Re: [hlcoders] SDK problem
After reading all your ideas, I managed to make it work doing more or less what you said. Instead of renaming or deleting I installed Steam on my second computer. Installed HL2, HL2EP1, HL2EP2 and SourceSDK. Delete the sourcesdk and sourcesdk_content folders and the sourceSDK gfc and the blob file from the non-working steam. Then copied the sourcesdk and sourcesdk_content folders and the sourceSDK gfc from the second computer to the non-working Steam. After that it started to work. Maybe it had something to do with the beta? Since I always had the beta parameter when rebuilding the non-working Steam, while in the second computer I didn't had that (I only add it later after all was installed). Thanks Davide (DAV) Email: [EMAIL PROTECTED] Azure Sheep: http://halflife.multiplayer.it/azuresheep/ Point of View: http://halflife.multiplayer.it/pov/ DAV Levels: http://davlevels.planetquake.gamespy.com/ On Jan 28, 2008 9:18 PM, Kevin Ottalini [EMAIL PROTECTED] wrote: this is most likely a write-protected file in your SourceSDK folder. Exit Steam and rename the entire folder, typically: C:\Program Files\Steam\SteamApps\account\sourcesdk to C:\Program Files\Steam\SteamApps\account\sourcesdk_old then run steam and run the SDK. You weren't getting the error before because the protected file had the same md5 as what was in the old whitelist. You can move over your custom files from the renamed folder once it's all working again. - Original Message - From: DAV To: hlcoders@list.valvesoftware.com Sent: Monday, January 28, 2008 11:31 AM Subject: [hlcoders] SDK problem I am writing this to see if someone can get help or if Valve can have a look because I am out of ideas. After the small 26/1 update I can't start the SDK. It keeps giving the error This game is currently unavailable. I already reinstalled the SDK (by deleting the folders and the gfc), refresh the SDK, checked the cache/gfc and everything else that I could remember and nothing. But I notice that after I delete the folders sourcesdk and sourcesdk_content the SDK runs. It will then create the sourcesdk and sourcesdk_content folder. When I close the SDK launcher and try to open it again it starts to give the error so it must be something after related to the sourcesdk and sourcesdk_content folders. As said before, this was not happening before the 26/1 update and the gfc is not corrupted. Any help? Can I get more info from any log file? Thanks, Davide (DAV) ___ 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] Beta SDK: Scratch SDK Bug Repository
Without insisting too much, I'd love to get an official reply on this or a non-official fix; not being able to compile anything is kind of blocking development :) No, that doesn't fix it in this case. studiomdl.exe has always crashed for me unless I have HLMV running. -- Tim Another issue, seemingly related to the vbsp one. I'm running studiomdl.exe to compile a model, and it fails also with a Can't load MaterialSystem.dll Any solutions for this one? -- Maarten ___ 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 problem
-- [ Picked text/plain from multipart/alternative ] Another possibility is another program holding write access - the same effect as read-only, but not determined by the file. Check what programs you have running in the background and try closing likely culprits down one at a time. - Original Message From: Kevin Ottalini [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, 28 January, 2008 9:18:34 PM Subject: Re: [hlcoders] SDK problem this is most likely a write-protected file in your SourceSDK folder. Exit Steam and rename the entire folder, typically: C:\Program Files\Steam\SteamApps\account\sourcesdk to C:\Program Files\Steam\SteamApps\account\sourcesdk_old then run steam and run the SDK. You weren't getting the error before because the protected file had the same md5 as what was in the old whitelist. You can move over your custom files from the renamed folder once it's all working again. - Original Message - From: DAV To: hlcoders@list.valvesoftware.com Sent: Monday, January 28, 2008 11:31 AM Subject: [hlcoders] SDK problem I am writing this to see if someone can get help or if Valve can have a look because I am out of ideas. After the small 26/1 update I can't start the SDK. It keeps giving the error This game is currently unavailable. I already reinstalled the SDK (by deleting the folders and the gfc), refresh the SDK, checked the cache/gfc and everything else that I could remember and nothing. But I notice that after I delete the folders sourcesdk and sourcesdk_content the SDK runs. It will then create the sourcesdk and sourcesdk_content folder. When I close the SDK launcher and try to open it again it starts to give the error so it must be something after related to the sourcesdk and sourcesdk_content folders. As said before, this was not happening before the 26/1 update and the gfc is not corrupted. Any help? Can I get more info from any log file? Thanks, Davide (DAV) ___ 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] Host_Error: Overflow error writing string table baseline Scenes
