around that might be useful to others? Why not share it? http://developer.valvesoftware.com/wiki/Category:Free_source_code ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 3186 (20080613) 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 3187 (20080615) 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
Re: [hlcoders] Post your code!
I don't have access to modify the Forsaken entry on ModDB anymore unfortunately. I would have no problem throwing it up on Google Code, IF the mod was still being actively developed. The problem was never updating the code, just art assets and maps. You know there is a problem when coders start learning how to map ;) Forsaken could still easily be developed and released for wide public use, the only thing ever lacking was the final push from artists and mappers to add the few remaining assets. Unfortunately our lead mapper is now the lead level designer for Little Big Planet, our lead character artist/animator is now the lead character artist for Hi-Rez Studio's Global Agenda, and our lead weapon modeler has worked full-time at Terminal Reality for quite a while. It's hard for people to work on a game full-time during the day and come home and work on another game... it's draining on a lot of levels. The key thing is we all had fun developing Forsaken. All we cared about was making a game that WE enjoyed playing, and at that we succeeded. It's just unfortunate that despite the amount of time we poured into the project, the general public never really got to see what we were doing. That's why I'm releasing everything now... to let others enjoy it. There's the fringe benefit for everyone else out there in getting to learn from our source code, there's some pretty cool stuff tucked away in there. One of them being the ability to have a mapper create the win conditions for a map that depends on the team. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards Sent: Sunday, June 15, 2008 5:27 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Post your code! You could put it on ModDB too. http://www.moddb.com/mods/3591/forsaken/downloads Ben Everett wrote: Copyright isn't an issue at all, distribution is. I'll contact FilePlanet and FileShack to have them host it. You can already nab all art assets and code from: http://www.obike.net/forsaken/Forsaken%20Release.rar I'll upload a installation file for the mod itself shortly. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards Sent: Sunday, June 15, 2008 2:33 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Post your code! Watch out for copyright. It doesn't matter if you can get in touch with them any more: it's still not your work. Otherwise, bring it on! :-) Ben Everett wrote: Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone anymore) I've thought about releasing the source code, art assets, and map assets for free as well as the last playable build of the game. What would you guys think of that? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards Sent: Saturday, June 14, 2008 4:30 AM To: hlcoders Subject: [hlcoders] Post your code! Do you have any code lying around that might be useful to others? Why not share it? http://developer.valvesoftware.com/wiki/Category:Free_source_code ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 3186 (20080613) 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 3187 (20080615) 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 3188 (20080615) 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
[hlcoders] Off Topic: Racing in the 2008 Tire Rack One Lap of America
Hey guys, Just sending out an e-mail to all of you to let you know I will be racing from May 3rd-10th in the 2008 Tire Rack One Lap of America. This is an endurance race visiting premiere tracks all over the United States where I will be racking up 4,000mi in seven days! Races will take part on the tracks only and all competitors must travel to the tracks obeying the traffic laws, getting a ticket means you could get disqualified. No support vehicle or crew teams allowed. just me and my co-driver. I bring it up here since I am racing for a charity, specifically Child's Play that I am sure all of you are familiar with. I have setup a scheme just like March of Dimes for how much you donate depending on how many miles I complete of the event and where I finish overall and in my class. You can visit the blog at http://www.obike.net/blog/. The suggested payment setup is as follows: 1-5 cents for each mile driven while still qualified (just for the event, not travel time to and from the start and finish). 1-5 dollars for each track completed 5 dollar bonus for each top five overall finish at a track 10 dollar bonus for a top three finish in my class 25 dollar bonus for a top ten finish overall. There are 78 cars participating at last count, so it won't be easy! Click on the Child's Play image or go to the Child's Play website (www.childsplaycharity.org) to donate. Wish me luck! I am #68 and will be driving my personal vehicle, a 2005 Scion tC. If you guys are near any of the tracks feel free to stop by and visit J And now back to your regularly scheduled program. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SDK Update heads up?
Why will we not want to merge straight to the new SDK code, just too much changed? Or is it that there will be no way to work off of the new engine until those are updated? I think if we got the new SDK code pretty quickly we can have a merge already in-place for when you release the new engine. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Monday, October 15, 2007 2:26 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SDK Update heads up? It's a little bit complicated, but hopefully I can explain it well. CS:S (along with DoD:S and HL2MP) are going to be migrated to the new engine over the next couple of months. Until then you should *not* merge in the new SDK code as it will not work with the old engine. Once we convert the three MP games you *will* want to create a new version of the mod using the updated SDK source code. Makes sense? Sorry I can't be more specific about exactly when the games will be converted to the new engine. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Middleton Sent: Monday, October 15, 2007 9:39 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK Update heads up? -- [ Picked text/plain from multipart/alternative ] I'm confused about the SDK update's compatibility with various AppID's. Our mod uses AppID 240 (for CS:S). Will merging with this update break our mod? Jonathan On 10/15/07, Adam Foster [EMAIL PROTECTED] wrote: On 15 Oct 2007, at 17:41, Mike Durand wrote: I'm shooting for an update that includes the updated tools this week or early next. After that I will work on an update that includes the new game DLL code and I am hoping that it will be available in beta by the end of the month. I'll let you guys know if I run into any problems that invalidate these timeframes. Fantastic - I've been looking forwards to playing round with the new Episode Two stuff, but didn't want to annoy anyone by asking exactly when the updated SDK tools would be available. It's my birthday on the 25th, just so you know. Potential tools deadline to aim for? ;-) Adam -- Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I thinkpoem that never asa I shallseea lovely as binary tree -- ___ 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 __ NOD32 2591 (20071014) 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
RE: [hlcoders] Creating a Sphere Trace
CEntitySphereQuery. Example: CBaseEntity *ent = NULL; for (CEntitySphereQuery sphere(GetAbsOrigin(), FORSAKEN_SPAWN_RADIUS); (ent = sphere.GetCurrentEntity()) != NULL; sphere.NextEntity()) { CBaseEntity *plent = ent; if ( plent plent-IsPlayer() plent != pPlayer ) return false; } -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Joel R. Sent: Tuesday, September 25, 2007 5:40 PM To: hlcoders Subject: [hlcoders] Creating a Sphere Trace -- [ Picked text/plain from multipart/alternative ] I've been attempting to create my own sphere trace using 2 engine functions. void GetBrushesInAABB( const Vector vMins, const Vector vMaxs, CUtlVectorint *pOutput, int iContentsMask = 0x ) bool GetBrushInfo( int iBrush, CUtlVectorconst cplane_t * *pPlanesOut, int *pContentsOut ) I had 2 theories to go about doing this using a start/end point and a radius. First theory was to create a box around my start/end positions and grab all plane data within the confines of this box. I'd do something like so: float d1 = (plane.dist - radius) - start; float d2 = (plane.dist - radius) - end; and using that to determine for a hit/miss based on the positive and negative values of the distance. However surrounding a box around my start/end would give me extra planes that'll give me a bunch of false positives on planes that are very tiny, since this algorithm is used for infinite sized planes.. Second theory was to slide the box in intervals and check for planes at each interval with a mins/max box the size of my radius. Then back checking the distance to see if I hit or penetrated any planes within. Both of these methods seem to not work after thinking about different possibilities that could arise due to the infinite sized plane algorithm. I then noticed there was extra values in the cplane_t structure that I'm not very familiar with: cplane_t::signbit and cplane_t::type. What purpose do these serve for the plane? Do they help determine if I'm within the planes constrictions for a collision? Anyone out there familiar with collision detection could help me out? I'd really like to have a sphere trace. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2550 (20070925) 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
RE: [hlcoders] Beta Testers Having Issues Running Modification
That was Forsaken as well, and was never resolved. Anyone from Valve have an idea? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tobias Kammersgaard Sent: Saturday, August 11, 2007 4:20 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Beta Testers Having Issues Running Modification -- [ Picked text/plain from multipart/alternative ] Didn't someone else have this problem here once? Or was that Forsaken too :o? /ProZak On 11/08/07, Nick [EMAIL PROTECTED] wrote: bugs happen, get used to them :P On 8/10/07, Ben Everett [EMAIL PROTECTED] wrote: This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] We have some beta testers that are unable to run our mod. The users experience an issue where after the Preparing to Launch... screen, the game just closes during the loading screen. There are no MDMP files at all when this occurs. Multiple reinstalls have not fixed the issue, neither has deleting the cache files, clientregistry.blob, etc. Any suggestions on a potential fix? -- ___ 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 __ NOD32 2451 (20070811) 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
[hlcoders] Beta Testers Having Issues Running Modification
This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] We have some beta testers that are unable to run our mod. The users experience an issue where after the Preparing to Launch... screen, the game just closes during the loading screen. There are no MDMP files at all when this occurs. Multiple reinstalls have not fixed the issue, neither has deleting the cache files, clientregistry.blob, etc. Any suggestions on a potential fix? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Beta Testers Having Issues Running Modification
No these are not debug DLLs... this is a small minority that is having the problem (~2%). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony omega Sergi Sent: Friday, August 10, 2007 9:48 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Beta Testers Having Issues Running Modification -- [ Picked text/plain from multipart/alternative ] are you distributing debug dlls? On 8/10/07, Keeper [EMAIL PROTECTED] wrote: Did you recompile with the beta binaries? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett Sent: Friday, August 10, 2007 10:10 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Beta Testers Having Issues Running Modification This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] We have some beta testers that are unable to run our mod. The users experience an issue where after the Preparing to Launch... screen, the game just closes during the loading screen. There are no MDMP files at all when this occurs. Multiple reinstalls have not fixed the issue, neither has deleting the cache files, clientregistry.blob, etc. Any suggestions on a potential fix? -- ___ 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 -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2450 (20070810) 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
RE: [hlcoders] Beta Testers Having Issues Running Modification
Yup, as I posted. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern McKern Sent: Friday, August 10, 2007 10:46 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Beta Testers Having Issues Running Modification They have gone through the normal steps of removing the .blob file, and other steps listed on the steampowered support site? Adam --- Ben Everett [EMAIL PROTECTED] wrote: No these are not debug DLLs... this is a small minority that is having the problem (~2%). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony omega Sergi Sent: Friday, August 10, 2007 9:48 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Beta Testers Having Issues Running Modification -- [ Picked text/plain from multipart/alternative ] are you distributing debug dlls? On 8/10/07, Keeper [EMAIL PROTECTED] wrote: Did you recompile with the beta binaries? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett Sent: Friday, August 10, 2007 10:10 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Beta Testers Having Issues Running Modification This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] We have some beta testers that are unable to run our mod. The users experience an issue where after the Preparing to Launch... screen, the game just closes during the loading screen. There are no MDMP files at all when this occurs. Multiple reinstalls have not fixed the issue, neither has deleting the cache files, clientregistry.blob, etc. Any suggestions on a potential fix? -- ___ 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 -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2450 (20070810) 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 Owner Nigredo Studios http://www.nigredostudios.com Need a vacation? Get great deals to amazing places on Yahoo! Travel. http://travel.yahoo.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2450 (20070810) 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
RE: [hlcoders] Beta Testers Having Issues Running Modification
Yes they do have Source SDK Base installed. All other mods work except for Forsaken. And no, this is NOT a debug build. You get a message when you attempt to run a debug build, not just the game exiting without MDMPs and no message. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony omega Sergi Sent: Friday, August 10, 2007 11:15 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Beta Testers Having Issues Running Modification -- [ Picked text/plain from multipart/alternative ] you may have already verified this, but i'll ask anyway just incase, it could be a stupid question, but do they have source sdk base, and access to download it? i can't remember what happens when you don't have it.. if it just quits.. or what On 8/11/07, Ben Everett [EMAIL PROTECTED] wrote: Yup, as I posted. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern McKern Sent: Friday, August 10, 2007 10:46 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Beta Testers Having Issues Running Modification They have gone through the normal steps of removing the .blob file, and other steps listed on the steampowered support site? Adam --- Ben Everett [EMAIL PROTECTED] wrote: No these are not debug DLLs... this is a small minority that is having the problem (~2%). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony omega Sergi Sent: Friday, August 10, 2007 9:48 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Beta Testers Having Issues Running Modification -- [ Picked text/plain from multipart/alternative ] are you distributing debug dlls? On 8/10/07, Keeper [EMAIL PROTECTED] wrote: Did you recompile with the beta binaries? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett Sent: Friday, August 10, 2007 10:10 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Beta Testers Having Issues Running Modification This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] We have some beta testers that are unable to run our mod. The users experience an issue where after the Preparing to Launch... screen, the game just closes during the loading screen. There are no MDMP files at all when this occurs. Multiple reinstalls have not fixed the issue, neither has deleting the cache files, clientregistry.blob, etc. Any suggestions on a potential fix? -- ___ 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 -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2450 (20070810) 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 Owner Nigredo Studios http://www.nigredostudios.com Need a vacation? Get great deals to amazing places on Yahoo! Travel. http://travel.yahoo.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2450 (20070810) 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 -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2450 (20070810) 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
RE: [hlcoders] settings.scr and sv_lan
There is no setting in listenserver.cfg that is overriding what is happening in settings.scr, I've already checked that. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Stephen Micheals Sent: Monday, July 09, 2007 3:24 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] settings.scr and sv_lan theres probably a listenserver.cfg file thats overriding the setting. if the file is not in the cfg directory its in the base games gcf file. On 7/8/07, Ben Everett [EMAIL PROTECTED] wrote: This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] I've noticed that if you include an option in settings.scr for sv_lan, that no matter what you change the setting to inside of the Create Game dialog that the change does not take place. Is this by design? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2385 (20070709) 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
RE: [hlcoders] How to trace?
Keep looping through the trace, and whenever you hit a wall or anything set it to ignore that entity. This is done by setting up a trace filter (the part where you are passing NULL). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000 Sent: Monday, July 09, 2007 11:38 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] How to trace? Hello, im testing in my plugin how to trace from a position to another and check, if a player in this line. So i think: Start - End = Nothing Start --- Player -- End = Player Hit! So i have tested: trace_t tr; Ray_t ray; ray.Init( Start , Ende ); Enginetrace-TraceRay( ray, COLLISION_GROUP_PLAYER, NULL, tr ); But than the trace dont get by walls and other stuff... I like to trace without hit anythink... only players... is there a way? Thanks for all help! With friendly reguards from Germany Ratman2000 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2385 (20070709) 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
RE: [hlcoders] How to trace?
You can setup a complex trace filter to only have an allow list, which would be that of players. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000 Sent: Monday, July 09, 2007 12:13 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] How to trace? Hello, thanks thats a nice idea but its to many time thats needed so i get lags becouse i trace over the full map :/ Is there no other way to trace and hit only players? With friendly Reguards Ratman2000 - Original Message - From: Ben Everett [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, July 09, 2007 7:02 PM Subject: RE: [hlcoders] How to trace? Keep looping through the trace, and whenever you hit a wall or anything set it to ignore that entity. This is done by setting up a trace filter (the part where you are passing NULL). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000 Sent: Monday, July 09, 2007 11:38 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] How to trace? Hello, im testing in my plugin how to trace from a position to another and check, if a player in this line. So i think: Start - End = Nothing Start --- Player -- End = Player Hit! So i have tested: trace_t tr; Ray_t ray; ray.Init( Start , Ende ); Enginetrace-TraceRay( ray, COLLISION_GROUP_PLAYER, NULL, tr ); But than the trace dont get by walls and other stuff... I like to trace without hit anythink... only players... is there a way? Thanks for all help! With friendly reguards from Germany Ratman2000 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2385 (20070709) 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2386 (20070709) 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
RE: [hlcoders] How to trace?
