Eric,
You're right on the money. That fixed it. I tested NS for awhile and didn't see any big problems, so as far as I'm concerned, 1.1.0.9 is good to go. Thanks for the fast response. -Charlie >Send hlcoders mailing list submissions to > [EMAIL PROTECTED] > >To subscribe or unsubscribe via the World Wide Web, visit > http://list.valvesoftware.com/mailman/listinfo/hlcoders >or, via email, send a message with subject or body 'help' to > [EMAIL PROTECTED] > >You can reach the person managing the list at > [EMAIL PROTECTED] > >When replying, please edit your Subject line so it is more specific >than "Re: Contents of hlcoders digest..." > > >Today's Topics: > > 1. GetPlayerAuthID( ) (Eric Smith) > 2. Condition Zero tech (Georges Giroux) > 3. 1000+ are nice? (Adam Saltsman) > 4. Re: 1000+ are nice? (Tom) > 5. Re: 1000+ are nice? (Sebastian Steinlechner) > 6. Re: 1000+ are nice? (botman) > 7. Re: 1000+ are nice? (Adam Saltsman) > 8. Re: 1000+ are nice? (Neale Roberts) > 9. 1109/NS out-of-date problem? (Charlie Cleveland) > 10. RE: 1109/NS out-of-date problem? (Eric Smith) > 11. Re: RE: 1109/NS out-of-date problem? (Florian Zschocke) > >--__--__-- > >Message: 1 >From: Eric Smith <[EMAIL PROTECTED]> >To: Half-Life Dedicated Server Applications Mailing List ><[EMAIL PROTECTED]>, > "'[EMAIL PROTECTED]'" <[EMAIL PROTECTED]> >Date: Mon, 22 Apr 2002 10:48:12 -0700 >Subject: [hlcoders] GetPlayerAuthID( ) >Reply-To: [EMAIL PROTECTED] > >We've made a change to the function: > > const char *(*pfnGetPlayerAuthId)( edict_t *e ); > >This function will now return the string "BOT" as the AuthID for fake >clients. This is the only change. > >-Eric > >--__--__-- > >Message: 2 >From: "Georges Giroux" <[EMAIL PROTECTED]> >To: <[EMAIL PROTECTED]> >Date: Mon, 22 Apr 2002 14:15:54 -0400 >Subject: [hlcoders] Condition Zero tech >Reply-To: [EMAIL PROTECTED] > >This is a multi-part message in MIME format. >-- >[ Picked text/plain from multipart/alternative ] >Hey all, > >I've already asked this question before and didn't get a clear response, so >I'll ask again:) > >Will the engine updates that Condition Zero will bring be available to *all >mods*, and not just CS 1.5? I'm hoping it'll be another update to HL, maybe >1.1.0.10? > >I'm really hoping that this tech will be available to all mods, since >the HL engine is in need of a slight overhaul. 1000+ poly models and 32bit >textures are very nice indeed:) > >Georges >-- > > >--__--__-- > >Message: 3 >Date: Mon, 22 Apr 2002 14:33:53 -0400 >From: Adam Saltsman <[EMAIL PROTECTED]> >To: [EMAIL PROTECTED] >Subject: [hlcoders] 1000+ are nice? >Reply-To: [EMAIL PROTECTED] > >yeah i guess they are, but by the time CZ comes out Unreal2 with its >5000+ tri models and 100,000 wpolys (that's on a geforce2 even) will be >out too...i know open-ended modifications are nice to have, and trust me >i LOVE HL, and have since it was released, but i'd like to work with an >engine that can hold it's own against stuff like MOH and Unreal >Tournament even! REAL player lighting? Not just some silly gouraud >shading...that would be "nice." shit in-game shadows would be "nice." > I've been working with openGL for a little while now, and I know that >this stuff is possible with little or no overhead (if you're using the >full openGL drivers). Plus, it's not unreasonable to expect at least >some gamers to be running a 500mhz processor and a TNT2 - on average, HL >and CS push maybe 600+10(700) polys...8000 polys in one scene? more or >less? HL is an order of magnitude behind games today. I guess what I'm >saying is that another HL update means nothing to me, except an annoying >40Mb or more download that I have to do to be able to play CS. Is there >going to be a HL2 that delivers? And will it be released before I pass >away? > > >--__--__-- > >Message: 4 >From: "Tom" <[EMAIL PROTECTED]> >To: <[EMAIL PROTECTED]> >Subject: Re: [hlcoders] 1000+ are nice? >Date: Mon, 22 Apr 2002 19:47:14 +0100 >Reply-To: [EMAIL PROTECTED] > >im guessing they aint never gonna release HL2 or TF2, i mean we havent heard >anything about it in ages, the UT team manage to push out new UT games >extreamly quickly, im not sure why valve would not do this unless it was >because they had scrapped it complelty. I mean they managed to get CS:CZ out >fast enough, the only reason i can see for them not doing it with TF2/HL2 is >because they have scrapped it (surly its better to release now when people >are intrested in valves work than later when no one can remember them). > > >----- Original Message ----- >From: "Adam Saltsman" <[EMAIL PROTECTED]> >To: <[EMAIL PROTECTED]> >Sent: Monday, April 22, 2002 7:33 PM >Subject: [hlcoders] 1000+ are nice? > > > > yeah i guess they are, but by the time CZ comes out Unreal2 with its > > 5000+ tri models and 100,000 wpolys (that's on a geforce2 even) will be > > out too...i know open-ended modifications