RE: [hlcoders] SDK update
This would be a good idea, for those that also only work with the code --- Tony \omega\ Sergi [EMAIL PROTECTED] wrote: Couldn't you guys add an option to Extract Source Code which would just put an untouched version of the sdk, read only inside the sourcesdk folder, so we can diff whenever without actually running create a mod and creating new configurations? It would make things easy. And thenm let the refresh sdk content update that one if it exists, but only if. (so non-programmers don't need to have the source out of the GCF) What I ended up doing this time was using GCFScape and just unpacked the source dir to a folder off of c: so I could diff. Would be cool to have an option right there in the sdk for it. -Original Message- From: Alfred Reynolds [mailto:[EMAIL PROTECTED] Sent: January 19, 2005 9:46 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SDK update Refresh SDK content just updates the various tools and example content in the SDK. You need to Create A Mod to extract the new code. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Wednesday, January 19, 2005 6:28 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK update Ben Davison wrote: I've run a diff on the old code and the new code, and for some reason it's coming up with no changes to the code. Did it say Copying Files. Please wait... for about 2 or 3 minutes right after you clicked on Play Games-Source SDK? I also did a Refresh SDK Content, just for fun. I got differences all over the place (first 2 files in cl_dll\game_control, NavProgress.cpp and NavProgress.h are new). There's LOTS of changes in sdk\nav_*.* Are you doing a Single Player MOD or Multiplayer MOD? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.7.0 - Release Date: 17/01/2005 -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.7.0 - Release Date: 17/01/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders = http://ammahls.com __ Do you Yahoo!? Yahoo! Mail - now with 250MB free storage. Learn more. http://info.mail.yahoo.com/mail_250 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player command - Health control? Damage?
off-topic N suggestions: * Avoid daylight, code at night * Buy a C++ book. (-- this its very valuable tip, but I think will be ignored because you will think its something rude ) * Teamup with other guy. (-- blame he your bugs. You can have fun with bugs + asserts + friends ) * Start a software pet project (-- swich to the pet wen stuck. ) * Use tabs, not spaces. Frank Weima wrote: *sigh* People, I'm a newbie to C++. I am just teaching it for some months now. Like the other guy was saying: static_castCBasePlayer* the CBaseEntity, then do Event_Killed(CTakeDamageInfo( blah )); to kill him, then Event_Dying() ==and== just use SetHealth and GetHealth - but make sure to check if it goes to 0 or below, as you'll have to kill him yourself if it happens. Yes, maybe for the real coders this is easy. I tried to figure it out myself now for weeks, but still cannot do it. Is there someone who can realy help me with a piece of code or something? My code is like this now: Q_snprintf( gBuffer, 128, Setting your health); // Message engine-ClientPrintf(pEntity, gBuffer ); // It has to come here, the health that goes up CreateAMessage(pEntity,msg,gBuffer,engine-IndexOfEdict(pEntity)); engine-ClientCommand(pEntity,gBuffer);// Message again So please, anobody? Thanks. Frank Weima. - Original Message - From: Lance Vorgin [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, January 20, 2005 12:21 AM Subject: Re: [hlcoders] Player command - Health control? Damage? You need to include a ton of server project headers. Just #define GAME_DLL 1 at the top and take all the #includes from util.cpp :/ Update killed the Event_ stuff for the time being (how mean of them). CBaseEntity::Teleport still works. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK update