In the SDK code do a search for CTraceFilterSimple... you can use that to work off of. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000 Sent: Monday, July 09, 2007 1:19 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] How to trace? Hello, can you give me an example please? Thanks! With friendly reguards Ratman2000 - Original Message - From: Ben Everett [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, July 09, 2007 8:04 PM Subject: RE: [hlcoders] How to trace? You can setup a complex trace filter to only have an allow list, which would be that of players. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000 Sent: Monday, July 09, 2007 12:13 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] How to trace? Hello, thanks thats a nice idea but its to many time thats needed so i get lags becouse i trace over the full map :/ Is there no other way to trace and hit only players? With friendly Reguards Ratman2000 - Original Message - From: Ben Everett [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, July 09, 2007 7:02 PM Subject: RE: [hlcoders] How to trace? Keep looping through the trace, and whenever you hit a wall or anything set it to ignore that entity. This is done by setting up a trace filter (the part where you are passing NULL). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000 Sent: Monday, July 09, 2007 11:38 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] How to trace? Hello, im testing in my plugin how to trace from a position to another and check, if a player in this line. So i think: Start - End = Nothing Start --- Player -- End = Player Hit! So i have tested: trace_t tr; Ray_t ray; ray.Init( Start , Ende ); Enginetrace-TraceRay( ray, COLLISION_GROUP_PLAYER, NULL, tr ); But than the trace dont get by walls and other stuff... I like to trace without hit anythink... only players... is there a way? Thanks for all help! With friendly reguards from Germany Ratman2000 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2385 (20070709) 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2386 (20070709) 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2386 (20070709) 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
RE: [hlcoders] Crashing on Debug
Mike, Yup SP1 for VS2005 is installed, as well as the SP1 VS2005 Vista x64 patch. Steam runs great outside of the debugger for the most part. Only a few quirks here and there, primarily when Steam patches itself and restarts... sometimes it will crash or won't restart... re-run Steam and it's fine. I get no UAC prompts ever when running Steam, so that's good... although I don't have it installed inside of Program Files so that could also be part of the reason why. The only time Steam consistently crashes is when I attempt to run HL2 and debug at the same time. As I said, I can get inside of a map just fine and then attach the debugger. Outside of that if I attempt to debug Steam and HL2 will just lock up and then Steam will crash (it seems to be when it is loading the cache files). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Saturday, July 07, 2007 3:59 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Crashing on Debug Hi Ben- Are you on SP1 of VS 2005? If not then I suggest you install it since I saw this in the SP1 release notes: Debugging on 64-Bit Windows installations: Visual Studio 2005 SP1 contains several debugger fixes that work when you debug 32-bit applications on 64-bit Windows installations. Only a subset of these fixes work when you debug 64-bit applications on 64-bit installations. This is because Visual Studio 2005 SP1 does not change many of the 64-bit debugging components. If this problem doesn't exist run running VS 2005 under other versions of Windows then I'd say that the issue has to be a general problem involving VS 2005, 32-bit apps, and 64-bit Vista. Steam runs OK for you under 64-bit Vista outside of this problem with the debugger, right? -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett Sent: Saturday, July 07, 2007 1:17 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Crashing on Debug Also, one thing I can add is that I can attach to the hl2.exe process once a game has been created (in a map)... but cannot until that happens. Otherwise steam.exe will crash. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony omega Sergi Sent: Saturday, July 07, 2007 2:30 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Crashing on Debug -- [ Picked text/plain from multipart/alternative ] you added -allowdebug on your command line from the debugger? On 7/7/07, Ben Everett [EMAIL PROTECTED] wrote: 1) Well aware of this. 2) This doesn't work, still crashing. 3) This I know, but running in Release mode doesn't do much help when I'm trying to set breakpoints :) The main thing to note is that this only started happening when I upgraded to Vista x64. Valve: Is there a known issue with Steam and Vista x64? Or could it be perhaps that there still isn't full-fledged support for Vista and VS2005? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Oliver Sent: Thursday, July 05, 2007 9:31 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Crashing on Debug -- [ Picked text/plain from multipart/alternative ] You may already know this, but here are some things to consider: 1) With Visual Studio, you can build in Debug or Release mode. If you build in Debug mode and then try to run the game through Steam, it will not launch the game. Instead, you must launch the game via Visual Studio. (See next point for work-around). 2) If you want to build in Debug mode and run from Steam, you need to add the flag: -allowdebug 3) If you build in Release mode, you can run from Steam or Visual Studio as normal. Point 1 may be the case for you. On 7/5/07, Tom Leighton [EMAIL PROTECTED] wrote: Add -allowdebug to your command line... You're missing it and usually that crashes me :) Ben Everett wrote: It ran fine until I swapped over to Vista x64, and that is when the issue started. The other programmer on the project has no problem at all on Windows XP. As far as the DLL it is crashing on when it's trying to load, as stated... it's Steam.exe that crashes. And this is before HL2.exe is even launched. I do have an MDMP of the crash. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hyperjag 3 Sent: Wednesday, July 04, 2007 8:28 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Crashing on Debug I think there has always been a problem launching a mod to debug directly through hl2.exe since mods started being based on the source sdk base instead of hl2/hl2dm. I found a way around it on the wiki, and that is to use steam.exe to -applaunch 215 with the -game as your mod, then manually attach the visual studio debugger to hl2.exe once it starts. Working directory
RE: [hlcoders] Crashing on Debug
I'm not running Steam as Administrator (as I'm attempting to keep all programs under regular User-land priveleges to assist with debugging). VS2005 has to run as Administrator, so that is the only application running as administrator. It could be that launching HL2 is giving it Administrator privileges due to inheritance, and Steam.exe is wigging out when that happens. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Sunday, July 08, 2007 1:02 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Crashing on Debug OK. Another thing I have read about is running Steam as an adminsitrator in Vista. Are you doing that with Steam and VS 2005? You may want to do the same with hl2.exe in case there is some sort of inheritance going on. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett Sent: Sunday, July 08, 2007 10:14 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Crashing on Debug Mike, Yup SP1 for VS2005 is installed, as well as the SP1 VS2005 Vista x64 patch. Steam runs great outside of the debugger for the most part. Only a few quirks here and there, primarily when Steam patches itself and restarts... sometimes it will crash or won't restart... re-run Steam and it's fine. I get no UAC prompts ever when running Steam, so that's good... although I don't have it installed inside of Program Files so that could also be part of the reason why. The only time Steam consistently crashes is when I attempt to run HL2 and debug at the same time. As I said, I can get inside of a map just fine and then attach the debugger. Outside of that if I attempt to debug Steam and HL2 will just lock up and then Steam will crash (it seems to be when it is loading the cache files). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Saturday, July 07, 2007 3:59 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Crashing on Debug Hi Ben- Are you on SP1 of VS 2005? If not then I suggest you install it since I saw this in the SP1 release notes: Debugging on 64-Bit Windows installations: Visual Studio 2005 SP1 contains several debugger fixes that work when you debug 32-bit applications on 64-bit Windows installations. Only a subset of these fixes work when you debug 64-bit applications on 64-bit installations. This is because Visual Studio 2005 SP1 does not change many of the 64-bit debugging components. If this problem doesn't exist run running VS 2005 under other versions of Windows then I'd say that the issue has to be a general problem involving VS 2005, 32-bit apps, and 64-bit Vista. Steam runs OK for you under 64-bit Vista outside of this problem with the debugger, right? -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett Sent: Saturday, July 07, 2007 1:17 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Crashing on Debug Also, one thing I can add is that I can attach to the hl2.exe process once a game has been created (in a map)... but cannot until that happens. Otherwise steam.exe will crash. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony omega Sergi Sent: Saturday, July 07, 2007 2:30 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Crashing on Debug -- [ Picked text/plain from multipart/alternative ] you added -allowdebug on your command line from the debugger? On 7/7/07, Ben Everett [EMAIL PROTECTED] wrote: 1) Well aware of this. 2) This doesn't work, still crashing. 3) This I know, but running in Release mode doesn't do much help when I'm trying to set breakpoints :) The main thing to note is that this only started happening when I upgraded to Vista x64. Valve: Is there a known issue with Steam and Vista x64? Or could it be perhaps that there still isn't full-fledged support for Vista and VS2005? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Oliver Sent: Thursday, July 05, 2007 9:31 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Crashing on Debug -- [ Picked text/plain from multipart/alternative ] You may already know this, but here are some things to consider: 1) With Visual Studio, you can build in Debug or Release mode. If you build in Debug mode and then try to run the game through Steam, it will not launch the game. Instead, you must launch the game via Visual Studio. (See next point for work-around). 2) If you want to build in Debug mode and run from Steam, you need to add the flag: -allowdebug 3) If you build in Release mode, you can run from Steam or Visual Studio as normal. Point 1 may be the case for you. On 7/5/07, Tom Leighton [EMAIL PROTECTED] wrote: Add -allowdebug to your command line... You're missing it and usually that crashes
[hlcoders] settings.scr and sv_lan
This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] I've noticed that if you include an option in settings.scr for sv_lan, that no matter what you change the setting to inside of the Create Game dialog that the change does not take place. Is this by design? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Crashing on Debug
1) Well aware of this. 2) This doesn't work, still crashing. 3) This I know, but running in Release mode doesn't do much help when I'm trying to set breakpoints :) The main thing to note is that this only started happening when I upgraded to Vista x64. Valve: Is there a known issue with Steam and Vista x64? Or could it be perhaps that there still isn't full-fledged support for Vista and VS2005? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Oliver Sent: Thursday, July 05, 2007 9:31 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Crashing on Debug -- [ Picked text/plain from multipart/alternative ] You may already know this, but here are some things to consider: 1) With Visual Studio, you can build in Debug or Release mode. If you build in Debug mode and then try to run the game through Steam, it will not launch the game. Instead, you must launch the game via Visual Studio. (See next point for work-around). 2) If you want to build in Debug mode and run from Steam, you need to add the flag: -allowdebug 3) If you build in Release mode, you can run from Steam or Visual Studio as normal. Point 1 may be the case for you. On 7/5/07, Tom Leighton [EMAIL PROTECTED] wrote: Add -allowdebug to your command line... You're missing it and usually that crashes me :) Ben Everett wrote: It ran fine until I swapped over to Vista x64, and that is when the issue started. The other programmer on the project has no problem at all on Windows XP. As far as the DLL it is crashing on when it's trying to load, as stated... it's Steam.exe that crashes. And this is before HL2.exe is even launched. I do have an MDMP of the crash. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hyperjag 3 Sent: Wednesday, July 04, 2007 8:28 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Crashing on Debug I think there has always been a problem launching a mod to debug directly through hl2.exe since mods started being based on the source sdk base instead of hl2/hl2dm. I found a way around it on the wiki, and that is to use steam.exe to -applaunch 215 with the -game as your mod, then manually attach the visual studio debugger to hl2.exe once it starts. Working directory is still set to source sdk base. In the debugging properties, I have command set to e:\program files\valve\steam\steam.exe, and arguments set to -applaunch 215 -dev -insecure -game e:\program files\valve\steam\steamapps\SourceMods\Obsidiandev -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9 From: Ben Everett [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Crashing on Debug Date: Wed, 4 Jul 2007 19:07:46 -0500 This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] Steam.exe is crashing whenever I attempt to debug our modification, it's before hl2.exe even launches. I'm launching source sdk base\hl2.exe with the working directory set to source sdk base. Command line arguments are: -dev -windowed -sw -game c:\games\steam\steamapps\SourceMods\Forsaken -insecure This is under VS2005, Vista x64. Any suggestions guys? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ http://liveearth.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2379 (20070704) 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 ___ 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 __ NOD32 2379 (20070704) 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
RE: [hlcoders] Crashing on Debug
Yup. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony omega Sergi Sent: Saturday, July 07, 2007 2:30 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Crashing on Debug -- [ Picked text/plain from multipart/alternative ] you added -allowdebug on your command line from the debugger? On 7/7/07, Ben Everett [EMAIL PROTECTED] wrote: 1) Well aware of this. 2) This doesn't work, still crashing. 3) This I know, but running in Release mode doesn't do much help when I'm trying to set breakpoints :) The main thing to note is that this only started happening when I upgraded to Vista x64. Valve: Is there a known issue with Steam and Vista x64? Or could it be perhaps that there still isn't full-fledged support for Vista and VS2005? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Oliver Sent: Thursday, July 05, 2007 9:31 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Crashing on Debug -- [ Picked text/plain from multipart/alternative ] You may already know this, but here are some things to consider: 1) With Visual Studio, you can build in Debug or Release mode. If you build in Debug mode and then try to run the game through Steam, it will not launch the game. Instead, you must launch the game via Visual Studio. (See next point for work-around). 2) If you want to build in Debug mode and run from Steam, you need to add the flag: -allowdebug 3) If you build in Release mode, you can run from Steam or Visual Studio as normal. Point 1 may be the case for you. On 7/5/07, Tom Leighton [EMAIL PROTECTED] wrote: Add -allowdebug to your command line... You're missing it and usually that crashes me :) Ben Everett wrote: It ran fine until I swapped over to Vista x64, and that is when the issue started. The other programmer on the project has no problem at all on Windows XP. As far as the DLL it is crashing on when it's trying to load, as stated... it's Steam.exe that crashes. And this is before HL2.exe is even launched. I do have an MDMP of the crash. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hyperjag 3 Sent: Wednesday, July 04, 2007 8:28 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Crashing on Debug I think there has always been a problem launching a mod to debug directly through hl2.exe since mods started being based on the source sdk base instead of hl2/hl2dm. I found a way around it on the wiki, and that is to use steam.exe to -applaunch 215 with the -game as your mod, then manually attach the visual studio debugger to hl2.exe once it starts. Working directory is still set to source sdk base. In the debugging properties, I have command set to e:\program files\valve\steam\steam.exe, and arguments set to -applaunch 215 -dev -insecure -game e:\program files\valve\steam\steamapps\SourceMods\Obsidiandev -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9 From: Ben Everett [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Crashing on Debug Date: Wed, 4 Jul 2007 19:07:46 -0500 This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] Steam.exe is crashing whenever I attempt to debug our modification, it's before hl2.exe even launches. I'm launching source sdk base\hl2.exe with the working directory set to source sdk base. Command line arguments are: -dev -windowed -sw -game c:\games\steam\steamapps\SourceMods\Forsaken -insecure This is under VS2005, Vista x64. Any suggestions guys? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ http://liveearth.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2379 (20070704) 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe
RE: [hlcoders] Crashing on Debug
Also, one thing I can add is that I can attach to the hl2.exe process once a game has been created (in a map)... but cannot until that happens. Otherwise steam.exe will crash. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony omega Sergi Sent: Saturday, July 07, 2007 2:30 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Crashing on Debug -- [ Picked text/plain from multipart/alternative ] you added -allowdebug on your command line from the debugger? On 7/7/07, Ben Everett [EMAIL PROTECTED] wrote: 1) Well aware of this. 2) This doesn't work, still crashing. 3) This I know, but running in Release mode doesn't do much help when I'm trying to set breakpoints :) The main thing to note is that this only started happening when I upgraded to Vista x64. Valve: Is there a known issue with Steam and Vista x64? Or could it be perhaps that there still isn't full-fledged support for Vista and VS2005? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Oliver Sent: Thursday, July 05, 2007 9:31 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Crashing on Debug -- [ Picked text/plain from multipart/alternative ] You may already know this, but here are some things to consider: 1) With Visual Studio, you can build in Debug or Release mode. If you build in Debug mode and then try to run the game through Steam, it will not launch the game. Instead, you must launch the game via Visual Studio. (See next point for work-around). 2) If you want to build in Debug mode and run from Steam, you need to add the flag: -allowdebug 3) If you build in Release mode, you can run from Steam or Visual Studio as normal. Point 1 may be the case for you. On 7/5/07, Tom Leighton [EMAIL PROTECTED] wrote: Add -allowdebug to your command line... You're missing it and usually that crashes me :) Ben Everett wrote: It ran fine until I swapped over to Vista x64, and that is when the issue started. The other programmer on the project has no problem at all on Windows XP. As far as the DLL it is crashing on when it's trying to load, as stated... it's Steam.exe that crashes. And this is before HL2.exe is even launched. I do have an MDMP of the crash. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hyperjag 3 Sent: Wednesday, July 04, 2007 8:28 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Crashing on Debug I think there has always been a problem launching a mod to debug directly through hl2.exe since mods started being based on the source sdk base instead of hl2/hl2dm. I found a way around it on the wiki, and that is to use steam.exe to -applaunch 215 with the -game as your mod, then manually attach the visual studio debugger to hl2.exe once it starts. Working directory is still set to source sdk base. In the debugging properties, I have command set to e:\program files\valve\steam\steam.exe, and arguments set to -applaunch 215 -dev -insecure -game e:\program files\valve\steam\steamapps\SourceMods\Obsidiandev -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9 From: Ben Everett [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Crashing on Debug Date: Wed, 4 Jul 2007 19:07:46 -0500 This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] Steam.exe is crashing whenever I attempt to debug our modification, it's before hl2.exe even launches. I'm launching source sdk base\hl2.exe with the working directory set to source sdk base. Command line arguments are: -dev -windowed -sw -game c:\games\steam\steamapps\SourceMods\Forsaken -insecure This is under VS2005, Vista x64. Any suggestions guys? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ http://liveearth.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2379 (20070704) 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 ___ To unsubscribe, edit your list preferences, or view
RE: [hlcoders] Crashing on Debug
