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

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>
>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    9. 1109/NS out-of-date problem?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 RE: 1109/NS out-of-date problem?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 Re: RE: 1109/NS out-of-date problem?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]

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