Just A quick question, I assume because we use bot_add that the sample bots are built off the turtle rock CS:S bots? So will we see more examples and code in later releases? On Thu, 20 Jan 2005 10:16:57 -, Mike Blowers [EMAIL PROTECTED] wrote: Great suggestions. I'd love for that to be implemented too. Mike. - Original Message - From: Adam amckern Mckern [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, January 20, 2005 9:17 AM Subject: RE: [hlcoders] SDK update This would be a good idea, for those that also only work with the code --- Tony \omega\ Sergi [EMAIL PROTECTED] wrote: Couldn't you guys add an option to Extract Source Code which would just put an untouched version of the sdk, read only inside the sourcesdk folder, so we can diff whenever without actually running create a mod and creating new configurations? It would make things easy. And thenm let the refresh sdk content update that one if it exists, but only if. (so non-programmers don't need to have the source out of the GCF) What I ended up doing this time was using GCFScape and just unpacked the source dir to a folder off of c: so I could diff. Would be cool to have an option right there in the sdk for it. -Original Message- From: Alfred Reynolds [mailto:[EMAIL PROTECTED] Sent: January 19, 2005 9:46 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SDK update Refresh SDK content just updates the various tools and example content in the SDK. You need to Create A Mod to extract the new code. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Wednesday, January 19, 2005 6:28 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK update Ben Davison wrote: I've run a diff on the old code and the new code, and for some reason it's coming up with no changes to the code. Did it say Copying Files. Please wait... for about 2 or 3 minutes right after you clicked on Play Games-Source SDK? I also did a Refresh SDK Content, just for fun. I got differences all over the place (first 2 files in cl_dll\game_control, NavProgress.cpp and NavProgress.h are new). There's LOTS of changes in sdk\nav_*.* Are you doing a Single Player MOD or Multiplayer MOD? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.7.0 - Release Date: 17/01/2005 -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.7.0 - Release Date: 17/01/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders = http://ammahls.com __ Do you Yahoo!? Yahoo! Mail - now with 250MB free storage. Learn more. http://info.mail.yahoo.com/mail_250 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK update
You dont need Valve for that. You can write a script to track changes/commit changes to your personal CVS. Something like this, but better, that its unfinished. #!perl $file = foobar_SDK.cpp; $oldpath=oldsdk/; $newpath=newsdk/; $new = $newpath . $file; $old = $oldpath . $file; $c = ; if (!(-e $new)) { $c = -; `cvs remove $old`; } else { $changes = `diff $new $old`; if ($changes) { $c = *; `cvs commit $new`; } else { if (!(-e $old)) { $c = + ; `cvs add $new`; } else { #do nothing } } } print $new $c\n if ($c ne ); Grant Christensen wrote: What would be really good for futer updats would be an actual change log of what files have changed. this would be good bacuase I know that sometimes when doing a merge I lose track of if I have looked at all files or not. This would be a great check list to ensure all files have been merged. just something simply like: sdk_player.cpp + (means added) sdk_player.h -(means removed) player.cpp | - means changed Anyway, would be handy, not sure if your revision control system supports it. would also help find all of the changes you have made, unlike the current posts that just mention the major changes. Grant. On Wed, 19 Jan 2005 18:46:09 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: Refresh SDK content just updates the various tools and example content in the SDK. You need to Create A Mod to extract the new code. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Wednesday, January 19, 2005 6:28 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK update Ben Davison wrote: I've run a diff on the old code and the new code, and for some reason it's coming up with no changes to the code. Did it say Copying Files. Please wait... for about 2 or 3 minutes right after you clicked on Play Games-Source SDK? I also did a Refresh SDK Content, just for fun. I got differences all over the place (first 2 files in cl_dll\game_control, NavProgress.cpp and NavProgress.h are new). There's LOTS of changes in sdk\nav_*.* Are you doing a Single Player MOD or Multiplayer MOD? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player command - Health control? Damage?