It ran fine until I swapped over to Vista x64, and that is when the issue started. The other programmer on the project has no problem at all on Windows XP. As far as the DLL it is crashing on when it's trying to load, as stated... it's Steam.exe that crashes. And this is before HL2.exe is even launched. I do have an MDMP of the crash. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hyperjag 3 Sent: Wednesday, July 04, 2007 8:28 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Crashing on Debug I think there has always been a problem launching a mod to debug directly through hl2.exe since mods started being based on the source sdk base instead of hl2/hl2dm. I found a way around it on the wiki, and that is to use steam.exe to -applaunch 215 with the -game as your mod, then manually attach the visual studio debugger to hl2.exe once it starts. Working directory is still set to source sdk base. In the debugging properties, I have command set to e:\program files\valve\steam\steam.exe, and arguments set to -applaunch 215 -dev -insecure -game e:\program files\valve\steam\steamapps\SourceMods\Obsidiandev -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9 From: Ben Everett [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Crashing on Debug Date: Wed, 4 Jul 2007 19:07:46 -0500 This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] Steam.exe is crashing whenever I attempt to debug our modification, it's before hl2.exe even launches. I'm launching source sdk base\hl2.exe with the working directory set to source sdk base. Command line arguments are: -dev -windowed -sw -game c:\games\steam\steamapps\SourceMods\Forsaken -insecure This is under VS2005, Vista x64. Any suggestions guys? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ http://liveearth.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2379 (20070704) 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
[hlcoders] Crashing on Debug
This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] Steam.exe is crashing whenever I attempt to debug our modification, it's before hl2.exe even launches. I'm launching source sdk base\hl2.exe with the working directory set to source sdk base. Command line arguments are: -dev -windowed -sw -game c:\games\steam\steamapps\SourceMods\Forsaken -insecure This is under VS2005, Vista x64. Any suggestions guys? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Team colors are screwey
I first encountered this bug a long time ago in Forsaken, and I fixed it. Forsaken compiles fine in VS2003 and VS2005 without this problem. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent: Saturday, June 30, 2007 3:05 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Team colors are screwey I've asked about this bug also. Search hlcoders for Scoreboard bug?. I do not remember having this bug with vs2003. It is a pretty strange bug, I came to the conclusion this was either a valve bug, or vs2005 bug. I hope someone can investigate this bug, but I doubt anyone will. Good luck in solving the bug. If you find a fix please email it to me, I would be interested in fixing this bug as well. On 6/29/07, Ben Everett [EMAIL PROTECTED] wrote: Sounds like GetTeam is returning a bad value, or your order for the teams is wrong. In shareddefs.h, what does the TEAM_ declaration order look like? Should look something like: #define TEAM_INVALID-1 #define TEAM_UNASSIGNED 0 #define TEAM_GOVERNORS 1 #define TEAM_CIVILIANS 2 #define TEAM_RELIGIOUS 3 #define TEAM_SPECTATOR 4 Also, how are you disabling teams? My suggestion would be to set a breakpoint at that specific line when you notice it is messing up, and see what could be going wrong. My money is still on GetTeam. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Baer Sent: Friday, June 29, 2007 5:18 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Team colors are screwey -- [ Picked text/plain from multipart/alternative ] I am using: m_pPlayerList-SetSectionFgColor(sectionID, g_PR-GetTeamColor(i)); at the bottom of UpdateTeamInfo. This is what I am using in UpdatePlayerInfo: // set the row color based on the players team m_pPlayerList-SetItemFgColor( itemID, g_PR-GetTeamColor( g_PR-GetTeam( i ) ) ); In c_playerresource.cpp I am using: #ifndef HL2MP m_Colors[TEAM_BRITAIN] = COLOR_BLUE; m_Colors[TEAM_FRANCE] = COLOR_RED; m_Colors[TEAM_GERMANY] = COLOR_YELLOW; m_Colors[TEAM_SPECTATOR] = COLOR_WHITE; #endif and the colors are defined in shareddefs.h Baer From: Ben Everett [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Team colors are screwey Date: Thu, 28 Jun 2007 20:25:46 -0500 Reply-To: hlcoders@list.valvesoftware.com What are you using to obtain team colors? - Need Mail bonding? Go to the Yahoo! Mail QA for great tips from Yahoo! Answers users. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2364 (20070629) 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2365 (20070630) 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
RE: [hlcoders] Team colors are screwey
Sounds like GetTeam is returning a bad value, or your order for the teams is wrong. In shareddefs.h, what does the TEAM_ declaration order look like? Should look something like: #define TEAM_INVALID-1 #define TEAM_UNASSIGNED 0 #define TEAM_GOVERNORS 1 #define TEAM_CIVILIANS 2 #define TEAM_RELIGIOUS 3 #define TEAM_SPECTATOR 4 Also, how are you disabling teams? My suggestion would be to set a breakpoint at that specific line when you notice it is messing up, and see what could be going wrong. My money is still on GetTeam. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Baer Sent: Friday, June 29, 2007 5:18 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Team colors are screwey -- [ Picked text/plain from multipart/alternative ] I am using: m_pPlayerList-SetSectionFgColor(sectionID, g_PR-GetTeamColor(i)); at the bottom of UpdateTeamInfo. This is what I am using in UpdatePlayerInfo: // set the row color based on the players team m_pPlayerList-SetItemFgColor( itemID, g_PR-GetTeamColor( g_PR-GetTeam( i ) ) ); In c_playerresource.cpp I am using: #ifndef HL2MP m_Colors[TEAM_BRITAIN] = COLOR_BLUE; m_Colors[TEAM_FRANCE] = COLOR_RED; m_Colors[TEAM_GERMANY] = COLOR_YELLOW; m_Colors[TEAM_SPECTATOR] = COLOR_WHITE; #endif and the colors are defined in shareddefs.h Baer From: Ben Everett [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Team colors are screwey Date: Thu, 28 Jun 2007 20:25:46 -0500 Reply-To: hlcoders@list.valvesoftware.com What are you using to obtain team colors? - Need Mail bonding? Go to the Yahoo! Mail QA for great tips from Yahoo! Answers users. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2364 (20070629) 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
RE: [hlcoders] Team colors are screwey
What are you using to obtain team colors? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Baer Sent: Thursday, June 28, 2007 5:42 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Team colors are screwey -- [ Picked text/plain from multipart/alternative ] Let me run down the problem I am having. I have three regular teams plus spectator and unassigned, so that would make 5 teams in our mod. On our maps we have some with 3 teams and some with 2 teams. I have everything working fine to show the various menus and such. The problem I am having is when I run a test map with three teams all the team colors are fine in the scoreboard. When I start a map with 2 teams, team2 and team4 team 2 color is fine, team4 color is the default orange in the scoreboard. When I start another map with team3 and team4 team 3 is default orange and team4 is team 3 color in the scoreboard. Then when I test team2 and team3 team2 is fine and team3 is white, the color for spectators. Something is changing my team colors and I need to figure out how to keep the colors consistent throughout. To top all this off, the players name is the right color for their corresponding team. I was hoping someone had some kind of idea as to what I can do to figure a solution to this. Thanks Baer ( Lead Coder for Flanders Fields) - Ready for the edge of your seat? Check out tonight's top picks on Yahoo! TV. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2362 (20070628) 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
RE: [hlcoders] Changing sprite's orientation
Are the texture coordinates on the model correct? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Emiel Regis Sent: Thursday, June 21, 2007 5:12 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Changing sprite's orientation Hi, I'm having some problems. I have a collission model and a sprite attached to it as a blaster bolt for my mod. But the sprite doesnt show like it should, so horizontally like a bolt, but it is always vertically up. Changing $orientation in .vmd does nothing. Can anybody help me? :P Cheers, Emiel Regis The New Era team ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2343 (20070621) 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
RE: [hlcoders] Rotating a player
What may help you with that is changing the view vectors (i.e. what is forward, up, and right). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Wednesday, May 09, 2007 1:23 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Rotating a player Yes that's possible, I've already done it for our wallwalking, you just need to transform the input to the new orientation, then apply the player's input, and transform it back to world. However, as I pointed out in an earlier topic, the real difficulty is to have the movement code oriented randomly. The movement is based on shapecasts, and in Source only axis-aligned box casts are possible. If you want to be able to walk on surfaces that are not axis-aligned, that introduces additional difficulties ( working on them as we 'speak' ). If you limit your movement to axis-aligned surfaces or do not wish to walk on surfaces in the new orientation, there's no difficulty really. -- Maarten -- [ Picked text/plain from multipart/alternative ] Hi! Thanks for the fast reply. I'm actually looking for a way to rotate the players coordinate system. To be more concrete, I'm building a world with a changing gravity and the player should rotate relative to it. I'm not sure if I am using the right terms, but I think it must be the players coordinate system that needs to be rotated. Thanks, Wolfgang On 09/05/07, Minh [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Yes, this is possible. You need to go to player_command.cpp and edit CPlayerMove::SetupMove Also, on the client side, you need to edit prediction.cpp and find the corresponding function CPrediction::SetupMove These two functions handle player input and you can arbitrarily set the player's angles by ignoring the player input and forcing the angle to whatever you want. - Original Message - From: Christian Wolfgang [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, May 09, 2007 12:40 AM Subject: [hlcoders] Rotating a player -- [ Picked text/plain from multipart/alternative ] Hi. Is it possible to rotate a player in-game arbitrarily? And is it possible to have the mouse direction rotated as well? I've been trying to use SetAbsAngles, but it has no effect on players. Thanks, Wolfgang -- ___ 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 __ NOD32 2108 (20070312) 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
RE: [hlcoders] String_t conversions
To save data inbetween map changes, using KeyValues and saving and loading from file works wonders. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler Sent: Saturday, May 05, 2007 4:29 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] String_t conversions Well fixed it by reducing the size of the string from weapon_cougar_magnum to weapon_cougar_mag. Very weird indeed. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler Sent: Sunday, April 29, 2007 5:10 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] String_t conversions Well atm I use the same method of the concommand give to dynamic spawn items which is: string_t iszItem = AllocPooledString( pszItem );// Make a copy of the classname DevMsg(SpawnItem: Trying to spawn [%s] \n, STRING(iszItem)); CBaseCombatWeapon *lastItemSpawned=(CBaseCombatWeapon*)CreateEntityByName(STRING(iszItem)); But I have found that in doing so it tends to chop up long strings for example: Before: Attemting to spawn [weapon_cougar_magnum] Middle: SpawnItem: Trying to spawn [weapon_couga%|†] After : Attempted to create unknown entity type weapon_couga%|†! Is there a better way of doing this or fixing this so it works. I searched the net and couldn’t find any thing. Also is any way to save vars between map changes without using cvars? Mark ___ 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 __ NOD32 2108 (20070312) 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
RE: [hlcoders] hl2mp fresh source compilation for linux crashing on startup
Is the crash on the machine you compiled the binary on? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of John Tsakok Sent: Thursday, May 03, 2007 2:31 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] hl2mp fresh source compilation for linux crashing on startup -- [ Picked text/plain from multipart/alternative ] Hey guys, I'm trying to compile the HL2mp source code without any changes which I dled on Jan 07. Im getting a ./srcds_run: line 344: 2329 Segmentation fault $HL_CMD running the latest srcds. I basically compiled the source code with minor changes to the .vcproj to gut out the episodic stuff. I tried this using Ubuntu warty, breezy and feisty with the compilers gcc 3.4.2, 3.4.5 and 3.4.6 respectively which all crashed. I am also running ubuntu on vmware which I dont think is a problem. thanks for the help. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2108 (20070312) 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
RE: [hlcoders] Model Problem; Error Ingame
Could it be an attachment problem? ;) Check your paths first, after that your QC file is the next bet. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mukkan Yhtio Sent: Thursday, March 22, 2007 6:34 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Model Problem; Error Ingame This is a multi-part message in MIME format. -- The attached zip file contains a 3D model I am trying to port into HL2 DM. It is a penis yes; but let's try and be serious about this. It afterall does have a serious purpose and we are all mature people here. It shows up in game as the big red Error model; but when viewed through the model viewer it's fine. Anyone know what could be wrong with this model of mine? Thanks -- [ penismodel.zip of type application/octet-stream deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2108 (20070312) 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
RE: [hlcoders] SpawnSpecificGibs()
In the Cgib::Spawn function you can change the AddSolidFlags and SetCollisionGroup flags. You can also modify your bullet collision code to affect that collision group (as it may be ignoring it now). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mukkan Yhtio Sent: Wednesday, March 21, 2007 10:18 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] SpawnSpecificGibs() I am using this to spawn gibs; however the gibs don't seem to be solid. If I walk over them or shoot at them it just goes through the gib as if it where not there? Anyone have any idea how I can resolve this problem? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2108 (20070312) 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
RE: [hlcoders] SpawnSpecificGibs()
Where you actually apply the bullet-hit code (i.e. for Forsaken it's OnBulletHit) we apply effects, damage, and bullet forces at that time. So you'd just need to make sure that those gibs get processed by your OnBulletHit code. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mukkan Yhtio Sent: Wednesday, March 21, 2007 11:52 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SpawnSpecificGibs() Any pointers on what flags? I have already tried VPHYSICS collision flag and solid flags... Seem to make no difference. With the bullet code; I assume what your saying is I could use the TraceBullet to check if it has collided with the model; but if it has then what shall I do? Some how tell the model to respond to it?? Thanks, Mukkan Ben Everett wrote: In the Cgib::Spawn function you can change the AddSolidFlags and SetCollisionGroup flags. You can also modify your bullet collision code to affect that collision group (as it may be ignoring it now). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mukkan Yhtio Sent: Wednesday, March 21, 2007 10:18 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] SpawnSpecificGibs() I am using this to spawn gibs; however the gibs don't seem to be solid. If I walk over them or shoot at them it just goes through the gib as if it where not there? Anyone have any idea how I can resolve this problem? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2108 (20070312) 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2108 (20070312) 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
RE: [hlcoders] Muzzle flash showing in every view space.
Forsaken had that issue before, it turned out to be a problem with the actual models. If I recall, it was how the parent bones were setup as well as the bone/attachment orientations for the muzzle effect. If that isnt it, what Minh said about the effect not being filtered could be the problem. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Minh Sent: Thursday, March 08, 2007 5:39 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Muzzle flash showing in every view space. -- [ Picked text/plain from multipart/alternative ] hmm that is very weird. So basically, another player fires, and a muzzleflash sprite gets created on every player, not just the one doing the firing... Seems like the dispatcheffect is not being filtered properly (ie. your sending the muzzleflash event to the wrong clients). It's really hard to tell without seeing your code. - Original Message - From: REBEL [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, March 08, 2007 3:03 PM Subject: Re: [hlcoders] Muzzle flash showing in every view space. Okay, this is even better than a screenshot. I made a small video where the issue can be seen quite well. Hope it helps you: http://www.sendspace.com/file/m55otq That ghost muzzle cannot be seen in world view, and it doesn't spawn exactly in weapon's muzzle attachment. If character ducks that muzzle keeps showing in the same coordinates, it doesn't modify its position if player doesn't move. That test was made with a modified c_te_legacytempents file which produces more smoke but the muzzle issue happens the same with default c_te file. That's important because thats the place where muzzle sprites are created AFAIK, so default code makes the same effect. Ángel Oliver (R_Yell) - Original Message - From: Minh [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, March 08, 2007 7:54 PM Subject: Re: [hlcoders] Muzzle flash showing in every view space. -- [ Picked text/plain from multipart/alternative ] DoMuzzleFlash() doesn't actually create the sprite on the screen. As far as I can tell, it sets a parity bit on an entity. Why dont you take a screenshot to show us what your problem is. If you're having problems capturing muzzleflashes (since they happen so fast). Just use the command host_timescale 0.1 That will slow down the game to 10% of the normal speed. Original Message - From: REBEL [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, March 08, 2007 7:56 AM Subject: Re: [hlcoders] Muzzle flash showing in every view space. Thank you very much for the replies, I'm trying to dig into this issue but wasn't able to discover anything ATM. Our weapons cloned from 357 code are pretty much the same than default, only modified some values related to accuracy, etc. I'm using the latest SDK from November, all code the muzzleflash code wasn't touched. There were a few additions to c_te_legacytempents, so I tried with default file and no improvements. there are TWO events that are responsible for creating the muzzleflash. One of the events is embedded in the view model's primary attack sequence. The 2nd event is embedded inside the world model (w_357.cpp) I noticed there is no pPlayer-DoMuzzleFlash(); in my weapon_357.cpp, there wasn't any by default. It exist on other weapons, but not in the 357. I tried to comment the other event in basecombatweapon_shared and nothing happened, muzzleflash works the same so this confusses me a lot. Is pPlayer-DoMuzzleFlash() supposing to do something in multiplayer? At this point I have the doubt if we really did something wrong with the weapon models. Could a wrong muzzle attachment cause this? Ángel Oliver (R_Yell) - Original Message - From: Minh [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, March 07, 2007 7:50 PM Subject: Re: [hlcoders] Muzzle flash showing in every view space. -- [ Picked text/plain from multipart/alternative ] This might have something to do with the fact that there are TWO events that are responsible for creating the muzzleflash. One of the events is embedded in the view model's primary attack sequence. The 2nd event is embedded inside the world model (w_357.cpp) Check to make sure you are not calling both.. I have a similar problem when I switch to third person mode and I fire my gun. Both events get called and I can see two muzzle flashes. - Original Message - From: Ryan Sheffer [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, March 07, 2007 9:43 AM Subject: Re: [hlcoders] Muzzle flash showing in every view space. -- [ Picked text/plain from multipart/alternative ] We had this problem and fixed it, it was long ago though and I cant remember. My friend might remember so ill get back to you if I find the answer. On 3/6/07, John Sheu [EMAIL PROTECTED] wrote:
RE: [hlcoders] updating server w/ client info
Modify CUserCmd. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andrew (Bromfitsen) Sent: Wednesday, February 21, 2007 5:41 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] updating server w/ client info -- [ Picked text/plain from multipart/alternative ] You could try adding a handle to your clients command packets for a selected object, so that the informations is handed to the server along with all the other information such as key states and the likes. That way the server will know what you have selected and be able to determine the appropriate reactions, it could also benefit from the ability to use this in your prediction as well so selected items are handled a bit smoother. Or you could try using a similar method as the weapons use for their selection and such. Those are just off the top of my head, I don't code infront of me for specific or relevant locations to look, but my advice can help in some way. -Andrew -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Prediction with Prone