are nice to have, and trust me > > i LOVE HL, and have since it was released, but i'd like to work with an > > engine that can hold it's own against stuff like MOH and Unreal > > Tournament even! REAL player lighting? Not just some silly gouraud > > shading...that would be "nice." shit in-game shadows would be "nice." > > I've been working with openGL for a little while now, and I know that > > this stuff is possible with little or no overhead (if you're using the > > full openGL drivers). Plus, it's not unreasonable to expect at least > > some gamers to be running a 500mhz processor and a TNT2 - on average, HL > > and CS push maybe 600+10(700) polys...8000 polys in one scene? more or > > less? HL is an order of magnitude behind games today. I guess what I'm > > saying is that another HL update means nothing to me, except an annoying > > 40Mb or more download that I have to do to be able to play CS. Is there > > going to be a HL2 that delivers? And will it be released before I pass > > away? > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, >please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > >--__--__-- > >Message: 5 >From: "Sebastian Steinlechner" <[EMAIL PROTECTED]> >To: <[EMAIL PROTECTED]> >Subject: Re: [hlcoders] 1000+ are nice? >Date: Mon, 22 Apr 2002 20:48:52 +0200 >Reply-To: [EMAIL PROTECTED] > > > yeah i guess they are, but by the time CZ comes out Unreal2 with its > > 5000+ tri models and 100,000 wpolys (that's on a geforce2 even) will be > > out too... > >Actually, you can't tell me there are really 100,000 polys on the screen. >But it looks like. I guess the biggest thing why the HL engine is outdated >is the fact that it does not support LOD. Take Serious Sam as an example. >There you can define that e.g. stairs automagically reduce their poly count >when you move away from them. You don't really notice it, and it saves a lot >of polygons. Same with models. Though you can implement a simple lod for >player models in HL (just as HolyWars did, IIRC). >And HL still supports full software rendering. You can image that eats a >hell lot of cpu time. Even if you are in hardware mode. > >I might be wrong with that, but that's how I see it. > >cya, >TheTinySteini > > >--__--__-- > >Message: 6 >From: "botman" <[EMAIL PROTECTED]> >To: <[EMAIL PROTECTED]> >Subject: Re: [hlcoders] 1000+ are nice? >Date: Mon, 22 Apr 2002 13:52:38 -0500 >Reply-To: [EMAIL PROTECTED] > > > Is there going to be a HL2 that delivers? And will it be released before I > > pass away? > >That depends on how long it takes someone to kill you! :) > >Jeffrey "botman" Brome > > >--__--__-- > >Message: 7 >Date: Mon, 22 Apr 2002 15:31:19 -0400 >From: Adam Saltsman <[EMAIL PROTECTED]> >To: [EMAIL PROTECTED] >Subject: Re: [hlcoders] 1000+ are nice? >Reply-To: [EMAIL PROTECTED] > >-- >[ Picked text/plain from multipart/alternative ] >hahahaha > >I don't mean to bash HL, and part of the reason that Unreal can push out >so many games is because they've got like 5 development teams working on >their games...Digital Extremes, the Unreal Team, etc...it's just that >the original HL was built and released faster than it's taken to release >a real sequel to it. Seems odd, doesn't it? > >Adam > > > >botman wrote: > > >>Is there going to be a HL2 that delivers? And will it be released before I > >>pass away? > >> > > > >That depends on how long it takes someone to kill you! :) > > > >Jeffrey "botman" Brome > > > >_______________________________________________ > >To unsubscribe, edit your list preferences, or view the list archives, > please visit: > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > >-- > > >--__--__-- > >Message: 8 >From: "Neale Roberts" <[EMAIL PROTECTED]> >To: <[EMAIL PROTECTED]> >Subject: Re: [hlcoders] 1000+ are nice? >Date: Mon, 22 Apr 2002 20:34:22 +0100 >Reply-To: [EMAIL PROTECTED] > >I have a vague theory about this, wildly speculative, but who cares? > >Valve can effectively replace the entire engine, piece-by-piece. That way, >the game code is mature and stable, the renderer can be updated to current >tech, all while (and this is the important bit) *maintaining compatibility >with mods* > >HL's single-player rasied the bar for all FPS games, but the mods are what >really made it. Allowing those mods to grow *with* the engine increases the >longevity enormously. HL2 and TF2 could just be content add-ons, effectively >mods. > >I could be completely and utterly wrong. Then again, I could be right :) > > > >----- Original Message ----- >From: "Sebastian Steinlechner" <[EMAIL PROTECTED]> >To: <[EMAIL PROTECTED]> >Sent: Monday, April 22, 2002 7:48 PM >Subject: Re: [hlcoders] 1000+ are nice? > > > > > yeah i guess they are, but by the time CZ comes out Unreal2 with its > > > 5000+ tri models and 100,000 wpolys (that's on a geforce2 even) will be > > > out too... > > > > Actually, you can't tell me there are