The problem is there's too much info in the string tables. You can see the contents of the string tables using dumstringtables - but I've found that to be unreliable, so here's a couple of commands I made: http://pastebin.ca/878546 Basically you want to keep the total string table size quite a bit under 96000 bytes. There's a bunch of ways I've tried to do this: Sounds aren't precached anymore, so they don't get added to the string table until they're actually used. Same with particles. Same with scenes. The models seem to take an entry even if they don't exist now. And it doesn't correct backslashes in the model name etc (so models/error.mdl and models\error.mdl are stored as seperate entries, doubling the space it uses). So I hacked a function to try to correct this in CBaseEntity:PrecacheModel(). That's all I can remember. I don't think most of these things would be an issue unless you were like GMod and mounting a bunch of other content (like sounds from cs, dod, tf2, ep2, portal etc).. but something must be going wrong for you to be overflowing. Hope that helps garry On Jan 29, 2008 6:59 AM, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hey I hope everyone is having fun with the new sdk, it's been ok to us so far but there is a massive issue we are experiencing with the new engine. This problem existed before, but now it's out of control. The dreaded! BING* Host_Error: Overflow error writing string table baseline Scenes I was attempting to make the various Breencast and Kleiner monitor scenes work again, as I had fixed it in the previous codebase. When I tried to do my fix again in the new engine, I receive that error upon every server join. The exact code I changed was in sceneentity.cpp, in the DispatchStartSpeak function. I made the CPASAttenuationFilter filter( actor ); into CBroadcastRecipientFilter filter( actor ); I realize that's not the most efficient way to do it, but we want users to be able to play the Half-Life series' maps in our mod and scenes are pretty important. I thought that this might just be too many scenes to send across the wire in some cases though, so I made a more specific fix by checking for microphones in the world and basing the attenuation checks off of them. However, having the CPASAttenuationFilter call AddAllPlayers (skipping the engine call to Message_DetermineMulticastRecipients), I receive the same error. It seems like it's not only caused by sounds in scenes, but sounds in general. I've run out of ideas as I can't really tell what's going on here, it's all locked away in the engine. I would hate to have to leave the monitor scenes broken in my mod, it just wouldn't be the same in those maps anymore. And unfortunately, we get this error outside of those maps from time to time as well. I recently noticed that Garry Newman had corrected an issue like this, and I hope it is possible for us to correct this without engine access. Thanks for any help :) -- Ryan -- ___ 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] Was this suppose to be here?
Was this suppose to be included in the SDK Beta release? src\game\server\episodic\Episode3 It contains three Files. npc_combine_armored npc_wpnscanner and weapon_proto1 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Hammer Lighting preview modes explained
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] There are two lighting preview modes in hammer in the new SDK, lighting preview and ray traced lighting preview. Both require a high end dx9 GPU supporting floating point textures and render targets and will use a fair amount of texture memory if invoked. The basic lighting preview mode is 100% gpu-based, and renders pretty much as fast as any other hammer rendering mode. It approximates the effects of the most important (i.e. closest to the camera and brightest) lights from the map. This mode has the following limitations: - no shadows. - no sky ambient - no direct light from the sun. While this could be supported, at the moment it is turned off because of the no shadows limitation. It was thought by me to not be especially useful because you'd see the full effect of the sun everywhere, even inside a dark tunnel. Internal feedback has been given that it would probably be useful as a toggle able option. - in order to slightly simulate bounced light, every light leaks a little light into the environment. So, a spot will cast a little light outside of its cone. - only the 10 most important lights are rendered. By enabling/disabling lights, you have some control over this. What it's good for: Adjusting light angles, positions, spot light cone parameters, colors, and falloff, with feedback about what objects the light will hit. The ray-traced lighting preview is a superset of the first mode. When this mode is selected, the window will act as in the first mode, but a separate window will come up and asynchronously update. This window is independent of the main hammer window, with the intent being that users will drag it onto the 2nd monitor if they have one. This mode works by capturing the albedo, position and surface normal of every pixel of the GPU-rendered scene. It then, on another thread, applies all lights to this data, doing SIMD ray tracing for shadowing and lighting calculations. It uses progressive refinement to render the light from each of the light sources in the map at successively higher resolutions until the image converges on a high quality one. It attempts to figure out which lights contribute the most to the current view and render those first. This mode _does_ render sky ambient and sunlight and shadows, but not bounced light. Note that in order to not slow down hammer, the thread that does this rendering runs at a low priority. As a result, it will work way better on multi-core systems. I hope map makers find this functionality useful. It's a work in progress and we have a lot of internal feedback about where to take it and how to further improve the map builder's workflow. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Was this suppose to be here?