That... and also are you doing client-side simulation of prone or is the code only server side? The client-side simulation should be very close to what is being done on the server, and also check to see what is being sent/received on the client for prone. Limiting the amount of bits sent across the pipe COULD help. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern Mckern Sent: Thursday, February 15, 2007 1:47 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Prediction with Prone I know it might fell wrong but paste your code, we cant tell you much with you being vauge as you are. Adam --- jerry [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hi, I already posted this on the forum, but I might as well post it here. The more advanced coders watch these messages more closely/regularly ;). I'm having some trouble getting the prediction working for prone. When I use cl_showerror 1 (show prediction errors), I get errors when I move in prone position (laying on the ground). I'm kind of twitching when I'm moving in prone, like it's resetting my position every 0.2 seconds. When I shut off the prediction (cl_predict 0) the twitching is gone and I'm moving fluently in prone. The problem is that I have no idea where the problem is. I know that it's a prediction error. But I don't know where it is triggered. It's not a problem of speed, because I have the moving-speed of prone set to the duck moving-speed. And the twitching is only there when cl_predict is 1. So not speed related. Is it some kind of common thing for which I need to define a prediction for proning? But where do I need to do that? I copied most of the stuff from ducking, but I might have missed something. If anybody has any idea, plz tell me. Jerry -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com Finding fabulous fares is fun. Let Yahoo! FareChase search your favorite travel sites to find flight and hotel bargains. http://farechase.yahoo.com/promo-generic-14795097 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] connect to web/database
There is no way built into the SDK to connect to a server... however you could do it via sockets. Another option is to use the MySQL++ API to connect to the server directly. http://www.devarticles.com/c/a/Cplusplus/Building-a-Store-Application-With-M ySQL-and-C/ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Niclas Sent: Saturday, February 10, 2007 1:31 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] connect to web/database -- [ Picked text/plain from multipart/alternative ] How do I open a webpage from the serverside in the HL2mp sdk? So that I can send information to a php script. Or if I can connect to a MySQL server directly from the serverside. (tutorials would be appreciated) Niclas -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2050 (20070210) 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
RE: [hlcoders] Re: Open Source Mods (again)
This makes the most sense. As far as companies that do this already, id Software comes to mind. Even having the materials/models/scripts/etc included in the open-source repository makes sense as those are easily available (you can just create a SRCDS server and easily download them). Valve's standpoint on it, while understood, is silly considering how much is easily available. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent: Tuesday, January 30, 2007 11:13 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Re: Open Source Mods (again) It might just be easier for Valve to allow users to download previous codebases. That way, everyone can be happy. It would help non-open source developers also. On 1/30/07, Jeremy [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Not sure how well that is going to work. I don't know how patch files would deal the base SDK being changed during updates, and then users applying the patches to a slightly different codebase than the patch was built from. It's unfortunate they don't allow the code to be more public. Could open up some neat opportunities like this. J On 1/30/07, Nikolaos Tzimoulis [EMAIL PROTECTED] wrote: Hello (again), I've started my open source mod on sourceforge. I figured out their terrifying way of dealing with code submissions and now I'm working on a way to manage the code using diff files. I downloaded sfk (as Mike suggested) and I understand that it can be used to apply patch files to the original SDK files to generate the mod's source code. The problem is that I can't find a way to automate the process of creating the patch file. Sfk needs a particular format and I need to get a tool that finds differences between files and saves the output in that particular format. Should I try to make one on my own or is there a tool to do that already out there? Also, to clarify on more thing: I'll just have to create an unmodified copy of the SDK code to use as a basis to create the patch, right? Thanks for the help and sorry for being a pest and asking questions that aren't directly related to hlcoding. Nicholas ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] VAC keeps booting me from my own listen server! :(
Also, running sv_lan 0 at the moment is causing a crash. The error occurs when trying to retrieve a ConVar's value. I also get booted from a server immediately if I'm not using -insecure where it says Response timed out. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Friday, January 26, 2007 8:24 PM To: hlcoders@list.valvesoftware.com; hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] VAC keeps booting me from my own listen server! :( Strangely I'm still getting booted off with -insecure, but it least it seems to be taking slightly longer before it boots me. At 2007/01/26 08:19 PM, Minh wrote: ahhh thank you! That helps heaps! funny how that parameter adequately describes my mood.. - Original Message - From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, January 26, 2007 6:02 PM Subject: Re: [hlcoders] VAC keeps booting me from my own listen server! :( This is not something you broke in code, as it's happening to me right now as well. The VAC servers seem to be offline right now. Use -insecure on the command line. At 2007/01/26 07:39 PM, Minh wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is something going on with the VAC server because lately, I've been getting booted out of my own listen server out of the blue. It usually happens after a minute of running around the server by myself. I've seen the error msg before but recently, it seems to come up more often and I'm not sure if it's because of a Steam thing or if it's something I did with my code Here's the error msg: Secure Connection Failed: A connection to the Steam VAC Servers could not be made. For troubleshooting network issues, please click link below... also, in faded text, there's the phrase, Parsing game info... -- ___ 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 __ NOD32 2011 (20070127) 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
RE: [hlcoders] Falling spectators
It sounds like you have something going funky in your player code's InitialSpawn. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Richard Sent: Thursday, January 25, 2007 6:07 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Falling spectators Weird, just trying to figure out this one myself. I've been stepping through just about every function called in gamemovement.cpp such as FullObserverMove and FullNoClipMove, but no where have I seen the velocity vector being changed from 0. If I join a team (team based mod) and go back to spectators, this no longer happens, and I can fly around for as long as I want to. It only seems to happen when I go into spectator mode without having spawned as a player first, so I was wondering if that might have some bearing on the matter? Again I've looked for something that happens when the player spawns that might explain this, but haven't been able to find anything. Any help appreciated! R. Niclas wrote: -- [ Picked text/plain from multipart/alternative ] Every time I am spectator in my mod, I start falling. Flying around as a spectator for about a minute then I simply start to fall, like someone cut of my wings :P, but since Im a spectator I fall through the floor and never stops falling. Anyone know how to fix this or know what might casue it? Niclas -- ___ 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 __ NOD32 2008 (20070125) 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
RE: [hlcoders] Player HULL vs HIT BOXES
Memory and CPU cycles are cheap ;) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jon Day Sent: Thursday, January 18, 2007 10:29 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Player HULL vs HIT BOXES I'm very interested in finding out how well Dystopia performs with the USE_HITBOXES system as that really does seem like a good way to do it. Could save CPU cycles if the bbox that USE_HITBOXES would compute was instead pre-defined for each animation frame in the actual model/animation files (or a new file for each model created by some new program), so the game wouldn't have to go through each hitbox to create a bbox in real-time. I guess there would then be a tradeoff for memory, since there is an insane amount of animations as well as an insane amount of different hitboxes for different models. But still, it might be worth it. trepid_jon - Original Message - From: Teddy [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, January 18, 2007 9:48 PM Subject: Re: [hlcoders] Player HULL vs HIT BOXES Thanks Jay! The hacky workaround fixed the triggers through doors bug, now i can have the best of both worlds. For anyone who's interested, here's the code snippet: void CDYSPlayer::PhysicsTouchTriggers( const Vector *pPrevAbsOrigin ) { CollisionProp()-SetSurroundingBoundsType( USE_OBB_COLLISION_BOUNDS ); BaseClass::PhysicsTouchTriggers( pPrevAbsOrigin ); CollisionProp()-SetSurroundingBoundsType( USE_HITBOXES ); } On 1/18/07, Jay Stelly [EMAIL PROTECTED] wrote: Players touching triggers through thin doors is a bug. It will be fixed a future version of the engine, but that's not going to help you now. The important thing to know is the SolidMoved() is using surrounding bounds to intersect with triggers rather than the bbox for SOLID_BBOX objects like the player. You could do a bbox vs. trigger test in the game DLL to fix it when the engine calls back to mark the ents as touching and one is a FSOLID_TRIGGER and the other is SOLID_BBOX. A hacky workaround would be switching to USE_SPECIFIED_BOUNDS or USE_GAME_CODE just before the call to engine-SolidMoved() when the solid entity moving is a player and then switching back to hitbox after. The second issue is supposed to happen though - I mean either you want it to hit the hitboxes outside the hull or you don't. If you only want to hit them when they aren't protruding through some geometry you'll have to add some kind of code to detect that condition and account for it. As a heuristic you could trace a ray back from the impact point to the center of the player (ignoring the player) and make sure it makes it and filter out the hit if it doesn't... Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: Wednesday, January 17, 2007 8:35 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Player HULL vs HIT BOXES Some major issues have appeared as a result of this change, I've had to revert it unfortunately. Players were able to touch triggers through thin doors, and get shot if any part of their model was protruding through a brush/prop/etc. I looked into setting the surrounding bounds before any weapons ray trace runs, but this eats up alot of CPU time, and doesn't work with projectile weapons anyways.. So the only solution I've got now is to modify all the player model animations so they don't stray outside the movement collision bounds, -or- increase the size of the movement collision bounds. Our mappers will kill me if i do that (especially this close to release)!!! Anyone got any advice or a workaround for this problem? Cheers, Teddy On 1/17/07, Teddy [EMAIL PROTECTED] wrote: Thanks Jay, I did some measuring, and it had very little impact on performance. It turns out, near misses are pretty frequent (must be those 30 raytrace/sec weapons)! Nic2: Try putting the call to SetSurroundingBoundsType at the end of the spawn function, just in case something in the baseclass is overriding it -Teddy On 1/16/07, Jay Stelly [EMAIL PROTECTED] wrote: I tried to answer this in the wiki page: USE_SPECIFIED_BOUNDS could also be used to solve this problem by specifying a constant box that is always larger than the space occupied by hitboxes in any animation. As a tradeoff, this will be cheaper than USE_HITBOXES as the player animates and moves, but more a conservative boundary resulting in more hitbox queries happening against ray tests that miss. The highest performance method will depend on the mod's number of players moving vs. number of ray/box traces computed against players (and how many of those queries actually miss). It really depends on several variables (like how many rays are near misses, the number of hitboxes
RE: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
Of course not, they are locked in glass boxes (with breathing holes) w/ a OC-3 piped directly into their brain. They are in glass boxes so the management and artists can poke 'em w/ sticks :D -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tobias Kammersgaard Sent: Wednesday, January 17, 2007 1:11 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) -- [ Picked text/plain from multipart/alternative ] You don't have access to that stuff at Valve :o? /ProZak On 17/01/07, Mike Durand [EMAIL PROTECTED] wrote: E-mail it to me as well. I'll add it to Source SDK base so that distribution of this won't be a problem for you going forward. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] On Behalf Of Mukkan Yhtiö Sent: Wednesday, January 17, 2007 9:55 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) That would be really helpfull Omega; I don't think Valve would care about licencing when it comes to a file of a few bytes like this one. Send it as an attatchment diectly to my email or something? Thanks! :D From: Tony \omega\ Sergi [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) Date: Wed, 17 Jan 2007 12:35:39 -0500 -- [ Picked text/plain from multipart/alternative ] it appears as though it's only inside half-life source.gcf. i guess because nothing besides hl1source uses it ;) hrm, if it's okay to upload it, i can extract it. i dunno how the licensing works for hl2 now. On 1/17/07, Mukkan Yhtiö [EMAIL PROTECTED] wrote: Okay I copied particle_sphere can called it particledefault and the blood now shows up in game as white/light-aqua spheres. If anyone has the original particledefault file or has anyidea what it is meant to look like can they upload/tell me? Thanks! -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ FREE pop-up blocking with the new MSN Toolbar - get it now! http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Placing Light Sources during Game Play.
You have ELight's and DLight's that you can place dynamically. Also, the flashlight code is in flashlighteffect.cpp and .h on the client. The newer effect uses a projected texture for the flashlight. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mukkan Yhtiö Sent: Tuesday, January 16, 2007 6:32 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Placing Light Sources during Game Play. I need to create a light source while in game; I have been looking at lightglow.h and this looks like it will be a good idea. Although; if I could find where the Flashlight source code is in the SDK; I am slightly stumped as I found it a few months back but have no idea where... :\ If anyone could point out the file the flashlight code is in or a better class to use as a light source that would be very helpfull. Thanks _ FREE pop-up blocking with the new MSN Toolbar - get it now! http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 1982 (20070116) 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
RE: [hlcoders] Linux DS Build problem
And found the bug. FYI in the Makefile you shouldn't be referencing tier0_i486.so and vstdlib_i486.so by $(GAME_DIR)/bin. As these symbolic links are made in the Makefile when you do a 'make mod' it will suffice to have it set to just 'tier0_i486.so' and 'vstdlib_i486.so'. If you do a 'ldd' on the server_i486.so file and you had $(GAME_DIR)/bin and you have $(GAME_DIR) set to ~/srcds_l (which is how most people have the Linux Dedicated Server setup) there won't be any issues as it will lookup the .so's fine. However, if you have it set to something else (as I did) that differed from the next machines setup it will cause weird crashes and stack traces. Mirroring the install directories and .so's to the way the build machine had it will solve this issue. But as stated, your best bet is to have tier0_i486.so and vstdlib_i486.so set with no path as then LD_LIBRARY_PATH will be able to look them up as it should. If that doesn't make any sense, lemme know and I'll do my best to explain. It's been a long night _ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett Sent: Wednesday, January 10, 2007 9:35 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Linux DS Build problem Woops, wrong call stack (and some additional info I neglected to add in). I've compiled the mod on linux and it runs great; however, running it on FreeBSD causes the segfault. Querying gdb for a stack trace results in no symbols loading. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett Sent: Wednesday, January 10, 2007 8:09 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Linux DS Build problem Just tacking onto this thread... compiling my mod on linux and attempting to run it causes a seg fault. When attaching GDB and doing a stack trace I get the following: #0 0x in ?? () #1 0x02bf94b3 in CModAppSystemGroup::Create () from bin/engine_i686.so #2 0x02cfaeaf in CAppSystemGroup::Run () from bin/engine_i686.so #3 0x02bf9e1f in CDedicatedServerAPI::ModInit () from bin/engine_i686.so #4 0x0028328a in CDedicatedAppSystemGroup::Main () from bin/dedicated_i686.so #5 0x002b0dc3 in CAppSystemGroup::Run () from bin/dedicated_i686.so #6 0x002b0dc3 in CAppSystemGroup::Run () from bin/dedicated_i686.so #7 0x00283668 in main () from bin/dedicated_i686.so #8 0x0804909e in main () Any clues? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of LDuke Sent: Sunday, January 07, 2007 8:35 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Linux DS Build problem -- [ Picked text/plain from multipart/alternative ] I downloaded one of the fedora images from http://www.thoughtpolice.co.uk/vmware/ and used yum to install a couple other items I needed. Was really quick and painless. On 1/7/07, Sylvain Rochette [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The idea is good, the only problem is my image is 20GB, so its a little to much. But i can show some link about tutorial how to setup it if poeples are interested. First you need Linux Slackware 11! Download the dvd image (3 GB) http://www.slackware.com/getslack/torrents.php http://www.slackware.com/torrents/slackware-11.0-install-dvd.torrent I used bittorrent, the 3 GB taked 3-4 hours to get Installing Slackware 11 over VMWare (you need VMWare) http://howtoforge.org/slackware11_vmware_windows_xp Then you need to install VMWare Tools to speedup the graphic and mouse driver http://www.vmware.com/support/ws4/doc/new_guest_tools_ws.html but read this first http://www.linuxforums.org/forum/slackware-linux-help/21451-vmware-install-r c0-d-rc6-d-problem.html Installing srcds_l http://forums.srcds.com/viewtopic/1139 The only remaining thing is to install Xerces http://xml.apache.org/xerces-c/download.cgi Before executing the makefile you need to mount a drive over source sdk where the real source is using samba and add env var mount -t smbfs -o username=xxx,password=xxx //xp_computer_name/shared_network_drive_on_src /mnt export LD_LIBRARY_PATH=.:/bin:./bin ldconfig So what i have done is i have added another section in the makefile that do the job for you. At the makefile end after the check: ... add config: and add the 3 lines (mount, export, ldconfig) Before you compile the mod, just call make config then make You also need to configurate your linux makefile using the correct path With this linux version (Slackware11) GCC are already fine, so you dont need to worry about the version to use. And over windows XP its very fast. Regards - Original Message - From: Benjamin Davison [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, January 07, 2007 9:28 AM Subject: Re: [hlcoders] Linux DS Build problem -- [ Picked text/plain from multipart/alternative
RE: [hlcoders] Linux DS Build problem
Just tacking onto this thread... compiling my mod on linux and attempting to run it causes a seg fault. When attaching GDB and doing a stack trace I get the following: #0 0x in ?? () #1 0x02bf94b3 in CModAppSystemGroup::Create () from bin/engine_i686.so #2 0x02cfaeaf in CAppSystemGroup::Run () from bin/engine_i686.so #3 0x02bf9e1f in CDedicatedServerAPI::ModInit () from bin/engine_i686.so #4 0x0028328a in CDedicatedAppSystemGroup::Main () from bin/dedicated_i686.so #5 0x002b0dc3 in CAppSystemGroup::Run () from bin/dedicated_i686.so #6 0x002b0dc3 in CAppSystemGroup::Run () from bin/dedicated_i686.so #7 0x00283668 in main () from bin/dedicated_i686.so #8 0x0804909e in main () Any clues? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of LDuke Sent: Sunday, January 07, 2007 8:35 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Linux DS Build problem -- [ Picked text/plain from multipart/alternative ] I downloaded one of the fedora images from http://www.thoughtpolice.co.uk/vmware/ and used yum to install a couple other items I needed. Was really quick and painless. On 1/7/07, Sylvain Rochette [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The idea is good, the only problem is my image is 20GB, so its a little to much. But i can show some link about tutorial how to setup it if poeples are interested. First you need Linux Slackware 11! Download the dvd image (3 GB) http://www.slackware.com/getslack/torrents.php http://www.slackware.com/torrents/slackware-11.0-install-dvd.torrent I used bittorrent, the 3 GB taked 3-4 hours to get Installing Slackware 11 over VMWare (you need VMWare) http://howtoforge.org/slackware11_vmware_windows_xp Then you need to install VMWare Tools to speedup the graphic and mouse driver http://www.vmware.com/support/ws4/doc/new_guest_tools_ws.html but read this first http://www.linuxforums.org/forum/slackware-linux-help/21451-vmware-install-r c0-d-rc6-d-problem.html Installing srcds_l http://forums.srcds.com/viewtopic/1139 The only remaining thing is to install Xerces http://xml.apache.org/xerces-c/download.cgi Before executing the makefile you need to mount a drive over source sdk where the real source is using samba and add env var mount -t smbfs -o username=xxx,password=xxx //xp_computer_name/shared_network_drive_on_src /mnt export LD_LIBRARY_PATH=.:/bin:./bin ldconfig So what i have done is i have added another section in the makefile that do the job for you. At the makefile end after the check: ... add config: and add the 3 lines (mount, export, ldconfig) Before you compile the mod, just call make config then make You also need to configurate your linux makefile using the correct path With this linux version (Slackware11) GCC are already fine, so you dont need to worry about the version to use. And over windows XP its very fast. Regards - Original Message - From: Benjamin Davison [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, January 07, 2007 9:28 AM Subject: Re: [hlcoders] Linux DS Build problem -- [ Picked text/plain from multipart/alternative ] Just throwing out an idea here, I think it would be good if there was just some vmware or VPC image that was already setup with all the perquisites and we could just drop the source code in a folder and it would be all ready togo. I would do this myself but I have no idea how to compile the SDK for linux :) On 1/6/07, Sylvain Rochette [EMAIL PROTECTED] wrote: Yeah Alfed helped me the last day, i finally installed a new linux version Slackware 11 with vmware on my xp and now everything work fine. - Original Message - From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com; hlcoders@list.valvesoftware.com Sent: Saturday, January 06, 2007 6:41 PM Subject: Re: [hlcoders] Linux DS Build problem I saw a vcpm crasher on an older version of linux that had an pre-requirements version of glibc in the lib path. It's probably something like that, if not that exact issue. See the SDK Linux wiki page. At 2007/01/05 01:42 PM, Sylvain Rochette wrote: Ok done, i downloaded the latest source from public/utils and builded vcpm. I still got the same error when building my mod make: *** [mod] Segmentation fault - Original Message - From: Alfred Reynolds [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, January 05, 2007 1:41 PM Subject: RE: [hlcoders] Linux DS Build problem Try rm ./vcpm make vcpm and then run your make again. Sylvain Rochette wrote: I having hard time to build the linux version of our mod. One year ago, the linux build was building fine, but we did not use the linux the last year (2006). With the big sdk update from the last summer, stuff