Funny. What about clientCommands *cheat* without the sv_cheats 1. - Original Message - From: Ben Davison [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, January 20, 2005 3:50 PM Subject: Re: [hlcoders] Player command - Health control? Damage? * Teamup with other guy. (-- blame he your bugs. You can have fun with bugs + asserts + friends ) How I love my coding freind :) On Thu, 20 Jan 2005 15:47:26 +0100, tei [EMAIL PROTECTED] wrote: off-topic N suggestions: * Avoid daylight, code at night * Buy a C++ book. (-- this its very valuable tip, but I think will be ignored because you will think its something rude ) * Teamup with other guy. (-- blame he your bugs. You can have fun with bugs + asserts + friends ) * Start a software pet project (-- swich to the pet wen stuck. ) * Use tabs, not spaces. Frank Weima wrote: *sigh* People, I'm a newbie to C++. I am just teaching it for some months now. Like the other guy was saying: static_castCBasePlayer* the CBaseEntity, then do Event_Killed(CTakeDamageInfo( blah )); to kill him, then Event_Dying() ==and== just use SetHealth and GetHealth - but make sure to check if it goes to 0 or below, as you'll have to kill him yourself if it happens. Yes, maybe for the real coders this is easy. I tried to figure it out myself now for weeks, but still cannot do it. Is there someone who can realy help me with a piece of code or something? My code is like this now: Q_snprintf( gBuffer, 128, Setting your health); // Message engine-ClientPrintf(pEntity, gBuffer ); // It has to come here, the health that goes up CreateAMessage(pEntity,msg,gBuffer,engine-IndexOfEdict(pEntity)); engine-ClientCommand(pEntity,gBuffer);// Message again So please, anobody? Thanks. Frank Weima. - Original Message - From: Lance Vorgin [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, January 20, 2005 12:21 AM Subject: Re: [hlcoders] Player command - Health control? Damage? You need to include a ton of server project headers. Just #define GAME_DLL 1 at the top and take all the #includes from util.cpp :/ Update killed the Event_ stuff for the time being (how mean of them). CBaseEntity::Teleport still works. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Modeling Made Easy.
Hi!. I think this modeling app its interesting even for coders. Its a new system impresive because its easy and powerfull. Dont really need a interface, Its like drawing 2d, but cooler. A good route: Read webpage and download the bins About Takeo Igarashi * http://www-ui.is.s.u-tokyo.ac.jp/%7etakeo/index.html Teddy * http://www-ui.is.s.u-tokyo.ac.jp/%7etakeo/teddy/teddy.htm SmoothTeddy * http://www-ui.is.s.u-tokyo.ac.jp/%7etakeo/...eddy/index.html Then try 'Teddy' with the tutorial. Then see this video... http://www-ui.is.s.u-tokyo.ac.jp/~takeo/video/smoothteddy.avi Oh! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Modeling Made Easy.
wow .. this is awesome! On Thu, 20 Jan 2005 19:02:15 +0100, tei [EMAIL PROTECTED] wrote: Hi!. I think this modeling app its interesting even for coders. Its a new system impresive because its easy and powerfull. Dont really need a interface, Its like drawing 2d, but cooler. A good route: Read webpage and download the bins About Takeo Igarashi * http://www-ui.is.s.u-tokyo.ac.jp/%7etakeo/index.html Teddy * http://www-ui.is.s.u-tokyo.ac.jp/%7etakeo/teddy/teddy.htm SmoothTeddy * http://www-ui.is.s.u-tokyo.ac.jp/%7etakeo/...eddy/index.html Then try 'Teddy' with the tutorial. Then see this video... http://www-ui.is.s.u-tokyo.ac.jp/~takeo/video/smoothteddy.avi Oh! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SDK update
Right now the bot examples in the SDK just use the basic fakeclient engine functionality to move a player around a server. In future updates we will be exposing some services derived from the CS:S bots (for example, access to their navigation mesh ). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: Thursday, January 20, 2005 6:54 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK update Just A quick question, I assume because we use bot_add that the sample bots are built off the turtle rock CS:S bots? So will we see more examples and code in later releases? On Thu, 20 Jan 2005 10:16:57 -, Mike Blowers [EMAIL PROTECTED] wrote: Great suggestions. I'd love for that to be implemented too. Mike. - Original Message - From: Adam amckern Mckern [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, January 20, 2005 9:17 AM Subject: RE: [hlcoders] SDK update This would be a good idea, for those that also only work with the code --- Tony \omega\ Sergi [EMAIL PROTECTED] wrote: Couldn't you guys add an option to Extract Source Code which would just put an untouched version of the sdk, read only inside the sourcesdk folder, so we can diff whenever without actually running create a mod and creating new configurations? It would make things easy. And thenm let the refresh sdk content update that one if it exists, but only if. (so non-programmers don't need to have the source out of the GCF) What I ended up doing this time was using GCFScape and just unpacked the source dir to a folder off of c: so I could diff. Would be cool to have an option right there in the sdk for it. -Original Message- From: Alfred Reynolds [mailto:[EMAIL PROTECTED] Sent: January 19, 2005 9:46 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SDK update Refresh SDK content just updates the various tools and example content in the SDK. You need to Create A Mod to extract the new code. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Wednesday, January 19, 2005 6:28 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK update Ben Davison wrote: I've run a diff on the old code and the new code, and for some reason it's coming up with no changes to the code. Did it say Copying Files. Please wait... for about 2 or 3 minutes right after you clicked on Play Games-Source SDK? I also did a Refresh SDK Content, just for fun. I got differences all over the place (first 2 files in cl_dll\game_control, NavProgress.cpp and NavProgress.h are new). There's LOTS of changes in sdk\nav_*.* Are you doing a Single Player MOD or Multiplayer MOD? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.7.0 - Release Date: 17/01/2005 -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.7.0 - Release Date: 17/01/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders = http://ammahls.com __ Do you Yahoo!? Yahoo! Mail - now with 250MB free storage. Learn more. http://info.mail.yahoo.com/mail_250 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK update
Goody gumdrops Alfred :) On Thu, 20 Jan 2005 11:02:00 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: Right now the bot examples in the SDK just use the basic fakeclient engine functionality to move a player around a server. In future updates we will be exposing some services derived from the CS:S bots (for example, access to their navigation mesh ). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: Thursday, January 20, 2005 6:54 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK update Just A quick question, I assume because we use bot_add that the sample bots are built off the turtle rock CS:S bots? So will we see more examples and code in later releases? On Thu, 20 Jan 2005 10:16:57 -, Mike Blowers [EMAIL PROTECTED] wrote: Great suggestions. I'd love for that to be implemented too. Mike. - Original Message - From: Adam amckern Mckern [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, January 20, 2005 9:17 AM Subject: RE: [hlcoders] SDK update This would be a good idea, for those that also only work with the code --- Tony \omega\ Sergi [EMAIL PROTECTED] wrote: Couldn't you guys add an option to Extract Source Code which would just put an untouched version of the sdk, read only inside the sourcesdk folder, so we can diff whenever without actually running create a mod and creating new configurations? It would make things easy. And thenm let the refresh sdk content update that one if it exists, but only if. (so non-programmers don't need to have the source out of the GCF) What I ended up doing this time was using GCFScape and just unpacked the source dir to a folder off of c: so I could diff. Would be cool to have an option right there in the sdk for it. -Original Message- From: Alfred Reynolds [mailto:[EMAIL PROTECTED] Sent: January 19, 2005 9:46 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SDK update Refresh SDK content just updates the various tools and example content in the SDK. You need to Create A Mod to extract the new code. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Wednesday, January 19, 2005 6:28 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK update Ben Davison wrote: I've run a diff on the old code and the new code, and for some reason it's coming up with no changes to the code. Did it say Copying Files. Please wait... for about 2 or 3 minutes right after you clicked on Play Games-Source SDK? I also did a Refresh SDK Content, just for fun. I got differences all over the place (first 2 files in cl_dll\game_control, NavProgress.cpp and NavProgress.h are new). There's LOTS of changes in sdk\nav_*.* Are you doing a Single Player MOD or Multiplayer MOD? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.7.0 - Release Date: 17/01/2005 -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.7.0 - Release Date: 17/01/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders = http://ammahls.com __ Do you Yahoo!? Yahoo! Mail - now with 250MB free storage. Learn more. http://info.mail.yahoo.com/mail_250 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your
Re: [hlcoders] Making weapons use magazines?
