Re: [hlcoders] Access reception to hlcoders forum

2009-07-07 Thread Bob Somers
Checksums really don't provide security against tampering, as they are too easy to manufacture. They're more often used to detect casual corruption errors like those that could be introduced during network transmission. --Bob On Mon, Jul 6, 2009 at 4:43 PM, Matt

Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Bob Somers
With all due respect to you guys, I think you're forgetting that ultimately Valve is not in the mod-support business. They're in the business of making their own games, and the success of their titles shows how well they do it. Their tools are designed for the way the workflow happens at Valve,

Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Bob Somers
G typos... send = sending without = within --Bob On Thu, Jul 23, 2009 at 7:53 PM, Bob Somersmagicbob...@gmail.com wrote: There's nothing wrong with improvement, offering suggestions, or send your own improvements. Just be civil about it. I just get really tired of one guy making a

Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Bob Somers
No kidding. Nothing like asking a company who's in business to make money to throw their profit making tools into the public domain... --Bob On Fri, Jul 24, 2009 at 11:21 AM, Ryan Shefferdarksk...@gmail.com wrote: In a nutshell, asking far too much. On Fri, Jul 24, 2009 at 10:58 AM, Nick

Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Bob Somers
Minh, I was talking about open sourcing their tools. I just don't think that makes any business sense for them. It makes sense from our perspective, sure, but from theirs... little to none. Also, excellent point about adapting your workflow to the engine and the other way around. This is the best

Re: [hlcoders] Where to begin?

2009-08-21 Thread Bob Somers
Yeah, if it needs to be cross platform Source is definitely the wrong engine. --Bob On Fri, Aug 21, 2009 at 10:29 AM, Jonas 'Sortie' Termansenhlcod...@maxsi.dk wrote: Source should do the trick with the gameplay and networking. You don't need that much Engine Access to to optimations,

Re: [hlcoders] Source control solution?

2009-08-24 Thread Bob Somers
For the love of god do not use CVS. If you're going to go with centralized version control (which is conceptually easier to grok) then stick with SVN. There's a free book on the web if you're having problems learning how to use it. With TortoiseSVN, I've found it very easy to work with once you

Re: [hlcoders] Source control solution?

2009-08-24 Thread Bob Somers
With SVN, the tags/branches/trunk thing is purely an organizational practice. You don't have to set it up that way if it makes sense some other way to you. Generally it's done to keep the experimental branches and stable tags out of the fray of the main trunk, but hey if you've got a better idea

Re: [hlcoders] Source control solution?

2009-08-25 Thread Bob Somers
Merges from hell generally occur when someone has been working for weeks without committing their code. That's when you run into problems because they (or someone else) has touched everywhere in the code base and a ton of things need to be merged. Updating/committing often and some simple

[hlcoders] Creating a Custom Player Class

2009-08-29 Thread Bob Somers
Hello all. So I'm trying to create a custom player by deriving it from CSDKPlayer, like so: class CMyPlayer : public CSDKPlayer { // player things }; I've got both the server and client players skeleton class build, I've linked the class to the player entity with LINK_ENTITY_TO_CLASS, and

Re: [hlcoders] Creating a Custom Player Class

2009-08-29 Thread Bob Somers
So just do a global find/replace on CSDKPlayer to CMyPlayer? --Bob On Sat, Aug 29, 2009 at 5:35 PM, Stephen Swiresstephen.swi...@gmail.com wrote: The official way to do this with the template is to copy all the SDK stuff and rename it to what you want On Sun, Aug 30, 2009 at 1:31 AM, Bob

Re: [hlcoders] Creating a Custom Player Class

2009-08-29 Thread Bob Somers
, August 30, 2009, Jonathan Murphy nuclearfri...@gmail.com wrote: I don't have an SDK with me but there should be a set of macros used to declare a factory for new entities. On Sunday, August 30, 2009, Bob Somers magicbob...@gmail.com wrote: So just do a global find/replace on CSDKPlayer to CMyPlayer

Re: [hlcoders] Creating a Custom Player Class

2009-08-29 Thread Bob Somers
but there should be a set of macros used to declare a factory for new entities. On Sunday, August 30, 2009, Bob Somers magicbob...@gmail.com wrote: So just do a global find/replace on CSDKPlayer to CMyPlayer? --Bob On Sat, Aug 29, 2009 at 5:35 PM, Stephen Swiresstephen.swi...@gmail.com wrote

