Funny how much attention HL2 itself got, or better said, the Source
engine got, for being able to run on low-end machines. While the STEAM
launcher itself is a cpu hug itself as well. I don't know why and how,
but i would not mind a 'huge' STEAM update in its core if it would be
way better.
Any of the devs have anything to say about this? I notice this as well,
sometimes when doing steam updates I have to just stop it b/c it consumes so
much. And I have a p4 3.0 w/1GB RAM. It uses up to like 70% of my CPU at
times.
Josh
___
To
Hello knighthk,
Wednesday, January 26, 2005, 1:27:22 AM, you wrote:
kgn Okay now this is definately off-topic. Let's not have a steam-flame
kgn here, please..
Why? Let's talk here, because it seems that there is no other
official place where we can talk about that.
I also think that idea behind
Why? Let's talk here, because it seems that there is no other
official place where we can talk about that.
www.steampowered.com
Packaging is poor - discs are in envelopes, they are just useless
without Steam and there is even no manual!!! What a shame.
Vivendi's area of concern not valve.
Why
Packaging is poor - discs are in envelopes, they are just useless
without Steam and there is even no manual!!! What a shame.
Vivendi's area of concern not valve.
I don't want to rant about steam, but the above statment is imho a pretty
lame excuse... I think Valve's big enough to have some
As for offline mode, if you have been online before with it. You should
be able to go offline. In fact, all you need to do is have NO internet
connection.
===
Stefan Hendriks
FunDynamic RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
Perhaps this is just a stupid comment (so if so, don't say it is, makes
me feel dumb! :P) but i saw in several programs you can slice the cpu
usage. So perhaps STEAM does not slice it, and simply forces your CPU to
give it all its power (though i have no CLUE WHATFOR).
Fixed 100% CPU use on startup
From steams changelog, so that's probably from before that they
noticed that bug.
On Wed, 26 Jan 2005 16:14:39 +0100, S. Hendriks [EMAIL PROTECTED] wrote:
Perhaps this is just a stupid comment (so if so, don't say it is, makes
me feel dumb! :P) but i saw in
Yes, that was something very annoying. But i think most people here talk
about the fact when USING steam. So even when its not starting up...
Unless its taking forever starting up ;)
===
Stefan Hendriks
FunDynamic RealBot
http://www.fundynamic.nl
Thanks for the thorough response Jeff, much appreciated.
I hope you are independantly wealthy and have a full 40 hours a week
to spend on such a project, because that's about what it will take to
put something like this together over the next 6 months or so.
Unfortunately, not independently
I think this is a great idea, assuming it can be done. I have
experienced similar frustrations concerning startup effort with repect
to learning the SDK, in spite of years of coding experience. The
various coding sites, wikis, tutorials, and this mailing list have
been helpful but not enough.
Hello Ben,
Wednesday, January 26, 2005, 3:57:16 PM, you wrote:
BD www.steampowered.com
Please be more careful reading my letter - I told you that we HAVE
TRIED several times and they just ignored us. The only thing I
received (3 or 4 weeks ago) was some letter your question is in the
queue for
I am not a
noob who found link to this mailing list today and just decided to
write here,
Nice personal insults :thumbsup:
Then you go on to call me a fanboy in other words.
As soon as you started with the personal insults it immediatly
invalidates all your arguments.
I'll be stepping out of
I dunno, I think this sounds like a *very* boring project (come on, who
actually LIKES to write documentation?), and I doubt you'd get much
help. I too feel the SDK could be more documented but it is not our job
(you'd think a large software corp such as Valve was more up-to-date
with development
On Wed, 26 Jan 2005 19:26:40 +0100, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
(you'd think a large software corp such as Valve was more up-to-date
with development techniques...).
I'd say Valve's techniques are just fine. The game runs good on
most machines. The game has sold many copies
On Wed, 26 Jan 2005 12:37:02 -0600, jeff broome [EMAIL PROTECTED] wrote:
How much did the SDK code again?
Ick..., code = cost.
Jeffrey botman Broome
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To unsubscribe, edit your list preferences, or view the list archives, please
visit:
I think your missing the point of what im trying to do here. I have *zero*
intention of writing documentation, well not after the first little bit
anyways. Im more creating a tool+repository where documentation is
submitted. Plus, with the documentation etc that it submitted being data
based,
Aint we a little sesitive today ? I dont see any insult.
You are oversensitive.
And no, personal insults do not invalidate good points.
They are only that, insults , and they shouldnt be posted ,
thats true, but they dont invalidate per se an argument.
Dan
- Original Message -
From: Ben
such as Valve was more up-to-date
with development techniques...).
I dont see what's wrong with their techniques.
Documenting a SDK , costs a lot of $$. And mind you,
thats for documenting a API. Documenting a hughe
source tree , such as hl2 would be very expensive.
Dan
- Original Message
jeff broome wrote:
I'd say Valve's techniques are just fine. The game runs good on
most machines. The game has sold many copies which is a fairly good
indication that people like what Valve has done.