Exactly, make a pointer chain/list, let it sort by amount so that the 'best/fullest' mag is always the first one in the list. On reload you need to move the old mag back into this list if it wasn't empty. This way you can reload one mag after another and each mag holds its own amount of rounds still left in it. -- Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead [EMAIL PROTECTED] Sentry Studios - Infiltration [EMAIL PROTECTED] http://www.sentrystudios.net http://infiltration.sentrystudios.net - Original Message - From: Draco [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, January 19, 2005 1:16 PM Subject: Re: [hlcoders] Making weapons use magazines? Then you will have to create a pointer to a struct like ClipMemory or something. whenever you reload old clip find its ammo, do not decrease clip amount. If you want to be able to select old clips then you could make a linked list that is accessed by some sort of VGUI inventory screen, and you could load each one. Personally, old clips sounds like a crappy idea, but that's just me, you go right ahead and try it. ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player command - Health control? Damage?
I really doubt that alot of those are forwarded to the server, as many deal with the material and rendering subsystems and the sv_cheats check is made locally :rolleyes: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2DM SDK in January or February?
Was nothing of all this posted on VERC? Without trying to sound rude or something alike, but you encounter these bugs within 2 minutes of playing the test map. But back on topic... some already said that many out there want a base SDK that actually works, has the basic stuff you need for a game already implemented (ScoreBoard and stuff alike) and the bugs that some already fixed themselves like the animations being fixed by Valve to get a 'standard' that you do not need to reinvent or even to reimplement by copying code from a forum or something similar. Sure you can learn a lot from doing all this yourself but the problem for many out there is simply the time needed for all this. I am pretty new to the HL/HL2 engine and so do not know right from the start where to search for specific things at all and if I encounter a bug that makes specific things unplayable then I get lost pretty fast due to me not knowing the class hierarchy out of my pocket. In addition I do not have the time needed to then try to fix these bugs myself cause my spare time for this 'hobby' is already limited. The more the MP SDK can offer to help out new folks like myself, the better. We need examples we can enhance or even exchange later on. But to implement these things yourself without knowing actually where the proper place would be is another form of reinventing the wheel or even totally worthless in the end cause the next official update will maybe have this code part implemented properly. So, many wait for the official release of HL2DM as base for the SDK, cause in HL2DM everything seems to work. You have working game modes, one for team play and one for solo, working animations with IK, working online physics, working weapons aso aso. The only part missing would be fully online working vehicles of different types (wheels, tracks, hovers, flying, swimming, diving). But maybe you guys can surprise us all by releasing an official HL2DM map with a working buggy, jeep or whatever type of vehicle you want to use and this all working in the SDK then too. :) I know I'm asking for a lot, maybe too much, but with such a MP base SDK you will get tons of new people to actually start modding. Not everyone out there has the time and/or the skill to reinvent the wheel or to fix base codes. Would be great if Valve would be able to deliver such a MP SDK. Would hook even more mod teams to this great engine, for sure! regards, Beppo -- Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead [EMAIL PROTECTED] Sentry Studios - Infiltration [EMAIL PROTECTED] http://www.sentrystudios.net http://infiltration.sentrystudios.net - Original Message - From: Jeffrey botman Broome [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, January 18, 2005 4:48 PM Subject: Re: [hlcoders] HL2DM SDK in January or February? Mike Blowers wrote: Wow... Steam must have downloaded the wrong SDK for me then ! How about these issues then (just to start with) Go Thirdperson The player has 4 arms. The Physics is nothing like HL2DMHow many times have you been teleported across a level just because you happened to walk on a slope in HL2DM ?) Exit the Jeep and the weapon comes off the jeep then flies back on again. Exit the Jeep whilst it's leaning against a wall, and those angles are forced on the player. After throwing a grenade it's auto switches to another weapon, no matter how many grenades you have left. How many of these issues have you posted on VERC? As for Physics, Jay Stelly responded to a post on VERC about maxspeed being handled improperly... http://www.chatbear.com/board.plm?a=viewthreadt=211,1104816723,4893id=768355b=4991v=flatold -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] HL2DM SDK in January or February?