RE: [hlcoders] Linux DS Build problem
Woops, wrong call stack (and some additional info I neglected to add in). I've compiled the mod on linux and it runs great; however, running it on FreeBSD causes the segfault. Querying gdb for a stack trace results in no symbols loading. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett Sent: Wednesday, January 10, 2007 8:09 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Linux DS Build problem Just tacking onto this thread... compiling my mod on linux and attempting to run it causes a seg fault. When attaching GDB and doing a stack trace I get the following: #0 0x in ?? () #1 0x02bf94b3 in CModAppSystemGroup::Create () from bin/engine_i686.so #2 0x02cfaeaf in CAppSystemGroup::Run () from bin/engine_i686.so #3 0x02bf9e1f in CDedicatedServerAPI::ModInit () from bin/engine_i686.so #4 0x0028328a in CDedicatedAppSystemGroup::Main () from bin/dedicated_i686.so #5 0x002b0dc3 in CAppSystemGroup::Run () from bin/dedicated_i686.so #6 0x002b0dc3 in CAppSystemGroup::Run () from bin/dedicated_i686.so #7 0x00283668 in main () from bin/dedicated_i686.so #8 0x0804909e in main () Any clues? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of LDuke Sent: Sunday, January 07, 2007 8:35 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Linux DS Build problem -- [ Picked text/plain from multipart/alternative ] I downloaded one of the fedora images from http://www.thoughtpolice.co.uk/vmware/ and used yum to install a couple other items I needed. Was really quick and painless. On 1/7/07, Sylvain Rochette [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The idea is good, the only problem is my image is 20GB, so its a little to much. But i can show some link about tutorial how to setup it if poeples are interested. First you need Linux Slackware 11! Download the dvd image (3 GB) http://www.slackware.com/getslack/torrents.php http://www.slackware.com/torrents/slackware-11.0-install-dvd.torrent I used bittorrent, the 3 GB taked 3-4 hours to get Installing Slackware 11 over VMWare (you need VMWare) http://howtoforge.org/slackware11_vmware_windows_xp Then you need to install VMWare Tools to speedup the graphic and mouse driver http://www.vmware.com/support/ws4/doc/new_guest_tools_ws.html but read this first http://www.linuxforums.org/forum/slackware-linux-help/21451-vmware-install-r c0-d-rc6-d-problem.html Installing srcds_l http://forums.srcds.com/viewtopic/1139 The only remaining thing is to install Xerces http://xml.apache.org/xerces-c/download.cgi Before executing the makefile you need to mount a drive over source sdk where the real source is using samba and add env var mount -t smbfs -o username=xxx,password=xxx //xp_computer_name/shared_network_drive_on_src /mnt export LD_LIBRARY_PATH=.:/bin:./bin ldconfig So what i have done is i have added another section in the makefile that do the job for you. At the makefile end after the check: ... add config: and add the 3 lines (mount, export, ldconfig) Before you compile the mod, just call make config then make You also need to configurate your linux makefile using the correct path With this linux version (Slackware11) GCC are already fine, so you dont need to worry about the version to use. And over windows XP its very fast. Regards - Original Message - From: Benjamin Davison [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, January 07, 2007 9:28 AM Subject: Re: [hlcoders] Linux DS Build problem -- [ Picked text/plain from multipart/alternative ] Just throwing out an idea here, I think it would be good if there was just some vmware or VPC image that was already setup with all the perquisites and we could just drop the source code in a folder and it would be all ready togo. I would do this myself but I have no idea how to compile the SDK for linux :) On 1/6/07, Sylvain Rochette [EMAIL PROTECTED] wrote: Yeah Alfed helped me the last day, i finally installed a new linux version Slackware 11 with vmware on my xp and now everything work fine. - Original Message - From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com; hlcoders@list.valvesoftware.com Sent: Saturday, January 06, 2007 6:41 PM Subject: Re: [hlcoders] Linux DS Build problem I saw a vcpm crasher on an older version of linux that had an pre-requirements version of glibc in the lib path. It's probably something like that, if not that exact issue. See the SDK Linux wiki page. At 2007/01/05 01:42 PM, Sylvain Rochette wrote: Ok done, i downloaded the latest source from public/utils and builded vcpm. I still got the same error when building my mod make: *** [mod] Segmentation fault - Original Message - From: Alfred Reynolds
[hlcoders] Custom Controls Property Pages
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I'm having issues with having custom controls be displayed on a property page. For some reason, they aren't rendered (although they are created and I can find the child instance by FindChildByName). I have checked the IsEnabled and IsVisible flags as well as calling MoveToFront in ShowPanel. Is there something I'm forgetting? I am creating the custom controls by CreateControlByName. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SRCDS Error with Source SDK Base mod
Still no luck with this =/ Other dedicated servers run fine; however, this one is causing issues. No different configuration than the other servers. Anyone else have a suggestion? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett Sent: Saturday, December 30, 2006 1:27 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SRCDS Error with Source SDK Base mod Which is interesting considering the fact that it works fine with a listen server but not with a dedicated server. Hmmm, I'll do some more research into this. Thanks for pointing me in a direction :) -Original Message- From: Adam \amckern\ Mckern [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Date: Fri, 29 Dec 2006 15:30:58 -0800 (PST) Subject: Re: [hlcoders] SRCDS Error with Source SDK Base mod Looking at the first 4 results on google, and my level design experince, you have filled a EDICT tree with code, or the map is to complex. As an exmaple - max_edicts = 1024 You have 1020 sounds precached, and ready to play in the code, and the map has 5 sounds - the engine will complain with this error, becuase you have 1025 - 1 sound to many. There may be other causes, but this is the one i do know and understand - i DO NOT know the engine limit on edicts however. Adam --- Ben Everett [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] When running a server via srcds (w/ the game set to hl2mp when the update command is passed to HLDSUpdateTool), clients keep receiving this message on connect resulting in them disconnecting; Host_Error: CL_ReadPreserveEnt: u.m_nNewEntity == MAX_EDICTS. Any idea on what's going on here? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.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 __ NOD32 1953 (20070102) 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
RE: [hlcoders] SRCDS Error with Source SDK Base mod
Interestingly enough, fixed. Rolled back to an older bin file, ran the server, upgraded to the new bin file, and ran the server again with no error this time. Weird. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent: Thursday, January 04, 2007 6:17 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SRCDS Error with Source SDK Base mod You did upgrade the dedicated server and tried a fresh install right? I had some problems like this with my mod and everything went away when the dedicated server was reinstalled. On 1/4/07, Ben Everett [EMAIL PROTECTED] wrote: Still no luck with this =/ Other dedicated servers run fine; however, this one is causing issues. No different configuration than the other servers. Anyone else have a suggestion? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett Sent: Saturday, December 30, 2006 1:27 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SRCDS Error with Source SDK Base mod Which is interesting considering the fact that it works fine with a listen server but not with a dedicated server. Hmmm, I'll do some more research into this. Thanks for pointing me in a direction :) -Original Message- From: Adam \amckern\ Mckern [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Date: Fri, 29 Dec 2006 15:30:58 -0800 (PST) Subject: Re: [hlcoders] SRCDS Error with Source SDK Base mod Looking at the first 4 results on google, and my level design experince, you have filled a EDICT tree with code, or the map is to complex. As an exmaple - max_edicts = 1024 You have 1020 sounds precached, and ready to play in the code, and the map has 5 sounds - the engine will complain with this error, becuase you have 1025 - 1 sound to many. There may be other causes, but this is the one i do know and understand - i DO NOT know the engine limit on edicts however. Adam --- Ben Everett [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] When running a server via srcds (w/ the game set to hl2mp when the update command is passed to HLDSUpdateTool), clients keep receiving this message on connect resulting in them disconnecting; Host_Error: CL_ReadPreserveEnt: u.m_nNewEntity == MAX_EDICTS. Any idea on what's going on here? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.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 __ NOD32 1953 (20070102) 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SRCDS Error with Source SDK Base mod
Thanks ;) (It was lag, I swear!) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent: Thursday, January 04, 2007 7:10 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SRCDS Error with Source SDK Base mod You're welcome! On 1/4/07, Ben Everett [EMAIL PROTECTED] wrote: Interestingly enough, fixed. Rolled back to an older bin file, ran the server, upgraded to the new bin file, and ran the server again with no error this time. Weird. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent: Thursday, January 04, 2007 6:17 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SRCDS Error with Source SDK Base mod You did upgrade the dedicated server and tried a fresh install right? I had some problems like this with my mod and everything went away when the dedicated server was reinstalled. On 1/4/07, Ben Everett [EMAIL PROTECTED] wrote: Still no luck with this =/ Other dedicated servers run fine; however, this one is causing issues. No different configuration than the other servers. Anyone else have a suggestion? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett Sent: Saturday, December 30, 2006 1:27 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SRCDS Error with Source SDK Base mod Which is interesting considering the fact that it works fine with a listen server but not with a dedicated server. Hmmm, I'll do some more research into this. Thanks for pointing me in a direction :) -Original Message- From: Adam \amckern\ Mckern [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Date: Fri, 29 Dec 2006 15:30:58 -0800 (PST) Subject: Re: [hlcoders] SRCDS Error with Source SDK Base mod Looking at the first 4 results on google, and my level design experince, you have filled a EDICT tree with code, or the map is to complex. As an exmaple - max_edicts = 1024 You have 1020 sounds precached, and ready to play in the code, and the map has 5 sounds - the engine will complain with this error, becuase you have 1025 - 1 sound to many. There may be other causes, but this is the one i do know and understand - i DO NOT know the engine limit on edicts however. Adam --- Ben Everett [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] When running a server via srcds (w/ the game set to hl2mp when the update command is passed to HLDSUpdateTool), clients keep receiving this message on connect resulting in them disconnecting; Host_Error: CL_ReadPreserveEnt: u.m_nNewEntity == MAX_EDICTS. Any idea on what's going on here? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.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 __ NOD32 1953 (20070102) 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SRCDS Error with Source SDK Base mod
Which is interesting considering the fact that it works fine with a listen server but not with a dedicated server. Hmmm, I'll do some more research into this. Thanks for pointing me in a direction :) -Original Message- From: Adam \amckern\ Mckern [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Date: Fri, 29 Dec 2006 15:30:58 -0800 (PST) Subject: Re: [hlcoders] SRCDS Error with Source SDK Base mod Looking at the first 4 results on google, and my level design experince, you have filled a EDICT tree with code, or the map is to complex. As an exmaple - max_edicts = 1024 You have 1020 sounds precached, and ready to play in the code, and the map has 5 sounds - the engine will complain with this error, becuase you have 1025 - 1 sound to many. There may be other causes, but this is the one i do know and understand - i DO NOT know the engine limit on edicts however. Adam --- Ben Everett [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] When running a server via srcds (w/ the game set to hl2mp when the update command is passed to HLDSUpdateTool), clients keep receiving this message on connect resulting in them disconnecting; Host_Error: CL_ReadPreserveEnt: u.m_nNewEntity == MAX_EDICTS. Any idea on what's going on here? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.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
[hlcoders] Error Verifying STEAM UserID Ticket
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Some users are getting this error when they attempt to create a server; however, they do not receive it when they join a server. Any clues as to the cause of this issue? This has only started for certain users since the latest Steam update. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Error Verifying STEAM UserID Ticket
Forsaken. And minidumps from a non-crash? Kinda hard to have these users do :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent: Thursday, December 21, 2006 6:21 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Error Verifying STEAM UserID Ticket Just curious which mod is this? Can you get any minidump files from the users? On 12/21/06, Ben Everett [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Some users are getting this error when they attempt to create a server; however, they do not receive it when they join a server. Any clues as to the cause of this issue? This has only started for certain users since the latest Steam update. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Error Verifying STEAM UserID Ticket
Yup, as well as the cache files. Even had them uninstall the mod, delete the source sdk base GCF and folder, re-install source sdk base, run source sdk base, and re-install the mod to no avail. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Murphy Sent: Friday, December 22, 2006 12:11 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Error Verifying STEAM UserID Ticket -- [ Picked text/plain from multipart/alternative ] They have tried the usual solutions to this problem, such as deleting the clientregistry.blob from the Steam folder and restarting? I haven't seen this issue that often. On 12/22/06, Nick [EMAIL PROTECTED] wrote: lol.. perhaps you are right. Nice mod btw... hehe On 12/21/06, Ben Everett [EMAIL PROTECTED] wrote: Forsaken. And minidumps from a non-crash? Kinda hard to have these users do :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent: Thursday, December 21, 2006 6:21 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Error Verifying STEAM UserID Ticket Just curious which mod is this? Can you get any minidump files from the users? On 12/21/06, Ben Everett [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Some users are getting this error when they attempt to create a server; however, they do not receive it when they join a server. Any clues as to the cause of this issue? This has only started for certain users since the latest Steam update. -- ___ 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 -- Lead Programmer for Resistance and Liberation www.resistanceandliberation.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
RE: [hlcoders] Map not loading in mod, steams fault? :)
Any word on an ETA for this fix, Alfred? We have two new beta testers encountering this specific crash. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Monday, November 27, 2006 12:30 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Map not loading in mod, steams fault? :) No, that was unrelated. Ben Everett wrote: Was this issue fixed in the Nov 21st Steam client update? I noticed that one of the items fixed was Fixed Source engine mods not launching correctly on 64-bit systems and didn't know if that was related. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Friday, November 17, 2006 5:35 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Map not loading in mod, steams fault? :) These dumps are all from the same point in the Source engine (during initial client signon to the server), we will look into why/how this is happening. - Alfred Ben Everett wrote: Some of the beta testers are having this issue as well, we have MDMPs of the event and it's crashing inside of HL2 with no trace-back into my code. Going into offline mode solved the issue only temporarily before Steam won't let them launch anymore This operation can't be completed while Steam is in offline mode. Of course they also couldn't join any other games ;) You can access the MDMP files at http://obike.thecodevault.net/forsaken_hl2_crashes.rar -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Wednesday, November 15, 2006 7:28 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Map not loading in mod, steams fault? :) What happens if you put Steam in Offline mode and try to run the map? I realize that not a fix for a multi-player game but maybe it would be an interesting data point. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy Swigart Sent: Wednesday, November 15, 2006 4:46 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Map not loading in mod, steams fault? :) -- [ Picked text/plain from multipart/alternative ] I'm one of the people experiencing the problem. I'm not sure what I could be running to cause the problem. It's nothing different than what I run and play any other map just fine. Attempting to debug it with a forced breakpoint isn't proving very useful. It would appears to be something steam is doing, and I can't really debug steam. We've been playtesting several maps regularly and this is the first map that this problem has come up in. Not sure where to go next with this. The biggest annoyance of the problem is how it leaves the system in a jacked up state that only seems to be resolved by a reboot. Jeremy On 11/15/06, Nate Nichols [EMAIL PROTECTED] wrote: I'm experiencing a possibly related bug. I have experienced similar problems (map almost loads, then Steam goes to 99% CPU) when running other software. Specifically, Stani's Python Editor ( http://stani.be/python/spe/blog/ ) causes the problem regularly. My workaround is just exiting SPE before running my mod. Other Steam programs cause the same problem, I can't open Hammer when running SPE either. If I'm not running SPE, though, everything's fine. Is it possible that other members of your team happen to be running other software when testing that map? Nate On 15/11/06, Patrick O'Leary [sui4] [EMAIL PROTECTED] wrote: Well, these 4-5 people can run other maps just fine. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jed Sent: Wednesday, November 15, 2006 08:27 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Map not loading in mod, steams fault? :) Check what firewall software their using. Peerguardian2 with certain block lists will prevent Steam accessing Valve's servers. It's best to disable it while Steam loads. ZoneAlarm, if set in fire and forget mode blocks HL2.EXE from connecting and even if running a local listen server it stops it looping back on itself and it'll make things hang. It's often hard to notice if you're running in fullscreen as it covers the alert. It's best to put it into Game Mode with Allow as the default response. I've had similar problems experiences that came down to those two pieces of software. - Jed On 15/11/06, Jeremy Swigart [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] We're having an issue in our mod where one of the maps won't load for like 5 of the mod members. Most of us can load it fine, but for about 5 members the map begins to load normally, at when the loading bar fills up, the game hangs, the computer becomes very unresponsive, and steam.exe chews up 99% cpu, while the hl2.exe sits idle. Shutting down hl2.exe through task manager
RE: [hlcoders] PropertySheets VGUI
I have no experience with directly using property sheets in VGUI; however, all VGUI controls are closely modeled off of their Windows equivalent. If you google for some examples of property sheets and property pages that should point you in the right direction. Sorry I couldn't be of any more assistance. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Stafford Sent: Saturday, December 16, 2006 10:05 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] PropertySheets VGUI -- [ Picked text/plain from multipart/alternative ] I'm working on creating a Mod Options dialog, but I can't for the life of me figure out how to use PropertySheets correctly. Theres no samples or anything around so I'm having some trouble understanding exactly what I need to do in order to use one on a panel that I can call from the main menu. Any suggestions or help would be greatly appreciated. Matt -- Matt Stafford (Wraiyth) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 1924 (20061215) 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
RE: [hlcoders] My mod disapeared.