Eh? How on earth does copies sold or scalability indicate good
development techniques? You can
I think it would be in Valve's own interest to provide good
documentation for the SDK. If there is a lot of mods, the interest in
the game rises, and Valve makes more profit. Of course there is an other
way, letting the community do most of the work, but it may slow things
down for modders. I
I am not a noob who found link to this mailing list today and just decided to
write here,
That is very much of an insult.
And usually when someone can't backup their points they launch into
insults or I'm a game developer I've been working with PC's all my
life type i'm better then you so that
I am not a noob who found link to this mailing list today and just decided
to
write here,
I still fail to see how a user which labels himself as a non -noob
performs an offense.
As for the other stuff you write points they launch into insults or I'm a
game developer
it might be or not the truth.
Ok we are about to go round in circles here.
He was calling ME a noob.
And i don't think you get my other points.
On Wed, 26 Jan 2005 21:58:58 +0200, Dan Partelly [EMAIL PROTECTED] wrote:
I am not a noob who found link to this mailing list today and just decided
to
write here,
I still
Little children could we stay on topic like grown ups?
The subject is STEAM, we shared our points. If nobody has something to
say that could make this 'discussion' fruitable, i'd say, we stop this
discussion right now.
===
Stefan Hendriks
FunDynamic
Aren't there any 'code analyzers'? I once had a shareware program that
could read my code, and make a sort of flowchart of it. I bet there are
way more advanced stuff out there that can easily dump out a visualized
class hierarchial structure. Or else, you could try to write your own
code
Hi,
has anyone an idea how I can code a movable spawnpoint? For example you
can have a huge tank and you respawn next to it. I think it would be the
easiest way to connect the respawn function with a entity which I can
simply add in Hammer. But I've no idea in which file I can find the
respawn
Actually you pay for HL2 itself and get the SDK as a free optional tool.
So everything that Valve provides is in courtisy and cannot be held as a
product you payed for and can force 'support' from ;) In that sense,
Valve is doing a very good job! Replying to mails, contributing to this
list.
I will bow out of this topic, this was just flamebait in the first place.
On Wed, 26 Jan 2005 21:17:51 +0100, S. Hendriks [EMAIL PROTECTED] wrote:
Little children could we stay on topic like grown ups?
The subject is STEAM, we shared our points. If nobody has something to
say that could make
Hello Ben,
Wednesday, January 26, 2005, 8:11:01 PM, you wrote:
BD I am not a
BD noob who found link to this mailing list today and just decided to
BD write here,
BD Nice personal insults :thumbsup:
Sorry I didn't mean that to be personal insult to you. I wrote this because I
thought that you
Or be quick enough to press cancel when it's loading up :P But if you
have an internet connection it loads up in about 1 second flat for me.
I don't want to rant about steam, but the above statment is imho a pretty
lame excuse
As was most of the above posters points.
Valve might have a teeny
S. Hendriks wrote:
Actually you pay for HL2 itself and get the SDK as a free optional tool.
So everything that Valve provides is in courtisy and cannot be held as a
product you payed for and can force 'support' from ;) In that sense,
Valve is doing a very good job! Replying to mails, contributing
That is quite alright I did not intend to call you a noob and im sorry
you took it that way, what I meant works both ways for us.
Just because your having issues does not mean the vast majority of
people are having issues.
It also works out.
Just because the vast majority of people are not
On Wed, 26 Jan 2005 22:15:57 +0100, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
Eh. My point is, they don't (and shouldn't - I know I wouldn't!) do this
to be nice. As I tried explaining earlier, modsupport is a *very* strong
selling-point (cs, ro, dod, tf, sf etc etc) and they have nothing but
This isn't really appropriate for this list. Perhaps you should try
the Parent attribute that most entities have.
On Wed, 26 Jan 2005 21:23:14 +0100, Martin [EMAIL PROTECTED] wrote:
Hi,
has anyone an idea how I can code a movable spawnpoint? For example you
can have a huge tank and you
I would be willing to pay extra to get a full (or nearly fully)
documented copy of the SDK. I would save me enough time to make it
worthwhile.
On Wed, 26 Jan 2005 21:20:12 +0100, S. Hendriks [EMAIL PROTECTED] wrote:
Actually you pay for HL2 itself and get the SDK as a free optional tool.
So
S. Hendriks wrote:
Little children could we stay on topic like grown ups?
The subject is STEAM, we shared our points. If nobody has something to
say that could make this 'discussion' fruitable, i'd say, we stop this
discussion right now.
My secret plot its to bomb the Valve hq with Richard
Sure, and the guys who made the mods get some pretty good jobs as
well... (and can realize their dreams). I don't see a sort of abusing
here, its Valve's right to buy these games as they developed the engine
+ materials to get them even going. And those who get hired + get
interest sales, are
jeff broome wrote:
Yes. Everyone understands your point.
Look at this from Valve's point of view. You have X engineers that
cost you Y dollars per day. You can have those engineers working on
the next product (Half-Life3) that you KNOW will bring in revenue, or
you can have them work on
S. Hendriks wrote:
Sure, and the guys who made the mods get some pretty good jobs as
well... (and can realize their dreams). I don't see a sort of abusing
here, its Valve's right to buy these games as they developed the engine
+ materials to get them even going. And those who get hired + get
On Tue, 25 Jan 2005 22:26:37 -0600, jeff broome [EMAIL PROTECTED] wrote:
On Wed, 26 Jan 2005 03:56:14 +, Serapth Blah [EMAIL PROTECTED] wrote:
Hello all,
snip
What negatives do you see?
Thanks,
Mike
If you are new to this list, you should first check out some of the
HL2 wiki
Perhaps you could try looking in the correct files.
In the client dll, the entities are all changed from Cwhatever to
C_whatever. Therefore
C_BaseCombatCharacter might not have all the same stuff the
CBaseCombatCharacter class has.
You need to manually add the functions.
Basically, there are
Kind of off topic, but how is this not appropriate for the list?
Coding entities isn't part of what Half-Life programming is all
about? If it isn't, then what list would be appropriate?
Second, I too am actually quite interested in the coding side of this topic.
On Wed, 26 Jan 2005 15:31:45
What would be cool is if you integrate these two things. i.e. have a
tool in VC that hooks into one of these wikis and lets you
retrieve/submit information.
One approach would be to use XML and a Schema, this would allow the
wiki and VC to display the data in different ways and would allow
On Thu, 27 Jan 2005 00:02:52 +, Serapth Blah [EMAIL PROTECTED] wrote:
What would be cool is if you integrate these two things. i.e. have a
tool in VC that hooks into one of these wikis and lets you
retrieve/submit information.
One approach would be to use XML and a Schema, this would
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi,
I having a little problem with the sdk, i am trying to figure out what is the
best
way to render a model in a new vgui render control.
I am using the render target texture methods to render my
It's off-topic in the sense that it can be done (i think) in the map
without modifying the code at all.
On Wed, 26 Jan 2005 17:37:44 -0600, Austin McDonald [EMAIL PROTECTED] wrote:
Kind of off topic, but how is this not appropriate for the list?
Coding entities isn't part of what Half-Life
I can confirm this, is really is as easy as setting the spawn's parent.
On Wed, 26 Jan 2005 18:46:27 -0600, SB Childe Roland
[EMAIL PROTECTED] wrote:
It's off-topic in the sense that it can be done (i think) in the map
without modifying the code at all.
On Wed, 26 Jan 2005 17:37:44 -0600,
I understand - sorry if I was rude. It may be a mapping thing, at
that; but my perception was that it was a coding thing.
This is something we're working on too. If we get it narrowed down
I'll write back.
On Wed, 26 Jan 2005 18:46:27 -0600, SB Childe Roland
[EMAIL PROTECTED] wrote:
It's
Ben Davison wrote:
And for original poster, steam is currently using 0 CPU and 2 megs of
ram, it's not just a gui steam acts as an interface for a virtual
filesystem aswell.
Ok, so how do you explain following situtation ?
http://steam.ethome.sk/steam.png
If I open several Steam windows at same
Well then obviously thunderbird is bloated ware as well, and all it
does is read mail doesn't it?
On Thu, 27 Jan 2005 02:42:21 +0100, Martin E.T. Misuth
[EMAIL PROTECTED] wrote:
Ben Davison wrote:
And for original poster, steam is currently using 0 CPU and 2 megs of
ram, it's not just a gui
On Thu, 27 Jan 2005 12:16:28 +1000, Grant Christensen
[EMAIL PROTECTED] wrote:
Well then obviously thunderbird is bloated ware as well, and all it
does is read mail doesn't it?
Hmmm, maybe Valve could scrap Steam and use Kermit instead?
Check out the features:
- Error-free file transfer.
I'm trying to draw just a piece of a texture (say, a trapezoidal
piece) on my HUD, and I thought this might be the function to use.
I've attempted to use it, but I can't quite work out what it wants.
For testing, I've tried getting it to replicate DrawTexturedRect(0, 0,
h, w). The function wants
Oh how sad, I remember using Kermit on dial-up BBS's back in the early
90's. Did you have to take me back there :)
Anyway - on topic, I have no problems at all with steam running.
Sicne they have fixed the slow load times on the SDK etc, it runs like
a charm, and that is on a 1.6 Celeron laptop.
check what style of vtm your trying to load, as some
have submips - or what ever they are called, and might
cause the gme to not know what mip to render
--- Austin McDonald [EMAIL PROTECTED] wrote:
I'm trying to draw just a piece of a texture (say, a
trapezoidal
piece) on my HUD, and I
Okay, I actually got this figured out. It didn't have anything to do
with MIPS - for some reason, the first vector in the Vertex_t that you
pass uses a different coordinate system from the second vector. The
second vector ranges from [0,1] (ie real numbers) but the first vector
is actual pixel
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