-- [ Picked text/plain from multipart/alternative ] Valve guys have always liked to spoil little pieces of what they are working on with the SDK updates (maybe accidentally :P) 2008/1/29, Kori [EMAIL PROTECTED]: Was this suppose to be included in the SDK Beta release? src\game\server\episodic\Episode3 It contains three Files. npc_combine_armored npc_wpnscanner and weapon_proto1 ___ 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] TF2 Server Query Changes (A2S_INFO)
-- [ Picked text/plain from multipart/alternative ] The A2S_INFO server query on TF2 seems to have added 3 extra bytes at the end. I'm currently ignoring them and everything else seems to be the same. Can we get some info on what extra data is being returned? Here's an example of a server response from my test server (based on http://developer.valvesoftware.com/wiki/Server_Queries#A2S_INFO): FF FF FF FF 49 // Type (l) 0E //Version (14) 54 46 32 20 54 65 73 74 20 53 65 72 76 65 72 00 // Server Name (TF2 Test Server) 63 70 5F 77 65 6C 6C 00 // Map (cp_well) 74 66 00 // Game Directory (tf) 54 65 61 6D 20 46 6F 72 74 72 65 73 73 00 // Game Description (Team Fortress) B8 01 // AppID (440)) 00 // Number of Players (0) 18 // Maximum Players (24) 00 // Number of bots (0) 64 // Dedicated (d) 77 // OS (w) 00 // Password (0) 00 // Secure (0) 31 2E 30 2E 31 2E 37 00 // Game version (1.0.1.7) 80 87 69 // ??? WHAT IS THIS ??? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK problem
-- [ Picked text/plain from multipart/alternative ] add -dev to your steam shortcut, and you'll see them. On Jan 29, 2008 8:30 AM, DAV [EMAIL PROTECTED] wrote: It would be allot simpler if Valve changed the error message to the real error instead of the game unavailable. Or if it could write the error in a log. Thanks Davide (DAV) Email: [EMAIL PROTECTED] Azure Sheep: http://halflife.multiplayer.it/azuresheep/ Point of View: http://halflife.multiplayer.it/pov/ DAV Levels: http://davlevels.planetquake.gamespy.com/ On Jan 29, 2008 10:20 AM, Tom Edwards [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Another possibility is another program holding write access - the same effect as read-only, but not determined by the file. Check what programs you have running in the background and try closing likely culprits down one at a time. - Original Message From: Kevin Ottalini [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, 28 January, 2008 9:18:34 PM Subject: Re: [hlcoders] SDK problem this is most likely a write-protected file in your SourceSDK folder. Exit Steam and rename the entire folder, typically: C:\Program Files\Steam\SteamApps\account\sourcesdk to C:\Program Files\Steam\SteamApps\account\sourcesdk_old then run steam and run the SDK. You weren't getting the error before because the protected file had the same md5 as what was in the old whitelist. You can move over your custom files from the renamed folder once it's all working again. - Original Message - From: DAV To: hlcoders@list.valvesoftware.com Sent: Monday, January 28, 2008 11:31 AM Subject: [hlcoders] SDK problem I am writing this to see if someone can get help or if Valve can have a look because I am out of ideas. After the small 26/1 update I can't start the SDK. It keeps giving the error This game is currently unavailable. I already reinstalled the SDK (by deleting the folders and the gfc), refresh the SDK, checked the cache/gfc and everything else that I could remember and nothing. But I notice that after I delete the folders sourcesdk and sourcesdk_content the SDK runs. It will then create the sourcesdk and sourcesdk_content folder. When I close the SDK launcher and try to open it again it starts to give the error so it must be something after related to the sourcesdk and sourcesdk_content folders. As said before, this was not happening before the 26/1 update and the gfc is not corrupted. Any help? Can I get more info from any log file? Thanks, Davide (DAV) ___ 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 -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Was this suppose to be here?
-- [ Picked text/plain from multipart/alternative ] Not to forget npc_goatse.cpp ;-) /ProZak On 29/01/2008, Garry Newman [EMAIL PROTECTED] wrote: You forgot please_kill_alyx_off.cpp garry On Jan 29, 2008 5:19 PM, Kori [EMAIL PROTECTED] wrote: Was this suppose to be included in the SDK Beta release? src\game\server\episodic\Episode3 It contains three Files. npc_combine_armored npc_wpnscanner and weapon_proto1 ___ 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] Was this suppose to be here?