Copy the Steam.dll file from %STEAM_INSTALL_DIR% to %STEAM_INSTALL_DIR%\SteamApps\login\sourcesdk\bin\. After that you can still set the active game directory via the command line as described in the wiki. http://developer.valvesoftware.com/wiki/The_Game_Directory -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Greg Lindquist Sent: Tuesday, December 05, 2006 11:51 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] My mod disapeared. -- [ Picked text/plain from multipart/alternative ] Yes - I have done the following two things I have run the single player version of half life (in the past that has been known to fix issues) I have also closed the entire steam system and restarted it. -Greg On 12/6/06, Tony omega Sergi [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] did you try shutting steam down and reloading it? probably a silly question, but you said you've been up for 32 hours and all.. On 12/6/06, Greg Lindquist [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] So, let's preface this by saying that I've been up for 32 hours now. And I'm a little disoriented, and I have to present my mod. But as I was making some last minute changes I realized that my mod (as well as all other mods) have disapeared from the sdk listing. Generally that's caused by me commenting out the ToolsAppId line to use the texture tools. Well that's completely fine. my ToolsAppId is set to 211 . Is 211 still correct? I remember that being a change in the future releases, but I didn't think that release has hit my computer yet. Also I went to manually add the mod back in using Vconfig - it's saying that Steam.dll is broken and I must reinstall. How would one fix this so I can go back to running Hammer and change my last level and show the game off? Any help would be great -Greg Also if something isn't clear, that's probably the 32 hour thing. Let me know what doesn't make sense and I'll rethink what I needed to say. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Map not loading in mod, steams fault? :)
Was this issue fixed in the Nov 21st Steam client update? I noticed that one of the items fixed was Fixed Source engine mods not launching correctly on 64-bit systems and didn't know if that was related. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Friday, November 17, 2006 5:35 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Map not loading in mod, steams fault? :) These dumps are all from the same point in the Source engine (during initial client signon to the server), we will look into why/how this is happening. - Alfred Ben Everett wrote: Some of the beta testers are having this issue as well, we have MDMPs of the event and it's crashing inside of HL2 with no trace-back into my code. Going into offline mode solved the issue only temporarily before Steam won't let them launch anymore This operation can't be completed while Steam is in offline mode. Of course they also couldn't join any other games ;) You can access the MDMP files at http://obike.thecodevault.net/forsaken_hl2_crashes.rar -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Wednesday, November 15, 2006 7:28 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Map not loading in mod, steams fault? :) What happens if you put Steam in Offline mode and try to run the map? I realize that not a fix for a multi-player game but maybe it would be an interesting data point. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy Swigart Sent: Wednesday, November 15, 2006 4:46 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Map not loading in mod, steams fault? :) -- [ Picked text/plain from multipart/alternative ] I'm one of the people experiencing the problem. I'm not sure what I could be running to cause the problem. It's nothing different than what I run and play any other map just fine. Attempting to debug it with a forced breakpoint isn't proving very useful. It would appears to be something steam is doing, and I can't really debug steam. We've been playtesting several maps regularly and this is the first map that this problem has come up in. Not sure where to go next with this. The biggest annoyance of the problem is how it leaves the system in a jacked up state that only seems to be resolved by a reboot. Jeremy On 11/15/06, Nate Nichols [EMAIL PROTECTED] wrote: I'm experiencing a possibly related bug. I have experienced similar problems (map almost loads, then Steam goes to 99% CPU) when running other software. Specifically, Stani's Python Editor ( http://stani.be/python/spe/blog/ ) causes the problem regularly. My workaround is just exiting SPE before running my mod. Other Steam programs cause the same problem, I can't open Hammer when running SPE either. If I'm not running SPE, though, everything's fine. Is it possible that other members of your team happen to be running other software when testing that map? Nate On 15/11/06, Patrick O'Leary [sui4] [EMAIL PROTECTED] wrote: Well, these 4-5 people can run other maps just fine. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jed Sent: Wednesday, November 15, 2006 08:27 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Map not loading in mod, steams fault? :) Check what firewall software their using. Peerguardian2 with certain block lists will prevent Steam accessing Valve's servers. It's best to disable it while Steam loads. ZoneAlarm, if set in fire and forget mode blocks HL2.EXE from connecting and even if running a local listen server it stops it looping back on itself and it'll make things hang. It's often hard to notice if you're running in fullscreen as it covers the alert. It's best to put it into Game Mode with Allow as the default response. I've had similar problems experiences that came down to those two pieces of software. - Jed On 15/11/06, Jeremy Swigart [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] We're having an issue in our mod where one of the maps won't load for like 5 of the mod members. Most of us can load it fine, but for about 5 members the map begins to load normally, at when the loading bar fills up, the game hangs, the computer becomes very unresponsive, and steam.exe chews up 99% cpu, while the hl2.exe sits idle. Shutting down hl2.exe through task manager is the only way to get out of this mess, and afterwards the system is screwed up, and running hl2 again won't even get to the main menu without doing the same thing, so we must reboot, even restarting steam doesn't fix this part. Seems that steam possibly gets stuck in an infinite loop doing something near the end of the loading process or something. As of yet we haven't identified any common
RE: [hlcoders] QCI, Custom Sequences and Activities
I'll have the guy who did the character animations for Forsaken e-mail you, as this doesn't really belong on the coders list :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of William Golden Sent: Monday, November 27, 2006 5:40 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] QCI, Custom Sequences and Activities Hey Guys, Not sure if this is the right place to ask this or not, but I'm developing a character and have it compiled. It will spawn in game and respond to basic movement. My question is: Can anyone point me to some schematics of replacing a characters animation (Walk, run, crouch, etc) - from initial observation it appears that the animations are called from the player_macros, in a series of animations grouped into sequences and then called based on an the ACT_ functions. I have made walk, run, idle, jump animations and compiled them with my .qc file, but the character starts out either idle in the T pose, or walking, in a loop - depending on the order in which I place it in the .qc file before compile. I looked into the player_macros.qci and a few other files and it looks like the animations are being blended from a sequence of animations. If anyone could clear this up it would be a great help! Thanks, William ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Map not loading in mod, steams fault? :)
Some of the beta testers are having this issue as well, we have MDMPs of the event and it's crashing inside of HL2 with no trace-back into my code. Going into offline mode solved the issue only temporarily before Steam won't let them launch anymore This operation can't be completed while Steam is in offline mode. Of course they also couldn't join any other games ;) You can access the MDMP files at http://obike.thecodevault.net/forsaken_hl2_crashes.rar -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Wednesday, November 15, 2006 7:28 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Map not loading in mod, steams fault? :) What happens if you put Steam in Offline mode and try to run the map? I realize that not a fix for a multi-player game but maybe it would be an interesting data point. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy Swigart Sent: Wednesday, November 15, 2006 4:46 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Map not loading in mod, steams fault? :) -- [ Picked text/plain from multipart/alternative ] I'm one of the people experiencing the problem. I'm not sure what I could be running to cause the problem. It's nothing different than what I run and play any other map just fine. Attempting to debug it with a forced breakpoint isn't proving very useful. It would appears to be something steam is doing, and I can't really debug steam. We've been playtesting several maps regularly and this is the first map that this problem has come up in. Not sure where to go next with this. The biggest annoyance of the problem is how it leaves the system in a jacked up state that only seems to be resolved by a reboot. Jeremy On 11/15/06, Nate Nichols [EMAIL PROTECTED] wrote: I'm experiencing a possibly related bug. I have experienced similar problems (map almost loads, then Steam goes to 99% CPU) when running other software. Specifically, Stani's Python Editor ( http://stani.be/python/spe/blog/ ) causes the problem regularly. My workaround is just exiting SPE before running my mod. Other Steam programs cause the same problem, I can't open Hammer when running SPE either. If I'm not running SPE, though, everything's fine. Is it possible that other members of your team happen to be running other software when testing that map? Nate On 15/11/06, Patrick O'Leary [sui4] [EMAIL PROTECTED] wrote: Well, these 4-5 people can run other maps just fine. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jed Sent: Wednesday, November 15, 2006 08:27 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Map not loading in mod, steams fault? :) Check what firewall software their using. Peerguardian2 with certain block lists will prevent Steam accessing Valve's servers. It's best to disable it while Steam loads. ZoneAlarm, if set in fire and forget mode blocks HL2.EXE from connecting and even if running a local listen server it stops it looping back on itself and it'll make things hang. It's often hard to notice if you're running in fullscreen as it covers the alert. It's best to put it into Game Mode with Allow as the default response. I've had similar problems experiences that came down to those two pieces of software. - Jed On 15/11/06, Jeremy Swigart [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] We're having an issue in our mod where one of the maps won't load for like 5 of the mod members. Most of us can load it fine, but for about 5 members the map begins to load normally, at when the loading bar fills up, the game hangs, the computer becomes very unresponsive, and steam.exe chews up 99% cpu, while the hl2.exe sits idle. Shutting down hl2.exe through task manager is the only way to get out of this mess, and afterwards the system is screwed up, and running hl2 again won't even get to the main menu without doing the same thing, so we must reboot, even restarting steam doesn't fix this part. Seems that steam possibly gets stuck in an infinite loop doing something near the end of the loading process or something. As of yet we haven't identified any common traits among the people it happens to, but it's a serious problem that we can't really debug. Anyone hear of any issues like this and/or have any ideas as to what may be the problem? Thanks Jeremy -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
RE: [hlcoders] Map not loading in mod, steams fault? :)
Sometimes it'll hang, and just mess up. Others it will crash just when loading is finishing. And the majority of the time it'll hang, and then it'll crash with those. Those MDMP files are from two different users. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy Swigart Sent: Friday, November 17, 2006 5:25 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Map not loading in mod, steams fault? :) -- [ Picked text/plain from multipart/alternative ] Yall are actually getting crashes? After how long? After 10 or so minutes of near unresponsive computer with steam pegging at 99% I shut it down with task manager. J On 11/17/06, Ben Everett [EMAIL PROTECTED] wrote: Some of the beta testers are having this issue as well, we have MDMPs of the event and it's crashing inside of HL2 with no trace-back into my code. Going into offline mode solved the issue only temporarily before Steam won't let them launch anymore This operation can't be completed while Steam is in offline mode. Of course they also couldn't join any other games ;) You can access the MDMP files at http://obike.thecodevault.net/forsaken_hl2_crashes.rar -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Wednesday, November 15, 2006 7:28 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Map not loading in mod, steams fault? :) What happens if you put Steam in Offline mode and try to run the map? I realize that not a fix for a multi-player game but maybe it would be an interesting data point. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy Swigart Sent: Wednesday, November 15, 2006 4:46 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Map not loading in mod, steams fault? :) -- [ Picked text/plain from multipart/alternative ] I'm one of the people experiencing the problem. I'm not sure what I could be running to cause the problem. It's nothing different than what I run and play any other map just fine. Attempting to debug it with a forced breakpoint isn't proving very useful. It would appears to be something steam is doing, and I can't really debug steam. We've been playtesting several maps regularly and this is the first map that this problem has come up in. Not sure where to go next with this. The biggest annoyance of the problem is how it leaves the system in a jacked up state that only seems to be resolved by a reboot. Jeremy On 11/15/06, Nate Nichols [EMAIL PROTECTED] wrote: I'm experiencing a possibly related bug. I have experienced similar problems (map almost loads, then Steam goes to 99% CPU) when running other software. Specifically, Stani's Python Editor ( http://stani.be/python/spe/blog/ ) causes the problem regularly. My workaround is just exiting SPE before running my mod. Other Steam programs cause the same problem, I can't open Hammer when running SPE either. If I'm not running SPE, though, everything's fine. Is it possible that other members of your team happen to be running other software when testing that map? Nate On 15/11/06, Patrick O'Leary [sui4] [EMAIL PROTECTED] wrote: Well, these 4-5 people can run other maps just fine. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jed Sent: Wednesday, November 15, 2006 08:27 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Map not loading in mod, steams fault? :) Check what firewall software their using. Peerguardian2 with certain block lists will prevent Steam accessing Valve's servers. It's best to disable it while Steam loads. ZoneAlarm, if set in fire and forget mode blocks HL2.EXE from connecting and even if running a local listen server it stops it looping back on itself and it'll make things hang. It's often hard to notice if you're running in fullscreen as it covers the alert. It's best to put it into Game Mode with Allow as the default response. I've had similar problems experiences that came down to those two pieces of software. - Jed On 15/11/06, Jeremy Swigart [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] We're having an issue in our mod where one of the maps won't load for like 5 of the mod members. Most of us can load it fine, but for about 5 members the map begins to load normally, at when the loading bar fills up, the game hangs, the computer becomes very unresponsive, and steam.exe chews up 99% cpu, while the hl2.exe sits idle. Shutting down hl2.exe through task manager is the only way to get out of this mess, and afterwards the system is screwed up, and running hl2 again won't even get to the main menu without doing the same thing, so we must reboot, even
RE: [hlcoders] Threading
When creating a new thread, don't reply to an e-mail and change the subject and delete all of the contents. Instead, create a new e-mail message and send it to [EMAIL PROTECTED] That way threading works properly. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent: Tuesday, November 14, 2006 5:51 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Threading On 11/14/06, Jorge Rodriguez [EMAIL PROTECTED] wrote: This happens when people start a new topic by replying to a post in an existing topic. It makes for some really monster threads, especially when people reply to a thread that's really old in the first place. Mike was kind enough to solve the problem where Valve employees reset the threads, now if only people could create them correctly, this list would be easy reading. I'm not quite clear on what exactly you want us to do, or not to do. You want us to not reply to really old threads but make new threads instead? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Gametype console variable
Use a ConVar. ConVar g_gametype(g_gametype, 1, FCVAR_REPLICATED | FCVAR_ARCHIVE, Selects the gametype.); Then, to determine which game rules to run simply have InstallGameRules have some logic so that it calls CreateGameRulesObjective depending on what you want. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sebastian 'Darth.Hunter' Kreutz Sent: Monday, November 13, 2006 3:24 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Gametype console variable This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Good morning, everyone! I'm sending this submission for our coder EmielRegis who currently can't submit any mails: Our team is new to the Source engine, yet we would like to create a basic framework to deal with several different multiplayer gametypes and a singleplayer campaign in addition. Our coder EmielRegis is used to JKA's modified id engine which had a console variable g_gametype with a numeric value to define what gametype a server is running on. The basic idea is to have different gametypes with different game mechanics (such as CTF, TDM and Team Assault). EmielRegis couldn't find a good way of dealing with that. He thought about a console variable, but can they be transmitted between server and client? If so - how? Of course, that variable should also be set from the game menu. Any help on getting a better understanding of the given structures and how to use them would be highly appreciated. Thanks in advance! Darth.Hunter on behalf of Emiel Regis www.moviebattles.com http://tne.invision-games.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 1.1820 (20061020) 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
RE: [hlcoders] ConVar question
Yes, ConVar's can be sent between the client and server... but why send something that is explicitly server-side to the client? You can have the client notified of ConVar changes by FCVAR_NOTIFY. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Emiel Regis Sent: Monday, November 13, 2006 8:27 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] ConVar question Hey, I'm still a noobie with Source engine and I got a question - I want to have some certain way of setting the gametype (something like g_gametype cvar in JKA, if you know what I mean) and I can't find a good way of dealing with that. I thought about a ConVar, but can they be transmitted between server and client? If so, how to do that? BTW, I want it to be changeable in the menu obviously, if it's more complicated. Thanks in advance. Emiel Regis www.moviebattles.com tne.invision-games.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 1.1820 (20061020) 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
[hlcoders] Stopping Sounds via QC File
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is it possible to have a sound _STOP_ playing in the QC file? We have a looping burning sound that is played as part of our Molotov code. However, code that we call specifically to stop the sound (viewmodel-StopSound(sound name) does not work. Any solution to this or is this just a no-no? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] VS2003 vs VS2005
Forget the compiler, the debugger is leaps and bounds above VS2003. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern Mckern Sent: Wednesday, November 01, 2006 5:42 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] VS2003 vs VS2005 The Compilers For a starter the code runs closer to the ISO It also uses alot more secure code - more or less to stop Data Overflow Exploits. You also have SSE3, and AMD64 support (NO IA64) I have found the interface is a little bit better then 2003 Adam --- Jed [EMAIL PROTECTED] wrote: Seeing as the SDK will support VS2005 in upcoming updates whats the low-down on the differences? What exactly are the pros vs. cons for a mod using either version? We're on VS2003 right now and haven't yet swapped to the new code update but if VS2005 has significant advantages we may well swap as part of the shift over to the new code base. Anyone? - Jed ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com Want to start your own business? Learn how on Yahoo! Small Business (http://smallbusiness.yahoo.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
RE: [hlcoders] memory leak
BoundsChecker, but it isn't cheap. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Darnell Sent: Tuesday, October 31, 2006 4:57 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] memory leak -- [ Picked text/plain from multipart/alternative ] Big :) That's one of the problems. We know there is a leak, but we are unsure just how big we are talking. Which is why we are interested in hearing what programs, libraries some of you may use to debug, detect these things. -Nick On 10/31/06, Nick [EMAIL PROTECTED] wrote: how big is the leak? On 11/1/06, Oliver [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] We've got a memory leak in our code somewhere. I've looked through the wiki articles on memory leaks and haven't been able to fix it. Does anyone know a memory manager viewer debugger tool for HL2? Thanks. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Source SDK Update - 9/14/2006
Thanks a lot Mike! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Thursday, September 14, 2006 11:46 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Source SDK Update - 9/14/2006 Hi All- We put out another minor update to the SDK this morning. Here are the release notes: Linux Dedicated Server Build Now Properly Builds and Links ** Makefiles were modified and the following binaries were added to the distribution: * choreoobjects_i486.a * tier1_i486.a * mathlib_i486.a SDK Shaders Have Been Revamped ** The old 'sdkshaders' has been gutted and replaced with snapshot copies of many of our production shaders. Specifically, the shaders included are: * all generic vertex and pixel shaders * 'bloom' effect shaders * 'water' effect shaders * 'refract' effect shaders See the Wiki for details regarding how to build these new SDK Shaders http://developer.valvesoftware.com/wiki/Shader_authoring/Quick_Start 'vbspinfo.exe' and 'splitskybox.exe' Have Been Added to SDK *** Both of these tools are located in ...\sourcesdk\bin. 'vbspinfo' provides interesting stats on compiled map files and can be very valuable to level designers that are concerned about optimization. 'splitskybox' splits a .PFM skybox into its component parts. See this Wiki page for more info regarding its usage: http://developer.valvesoftware.com/wiki/HDR_Skybox_Creation 'mathlib' Source Code has Been Added to the Source SDK ** By popular request the source code for mathlib has been added to the SDK. Procedural Materials Now Working * The crash encountered when following the Wiki's instructions for creating a procedural material is now gone. Procedural materials have been working fine since the 8/4/2006 SDK release. -Mike ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Interesting Hierarchy Bug
Good catch! Add it to the bugzilla, as you have a better idea of what is going on than I do (busy bug fixing my own code). An interesting condition to say the least, anyone else w/ experience in this field wanting to comment? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Daniel Menard Sent: Friday, September 08, 2006 12:12 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Interesting Hierarchy Bug Well I've found an interesting hierarchy related bug. I figured I should notify the list about this one because it took me a while to wrap my head around it. I'm not sure if this has been fixed in the new SDK update (my mod is still running on the old codebase until we have time to merge in the new SDK), but I did a quick search in the known issues list and the new source and there doesnt appear to be a fix. It looks like a comment was left regarding parent attachments in the SDK update, but it doesnt resolve the parent issue. Anyways this bug occurs when a FL_EDICT_ALWAYS entity is parented to a PVSCHECK entity. When the PVS entity becomes dormant, it will call UnlinkFromHierarchy which will unlink it from its parent and do the same for all its children. The trouble comes when the PVSCHECK entity comes back into view. The entity loses its dormant state and it begins to move again, but the FL_EDICT_ALWAYS entity stops following (atleast client side). The reason being that the hierarchy system expects a full entity update from the server when it comes back into view (which would fix up the parent of the ALWAYS entity), but since the entity is always transmitted, it never receives the message to reset the parent because server side the parent never changed and the entity never went dormant. I have yet to find a concrete solution to the problem (though its only been about an hour or so since I figured it out), but I am beginning the think UnlinkHierarchy should never get called when an entity goes dormant in the first place. The EHandles would return NULL if the entity was ever removed and if anything is parented to an entity that is dormant it should stay where it is without unlinking. I'm weary of removing the call though, because it may break in some odd condition. I won't be able to make the change to my codebase until tomorrow, but some comments would be appreciated. I could add this to the Known Issues list in the wiki once a stable solution is found. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] VGUI togglebuttons / checkboxes missing in new SDK?
