Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread Ben Everett
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

2008-06-26 Thread Ben Everett
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?


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Re: [hlcoders] Post your code!

2008-06-16 Thread Ben Everett
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


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Re: [hlcoders] Post your code!

2008-06-15 Thread Ben Everett
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


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Re: [hlcoders] Post your code!

2008-06-15 Thread Ben Everett
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


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Re: [hlcoders] Post your code!

2008-06-15 Thread Ben Everett
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


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[hlcoders] Off Topic: Racing in the 2008 Tire Rack One Lap of America

2008-04-30 Thread Ben Everett
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.

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RE: [hlcoders] SDK Update heads up?

2007-10-15 Thread Ben Everett
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/


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RE: [hlcoders] Creating a Sphere Trace

2007-09-25 Thread Ben Everett
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.
--

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RE: [hlcoders] Beta Testers Having Issues Running Modification

2007-08-11 Thread Ben Everett
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?
 
  --
 
 
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[hlcoders] Beta Testers Having Issues Running Modification

2007-08-10 Thread Ben Everett
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?

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RE: [hlcoders] Beta Testers Having Issues Running Modification

2007-08-10 Thread Ben Everett
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?

 --


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RE: [hlcoders] Beta Testers Having Issues Running Modification

2007-08-10 Thread Ben Everett
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:
 

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 --
 -omega
 --

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RE: [hlcoders] Beta Testers Having Issues Running Modification

2007-08-10 Thread Ben Everett
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
  --
 
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RE: [hlcoders] settings.scr and sv_lan

2007-07-09 Thread Ben Everett
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?

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RE: [hlcoders] How to trace?

2007-07-09 Thread Ben Everett
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


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RE: [hlcoders] How to trace?

2007-07-09 Thread Ben Everett
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


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 please visit:
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RE: [hlcoders] How to trace?

2007-07-09 Thread Ben Everett
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
 
 
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RE: [hlcoders] Crashing on Debug

2007-07-08 Thread Ben Everett
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

2007-07-08 Thread Ben Everett
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

2007-07-08 Thread Ben Everett
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?

--


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RE: [hlcoders] Crashing on Debug

2007-07-07 Thread Ben Everett
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
 
 
 
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  http://liveearth.msn.com
 
 
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  please visit:
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  __ NOD32 2379 (20070704) Information __
 
  This message was checked by NOD32 antivirus system.
  http://www.eset.com
 
 
 
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 please visit:
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RE: [hlcoders] Crashing on Debug

2007-07-07 Thread Ben Everett
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:
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   This message was checked by NOD32 antivirus system.
   http://www.eset.com
  
  
  
   ___
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  please visit:
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 To unsubscribe

RE: [hlcoders] Crashing on Debug

2007-07-07 Thread Ben Everett
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:
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   __ 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:
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  ___
  To unsubscribe, edit your list preferences, or view

RE: [hlcoders] Crashing on Debug

2007-07-05 Thread Ben Everett
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?

--


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please visit:
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[hlcoders] Crashing on Debug

2007-07-04 Thread Ben Everett
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?

--


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RE: [hlcoders] Team colors are screwey

2007-06-30 Thread Ben Everett
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?



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RE: [hlcoders] Team colors are screwey

2007-06-29 Thread Ben Everett
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?



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RE: [hlcoders] Team colors are screwey

2007-06-28 Thread Ben Everett
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)


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RE: [hlcoders] Changing sprite's orientation

2007-06-21 Thread Ben Everett
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

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RE: [hlcoders] Rotating a player

2007-05-09 Thread Ben Everett
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
  --
 
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RE: [hlcoders] String_t conversions

2007-05-05 Thread Ben Everett
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

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RE: [hlcoders] hl2mp fresh source compilation for linux crashing on startup

2007-05-03 Thread Ben Everett
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.
--

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RE: [hlcoders] Model Problem; Error Ingame

2007-03-22 Thread Ben Everett
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 ]
--


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RE: [hlcoders] SpawnSpecificGibs()

2007-03-21 Thread Ben Everett
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?