Yeah I remember how the EP1 SDK release had code for ai_passenger ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK problem
It would be allot simpler if Valve changed the error message to the real error instead of the game unavailable. Or if it could write the error in a log. Thanks Davide (DAV) Email: [EMAIL PROTECTED] Azure Sheep: http://halflife.multiplayer.it/azuresheep/ Point of View: http://halflife.multiplayer.it/pov/ DAV Levels: http://davlevels.planetquake.gamespy.com/ On Jan 29, 2008 10:20 AM, Tom Edwards [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Another possibility is another program holding write access - the same effect as read-only, but not determined by the file. Check what programs you have running in the background and try closing likely culprits down one at a time. - Original Message From: Kevin Ottalini [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, 28 January, 2008 9:18:34 PM Subject: Re: [hlcoders] SDK problem this is most likely a write-protected file in your SourceSDK folder. Exit Steam and rename the entire folder, typically: C:\Program Files\Steam\SteamApps\account\sourcesdk to C:\Program Files\Steam\SteamApps\account\sourcesdk_old then run steam and run the SDK. You weren't getting the error before because the protected file had the same md5 as what was in the old whitelist. You can move over your custom files from the renamed folder once it's all working again. - Original Message - From: DAV To: hlcoders@list.valvesoftware.com Sent: Monday, January 28, 2008 11:31 AM Subject: [hlcoders] SDK problem I am writing this to see if someone can get help or if Valve can have a look because I am out of ideas. After the small 26/1 update I can't start the SDK. It keeps giving the error This game is currently unavailable. I already reinstalled the SDK (by deleting the folders and the gfc), refresh the SDK, checked the cache/gfc and everything else that I could remember and nothing. But I notice that after I delete the folders sourcesdk and sourcesdk_content the SDK runs. It will then create the sourcesdk and sourcesdk_content folder. When I close the SDK launcher and try to open it again it starts to give the error so it must be something after related to the sourcesdk and sourcesdk_content folders. As said before, this was not happening before the 26/1 update and the gfc is not corrupted. Any help? Can I get more info from any log file? Thanks, Davide (DAV) ___ 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] Was this suppose to be here?
You forgot please_kill_alyx_off.cpp garry On Jan 29, 2008 5:19 PM, Kori [EMAIL PROTECTED] wrote: Was this suppose to be included in the SDK Beta release? src\game\server\episodic\Episode3 It contains three Files. npc_combine_armored npc_wpnscanner and weapon_proto1 ___ 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] Was this suppose to be here?
-- [ Picked text/plain from multipart/alternative ] Is that derived from a class in make_mossman_gordons_love_interest.cpp ? Regards, Paul On Jan 29, 2008 12:37 PM, Garry Newman [EMAIL PROTECTED] wrote: You forgot please_kill_alyx_off.cpp garry On Jan 29, 2008 5:19 PM, Kori [EMAIL PROTECTED] wrote: Was this suppose to be included in the SDK Beta release? src\game\server\episodic\Episode3 It contains three Files. npc_combine_armored npc_wpnscanner and weapon_proto1 ___ 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] Was this suppose to be here?
Garry Newman wrote: You forgot please_kill_alyx_off.cpp NO SPOLIERS PLEEZE! KTHXS -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Where update promised by Mike?
At the beginning of last weekend Mike said that update are include fixes for IViewRender and so on. And this update also fix hammer problems with lighting preview, where this function didn't count light_envoronment and all scene seemed black. And what now? Where is this update? I try to relaunch steam and even redownload Source SDK but noithing is happend. Any suggestions why? Thanks. Vitaly ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] TF2 Server Query Changes (A2S_INFO)
Updated for you: http://developer.valvesoftware.com/wiki/Server_Queries Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of LDuke Sent: Tuesday, January 29, 2008 8:30 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] TF2 Server Query Changes (A2S_INFO) -- [ Picked text/plain from multipart/alternative ] The A2S_INFO server query on TF2 seems to have added 3 extra bytes at the end. I'm currently ignoring them and everything else seems to be the same. Can we get some info on what extra data is being returned? Here's an example of a server response from my test server (based on http://developer.valvesoftware.com/wiki/Server_Queries#A2S_INFO): FF FF FF FF 49 // Type (l) 0E //Version (14) 54 46 32 20 54 65 73 74 20 53 65 72 76 65 72 00 // Server Name (TF2 Test Server) 63 70 5F 77 65 6C 6C 00 // Map (cp_well) 74 66 00 // Game Directory (tf) 54 65 61 6D 20 46 6F 72 74 72 65 73 73 00 // Game Description (Team Fortress) B8 01 // AppID (440)) 00 // Number of Players (0) 18 // Maximum Players (24) 00 // Number of bots (0) 64 // Dedicated (d) 77 // OS (w) 00 // Password (0) 00 // Secure (0) 31 2E 30 2E 31 2E 37 00 // Game version (1.0.1.7) 80 87 69 // ??? WHAT IS THIS ??? -- ___ 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] TF2 Server Query Changes (A2S_INFO)
-- [ Picked text/plain from multipart/alternative ] Thank you Yahn! On Jan 29, 2008 10:11 AM, Yahn Bernier [EMAIL PROTECTED] wrote: Updated for you: http://developer.valvesoftware.com/wiki/Server_Queries Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of LDuke Sent: Tuesday, January 29, 2008 8:30 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] TF2 Server Query Changes (A2S_INFO) -- [ Picked text/plain from multipart/alternative ] The A2S_INFO server query on TF2 seems to have added 3 extra bytes at the end. I'm currently ignoring them and everything else seems to be the same. Can we get some info on what extra data is being returned? Here's an example of a server response from my test server (based on http://developer.valvesoftware.com/wiki/Server_Queries#A2S_INFO): FF FF FF FF 49 // Type (l) 0E //Version (14) 54 46 32 20 54 65 73 74 20 53 65 72 76 65 72 00 // Server Name (TF2 Test Server) 63 70 5F 77 65 6C 6C 00 // Map (cp_well) 74 66 00 // Game Directory (tf) 54 65 61 6D 20 46 6F 72 74 72 65 73 73 00 // Game Description (Team Fortress) B8 01 // AppID (440)) 00 // Number of Players (0) 18 // Maximum Players (24) 00 // Number of bots (0) 64 // Dedicated (d) 77 // OS (w) 00 // Password (0) 00 // Secure (0) 31 2E 30 2E 31 2E 37 00 // Game version (1.0.1.7) 80 87 69 // ??? WHAT IS THIS ??? -- ___ 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] Beta SDK: Scratch SDK Bug Repository
