SV: [hlcoders] RE: Because forks are fun!

2005-04-06 Thread Jakob W. Nielsen
Since when is a game engine defined by the format of its resource files?
LOTS of engines can read BSP trees; it doesn't make them Q1 engines by
any standard.
If you want to have a guessing contest by my guest by at least be a
little serious about your arguments. Guessing that Source is built on Q1
because it reads BSP trees and MDL files is like saying Star Office is
essentially built upon MSOffice because they can both read plain text
files!

/JWN

-Oprindelig meddelelse-
Fra: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] På vegne af Tony omega
Sergi
Sendt: 20. februar 2005 18:45
Til: hlcoders@list.valvesoftware.com
Emne: RE: [hlcoders] RE: Because forks are fun!

I've had a lot of experience modding both quake1, 2, and 3, (and of
course
hl1) that I can gather from the tools and hl2's sdk, that while hl1 is
primarily still quake, hl2 was definitely based on the hl1 engine source
initially, however much has actually been re-written or not isn't the
issue;
but ontop of that, there are a _lot_ and I mean, a _lot_ of quake2
features
in hl2. remember valve ALSO licensed quake2 back when they were working
on
hl1. some examples that  in implementation (and use) seem like a lot of
recycled and modified quake2 engine stuff, the biggest that I feel like
mentioning are:

BSP format - it's much closer to q2 than q1 now. Game physics and
interactions with the bsp world function just like quake2, the mask
system,
the way that BBOX's finally scale up and down based on rotation, etc.
lots
of similarities.

Some of the way the SDK source is layed out is like hl1 and q1 combined,
it's too hard to explain it, but take a look at the q2 source (the
/game/
source.) and compare it.

I lost what I was saying, so I'll just end here. Lol






-Original Message-
From: E.T. - Apparition Developper [mailto:[EMAIL PROTECTED]
Sent: February 20, 2005 6:28 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] RE: Because forks are fun!


There are still remaining bits of Quake 1 scaterred trough all the
Half-Life 1/2. For example .qc file script used for model compiling
(maybe in early stages studiomdl used parts of QuakeC parser)(BOTH); BSP
file fromat(BOTH); extended WAD file format (HL1).




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SV: [hlcoders] [ Basic question (prob. 101st same question ]

2005-01-15 Thread Jakob W. Nielsen
It will also load under VS.NET 2002 (7.0) if you change the version in
the project files. (.vcproj)

-Oprindelig meddelelse-
Fra: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] På vegne af Draco
Sendt: 10. januar 2005 13:59
Til: hlcoders@list.valvesoftware.com
Emne: Re: [hlcoders] [ Basic question (prob. 101st same question ]

the source SDK will compile under MSVC 2003(or 7.1) but will(with some
tinkering) work with MSVC 6 and above.

**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net

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SV: [hlcoders] Updated SDK source code?

2005-01-04 Thread Jakob W. Nielsen
You do know that windiff comes for free with the resourcekit right ?

/JWN

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[mailto:[EMAIL PROTECTED] På vegne af wheaty
Sendt: 22. december 2004 01:47
Til: hlcoders@list.valvesoftware.com
Emne: Re: [hlcoders] Updated SDK source code?

There are also some *free* file comparison utilities listed here,
http://www.thefreecountry.com/programming/filecomparison.shtml


On Tue, 21 Dec 2004 17:30:01 -0600, Jeffrey botman Broome
[EMAIL PROTECTED] wrote:
 Nicholas Rhead wrote:
 
  It would be extremely helpful to have a rather more
  detailed changelog.

 Beyond Compare (http://www.scootersoftware.com/) does a REALLY good
job
 of comparing one source directory tree to another source directory
tree.

 Simply save off your current source code to a backup directory, create
a
 MOD using the latest SDK, run Beyond Compare on the two main
directories
 and it will show you what has changed.  :)

 --
 Jeffrey botman Broome

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SV: [hlcoders] Re: WinMM.lib

2004-12-05 Thread Jakob W. Nielsen
Sounds like you haven't set your library path up correctly.
Try poking around in the project properties until you find it, and point
it to (probabaly) both the lib folder in the sdk and the default c++ lib
folder (depending on your IDE)

/Jakob Nielsen

-Oprindelig meddelelse-
Fra: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] På vegne af SB Childe
Roland
Sendt: 3. december 2004 17:25
Til: [EMAIL PROTECTED]
Emne: [hlcoders] Re: WinMM.lib

Actually, first I just pointed the project to PlatformSDK/Lib to get
the file.  It did the same thing.