Not everyone out there has the time and/or the skill to reinvent the wheel or to fix base codes. I think a few weeks ago this was definitely the case, but the availability of fixes now is very great. I messed up my code base totally the other day and it took me 20 minutes to have a fully working MP code base with scoreboard etc, using the fixes on the net. Useful links: http://forums.thewavelength.net http://www.sourcewiki.org http://www.hl2dev.tk Admittedly though it would be nice just to use the Valve code instead of any possibly shoddy fixes :-) --- Chris Adams Fragzzhost T (07005) 964 855 F (07005) 964 857 www.fragzzhost.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Beppo Sent: 20 January 2005 21:58 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HL2DM SDK in January or February? Was nothing of all this posted on VERC? Without trying to sound rude or something alike, but you encounter these bugs within 2 minutes of playing the test map. But back on topic... some already said that many out there want a base SDK that actually works, has the basic stuff you need for a game already implemented (ScoreBoard and stuff alike) and the bugs that some already fixed themselves like the animations being fixed by Valve to get a 'standard' that you do not need to reinvent or even to reimplement by copying code from a forum or something similar. Sure you can learn a lot from doing all this yourself but the problem for many out there is simply the time needed for all this. I am pretty new to the HL/HL2 engine and so do not know right from the start where to search for specific things at all and if I encounter a bug that makes specific things unplayable then I get lost pretty fast due to me not knowing the class hierarchy out of my pocket. In addition I do not have the time needed to then try to fix these bugs myself cause my spare time for this 'hobby' is already limited. The more the MP SDK can offer to help out new folks like myself, the better. We need examples we can enhance or even exchange later on. But to implement these things yourself without knowing actually where the proper place would be is another form of reinventing the wheel or even totally worthless in the end cause the next official update will maybe have this code part implemented properly. So, many wait for the official release of HL2DM as base for the SDK, cause in HL2DM everything seems to work. You have working game modes, one for team play and one for solo, working animations with IK, working online physics, working weapons aso aso. The only part missing would be fully online working vehicles of different types (wheels, tracks, hovers, flying, swimming, diving). But maybe you guys can surprise us all by releasing an official HL2DM map with a working buggy, jeep or whatever type of vehicle you want to use and this all working in the SDK then too. :) I know I'm asking for a lot, maybe too much, but with such a MP base SDK you will get tons of new people to actually start modding. Not everyone out there has the time and/or the skill to reinvent the wheel or to fix base codes. Would be great if Valve would be able to deliver such a MP SDK. Would hook even more mod teams to this great engine, for sure! regards, Beppo -- Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead [EMAIL PROTECTED] Sentry Studios - Infiltration [EMAIL PROTECTED] http://www.sentrystudios.net http://infiltration.sentrystudios.net - Original Message - From: Jeffrey botman Broome [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, January 18, 2005 4:48 PM Subject: Re: [hlcoders] HL2DM SDK in January or February? Mike Blowers wrote: Wow... Steam must have downloaded the wrong SDK for me then ! How about these issues then (just to start with) Go Thirdperson The player has 4 arms. The Physics is nothing like HL2DMHow many times have you been teleported across a level just because you happened to walk on a slope in HL2DM ?) Exit the Jeep and the weapon comes off the jeep then flies back on again. Exit the Jeep whilst it's leaning against a wall, and those angles are forced on the player. After throwing a grenade it's auto switches to another weapon, no matter how many grenades you have left. How many of these issues have you posted on VERC? As for Physics, Jay Stelly responded to a post on VERC about maxspeed being handled improperly... http://www.chatbear.com/board.plm?a=viewthreadt=211,1104816723,4893id= 768355b=4991v=flatold -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list