-- [ Picked text/plain from multipart/alternative ] I can compile but whenever I try to debug the game it crashes using this article http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code My call stack 'hl2.exe': Loaded 'C:\Steam\steamapps\account\source sdk base\hl2.exe', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\ntdll.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\kernel32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\user32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\gdi32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Steam\steamapps\account\source sdk base\bin\launcher.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\wsock32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\ws2_32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\msvcrt.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\ws2help.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\advapi32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\rpcrt4.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\ole32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Steam\steamapps\account\source sdk base\bin\tier0.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Steam\steamapps\account\source sdk base\bin\vstdlib.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Steam\steamapps\account\source sdk base\bin\FileSystem_Steam.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\shell32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\shlwapi.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Steam\Steam.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\version.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\mswsock.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.2180_x-ww_a84f1ff9\comctl32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\comctl32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\uxtheme.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Steam\steamapps\account\source sdk base\bin\datamodel.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Steam\steamapps\account\source sdk base\bin\parsifal.dll', Binary was not built with debug information. 'hl2.exe': Loaded 'C:\Steam\steamapps\account\source sdk base\bin\dmserializers.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Steam\steamapps\account\source sdk base\bin\datacache.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Steam\steamapps\account\source sdk base\bin\inputsystem.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\winmm.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Steam\steamapps\account\source sdk base\bin\MaterialSystem.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Steam\steamapps\account\source sdk base\bin\StudioRender.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Steam\steamapps\account\source sdk base\bin\vphysics.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Steam\steamapps\account\source sdk base\bin\valve_avi.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\avifil32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\msacm32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\msvfw32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Steam\steamapps\account\source sdk base\bin\vguimatsurface.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\oleaut32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Steam\steamapps\account\source sdk base\bin\vgui2.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\imm32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Steam\steamapps\account\source sdk base\bin\engine.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Steam\steamapps\account\source sdk base\bin\steam_api.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\wininet.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\crypt32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\msasn1.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Steam\steamapps\account\source sdk base\bin\shaderapidx9.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\d3d9.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\d3d8thk.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\dnsapi.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\winrnr.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\wldap32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\rasadhlp.dll', No symbols loaded. First-chance exception at 0x7c81eb33 in hl2.exe: Microsoft C++ exception: common::CNamedArgsUndefinedNameException at memory location 0x0012db44.. First-chance exception at 0x7c81eb33 in hl2.exe: Microsoft C++ exception: common::CNamedArgsUndefinedNameException at memory location 0x0012db1c.. First-chance exception
Re: [hlcoders] Beta SDK: Scratch SDK Bug Repository
Something maybe related: ep1 tools still ignore the game setting in the SourceSDK menu and export to halflife2 by default ( that is, they try to export there since the update, and they did export there before :p ). But altho annoying, it's less urgent, since I can still copy the files over. Has anyone else tried using studiomdl since the update? [ and which version then, the ep1 or the orangebox? ] Without insisting too much, I'd love to get an official reply on this or a non-official fix; not being able to compile anything is kind of blocking development :) No, that doesn't fix it in this case. studiomdl.exe has always crashed for me unless I have HLMV running. -- Tim Another issue, seemingly related to the vbsp one. I'm running studiomdl.exe to compile a model, and it fails also with a Can't load MaterialSystem.dll Any solutions for this one? -- Maarten ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Beta SDK: Scratch SDK Bug Repository
Yes, I'm aware of that one and hope to have a fix soon. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De Meyer Sent: Tuesday, January 29, 2008 1:12 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Beta SDK: Scratch SDK Bug Repository Without insisting too much, I'd love to get an official reply on this or a non-official fix; not being able to compile anything is kind of blocking development :) No, that doesn't fix it in this case. studiomdl.exe has always crashed for me unless I have HLMV running. -- Tim Another issue, seemingly related to the vbsp one. I'm running studiomdl.exe to compile a model, and it fails also with a Can't load MaterialSystem.dll Any solutions for this one? -- Maarten ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Was this suppose to be here?