The underlying problem has to do with the CBuildFactoryHelper class and how the creation of VGUI elements are handled. Right now the macros DECLARE_BUILD_FACTORY, DECLARE_BUILD_FACTORY_DEFAULT_TEXT, DECLARE_BUILD_FACTORY_CUSTOM, and DECLARE_BUILD_FACTORY_CUSTOM_ALIAS are used to declare a static instance of a CBuildFactoryHelper. CBuildFactoryHelper then has static references to a linked list of available VGUI elements that can be created. The problem is, not all constructors for CBuildFactoryHelper are being called (ImagePanel's being one of them). I've been trying to hunt down the root cause of this and fix it, but no luck as of yet. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Skillet Sent: Sunday, September 03, 2006 12:57 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] VGUI togglebuttons / checkboxes missing in new SDK? -- [ Picked text/plain from multipart/alternative ] I noticed that ToggleButtons and (more painfully) ImagePanels don't work after applying the SDK update. You can still use IsDepressed(), ForceDepressed() and RecalculateDepressedState() with buttons, which I was already doing with my ToggleButtons because they got out of sync otherwise IIRC. So, any way to continue using the controls that have been removed? It seems that they're just ignored in the .res files now. :\ On 8/8/06, Steve Rabouin [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Am I missing something, or those functionalities have been removed in the new SDK? When creating a vgui panel those options are not available anymore. am I the only one who used those? :o I haven't had time to verify the vgui code much, so excuse me if this is something simple, but it seems they are missing. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] CBuildFactoryHelper Not Working For Some Controls
This doesn't work either, as for some reason it isn't being added to the build factory linked list. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steve Rabouin Sent: Sunday, August 27, 2006 11:45 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] CBuildFactoryHelper Not Working For Some Controls -- [ Picked text/plain from multipart/alternative ] I had a similar problem with ImagePanel not being available anymore before, in the meantime I used CBitmapImagePanel and it worked for me. On 8/27/06, Ben Everett [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I've noticed that CBuildFactoryHelper doesn't have a constructor called for all control names. The controls that do have the constructor called are as followes: EditablePanel Panel RichText Button Label TextEntry Menu ComboBox MenuButton ScrollBar_Vertical ScrollBar_Horizontal ScrollBar MenuItem MessageBox Divider I am curious as to why ImagePanel is not on this list, as it has the necessary macro call to DECLARE_BUILD_FACTORY. It is not excluded from the build of vgui_controls.lib, and all code from the recent SDK update has been merged. -- ___ 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
[hlcoders] CBuildFactoryHelper Not Working For Some Controls
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I've noticed that CBuildFactoryHelper doesn't have a constructor called for all control names. The controls that do have the constructor called are as followes: EditablePanel Panel RichText Button Label TextEntry Menu ComboBox MenuButton ScrollBar_Vertical ScrollBar_Horizontal ScrollBar MenuItem MessageBox Divider I am curious as to why ImagePanel is not on this list, as it has the necessary macro call to DECLARE_BUILD_FACTORY. It is not excluded from the build of vgui_controls.lib, and all code from the recent SDK update has been merged. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Aug4 SDK problems...
Has anyone had issues getting the from-scratch SDK to compile with no modifications? I am getting chronic errors that have no easy work-around. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Aug4 SDK problems...
Specifically dealing w/ HDR, the HLTVCamera, and foot steps. These are the errors that are most repeated most often. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Wednesday, August 16, 2006 3:51 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Aug4 SDK problems... -- [ Picked text/plain from multipart/alternative ] What errors? On 8/16/06, Ben Everett [EMAIL PROTECTED] wrote: Has anyone had issues getting the from-scratch SDK to compile with no modifications? I am getting chronic errors that have no easy work-around. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Muzzleflashes
I send an effect to the client and then call the appropriate functions with parameters. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Wednesday, August 16, 2006 4:24 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Muzzleflashes -- [ Picked text/plain from multipart/alternative ] I'm working on a coop-mod, which means that you have NPCs in multiplayer. Only in the new SDK-code, I don't see muzzleflashes in multiplayer. In the old code, the problem was with the prediction. With cl_predict 0, the muzzleflashes worked again. However in the new code, cl_predict 0 doesn't do the trick. I'm only seeing muzzleflashes with maxplayers set to 1. I have already compared the effect-dispatch files but it's not that. There are more mods with NPCs in multiplayer. How did you fix it? Robbie -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Aug4 SDK problems...
Already done that, even deleted the SDK GCF files and had them re-downloaded. Same issue. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Wednesday, August 16, 2006 4:18 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Aug4 SDK problems... -- [ Picked text/plain from multipart/alternative ] I really doubt you are using the clean plain SDK code. Try to refresh your SDK contents, create a new mod and use the new solution/project files. On 8/16/06, Ben Everett [EMAIL PROTECTED] wrote: Specifically dealing w/ HDR, the HLTVCamera, and foot steps. These are the errors that are most repeated most often. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Wednesday, August 16, 2006 3:51 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Aug4 SDK problems... -- [ Picked text/plain from multipart/alternative ] What errors? On 8/16/06, Ben Everett [EMAIL PROTECTED] wrote: Has anyone had issues getting the from-scratch SDK to compile with no modifications? I am getting chronic errors that have no easy work-around. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Aug4 SDK problems...
VS2003. I'm not new to the SDK ;) Everything was working fine until the latest SDK rollout. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Wednesday, August 16, 2006 4:55 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Aug4 SDK problems... -- [ Picked text/plain from multipart/alternative ] Which version of Visual Studio are you using? Only VS2003 is officially supported. For VS2002, there's a working unofficial patch and compiling with VS2005 only works with lots of work and warnings. On 8/16/06, Ben Everett [EMAIL PROTECTED] wrote: Already done that, even deleted the SDK GCF files and had them re-downloaded. Same issue. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Wednesday, August 16, 2006 4:18 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Aug4 SDK problems... -- [ Picked text/plain from multipart/alternative ] I really doubt you are using the clean plain SDK code. Try to refresh your SDK contents, create a new mod and use the new solution/project files. On 8/16/06, Ben Everett [EMAIL PROTECTED] wrote: Specifically dealing w/ HDR, the HLTVCamera, and foot steps. These are the errors that are most repeated most often. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Wednesday, August 16, 2006 3:51 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Aug4 SDK problems... -- [ Picked text/plain from multipart/alternative ] What errors? On 8/16/06, Ben Everett [EMAIL PROTECTED] wrote: Has anyone had issues getting the from-scratch SDK to compile with no modifications? I am getting chronic errors that have no easy work-around. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Aug4 SDK problems...
On the client: d:\Projects\Forsaken\Base_Mod\src\cl_dll\game_controls\SpectatorGUI.cpp(746) : error C2039: 'GetMode' : is not a member of 'C_HLTVCamera' d:\Projects\Forsaken\Base_Mod\src\cl_dll\hltvcamera.h(15) : see declaration of 'C_HLTVCamera' d:\Projects\Forsaken\Base_Mod\src\cl_dll\game_controls\SpectatorGUI.cpp(756) : error C2039: 'ToggleChaseAsFirstPerson' : is not a member of 'C_HLTVCamera' d:\Projects\Forsaken\Base_Mod\src\cl_dll\hltvcamera.h(15) : see declaration of 'C_HLTVCamera' cts\Forsaken\Base_Mod\src\cl_dll\warp_overlay.cpp(24) : error C2511: 'void CWarpOverlay::Draw(bool)' : overloaded member function not found in 'CWarpOverlay' d:\Projects\Forsaken\Base_Mod\src\cl_dll\glow_overlay.h(105) : see declaration of 'CWarpOverlay' d:\Projects\Forsaken\Base_Mod\src\cl_dll\view_scene.cpp(1737) : error C2660: 'CGlowOverlay::DrawOverlays' : function does not take 1 arguments d:\Projects\Forsaken\Base_Mod\src\cl_dll\view_scene.cpp(2264) : error C2660: 'CGlowOverlay::UpdateSkyOverlays' : function does not take 2 arguments d:\Projects\Forsaken\Base_Mod\src\cl_dll\view_scene.cpp(4635) : error C2660: 'CGlowOverlay::DrawOverlays' : function does not take 1 arguments d:\Projects\Forsaken\Base_Mod\src\game_shared\gamemovement.cpp(1449) : error C2039: 'GetStepSize' : is not a member of 'C_BasePlayer' d:\Projects\Forsaken\Base_Mod\src\cl_dll\c_baseplayer.h(56) : see declaration of 'C_BasePlayer' d:\Projects\Forsaken\Base_Mod\src\cl_dll\c_sun.cpp(17) : error C2039: 'm_flHDRColorScale' : is not a member of 'C_SunGlowOverlay' d:\Projects\Forsaken\Base_Mod\src\cl_dll\c_sun.h(23) : see declaration of 'C_SunGlowOverlay' d:\Projects\Forsaken\Base_Mod\src\cl_dll\c_sun.cpp(18) : error C2039: 'm_flHDRColorScale' : is not a member of 'C_SunGlowOverlay' d:\Projects\Forsaken\Base_Mod\src\cl_dll\c_sun.h(23) : see declaration of 'C_SunGlowOverlay' d:\Projects\Forsaken\Base_Mod\src\cl_dll\c_lightglow.cpp(108) : error C2039: 'm_flHDRColorScale' : is not a member of 'C_LightGlowOverlay' d:\Projects\Forsaken\Base_Mod\src\cl_dll\c_lightglow.cpp(15) : see declaration of 'C_LightGlowOverlay' -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Kramer Sent: Wednesday, August 16, 2006 5:38 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Aug4 SDK problems... -- [ Picked text/plain from multipart/alternative ] Can you post some of the errors you are getting please? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] 2 versions of same gui
Off the top of my head this is what I think: Multiple inheritance and a reference to the parent for in-game and menu (possibly done when you create the panel?) Some logic for determining when you are in-game and at the main-menu and updating the parent accordingly There will most likely be some more steps necessary in there, but that's the first ideas that pop in-mind. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Oliver Gray Sent: Wednesday, August 16, 2006 5:57 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] 2 versions of same gui -- [ Picked text/plain from multipart/alternative ] Hi all, In our mod we want to have the same frame reachable from both the main menu (i.e. the menu you see when the game starts) and from inside the game when the game is running. I know it seems odd to do this, but it is necessary. In vgui_int.cpp, in order for a frame to show up in the main menu, we have to call (in VGui_CreateGlobalPanels): VPANEL GameUiDll = enginevgui-GetPanel( PANEL_GAMEUIDLL); CreateGui-Create(GameUiDll); In order for a frame to show up in the game, we have to call: VPANEL gameParent = enginevgui-GetPanel( PANEL_CLIENTDLL ); CreateGuiInGame-Create(gameParent); Currently CreateGuiInGame is the same code as CreateGui, just in a different class. QUESTION: Does anyone know of a slick way to have a frame able to show up in both the main menu and in the game using just one class? Thanks! -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Aug4 SDK problems...
Thanks for the offer Michael... I uninstalled steam and backed up the HL2 GCFs. After re-installing steam and re-downloading the SDK and creating a from-scratch mod, everything works now. The interesting thing is that there are over 5,000 different comparisons on what I was trying to compile with before versus what I am seeing now (and actually compiles). Odd... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Kramer Sent: Wednesday, August 16, 2006 6:07 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Aug4 SDK problems... -- [ Picked text/plain from multipart/alternative ] Those errors suggest that you have an old version of hltvcamera.h and hltvcamera.cpp as well as an old version of glow_overlay,h . Your sdk is not updating all the files, make sure you aren't running steam with -beta sdk, or -beta engine. Validate the SDK content, and refresh. If you want a quick fix, email me seperatly, with the full list of errors, and I can send you the correct files. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Reloading while running/walking?