Re: [hlcoders] Physcannon drops objects weird in new SDK

2009-08-30 Thread Bob Somers
Did this ever get resolved? If so I'd love to know the solution, I'm working through this bug myself. --Bob On Wed, Jul 29, 2009 at 2:49 PM, James Murrayjames1...@gmail.com wrote: What file should I look in? On Mon, Jul 27, 2009 at 2:43 PM, Ryan Sheffer darksk...@gmail.com wrote: The

Re: [hlcoders] Physcannon drops objects weird in new SDK

2009-08-30 Thread Bob Somers
Cool. Your fellow list mates would be very thankful if you kept them updated. :) --Bob On Sun, Aug 30, 2009 at 6:36 AM, Denis Craigdensterc...@hotmail.co.uk wrote: When you move the prop with the physcannon, it updates the angles on the clientside as normal but takes a very long time to

Re: [hlcoders] Physcannon drops objects weird in new SDK

2009-09-03 Thread Bob Somers
the server object is making these updates to the objects rotation as well, or better yet, remove the rotation crap from the client all together so there is no confliction. On Sun, Aug 30, 2009 at 3:57 PM, Bob Somers magicbob...@gmail.com wrote: Cool. Your fellow list mates would

[hlcoders] Backface Culling

2009-09-03 Thread Bob Somers
Is there a way to turn off backface culling for a particular entity? I'd like to draw the texture on the inside of a brush entity when a player walks inside it. Thanks for your help. --Bob ___ To unsubscribe, edit your list preferences, or view the

Re: [hlcoders] Backface Culling

2009-09-04 Thread Bob Somers
. On Thu, Sep 3, 2009 at 5:50 PM, Bob Somers magicbob...@gmail.com wrote: Is there a way to turn off backface culling for a particular entity? I'd like to draw the texture on the inside of a brush entity when a player walks inside it. Thanks for your help. --Bob

Re: [hlcoders] Backface Culling

2009-09-04 Thread Bob Somers
, Tom Edwardst_edwa...@btinternet.com wrote: Easy solution: $nocull will work with brush entities, which according to the wiki includes func_detail. http://developer.valvesoftware.com/wiki/$nocull Bob Somers wrote: That works in Hammer, but in game the engine still culls the interior faces

[hlcoders] ShouldCollide()

2009-09-27 Thread Bob Somers
So I'm looking through some previous source code we've got, and I noticed that gamerules.cpp used to expose a ShouldCollide function with this signature: ShouldCollide( int collisionGroup0, int collisionGroup1, CBaseEntity *pEnt, CBaseEntity *pPass ) but in the newest SDK code it only exposes a

Re: [hlcoders] ShouldCollide()

2009-09-27 Thread Bob Somers
for the older code, since it is defined in a libary then i can not change it. Bob Somers wrote: So I'm looking through some previous source code we've got, and I noticed that gamerules.cpp used to expose a ShouldCollide function with this signature: ShouldCollide( int collisionGroup0, int

Re: [hlcoders] ShouldCollide()

2009-09-27 Thread Bob Somers
Well what I'd like to do is restrict certain areas so that only one team can enter them. I have these areas set up with their own collision group. It would be easiest to just check the GetTeamNumber() of the player that collides with the brush. I tried doing this by defining

Re: [hlcoders] Frame order documentation

2009-10-02 Thread Bob Somers
This is stellar Jorge, thank you SO much for taking the time to do this! --Bob On Fri, Oct 2, 2009 at 5:30 AM, Tom Edwards t_edwa...@btinternet.com wrote: Amazing work. There's a similar (but far less detailed) list at http://developer.valvesoftware.com/wiki/Game_initialization that you

[hlcoders] CModelPanel Grief

2009-10-23 Thread Bob Somers
Anyone familiar with the CModelPanel? I'm trying to set up one of my models in it on a vgui panel and it's giving me nothing but trouble. I basically copied the CModelPanel out of the SDK's /resource/ui/Classmenu_Blue.res file, changing the name of the control and some positioning and size

[hlcoders] Changing physics entities while holding them with the gravity gun

2009-10-25 Thread Bob Somers
Is it possible to alter physics entities while holding them with the gravity gun? In my mod, when a player is holding an object, they can press a button that changes the model of the object they're holding. I've got it working using this: // change the visual model

Re: [hlcoders] Changing physics entities while holding them with the gravity gun

2009-10-25 Thread Bob Somers
On Sun, Oct 25, 2009 at 9:17 PM, Adam amckern McKern amck...@yahoo.com wrote: look@ source forts Really doesn't help, because in SourceForts the blocks don't change after they're spawned. On Sun, Oct 25, 2009 at 8:27 PM, Joshua Scarsbrook jscarsbr...@gmail.com wrote: Could be a problem with