Ah ok, thanks Mike. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Was this suppose to be here?
These are old and weren't ever used. I'll take them out to avoid confusion but they aren't Ep3 spoilers. :) -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kori Sent: Tuesday, January 29, 2008 9:20 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Was this suppose to be here? Was this suppose to be included in the SDK Beta release? src\game\server\episodic\Episode3 It contains three Files. npc_combine_armored npc_wpnscanner and weapon_proto1 ___ 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] OB SDK
-- [ Picked text/plain from multipart/alternative ] I'm using the Half-Life 2 Multiplayer OB SDK; I've added HL2_EPISODIC to the preprocessor lists and excluded LIBCMTD from both projects, and I seem to have had a few problems that I would like to point out: - npc_advisor_shared.h, included by npc_advisor.cpp (and c_npc_advisor.cpp) doesn't exist at all (no advisors for me), - npc_grenade_magna (no idea where this is, seems to be a classname for an entity that doesn't exist), - CMissile is missing some functions (I've got two different weapon_rpg.h files, had to copy /game/server/hl2 CMissile to /game/server/hl2mp one), - following files are not included in the SERVER project: weapon_alyxgun.cpp, weapon_citizenpackage.h/.cpp, game/server/episodic/*.*, vehicle_choreo_generic.cpp, ai_behavior_passenger.h/.cpp, npc_alyx_episodic.h/.cpp (need to exclude npc_alyx.h/.cpp), ai_eventresponse.h/.cpp, npc_zombine.h/.cpp - following files are not included in the CLIENT project: game/client/episodic/*.*, survival_gamerules.h/.cpp (I simply excluded the survival_gamerules.cpp on the server), hud_radar.h/.cpp - server project is missing an equal to the c_prop_coreball.cpp on the client project You will also need to exclude the c_prop_coreball.cpp file on the client project, because there is no server code for it included. And lastly, you'll want to either exclude weapon_hopwire and weapon_oldmanharpoon or stub them on the client in the c_weapon__stubs_hl2.cpp file. Also, Debug mode doesn't compile either project because of _invalid paramater_info(void) being a redefinition (in memoverride.cpp) of the one in LIBCMT, so I simply removed it, just to see what happens. It seems to run just fine without it though. Hope some of you find this helpful. _ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] OB SDK
-- [ Picked text/plain from multipart/alternative ] I'm using the Half-Life 2 Multiplayer OB SDK; I've added HL2_EPISODIC to the preprocessor lists and excluded LIBCMTD from both projects, and I seem to have had a few problems that I would like to point out: - npc_advisor_shared.h, included by npc_advisor.cpp (and c_npc_advisor.cpp) doesn't exist at all (no advisors for me), - npc_grenade_magna (no idea where this is, seems to be a classname for an entity that doesn't exist), - CMissile is missing some functions (I've got two different weapon_rpg.h files, had to copy /game/server/hl2 CMissile to /game/server/hl2mp one), - following files are not included in the SERVER project: weapon_alyxgun.cpp, weapon_citizenpackage.h/.cpp, game/server/episodic/*.*, vehicle_choreo_generic.cpp, ai_behavior_passenger.h/.cpp, npc_alyx_episodic.h/.cpp (need to exclude npc_alyx.h/.cpp), ai_eventresponse.h/.cpp, npc_zombine.h/.cpp - following files are not included in the CLIENT project: game/client/episodic/*.*, survival_gamerules.h/.cpp (I simply excluded the survival_gamerules.cpp on the server), hud_radar.h/.cpp - server project is missing an equal to the c_prop_coreball.cpp on the client project You will also need to exclude the c_prop_coreball.cpp file on the client project, because there is no server code for it included. And lastly, you'll want to either exclude weapon_hopwire and weapon_oldmanharpoon or stub them on the client in the c_weapon__stubs_hl2.cpp file. Also, Debug mode doesn't compile either project because of _invalid paramater_info(void) being a redefinition (in memoverride.cpp) of the one in LIBCMT, so I simply removed it, just to see what happens. It seems to run just fine without it though. Hope some of you find this helpful. _ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Beta SDK: Scratch SDK Bug Repository
-- [ Picked text/plain from multipart/alternative ] Yup On Jan 29, 2008 7:24 PM, Richard Hough [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Ben, Does your game crash when you try to run in release mode as well? -Brackhar On Jan 29, 2008 1:49 PM, Maarten De Meyer [EMAIL PROTECTED] wrote: Something maybe related: ep1 tools still ignore the game setting in the SourceSDK menu and export to halflife2 by default ( that is, they try to export there since the update, and they did export there before :p ). But altho annoying, it's less urgent, since I can still copy the files over. Has anyone else tried using studiomdl since the update? [ and which version then, the ep1 or the orangebox? ] Without insisting too much, I'd love to get an official reply on this or a non-official fix; not being able to compile anything is kind of blocking development :) No, that doesn't fix it in this case. studiomdl.exe has always crashed for me unless I have HLMV running. -- Tim Another issue, seemingly related to the vbsp one. I'm running studiomdl.exe to compile a model, and it fails also with a Can't load MaterialSystem.dll Any solutions for this one? -- Maarten ___ 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 ___ 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 -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Beta SDK: Scratch SDK Bug Repository