Baseanimating. Client, DLL, and game_shared. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gustavo Restrepo Sent: Wednesday, August 16, 2006 11:43 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Reloading while running/walking? -- [ Picked text/plain from multipart/alternative ] Anybody knows where exactly in the code the animation layers are handled? (what classes or what files). I ran a test map yesterday and i saw a combine soldier reload his smg1 while he was running, so i just wanted to know where exactly in the code all this animation layers are happening. On 8/15/06, Aaron Schiff [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] They use animation layers...see the player model example in sourcesdk_content for help on them. On 8/14/06, Gustavo Restrepo [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I was just wondering if this is possible with the npc_citizen17 animations. I am working on a 3d person view and the player model has the same exact animations as the hl2 citizen17. Sometimes when the player is running and he needs to reload i want him to reload his gun while still playing the run animation. I've seen in CS:S and HL2DM that players can run and reload at the same time but in my mod he either runs or reloads. Even when he plays the reloading animation the player is still moves but his legs are static - so it looks kinda shitty. I was looking at the animations of the citizen and there is no running while reloading animation. So i was wondering i anybody out there knew how this can be accomplished (HL2DM and CS:S did it!) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] GCF .Cache Extraction
There is also GCFScape. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern Mckern Sent: Sunday, July 30, 2006 1:21 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] GCF .Cache Extraction I knew i had seen the tool around some where, and now i have found it. Svencoop 3.0 comes with a tool called gcf_extract.exe (60KB) gcf_extract - by Philip Searle ([EMAIL PROTECTED]) Based on code and file formats from http://www.wunderboy.org/3d_games/utils/gcfformat.php Usage: gcf_extract.exe l gcf_file Prints directory listing of files in gcf_file. gcf_extract.exe x gcf_file file dir Extracts file from gcf_file into dir. All directorys must exist - they will not be created. EXAMPLE, EXAMPLE, EXAMPLE, EXAMPLE, EXAMPLE: mkdir valve\maps gcf_extract X ..\..\..\half-life.gcf valve/maps/c1a0c.bsp .\ gcf_extract X ..\..\..\half-life.gcf valve/maps/c1a1.bsp .\ gcf_extract X ..\..\..\half-life.gcf valve/maps/c1a1a.bsp .\ DOWNLOAD, DOWNLOAD, DOWNLOAD, DOWNLOAD: http://rapidshare.de/files/27519219/gcf_extract.exe.html My Website http://www.ammahls.com Developer of CST and ZHLT 3.0 http://www.zhlt.info Studio Manager - Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.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
RE: [hlcoders] Portal
I don't consider the problem (as far as rendering is concerned) that complex of a problem. Consider the most-likely complex case (rendering wise) of an entrance portal in front of the player, and the exit portal behind the player. First, this would seem like an infinite loop problem, while I beg to differ. One, you probably know the rough block of the portal, which can be seen as a decal (for shits and giggles, we'll just say it's a 64x64 block). Now this block can consist of a texture that is color keyed (magenta, for example), so then you can just see a huge ol' magenta 64x64 block on the wall. Now you setup different render targets, in this case rendering to textures with a camera and view matrix setup to properly catch everything that it'd see. You'd render this to texture, and do the same for the other portal. You'd then pass these two textures into a shader that would allow for certain effects depending on the color key it encounters. As you would keep running into areas (in the nested case) of there being more magenta pixels, you could keep looping/scaling/mip-mapping these pixels into oblivion. Eventually, no magenta pixels would remain. There are also more elaborate methods that could be used (such as a dependency graph [http://www.gamasutra.com/features/20030829/vanderbeek_01.shtml] described in GDMag). Worst-case you run into a circular dependency, and there are an infinite number of solutions for solving such a case. The fact that the circular dependency is rendered only adds a minor amount of complexity... remember, games aren't all that special. 99.99% of the time your unique problem has already been solved. I assure you, your graphics card will not blow up if it encountered this situation. For those of you that don't have a subscription, I strongly implore you to pick up GDMag. I've been a subscriber since 1998 and it is worth its weight in gold. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Upcoming SDK Release
Congratulations on your new job, and may you tolerate us the best you can... I feel sorry for you joining on at these tumultuous times :) In other news, that's good to know that an SDK update is actually coming. Working on Forsaken without knowing what is coming in the next update has been a practice in crap shooting what Valve is most likely to change. Will you be able to provide a specific change log of the code in this new SDK update along with what issues they fix? It'll help us a lot when doing code integration with this new update. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Tuesday, July 25, 2006 9:13 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Upcoming SDK Release Given the recent traffic on the list, it seems like a good time to introduce myself to everyone here, and talk about what I do at Valve. I started work here in June and have been given the task of working directly with the MOD community. This means that my primary responsibilities are to package and release the SDK, make it easier to use, and work with MOD makers on problems that they can't solve with the help of other members of the community. My full time job is to make sure that you have everything they need to build your games. I'll be hanging out on this list, as well as the VDC, but you can also feel free to contact me directly with any questions you have at [EMAIL PROTECTED] So now that the introduction is out of the way here's the part that you really care about: an SDK update is coming out very soon. Right now we are testing it in-house and getting ready for its beta release. It will be available later this week unless we encounter serious problems during testing. I'll let people know either way, whether it is going to be this week or next. Once I get all of the details together, I'll send the info on what is coming in this SDK release to this list. -Mike ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Undeterministic Behaviour for Third-Person Muzzle Flashes
Working on third-person muzzle flashes, I have encountered an issue. I am unable to _RELIABLY_ get the third-person (world) muzzle flashes to shoot from the proper origin or angles. The interesting portion of this is that the muzzle flashes will work reliably for a brief period of time, after which the origin and angles get way off base. Once the muzzle flash stops working it won't work again until a new server is created. Anyone have any possible idea as to what would be causing this? I've tried several different methods concerning this. Below is some code: Sever-Side: int nMuzzleAttachment = LookupAttachment(muzzle); muzzleFlash.m_nEntIndex = entindex(); muzzleFlash.m_fFlags = GetWeaponID(); muzzleFlash.m_nAttachmentIndex = nMuzzleAttachment; DispatchEffect(MuzzleFlash, muzzleFlash); Client-Side Rendering Code: void CForsakenTempEnts::MuzzleFlash(const Vector rvecPosition, const QAngle rAngles, int nType, int nEntIndex, bool bFirstPerson) /* A quick sample for testing third-person muzzle flashes. Pre: Muzzle flash information received correctly, !bFirstPerson. Post: A sample muzzle flash should appear for third-person only. *NOTE* This function is only reached when the MuzzleFlash effect is dispatched. */ { VPROF_BUDGET(MuzzleFlash_ThirdPerson_Sample, VPROF_BUDGETGROUP_PARTICLE_RENDERING); CSmartPtrCSimpleEmitter pMuzzleFlash = CSimpleEmitter::Create(MuzzleFlash_ThirdPerson_Sample ); float fScale = random-RandomFloat(1.25f, 1.5f); SimpleParticle *pParticle = NULL; Vector vecForward, vecOffset; // Fetch the forward. AngleVectors(rAngles, vecForward); for (int i = 1; i 6; i++) { // Calculate the muzzle flash offset. vecOffset = (vecForward * (i * 8.0f * fScale)) + rvecPosition; // Create the particle. pParticle = (SimpleParticle*)pMuzzleFlash-AddParticle(sizeof(SimpleParticle), pMuzzleFlash-GetPMaterial(effects/muzzleflash1), vecOffset); // Not able to create any more particles. if (!pParticle) return; // Set the life time, death time, and velocity. pParticle-m_flLifetime = 0.0f; pParticle-m_flDieTime = 0.025f; pParticle-m_vecVelocity.Init(); // Set the color. pParticle-m_uchColor[0] = 255; pParticle-m_uchColor[1] = 255; pParticle-m_uchColor[2] = 255; // Start and end alpha. pParticle-m_uchEndAlpha = 255; pParticle-m_uchStartAlpha = 255; // Set the start and end size (10% of original size). pParticle-m_uchStartSize = 7; pParticle-m_uchEndSize = (unsigned char)(pParticle-m_uchStartSize * 0.90); // Set the particle roll. pParticle-m_flRoll = random-RandomInt(0, 360); pParticle-m_flRollDelta = 0.0; } } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Crash in release mode only AND Changing the viewports
I just did a simple test and got the behaviour I just explained. #include stdio.h int main() { int *pValue; printf(%p\n, pValue); return 0; } VS.NET 7.1.3088 and VS8.0.50727.42 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Houston Sent: Thursday, April 27, 2006 4:14 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Crash in release mode only AND Changing the viewports -- [ Picked text/plain from multipart/alternative ] I think MSVC tries to be a little too freindly sometimes :) My C lecturer had a laugh when I said that the compiler initilises everything to 0 :D Oh well, in most cases that's not a bad thing to have, but it would promote some bad habits if you learnt using it. -- 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
RE: [hlcoders] Crash in release mode only AND Changing the viewports
The most common cause of crashes in release mode but not in debug are due to variable initializations. In debug mode all variables are initialized to '0', while in release mode they do not have a default initialization value. The most common cause of these crashes is failing to properly initialize variables. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeff Fearn Sent: Wednesday, April 26, 2006 7:09 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Crash in release mode only AND Changing the viewports On 4/26/06, ChromeAngel [EMAIL PROTECTED] wrote: Subject: Re: [hlcoders] Crash in release mode only AND Changing the viewports scheme Reply-To: hlcoders@list.valvesoftware.com ChromeAngel wrote: 2 Issues, I doubt they are related : Issue 1) I've got my HL2DM mod running sweet and lovely and i'm about ready to send it out to my testers, so I compiled in in release mode, only to find it causes a crash in HL2.exe when I spawn on my listen server. How should I go about finding the cause of this crash? http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vccore98/ht ml/vcrefgz(catchrelease-builderrorsindebugbuild).asp -- Jorge Vino Rodrigue Issue 1) Cheers for the URL Vino. By adding the /GZ parameter to my debug compile I did manage to catch and fix a bug that was not otherwise happening in debug builds. However, it still does not reproduce the crash bug I get in release mode, even after full rebuilds. Any more suggestions? Try this: http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vccore/html /_core_turn_on_generation_of_debug_information_for_the_release_build.asp -- Jeff Fearn Postmodernism: Once more without feeling. -- Geoffrey Nunberg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] First Person Spectator
In theory, yes... although I don't know how well that will work in action. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andrew (Bromfitsen) Sent: Tuesday, February 14, 2006 9:59 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] First Person Spectator -- [ Picked text/plain from multipart/alternative ] so in the Advanced SDK that would remove the need for the networked angles from the SDK_Player class. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Pistol/Uzi
It is in the scripts\weapon_name.txt file. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Kramer Sent: Monday, February 13, 2006 9:22 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Pistol/Uzi -- [ Picked text/plain from multipart/alternative ] I used the Pistol code to create an Uzi, but im having trouble finding the damage amount. There is nothing about the amount of damage in the code. Everything else works great, but it is a little too powerful. Can anyone help me change the damage? Thanx :D -Kramer -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] First Person Spectator
Thanks to you guys to forcing me to figure it out :) http://developer.valvesoftware.com/wiki/First_Person_Fix Updated the wiki to have more detailed instructions, as I forgot to make all of the pl.v_angles safe in the tutorial. This contains that in there, although it'll be best for someone to go back and make it clean (as I suck at wiki editing and would rather spend time coding :D). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Chris Janes Sent: Tuesday, January 31, 2006 4:17 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] First Person Spectator Cheers for that - it's how I figured it'd go... But it does however mean going through and making any calls to pl.v_angles safe by using .Get() with them. A minor niggle but there's nothing else to be done (well, apart from running the risk of a crash on linux servers). Looking at it, you might also be able to use GetAnimEyeAngles() from C_SDKPlayer - m_angEyeAngles is a networked copy of the v_angle so should work just as well. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett Sent: 31 January 2006 03:45 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] First Person Spectator Hah, thanks for giving me a reason to hunt this one down. The Forsaken testers have been after me a while to fix it... anyways... here you go. A fix. Step 1: In PlayerState.h around line 34 change: QAngle v_angle; To CNetworkQAngle(v_angle); Step 2: In player.cpp around line 6484 add in after sending the dead flag: SendPropQAngles (SENDINFO(v_angle), 13), Step 3: In c_baseplayer.cpp around line 85 add in after receiving the dead flag: RecvPropQAngles (RECVINFO(v_angle)), Enjoy! P.S. The cause of this is in baseplayer_shared when calling EyeAngles. It returns pl.v_angle which is initialized to a zero-vector. By enabling it to be sent over the network this resolves the issue. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: RE: [hlcoders] Round Timer/Map Reset
This is why I'm against copy/paste coding it's quite obvious from the code. Use filter.AddKeep(...). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gus Sent: Thursday, February 02, 2006 5:54 PM To: hlcoders@list.valvesoftware.com Subject: Re: RE: [hlcoders] Round Timer/Map Reset Hello, Chris Janes, My mistake, let me explain it more clear...this code works fine, it does the job, but the scoring is made with logic and math entities. The two entities that shouldn't be restarted are two math_counter called game_score_combine and game_score_rebel. so how in the world do I keep game_score_combine and game_score_rebel from being deleted by our round-timer code? === At 2006-02-02, 12:42:09 you wrote: === Where are you storing the scores? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gus Sent: 02 February 2006 19:28 To: hlcoders Subject: [hlcoders] Round Timer/Map Reset Hey y'all, am having trouble with my round timer/map reset..was working before but now is has a glitch or something. Was wondering anyone out there can help me get this going.the problem is that the team scores are erased at each map reset, I need the scores to stay for every round.anyway here's the code am using.. snip code -- Best regards. Gus [EMAIL PROTECTED] 2006-02-02 ___ 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 = = = = = = = = = = = = = = = = = = = = Best regards. Gus [EMAIL PROTECTED] 2006-02-02 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Eax in half-life 2?
It would still be possible to do it if you are willing to completely re-code the sound system... it'd take quite a lot of work. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jay Stelly Sent: Monday, January 30, 2006 9:10 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Eax in half-life 2? I don't think that is possible. The low-level direct sound code is certainly not exposed in the source SDK. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Kramer Sent: Sunday, January 29, 2006 8:15 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Eax in half-life 2? -- [ Picked text/plain from multipart/alternative ] Is it possible to code EAX into Half-life 2 Without needing to get the license for the full Source Engine? Because, im wanting to contact Creativelabs and get into the EAX Developer's Program, and get the EAX SDK and add EAX Effects into Half-life 2, but I want to know if this is possible without needing to license the whole Sourece Engine. -Thanks Michael Kramer -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] First Person Spectator
I'd also like to add the fact that adding more precision (in the SendPropQAngles) to a higher bit (instead of 13) can eliminate some of the issues some of you have with the up/down angle. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Houston Sent: Monday, January 30, 2006 11:29 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] First Person Spectator -- [ Picked text/plain from multipart/alternative ] This is a bad one D: A few of BGII's players have gotten kicked because an admin has looked in spectator mode and seen them shoot somewhere they appear not to be looking(we are missing the up/down angle) xD It's just a missing network variable somewhere, look for where it finds the other angles and try adding the missing ones, shouldn't be too hard really. :) -- 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
RE: [hlcoders] First Person Spectator
Hah, thanks for giving me a reason to hunt this one down. The Forsaken testers have been after me a while to fix it... anyways... here you go. A fix. Step 1: In PlayerState.h around line 34 change: QAngle v_angle; To CNetworkQAngle(v_angle); Step 2: In player.cpp around line 6484 add in after sending the dead flag: SendPropQAngles (SENDINFO(v_angle), 13), Step 3: In c_baseplayer.cpp around line 85 add in after receiving the dead flag: RecvPropQAngles (RECVINFO(v_angle)), Enjoy! P.S. The cause of this is in baseplayer_shared when calling EyeAngles. It returns pl.v_angle which is initialized to a zero-vector. By enabling it to be sent over the network this resolves the issue. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Houston Sent: Monday, January 30, 2006 11:29 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] First Person Spectator -- [ Picked text/plain from multipart/alternative ] This is a bad one D: A few of BGII's players have gotten kicked because an admin has looked in spectator mode and seen them shoot somewhere they appear not to be looking(we are missing the up/down angle) xD It's just a missing network variable somewhere, look for where it finds the other angles and try adding the missing ones, shouldn't be too hard really. :) -- 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
[hlcoders] Listen server fix?
Has there been a permanent fix to users being unable to connect to a listen server? Having to do the 'sv_lan' trick gets quite old, fast... and for development builds it's hard to keep a dedicated server up and running (I hate having to run to campus to hold a no-lag 16 player server). Will the next source code release fix this issue? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Creating wireless networking with half-life 2 engine
Fun concept. You'll probably be better off creating your own entity and creating your own method for hit-testing, overlap, etc. The OnTakeDamage and CEntitySphereQuery are pretty limited in the fact that it'd be harder to calculate world (i.e. walls) disrupting the radio wave. You'd probably do well building a mesh pragmatically for the radio wave and manipulating it via shaders than any other method. The issue with this is that it is more time consuming but would allow for a more accurate model. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Christopher Kunz Sent: Saturday, January 07, 2006 3:45 PM To: Sebastian Breutmann Cc: hlcoders@list.valvesoftware.com Subject: [hlcoders] Creating wireless networking with half-life 2 engine Hi, I'm new to the list, so please bear with me :) I am currently in a fairly unusual project: For a my master's studies at Hanover University, I and a partner have been given the task of evaluating MANET (Mobile AdHoc Networks) simulation possibilities using the Half-Life 2 engine. That means we're supposed to create some kind of a radio wave model, ad-hoc connections and (ideally) IP networking. The result would then be a realtime 3D simulation of a WiFi or Bluetooth ad-hoc network. Luckily, the OSI layer model allows us to break the task down into smaller subtasks, ranging from the physical to the application layer. Probably, everything above Layer 3 or 4 is not interesting for our purposes. So far, we are still thinking about how to implement the physical layer in HL². What we need is a free-space propagation model including packet travel through air and if possible re- and deflection as well as materials support. Our idea was to hook into an NPC's OnTakeDamage function and use explosions (which seem to be circular or spherical in their pressure wave) as packet emitters. The RadiusDamage stuff seems to be ideal for simulating a free-space propagation for radio signales. We would then have to put some kind of payload data into the explosion event... or something like that. Does anyone on the list have any insight if this approach is feasible at all? Do you have better ideas for us? Thanks for your input, --ck -- http://www.de-punkt.de [ [EMAIL PROTECTED] ]http://www.stormix.de PHP-Anwendungen sind gefährdet! SQL-Injection, XSS, Session-Angriffe, CSRF, Commandshells, Response Splitting,... böhmische Dörfer? Dann gleich PHP-Sicherheit direkt beim Verlag vorbestellen! http://www.php-sicherheit.de/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Successful mod team tips and warstories?
In Forsaken, we get this a lot. The community is die-hard on having vehicles and iron-sights in game but we believe it doesn't fit into the world. The point is to take their suggestions, discuss it, and maybe have a little test version with one weapon in the game. If you feel it doesn't mesh well with the entire feel after going this far you have to be willing to put your foot down. You don't know how many times I've gotten some pretty nasty messages from community members because I have had to shoot down their ideas... it really is a fine line between making the game that you guys dream of and the game that they want. We've also had some issues on keeping our internal alphas from being leaked out. Forsaken has taken the standpoint of gameplay first, polish later. Whilst our popularity isn't outstanding by any means, we do have a few core members that annoy us everyday about the progress of the mod. We had to tell the person, in good faith, to just delete the installer and not run it. It's at a point where it'd just ruin it unless you can play against a decent amount of others. Not to mention that a lot of features are still in early testing/balancing. Forsaken has also run into some issues with team reliability. This is just a factor of any mod as you have to work it around your work, school, personal life, etc. There have been a couple of months where no work on Forsaken was done at all, and then suddenly a large spurt of work was done. I think this is something that a lot of mods suffer from, and it's nothing to be surprised about. If you can be patient and still work on other portions of the mod whilst other people are away attending to work or personal matters then you need to. The problem is when you get people taking a leave of absence and that leaves your mod truly hanging, a showstopper if you will. That's when you start needing to evaluate what to do about the mod at large if this continuously happens and if you should remove that person from the team. There have been times in Forsaken where the team has started to get large, but we've cut a lot of people who weren't contributing enough. Since the SDK has been released there have only been ~4-6 dedicated team members contributing... and I believe this is how we are going to stay. We don't have to worry about team bloat (which I believe Insurgency is having to deal with to a LARGE extent) and we don't have to worry about any communication issues. By leaving our team small we can work even more closely together to develop something that we truly have a shared vision for. I hope that helped someone :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Houston Sent: Monday, January 02, 2006 2:48 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Successful mod team tips and warstories? -- [ Picked text/plain from multipart/alternative ] Sorry, going backwards a little here, but about realism. I tend to stay away from that sort of gameplay, it bores me alot. Recently on the BG2 forums I have been fighting to keep anal realism out of what is generally a rather arcadish game. The topic is iron sights, which is strange considering the guns didn't have sights and the soldiers were trained to just point and shoot at a clump of enemies and hope it hits(excluding skirmishers of course). I guess what I'm getting at here, is has your community ever zerged a crappy suggestion into your mod? has there ever been such overwhelming support for something you don't like but have felt obliged to add? I can see both sides, your players want you to make their game, while we want to make ours. Do tell. -- 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