On Fri, 3 Dec 2004 10:24:11 -0600, SB Childe Roland
[EMAIL PROTECTED] wrote:
 I finally got my code to compile, but then when it goes to Linking it
says:
 
 LINK : fatal error LNK1104: cannot open file 'winmm.lib'
 

 So, I found winmm.lib, and threw it in the SDK Lib/Public folder.  Now
 it gives me this same error (diff. files) about 2200 times.
 
 c_te_spritespray.obj : error LNK2001: unresolved external symbol
_atexit
 c_te_worlddecal.obj : error LNK2001: unresolved external symbol
_atexit
 c_te_playerdecal.obj : error LNK2001: unresolved external symbol
_atexit
 

 Anybody know whats going on?


 --
 
 SB Childe Roland
 I will show you fear in a handful of jelly beans.



--

SB Childe Roland
I will show you fear in a handful of jelly beans.

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SV: [hlcoders] Need Help compiling SDK example (vs.net 2003)

2004-12-01 Thread Jakob W. Nielsen
Sry I can't be of much help, I just used the create mp mod wizard,
compiled and ran the thing no probs... *shrugs*

-Oprindelig meddelelse-
Fra: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] På vegne af Colin Dabritz
Sendt: 1. december 2004 21:33
Til: [EMAIL PROTECTED]
Emne: [hlcoders] Need Help compiling SDK example (vs.net 2003)

[ As a thread on HL2.NET:
http://www.halflife2.net/forums/showthread.php?t=58204 ]

Hi all, I'm new to the list, but I didn't see this in the archive.

I was trying to walk through the
http://www.valve-erc.com/srcsdk/MyFirstMod.htm example.  I have
visualstudio.net 2003, and I was careful to set my VPROJECT environment
variable ( http://www.valve-erc.com/srcsdk/dev_environment.html ).

The first thing I would like to note is that it complains bitterly about
not having a sourcesafe server.  If that aspect could be removed from
the project, I'd apreciate it, as I doubt valve wants people to check
out the HL2 source from them.  Anyhow, I click through the errors, and
then choose to 'work disconnected' to get those out of the way.

The rest of the how-to goes well up until compiling.  The output window
gives me this:

-- Build started: Project: client, Configuration: Debug SDK Win32
--


Build log was saved at
file://g:\MyTestMod\src\cl_dll\Debug_SDK\BuildLog.htm
client - 1 error(s), 0 warning(s)


-- Build started: Project: hl, Configuration: Debug SDK Win32 --


Build log was saved at
file://g:\MyTestMod\src\dlls\Release_SDK\BuildLog.htm
hl - 1 error(s), 0 warning(s)


-- Done --

Build: 0 succeeded, 2 failed, 0 skipped



Which is odd, because it fails to specify what the errors are.  I've
never seen it do that.  I looked at the build logs, but they don't make
much sense to me, and they don't seem to indicate any kind of error.  I
can provide them if they will help.  I would also note that these
results come up nearly instantly, meaning nothing at all is being
compiled.

I have also tried compiling the debug version, compiling the everything
sln in both version, setting up a 'from scratch' mod, and do all of the
above.  I've tried clean builds.  I have no idea how to procede.  I'm
hopeing its not a sourcesafe issue, because I don't understand version
control very well.  (I tried to remove the version controll, but was
unable)

Has anyone (outside of valve) gotten the SDK to compile?  with vs.net?
(2003?)
How would someone go about removeing source control (source safe) from a
vs.net solution/project?
Where do I go from here?  What else can I look at and/or provide to help
debug this?
Any other suggestions?

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SV: [hlcoders] sdk release and a surprise ideas..

2004-12-01 Thread Jakob W. Nielsen
OK we have run a few tests, and it seems Visual Studio .NET 2002 can be
fooled
In the .vcproj files you can change the
Version=7.10
To
Version=7.00

And it will load in that one as well, I hope that helps some of you

/Jakob Nielsen

-Oprindelig meddelelse-
Fra: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] På vegne af Jakob W.
Nielsen
Sendt: 1. december 2004 17:36
Til: [EMAIL PROTECTED]
Emne: SV: [hlcoders] sdk release and a surprise ideas..

Having VS7.1 myself and only just now downloading the sdk I have no idea
but...
Will the linux makefiles work with the free VC7.1 compiler ?
If not is there any chance you will make makefiles for that?, as this
would be great for people not able to gather the amount of money needed
for the entire Visual Studio...

Jakob Nielsen

-Oprindelig meddelelse-
Fra: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] På vegne af Alfred
Reynolds
Sendt: 1. december 2004 07:13
Til: [EMAIL PROTECTED]
Emne: RE: [hlcoders] sdk release and a surprise ideas..