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RE: [hlcoders] SpawnSpecificGibs()

2007-03-21 Thread Ben Everett
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?


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RE: [hlcoders] Muzzle flash showing in every view space.

2007-03-08 Thread Ben Everett
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 isn’t 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

2007-02-21 Thread Ben Everett
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
--

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RE: [hlcoders] Prediction with Prone

2007-02-15 Thread Ben Everett
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
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RE: [hlcoders] connect to web/database

2007-02-10 Thread Ben Everett
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
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RE: [hlcoders] Re: Open Source Mods (again)

2007-01-31 Thread Ben Everett
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
 
 
 
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RE: [hlcoders] VAC keeps booting me from my own listen server! :(

2007-01-27 Thread Ben Everett
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...
--


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RE: [hlcoders] Falling spectators

2007-01-25 Thread Ben Everett
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
 --

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RE: [hlcoders] Player HULL vs HIT BOXES

2007-01-18 Thread Ben Everett
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)

2007-01-17 Thread Ben Everett
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!
  
  
 --
 
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RE: [hlcoders] Placing Light Sources during Game Play.

2007-01-16 Thread Ben Everett
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

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RE: [hlcoders] Linux DS Build problem

2007-01-12 Thread Ben Everett
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

2007-01-10 Thread Ben Everett
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

2007-01-10 Thread Ben Everett
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

2007-01-07 Thread Ben Everett
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.

--


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RE: [hlcoders] SRCDS Error with Source SDK Base mod

2007-01-04 Thread Ben Everett
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

 __
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 Tired of spam?  Yahoo! Mail has the best spam protection around
 http://mail.yahoo.com

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This message was checked by NOD32 antivirus system.
http://www.eset.com



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RE: [hlcoders] SRCDS Error with Source SDK Base mod

2007-01-04 Thread Ben Everett
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:
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 ___
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 please visit:
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 __ NOD32 1953 (20070102) Information __

 This message was checked by NOD32 antivirus system.
 http://www.eset.com



 ___
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RE: [hlcoders] SRCDS Error with Source SDK Base mod

2007-01-04 Thread Ben Everett
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
  
   ___
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   please visit:
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  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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  __ NOD32 1953 (20070102) Information __
 
  This message was checked by NOD32 antivirus system.
  http://www.eset.com
 
 
 
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 please visit:
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Re: [hlcoders] SRCDS Error with Source SDK Base mod

2006-12-29 Thread Ben Everett
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

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 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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[hlcoders] Error Verifying STEAM UserID Ticket

2006-12-21 Thread Ben Everett
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.

--


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RE: [hlcoders] Error Verifying STEAM UserID Ticket

2006-12-21 Thread Ben Everett
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.

 --


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RE: [hlcoders] Error Verifying STEAM UserID Ticket

2006-12-21 Thread Ben Everett
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.
  
   --
  
  
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  please visit:
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Lead Programmer for Resistance and Liberation
www.resistanceandliberation.com
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RE: [hlcoders] Map not loading in mod, steams fault? :)

2006-12-20 Thread Ben Everett
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

2006-12-20 Thread Ben Everett
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)
--

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__ NOD32 1924 (20061215) Information __

This message was checked by NOD32 antivirus system.
http://www.eset.com



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RE: [hlcoders] My mod disapeared.

2006-12-05 Thread Ben Everett
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.
  --
 
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  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 


 --
 -omega
 --

 ___
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RE: [hlcoders] Map not loading in mod, steams fault? :)

2006-11-27 Thread Ben Everett
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

2006-11-27 Thread Ben Everett
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

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RE: [hlcoders] Map not loading in mod, steams fault? :)

2006-11-17 Thread Ben Everett
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
  
  
 
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  archives, please visit:
  

RE: [hlcoders] Map not loading in mod, steams fault? :)

2006-11-17 Thread Ben Everett
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

2006-11-14 Thread Ben Everett
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?