RE: [hlcoders] SDK update
So we wont be able to mess with there ai any time soon? Also, why are we useing code built on what botman did all that time ago, and not something new like you find in UT? Adam --- Alfred Reynolds [EMAIL PROTECTED] wrote: Right now the bot examples in the SDK just use the basic fakeclient engine functionality to move a player around a server. In future updates we will be exposing some services derived from the CS:S bots (for example, access to their navigation mesh ). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: Thursday, January 20, 2005 6:54 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK update Just A quick question, I assume because we use bot_add that the sample bots are built off the turtle rock CS:S bots? So will we see more examples and code in later releases? On Thu, 20 Jan 2005 10:16:57 -, Mike Blowers [EMAIL PROTECTED] wrote: Great suggestions. I'd love for that to be implemented too. Mike. - Original Message - From: Adam amckern Mckern [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, January 20, 2005 9:17 AM Subject: RE: [hlcoders] SDK update This would be a good idea, for those that also only work with the code --- Tony \omega\ Sergi [EMAIL PROTECTED] wrote: Couldn't you guys add an option to Extract Source Code which would just put an untouched version of the sdk, read only inside the sourcesdk folder, so we can diff whenever without actually running create a mod and creating new configurations? It would make things easy. And thenm let the refresh sdk content update that one if it exists, but only if. (so non-programmers don't need to have the source out of the GCF) What I ended up doing this time was using GCFScape and just unpacked the source dir to a folder off of c: so I could diff. Would be cool to have an option right there in the sdk for it. -Original Message- From: Alfred Reynolds [mailto:[EMAIL PROTECTED] Sent: January 19, 2005 9:46 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SDK update Refresh SDK content just updates the various tools and example content in the SDK. You need to Create A Mod to extract the new code. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Wednesday, January 19, 2005 6:28 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK update Ben Davison wrote: I've run a diff on the old code and the new code, and for some reason it's coming up with no changes to the code. Did it say Copying Files. Please wait... for about 2 or 3 minutes right after you clicked on Play Games-Source SDK? I also did a Refresh SDK Content, just for fun. I got differences all over the place (first 2 files in cl_dll\game_control, NavProgress.cpp and NavProgress.h are new). There's LOTS of changes in sdk\nav_*.* Are you doing a Single Player MOD or Multiplayer MOD? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.7.0 - Release Date: 17/01/2005 -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.7.0 - Release Date: 17/01/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders = http://ammahls.com __ Do you Yahoo!? Yahoo! Mail - now with 250MB free storage. Learn more. http://info.mail.yahoo.com/mail_250 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlcoders] Modeling Made Easy.
Thanks I'm using it at the moment, its like ms paint, but you make a model from it! And its JAVA! w00t! Tei, you find the best stuff, and tell us about it, keep it up! --- Hasan Aljudy [EMAIL PROTECTED] wrote: wow .. this is awesome! On Thu, 20 Jan 2005 19:02:15 +0100, tei [EMAIL PROTECTED] wrote: Hi!. I think this modeling app its interesting even for coders. Its a new system impresive because its easy and powerfull. Dont really need a interface, Its like drawing 2d, but cooler. A good route: Read webpage and download the bins About Takeo Igarashi * http://www-ui.is.s.u-tokyo.ac.jp/%7etakeo/index.html Teddy * http://www-ui.is.s.u-tokyo.ac.jp/%7etakeo/teddy/teddy.htm SmoothTeddy * http://www-ui.is.s.u-tokyo.ac.jp/%7etakeo/...eddy/index.html Then try 'Teddy' with the tutorial. Then see this video... http://www-ui.is.s.u-tokyo.ac.jp/~takeo/video/smoothteddy.avi Oh! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders = http://ammahls.com __ Do you Yahoo!? Meet the all-new My Yahoo! - Try it today! http://my.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2DM SDK in January or February?
