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
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,
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
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
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
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,
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
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
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
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
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
, 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
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
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
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
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
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
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To unsubscribe, edit your list preferences, or view the
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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
, 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
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
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
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
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
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
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
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
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
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,
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
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
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
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
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
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
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
://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
.
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
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
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
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
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
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
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
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
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-
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
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
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
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
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,
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