Re: [hlcoders] Changing physics entities while holding them with the gravity gun

2009-10-26 Thread Bob Somers
code for it sitting around some place. Adam Owner Nigredo Studios http://www.nigredostudios.com --- On Mon, 26/10/09, Bob Somers magicbob...@gmail.com wrote: From: Bob Somers magicbob...@gmail.com Subject: Re: [hlcoders] Changing physics entities while holding them with the gravity

Re: [hlcoders] Inherited gamerules not transfering CNetworkVars

2009-11-03 Thread Bob Somers
It's my understanding that the gamerules networks its variables through a proxy class rather than through itself. Have you implemented an inherited proxy class as well as the gamerules class? Check the SDK game rules class to see what I'm talking about. --Bob On Tue, Nov 3, 2009 at 3:35 PM,

Re: [hlcoders] SVN GPL Question

2009-11-20 Thread Bob Somers
Does the GPL also cover libraries that you use, though? As I understand it, all of *your* code could be covered under the GPL, while Valve's is still covered under there license, and doesn't need to be supplied. It would probably be a royal bitch to decouple the code that much though, especially

Re: [hlcoders] SVN GPL Question

2009-11-20 Thread Bob Somers
that we link against. Keeper -Original Message- From: Bob Somers [mailto:magicbob...@gmail.com] Sent: Friday, November 20, 2009 4:25 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] SVN GPL Question Does the GPL also cover libraries that you use, though? As I

Re: [hlcoders] L4D Glow Effects

2009-11-27 Thread Bob Somers
Wow, really excellent work, especially writing it up. Thanks very much! --Bob On Fri, Nov 27, 2009 at 2:06 PM, Sam Kindler s...@flamov.com wrote: Awesome stuff John. Much appreciated. Many thanks, Sam 2009/11/27 Saul Rennison saul.renni...@gmail.com Great work, it's much appreciated

Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-18 Thread Bob Somers
Protip: Write the app first. When it works and you actually have users, then you can spend all day circle-jerking over licenses. --Bob On Thu, Mar 18, 2010 at 3:35 PM, Jeffrey botman Broome botman.hlcod...@gmail.com wrote: On 3/18/2010 5:12 PM, Garry Newman wrote: Hey guys I have an idea

[hlcoders] VS2010

2010-04-12 Thread Bob Somers
It's out now, if you haven't heard. http://www.microsoft.com/visualstudio/en-us/ Did anyone here on the list use the betas or RCs (or even the now the release version) for compiling source mods? I'd love to upgrade to VS2010 to get the multi-monitor support, but if it's going to cause me

Re: [hlcoders] VS2010 vprojtomake Utility Update

2010-04-25 Thread Bob Somers
Wow, excellent work. Thank you so much for sharing! (And huge kudos for coming to the list with a tool that you've finished and used, as opposed yet another I'm going to build this vaporware tool thread!) --Bob On Sat, Apr 24, 2010 at 6:54 PM, Zach Kanzler they4k...@gmail.com wrote: Thank

Re: [hlcoders] Source Engine 2!!!

2010-06-14 Thread Bob Somers
Something to consider, though, is that the 3D driver support is years behind from *ahem* a particular GPU manufacturer. I won't embarrass them by saying their name, so I'll just say their initials: ATI. Their driver support for Linux is, frankly, pathetic at best. The Fedora team is trying to

Re: [hlcoders] Source Engine 2!!!

2010-06-15 Thread Bob Somers
://theoks.net/ On Mon, Jun 14, 2010 at 18:35, Bob Somers magicbob...@gmail.com wrote: Something to consider, though, is that the 3D driver support is years behind from *ahem* a particular GPU manufacturer. I won't embarrass them by saying their name, so I'll just say their initials: ATI

Re: [hlcoders] Source Engine 2!!!

2010-06-15 Thread Bob Somers
. On Tuesday, June 15, 2010 12:14:42 am Bob Somers wrote: Uh, have fun with that. --Bob On Mon, Jun 14, 2010 at 8:20 PM, Katrina Payne fullmetalhar...@nimhlabs.com wrote: This also adds a rather odd burden here, that allows Linux to get a better standing for gaming. It is not that unknown

Re: [hlcoders] Source Engine 2!!!

2010-06-17 Thread Bob Somers
New version of the engine uses deferred shading perhaps? I suppose that would be too much to ask for. --Bob On Thu, Jun 17, 2010 at 8:45 AM, Matt Hoffman lord.matt.hoff...@gmail.com wrote: Pretty sure a fix was found. VVIS worked fine (to my memory) and VRAD crashed. However if you use

Re: [hlcoders] Source Engine 2!!!

2010-06-18 Thread Bob Somers
Yeah, no offense, but I don't think you fully understand the differences between the CPU/GPU. The fact that you can get Linux running on a lower powered machine doesn't mean much when it comes to raw graphics horsepower. These resource savings are almost entirely on the CPU/RAM side. A software

Re: [hlcoders] Source Engine 2!!!

2010-06-18 Thread Bob Somers
contrast to NVIDIA's totally closed development. I mean NVIDIA don't even support kms because the kernel exports for it are gpl only. On 18 Jun 2010 20:43, Bob Somers magicbob...@gmail.com wrote: Yeah, no offense, but I don't think you fully understand the differences between the CPU/GPU

Re: [hlcoders] Source Engine 2!!!

2010-06-20 Thread Bob Somers
developers working on the open source driver, I see it as mainly a matter of time before it becomes a viable alternative. On 18 Jun 2010 22:01, Bob Somers magicbob...@gmail.com wrote: Katrina, I'm not giving lectures on computer graphics here. Google has all the information you

Re: [hlcoders] Compiling for mac

2010-07-13 Thread Bob Somers
I've been using Premake to do just that on some of my personal projects. Very cool tool. Written mostly in Lua, too. http://industriousone.com/premake --Bob On Tue, Jul 13, 2010 at 3:58 PM, Harry Jeffery harry101jeff...@googlemail.com wrote: I asked a while back how they were doing cross

Re: [hlcoders] how to create a mod with non steam HL with no errors , and that language use hl non steam

2010-07-26 Thread Bob Somers
Geez people, this thread has run its course. Let it end. --Bob On Mon, Jul 26, 2010 at 6:04 PM, Katrina Payne fullmetalhar...@nimhlabs.com wrote: I came to the conclusion long ago that the OP is long gone. I mostly am just posting responses to stuff directed at things I have said, or

Re: [hlcoders] String_base error

2010-08-04 Thread Bob Somers
Same here. Our mod code compiled fine with VS 2008 and 2010, so it can be done. --Bob On Tue, Aug 3, 2010 at 10:21 PM, Tobias Kammersgaard tobias.kammersga...@gmail.com wrote: Visual Studio 2010 works just fine. Both debug, and release builds. I don't have any code handy right now, but

Re: [hlcoders] (no subject)

2010-08-21 Thread Bob Somers
I hear the 8 ones are more future proof. http://upload.wikimedia.org/wikipedia/commons/a/aa/Floppy_disk_2009_G1.jpg On Sat, Aug 21, 2010 at 6:02 AM, Keeper hl2li...@afksoftware.com wrote: 3.5 or 5.25 I prefer the 5.25 ... easier to stuff into file cabinets. -Original Message-

Re: [hlcoders] BZip Compression

2010-08-26 Thread Bob Somers
If you don't have access to the low level bzip library through the engine you can always just add the bzip libraries to your mod code and compile it in. We did a similar thing with curl. --Bob On Thu, Aug 26, 2010 at 1:45 PM, Lane Eckley l...@gamerslifeline.comwrote: To add to that, If I

Re: [hlcoders] Does Valve (America) offers internships?

2010-08-30 Thread Bob Somers
Just for reference, most technical (e.g. engineering) internships in America are paid. At least, the ones worth taking are. Valve is great and all but I wouldn't work there unless they paid me. :) --Bob On Mon, Aug 30, 2010 at 8:08 PM, Trevor 'Drak' hlco...@wowway.com wrote: I think he was

Re: [hlcoders] Remember June 2006?

2010-10-28 Thread Bob Somers
I dunno, man. If you're still modding for this engine you've got to be a masochist. --Bob On Thu, Oct 28, 2010 at 1:27 PM, Greg M. g...@gregmourino.com wrote: I can relate. I've been using the Source SDK for the past year on a school project, and there have been some incredibly frustrating

Re: [hlcoders] Remember June 2006?

2010-10-28 Thread Bob Somers
They don't have time for the SDK Cory. They're too busy selling other people's games. :P --Bob On Thu, Oct 28, 2010 at 1:53 PM, Cory de La Torre gear@gmail.comwrote: I don't feel that the idea: Not in valve's best intentions to care that much about the SDK like Epic is an excuse any

Re: [hlcoders] (no subject)

2010-11-29 Thread Bob Somers
Just in time. My erection from the last batch I ordered from this guy was just starting to wear off. I totally ignored the whole more than 4 hours thing. --Bob On Mon, Nov 29, 2010 at 12:28 AM, Adam amckern McKern amck...@yahoo.comwrote: Why don't they have some panadol on that website,