Thanks for the links Chris, appreciated. And I have to second you here ;) Admittedly though it would be nice just to use the Valve code instead of any possibly shoddy fixes :-) -- Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead [EMAIL PROTECTED] Sentry Studios - Infiltration [EMAIL PROTECTED] http://www.sentrystudios.net http://infiltration.sentrystudios.net - Original Message - From: Chris Adams [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, January 20, 2005 11:41 PM Subject: RE: [hlcoders] HL2DM SDK in January or February? Not everyone out there has the time and/or the skill to reinvent the wheel or to fix base codes. I think a few weeks ago this was definitely the case, but the availability of fixes now is very great. I messed up my code base totally the other day and it took me 20 minutes to have a fully working MP code base with scoreboard etc, using the fixes on the net. Useful links: http://forums.thewavelength.net http://www.sourcewiki.org http://www.hl2dev.tk Admittedly though it would be nice just to use the Valve code instead of any possibly shoddy fixes :-) --- Chris Adams Fragzzhost T (07005) 964 855 F (07005) 964 857 www.fragzzhost.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Beppo Sent: 20 January 2005 21:58 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HL2DM SDK in January or February? Was nothing of all this posted on VERC? Without trying to sound rude or something alike, but you encounter these bugs within 2 minutes of playing the test map. But back on topic... some already said that many out there want a base SDK that actually works, has the basic stuff you need for a game already implemented (ScoreBoard and stuff alike) and the bugs that some already fixed themselves like the animations being fixed by Valve to get a 'standard' that you do not need to reinvent or even to reimplement by copying code from a forum or something similar. Sure you can learn a lot from doing all this yourself but the problem for many out there is simply the time needed for all this. I am pretty new to the HL/HL2 engine and so do not know right from the start where to search for specific things at all and if I encounter a bug that makes specific things unplayable then I get lost pretty fast due to me not knowing the class hierarchy out of my pocket. In addition I do not have the time needed to then try to fix these bugs myself cause my spare time for this 'hobby' is already limited. The more the MP SDK can offer to help out new folks like myself, the better. We need examples we can enhance or even exchange later on. But to implement these things yourself without knowing actually where the proper place would be is another form of reinventing the wheel or even totally worthless in the end cause the next official update will maybe have this code part implemented properly. So, many wait for the official release of HL2DM as base for the SDK, cause in HL2DM everything seems to work. You have working game modes, one for team play and one for solo, working animations with IK, working online physics, working weapons aso aso. The only part missing would be fully online working vehicles of different types (wheels, tracks, hovers, flying, swimming, diving). But maybe you guys can surprise us all by releasing an official HL2DM map with a working buggy, jeep or whatever type of vehicle you want to use and this all working in the SDK then too. :) I know I'm asking for a lot, maybe too much, but with such a MP base SDK you will get tons of new people to actually start modding. Not everyone out there has the time and/or the skill to reinvent the wheel or to fix base codes. Would be great if Valve would be able to deliver such a MP SDK. Would hook even more mod teams to this great engine, for sure! regards, Beppo -- Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead [EMAIL PROTECTED] Sentry Studios - Infiltration [EMAIL PROTECTED] http://www.sentrystudios.net http://infiltration.sentrystudios.net - Original Message - From: Jeffrey botman Broome [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, January 18, 2005 4:48 PM Subject: Re: [hlcoders] HL2DM SDK in January or February? Mike Blowers wrote: Wow... Steam must have downloaded the wrong SDK for me then ! How about these issues then (just to start with) Go Thirdperson The player has 4 arms. The Physics is nothing like HL2DMHow many times have you been teleported across a level just because you happened to walk on a slope in HL2DM ?) Exit the Jeep and the weapon comes off the jeep then flies back on again. Exit the Jeep whilst it's leaning against a wall, and those angles are forced on the player. After throwing a grenade it's auto switches to another weapon, no matter how many grenades you have left.
[hlcoders] Bad configuration in .sln
I am not sure if anyone has reported this before, but when you grab a clean checkout of the MP code from the SDK, one of the projects (can't rememebr if it was client or dll - not in front of it) has the intermediate directory for the Debug build set to use the Release directory. So your debug object files will go in with your release ones overwriting them, or getting confused about what needs rebuilding. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Elevator issues
I think it has to do with the compromises that have to be made in multiplayer in terms of the network messages between all clients and the server. I don't know if it will ever be addressed. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dave R. Meyers Sent: Thursday, January 20, 2005 10:03 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Elevator issues Not sure if this has been talked about in here, but will there be a fix for MP elevators? They work fine in SP maps, but if you run the same map in MP the elevator jerks something fierce and the player gets stuck in the object all the time. Just a question that many people seem to want a fix for, as making the players use stairs or ramps all the time can hurt. Dave R. Meyers Starbreaker ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders