RE: [hlcoders] Steam: Technology failure

2005-01-26 Thread S. Hendriks
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.

RE: [hlcoders] Steam: Technology failure

2005-01-26 Thread Josh
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

Re[2]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Vyacheslav Djura
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

Re: Re[2]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Ben Davison
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

[hlcoders] Re: Steam: Technology failure

2005-01-26 Thread Christian Marschalek
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

RE: Re[2]: [hlcoders] Steam: Technology failure

2005-01-26 Thread S. Hendriks
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

RE: [hlcoders] Steam: Technology failure

2005-01-26 Thread S. Hendriks
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).

Re: [hlcoders] Steam: Technology failure

2005-01-26 Thread Ben Davison
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

RE: [hlcoders] Steam: Technology failure

2005-01-26 Thread S. Hendriks
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

Re: [hlcoders] Documentation

2005-01-26 Thread Serapth Blah
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

Re: [hlcoders] Documentation

2005-01-26 Thread Mark Ettinger
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.

Re[4]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Vyacheslav Djura
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

Re: Re[4]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Ben Davison
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

Re: [hlcoders] Documentation

2005-01-26 Thread [EMAIL PROTECTED]
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

Re: [hlcoders] Documentation

2005-01-26 Thread jeff broome
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

Re: [hlcoders] Documentation

2005-01-26 Thread jeff broome
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Documentation

2005-01-26 Thread Serapth Blah
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,

Re: Re[4]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Dan Partelly
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

Re: [hlcoders] Documentation

2005-01-26 Thread Dan Partelly
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

Re: [hlcoders] Documentation

2005-01-26 Thread [EMAIL PROTECTED]
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

Re: [hlcoders] Documentation

2005-01-26 Thread Pavol Marko
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

Re: Re[4]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Ben Davison
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

Re: Re[4]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Dan Partelly
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.

Re: Re[4]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Ben Davison
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

RE: Re[4]: [hlcoders] Steam: Technology failure

2005-01-26 Thread S. Hendriks
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

RE: [hlcoders] Documentation

2005-01-26 Thread S. Hendriks
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

[hlcoders] moveable Spawnpoints

2005-01-26 Thread Martin
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

RE: [hlcoders] Documentation

2005-01-26 Thread S. Hendriks
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.

Re: Re[4]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Ben Davison
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

Re[6]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Vyacheslav Djura
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

Re: Re[2]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Ben Davison
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

Re: [hlcoders] Documentation

2005-01-26 Thread [EMAIL PROTECTED]
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

Re: Re[6]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Ben Davison
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

Re: [hlcoders] Documentation

2005-01-26 Thread jeff broome
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

Re: [hlcoders] moveable Spawnpoints

2005-01-26 Thread SB Childe Roland
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

Re: [hlcoders] Documentation

2005-01-26 Thread SB Childe Roland
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

Re: [hlcoders] Steam: Technology failure

2005-01-26 Thread tei
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

RE: [hlcoders] Documentation

2005-01-26 Thread S. Hendriks
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

Re: [hlcoders] Documentation

2005-01-26 Thread [EMAIL PROTECTED]
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

Re: [hlcoders] Documentation

2005-01-26 Thread [EMAIL PROTECTED]
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

Re: [hlcoders] Documentation

2005-01-26 Thread Jeff Fearn
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

[hlcoders] Re: NPC's in MP

2005-01-26 Thread Trauts
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

Re: [hlcoders] moveable Spawnpoints

2005-01-26 Thread Austin McDonald
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

Re: [hlcoders] Documentation

2005-01-26 Thread Serapth Blah
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

Re: [hlcoders] Documentation

2005-01-26 Thread Jeff Fearn
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

[hlcoders] Render to texture

2005-01-26 Thread Sylvain Rochette
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

Re: [hlcoders] moveable Spawnpoints

2005-01-26 Thread SB Childe Roland
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

Re: [hlcoders] moveable Spawnpoints

2005-01-26 Thread Teddy
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,

Re: [hlcoders] moveable Spawnpoints

2005-01-26 Thread Austin McDonald
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

Re: [hlcoders] Steam: Technology failure

2005-01-26 Thread Martin \E.T.\ Misuth
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

Re: [hlcoders] Steam: Technology failure

2005-01-26 Thread Grant Christensen
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

Re: [hlcoders] Steam: Technology failure

2005-01-26 Thread jeff broome
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.

[hlcoders] DrawTexturedPolygon

2005-01-26 Thread Austin McDonald
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

Re: [hlcoders] Steam: Technology failure

2005-01-26 Thread Grant Christensen
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.

Re: [hlcoders] DrawTexturedPolygon

2005-01-26 Thread Adam \amckern\ Mckern
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

Re: [hlcoders] DrawTexturedPolygon

2005-01-26 Thread Austin McDonald
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