really 100,000 polys on the screen. > > But it looks like. I guess the biggest thing why the HL engine is outdated > > is the fact that it does not support LOD. Take Serious Sam as an example. > > There you can define that e.g. stairs automagically reduce their poly >count > > when you move away from them. You don't really notice it, and it saves a >lot > > of polygons. Same with models. Though you can implement a simple lod for > > player models in HL (just as HolyWars did, IIRC). > > And HL still supports full software rendering. You can image that eats a > > hell lot of cpu time. Even if you are in hardware mode. > > > > I might be wrong with that, but that's how I see it. > > > > cya, > > TheTinySteini > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, >please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > >--__--__-- > >Message: 9 >Date: Mon, 22 Apr 2002 15:41:40 -0400 >To: [EMAIL PROTECTED] >From: Charlie Cleveland <[EMAIL PROTECTED]> >Cc: [EMAIL PROTECTED], [EMAIL PROTECTED], > [EMAIL PROTECTED] >Subject: [hlcoders] 1109/NS out-of-date problem? >Reply-To: [EMAIL PROTECTED] > > > First of all, I wanted to say I really appreciate the fact that you guys >are taking the time to run this update by us mod authors before unleashing >it upon the world. > > I just installed the pre-release of 1109 and tried running Natural >Selection. I got this error: > > http://www.natural-selection.org/iB_html/uploads/cgc-NS-outofdate.jpg > > I also tried running BuzzyBots and DOD 2.0, and had no problems. I have >a feeling that there is some other error happening, but this is the message >showing. I then tried this on another machine I had NS installed on, but I >ran NS before the patch, just to be sure. I created an icon with a bunch >of settings (-console -dev -game ns +map ns_hera -maxplayers 32), and >launched NS. It worked fine. I then installed 1109, and tried launching >NS from the same icon. I get the same "out of date" message as above. > > I guess this is why we test! :) Please let me know how I can help find >and fix this problem. > >-Charlie >Charlie Cleveland >Game programmer and designer >http://www.natural-selection.org >[EMAIL PROTECTED] > > >--__--__-- > >Message: 10 >From: Eric Smith <[EMAIL PROTECTED]> >To: 'Charlie Cleveland' <[EMAIL PROTECTED]>, > [EMAIL PROTECTED] >Cc: Eric Smith <[EMAIL PROTECTED]>, > Leon Hartwig <[EMAIL PROTECTED]>, > Erik Johnson <[EMAIL PROTECTED]> >Date: Mon, 22 Apr 2002 12:46:19 -0700 >Subject: [hlcoders] RE: 1109/NS out-of-date problem? >Reply-To: [EMAIL PROTECTED] > >You won't be able to authenticate with WON using the pre-release installer. >Run with "+sv_lan 1" in your command line and you should be fine. > >-Eric > >-----Original Message----- >From: Charlie Cleveland [mailto:[EMAIL PROTECTED]] >Sent: Monday, April 22, 2002 12:42 PM >To: [EMAIL PROTECTED] >Cc: [EMAIL PROTECTED]; [EMAIL PROTECTED]; >[EMAIL PROTECTED] >Subject: 1109/NS out-of-date problem? > > > > First of all, I wanted to say I really appreciate the fact that you guys >are taking the time to run this update by us mod authors before unleashing >it upon the world. > > I just installed the pre-release of 1109 and tried running Natural >Selection. I got this error: > > http://www.natural-selection.org/iB_html/uploads/cgc-NS-outofdate.jpg > > I also tried running BuzzyBots and DOD 2.0, and had no problems. I have >a feeling that there is some other error happening, but this is the message >showing. I then tried this on another machine I had NS installed on, but I >ran NS before the patch, just to be sure. I created an icon with a bunch >of settings (-console -dev -game ns +map ns_hera -maxplayers 32), and >launched NS. It worked fine. I then installed 1109, and tried launching >NS from the same icon. I get the same "out of date" message as above. > > I guess this is why we test! :) Please let me know how I can help find >and fix this problem. > >-Charlie >Charlie Cleveland >Game programmer and designer >http://www.natural-selection.org >[EMAIL PROTECTED] > >--__--__-- > >Message: 11 >Date: Mon, 22 Apr 2002 21:56:15 +0200 >From: Florian Zschocke <[EMAIL PROTECTED]> >To: [EMAIL PROTECTED] >Subject: Re: [hlcoders] RE: 1109/NS out-of-date problem? >Reply-To: [EMAIL PROTECTED] > >Eric Smith wrote: > > > > You won't be able to authenticate with WON using the pre-release installer. > > Run with "+sv_lan 1" in your command line and you should be fine. > >Is this the same case with the pre-release Linux server? > >Florian. > > >--__--__-- > >_______________________________________________ >To unsubscribe, edit your list preferences, or view the list archives, >please visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > >End of hlcoders Digest Charlie Cleveland Game programmer and designer http://www.natural-selection.org [EMAIL PROTECTED] _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