Only VC7.1 (.NET 2003) will be supported for the Source SDK under
Windows. The SDK includes linux makefiles (in the linux_sdk directory).
You can read more details on how to compile under linux here:
http://www.valve-erc.com/srcsdk/linux_compiling.html

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ruari
O'Sullivan Sent: Tuesday, November 30, 2004 9:58 PM To:
[EMAIL PROTECTED] Subject: Re: [hlcoders] sdk release and
a surprise ideas..

 Hey, there it is.

 Didn't most people say they were still using MSVC++ 6? I know I am.
 Any chance of project files? If not, how about a makefile for g++?

 Digging the documentation so far. It's good to have something there.

 -randomnine-

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SV: SV: [hlcoders] Looking Forward Possible Mods?

2004-11-27 Thread Jakob W. Nielsen
Mine doesn't crash when picking up the buggy, but I get killed real fast
as it swirls around a lot and eventually hits the player with enough
force to kill him :(
I should add I tried it in a small cubic test map I made..

/JWN

-Oprindelig meddelelse-
Fra: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] På vegne af Tony omega
Sergi
Sendt: 25. november 2004 16:35
Til: [EMAIL PROTECTED]
Emne: RE: SV: [hlcoders] Looking Forward Possible Mods?

If you pick up the combine apc thing, it crashes too. Well, sometimes I
can
make it not crash by hitting secondary attack quickly and jerking the
mouse
around and wait for however many seconds a 1fps it takes to let it go.
Heh


-Original Message-
From: Andrew Foss [mailto:[EMAIL PROTECTED]
Sent: November 25, 2004 9:23 AM
To: [EMAIL PROTECTED]
Subject: Re: SV: [hlcoders] Looking Forward Possible Mods?

cvarlist phys

you'll see physcannon stuff there. set the pull strength high enough
and you can pick up the buggy. of course it crashes after a few ms, so
what good is it.

set the trace length higher and the effects operate at a larger
distance. (I've picked up cars on the far side of highway 17 and put
them back, from around a bay.


On Wed, 24 Nov 2004 22:06:11 +0100, tei [EMAIL PROTECTED] wrote:

 More SPOOILERS

 And you can use the citadel physgun in other levels (you changelevel
to
 others ). But for some reason ( error transformation from vec3 to
 quaternions? havok its weak? too much computer power needed?? NAN
 values??? ) firing the buggy with this weapon crash the game to
desktop
 after a long frezze.


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Outgoing mail is certified Virus Free.
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RE: [hlcoders] What MSVC version do you use/have?

2004-10-28 Thread Jakob W. Nielsen


I use VS.NET 2003 (7.1) Enterprise Edition

And in regards to the .NET project files, someone could do a search on
SlingShot - supposedly this little tool should be able to convert the
project files to nmake makefiles.
I haven't tried it so I can't say if it works... sry

-Jakob W. Nielsen




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Re: [hlcoders] (no subject)

2004-07-31 Thread Jakob W. Nielsen
That's because, if people are to write a virus they want to target as
many as possible, so if everyone switches to netscapes browser and
client, that'll be the target. If everyone switches to Linux that'll be
the target.

But you! Are probably relatively safe in anycase. Pine is not going to
be the peoples choice any time soon ;)

-Oprindelig meddelelse-
Fra: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] På vegne af Brian A.
Stumm
Sendt: 31. juli 2004 17:03
Til: [EMAIL PROTECTED]
Emne: Re: [hlcoders] (no subject)

On Sat, 31 Jul 2004, Jeff 'Kuja' Katz wrote:

 Thunderbird is better than the included mozilla email client.

I've yet to get a virus with my mail client.

Pine via command line.


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SV: [hlcoders] (no subject)

2004-07-31 Thread Jakob W. Nielsen
OH it is.. the pine team is planning a huge media hype around fall next
year :P

-Oprindelig meddelelse-
Fra: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] På vegne af Brian A.
Stumm
Sendt: 31. juli 2004 23:20
Til: [EMAIL PROTECTED]
Emne: Re: [hlcoders] (no subject)

On Sat, 31 Jul 2004, Jakob W. Nielsen wrote:

 That's because, if people are to write a virus they want to target as
 many as possible, so if everyone switches to netscapes browser and
 client, that'll be the target. If everyone switches to Linux that'll
be
 the target.

 But you! Are probably relatively safe in anycase. Pine is not going to
 be the peoples choice any time soon ;)

huh... I figured it was the up and coming client. ;)


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