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RE: [hlcoders] Gametype console variable

2006-11-13 Thread Ben Everett
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
--



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RE: [hlcoders] ConVar question

2006-11-13 Thread Ben Everett
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

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[hlcoders] Stopping Sounds via QC File

2006-11-09 Thread Ben Everett
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?

--


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RE: [hlcoders] VS2003 vs VS2005

2006-11-01 Thread Ben Everett
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

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RE: [hlcoders] memory leak

2006-10-31 Thread Ben Everett
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.
  --
 
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 please visit:
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RE: [hlcoders] Source SDK Update - 9/14/2006

2006-09-14 Thread Ben Everett
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

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RE: [hlcoders] Interesting Hierarchy Bug

2006-09-07 Thread Ben Everett
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.

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RE: [hlcoders] VGUI togglebuttons / checkboxes missing in new SDK?

2006-09-03 Thread Ben Everett
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.
 --

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RE: [hlcoders] CBuildFactoryHelper Not Working For Some Controls

2006-08-29 Thread Ben Everett
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.

 --


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[hlcoders] CBuildFactoryHelper Not Working For Some Controls

2006-08-27 Thread Ben Everett
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.

--


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RE: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Ben Everett
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.


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RE: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Ben Everett
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.


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RE: [hlcoders] Muzzleflashes

2006-08-16 Thread Ben Everett
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
--

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RE: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Ben Everett
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.
 
 
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RE: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Ben Everett
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.
  
  
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RE: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Ben Everett
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?
--

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RE: [hlcoders] 2 versions of same gui

2006-08-16 Thread Ben Everett
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!
--

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RE: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Ben Everett
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.
--

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RE: [hlcoders] Reloading while running/walking?

2006-08-16 Thread Ben Everett
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!)
  --
 
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  please visit:
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 --
 ts2do
 --

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RE: [hlcoders] GCF .Cache Extraction

2006-07-30 Thread Ben Everett
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

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RE: [hlcoders] Portal

2006-07-30 Thread Ben Everett
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.


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RE: [hlcoders] Upcoming SDK Release

2006-07-25 Thread Ben Everett
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

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[hlcoders] Undeterministic Behaviour for Third-Person Muzzle Flashes

2006-05-23 Thread Ben Everett
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;
}
}


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RE: [hlcoders] Crash in release mode only AND Changing the viewports

2006-04-27 Thread Ben Everett
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
--

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RE: [hlcoders] Crash in release mode only AND Changing the viewports

2006-04-26 Thread Ben Everett
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

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RE: [hlcoders] First Person Spectator

2006-02-14 Thread Ben Everett
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.
--

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RE: [hlcoders] Pistol/Uzi

2006-02-13 Thread Ben Everett
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
--

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RE: [hlcoders] First Person Spectator

2006-02-13 Thread Ben Everett
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.



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RE: RE: [hlcoders] Round Timer/Map Reset

2006-02-02 Thread Ben Everett
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


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= = = = = = = = = = = = = = = = = = = =


Best regards.
Gus
[EMAIL PROTECTED]
2006-02-02



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RE: [hlcoders] Eax in half-life 2?

2006-01-30 Thread Ben Everett
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
 --

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RE: [hlcoders] First Person Spectator

2006-01-30 Thread Ben Everett
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
--

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RE: [hlcoders] First Person Spectator

2006-01-30 Thread Ben Everett
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
--

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[hlcoders] Listen server fix?

2006-01-21 Thread Ben Everett
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?


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RE: [hlcoders] Creating wireless networking with half-life 2 engine

2006-01-07 Thread Ben Everett
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

--
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PHP-Anwendungen sind gefährdet! SQL-Injection, XSS, Session-Angriffe,
CSRF, Commandshells, Response Splitting,... böhmische Dörfer? Dann gleich
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RE: [hlcoders] Successful mod team tips and warstories?

2006-01-02 Thread Ben Everett
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
--

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