-- [ Picked text/plain from multipart/alternative ] Ben, Does your game crash when you try to run in release mode as well? -Brackhar On Jan 29, 2008 1:49 PM, Maarten De Meyer [EMAIL PROTECTED] wrote: Something maybe related: ep1 tools still ignore the game setting in the SourceSDK menu and export to halflife2 by default ( that is, they try to export there since the update, and they did export there before :p ). But altho annoying, it's less urgent, since I can still copy the files over. Has anyone else tried using studiomdl since the update? [ and which version then, the ep1 or the orangebox? ] Without insisting too much, I'd love to get an official reply on this or a non-official fix; not being able to compile anything is kind of blocking development :) No, that doesn't fix it in this case. studiomdl.exe has always crashed for me unless I have HLMV running. -- Tim Another issue, seemingly related to the vbsp one. I'm running studiomdl.exe to compile a model, and it fails also with a Can't load MaterialSystem.dll Any solutions for this one? -- Maarten ___ 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 ___ 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] Host_Error: Overflow error writing string table baseline Scenes
-- [ Picked text/plain from multipart/alternative ] Thanks for the advice, looks like we have some work to do. :) I would say the question now is, will we end up running into any problems not having engine access? Thanks again Ryan On Jan 29, 2008 6:23 AM, Garry Newman [EMAIL PROTECTED] wrote: The problem is there's too much info in the string tables. You can see the contents of the string tables using dumstringtables - but I've found that to be unreliable, so here's a couple of commands I made: http://pastebin.ca/878546 Basically you want to keep the total string table size quite a bit under 96000 bytes. There's a bunch of ways I've tried to do this: Sounds aren't precached anymore, so they don't get added to the string table until they're actually used. Same with particles. Same with scenes. The models seem to take an entry even if they don't exist now. And it doesn't correct backslashes in the model name etc (so models/error.mdl and models\error.mdl are stored as seperate entries, doubling the space it uses). So I hacked a function to try to correct this in CBaseEntity:PrecacheModel(). That's all I can remember. I don't think most of these things would be an issue unless you were like GMod and mounting a bunch of other content (like sounds from cs, dod, tf2, ep2, portal etc).. but something must be going wrong for you to be overflowing. Hope that helps garry On Jan 29, 2008 6:59 AM, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hey I hope everyone is having fun with the new sdk, it's been ok to us so far but there is a massive issue we are experiencing with the new engine. This problem existed before, but now it's out of control. The dreaded! BING* Host_Error: Overflow error writing string table baseline Scenes I was attempting to make the various Breencast and Kleiner monitor scenes work again, as I had fixed it in the previous codebase. When I tried to do my fix again in the new engine, I receive that error upon every server join. The exact code I changed was in sceneentity.cpp, in the DispatchStartSpeak function. I made the CPASAttenuationFilter filter( actor ); into CBroadcastRecipientFilter filter( actor ); I realize that's not the most efficient way to do it, but we want users to be able to play the Half-Life series' maps in our mod and scenes are pretty important. I thought that this might just be too many scenes to send across the wire in some cases though, so I made a more specific fix by checking for microphones in the world and basing the attenuation checks off of them. However, having the CPASAttenuationFilter call AddAllPlayers (skipping the engine call to Message_DetermineMulticastRecipients), I receive the same error. It seems like it's not only caused by sounds in scenes, but sounds in general. I've run out of ideas as I can't really tell what's going on here, it's all locked away in the engine. I would hate to have to leave the monitor scenes broken in my mod, it just wouldn't be the same in those maps anymore. And unfortunately, we get this error outside of those maps from time to time as well. I recently noticed that Garry Newman had corrected an issue like this, and I hope it is possible for us to correct this without engine access. Thanks for any help :) -- Ryan -- ___ 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 -- ~skidz -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Where update promised by Mike?
On Jan 29, 2008 10:59 AM, Vitaly Protasov [EMAIL PROTECTED] wrote: At the beginning of last weekend Mike said that update are include fixes for IViewRender and so on. And this update also fix hammer problems with lighting preview, where this function didn't count light_envoronment and all scene seemed black. And what now? Where is this update? I try to relaunch steam and even redownload Source SDK but noithing is happend. Did you make sure to include the beta information in the shortcut when launching Steam? If not, see the list archives (link at the bottom of this message) for more info. -- Andrew Timson == Niceness is the greatest human flaw, except for all the others. --Brendan Moody ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] SteamWorks we should get a piece of that pie ;)
-- [ Picked text/plain from multipart/alternative ] http://www.steampowered.com/steamworks/ Are mod authors ever going to be able to get in on this action? Some of the features look mighty tasty. -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Beta SDK: Scratch SDK Bug Repository
-- [ Picked text/plain from multipart/alternative ] I tried that and it still crashes - I have a feeling because this is a new install and I forgot to install SP1 that's probably the cause. On Jan 29, 2008 10:18 PM, Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Is there a reason you're using the Source SDK Base directory/binaries Ben? I'm running From Scratch, using the Episode 2 AppID, and setting up the debugger to use the Ep2 exe and the half-life 2 episode 2 folder as the working dir, it works fine On Jan 30, 2008 7:20 AM, Mike Durand [EMAIL PROTECTED] wrote: Yes, I'm aware of that one and hope to have a fix soon. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De Meyer Sent: Tuesday, January 29, 2008 1:12 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Beta SDK: Scratch SDK Bug Repository Without insisting too much, I'd love to get an official reply on this or a non-official fix; not being able to compile anything is kind of blocking development :) No, that doesn't fix it in this case. studiomdl.exe has always crashed for me unless I have HLMV running. -- Tim Another issue, seemingly related to the vbsp one. I'm running studiomdl.exe to compile a model, and it fails also with a Can't load MaterialSystem.dll Any solutions for this one? -- Maarten ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SteamWorks we should get a piece of that pie ;)
Want. // Adam Maras (memzero) Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] http://www.steampowered.com/steamworks/ Are mod authors ever going to be able to get in on this action? Some of the features look mighty tasty. -- - Benjamin Davison -- ___ 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] SteamWorks we should get a piece of that pie ;)
Actually, on another note, there's the achievement manager code in the SDK code. Does this mean that mod authors will be able to incorporate achievements in their mods? On 29 Jan 2008, at 22:21, Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] http://www.steampowered.com/steamworks/ Are mod authors ever going to be able to get in on this action? Some of the features look mighty tasty. -- - Benjamin Davison -- ___ 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] Was this suppose to be here?
-- [ Picked text/plain from multipart/alternative ] Is that a tactical (PR) way of saying 'Woops, I screwed up'? On Jan 30, 2008 7:38 AM, Kori [EMAIL PROTECTED] wrote: Ah ok, thanks Mike. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Beta SDK: Scratch SDK Bug Repository
-- [ Picked text/plain from multipart/alternative ] Is there a reason you're using the Source SDK Base directory/binaries Ben? I'm running From Scratch, using the Episode 2 AppID, and setting up the debugger to use the Ep2 exe and the half-life 2 episode 2 folder as the working dir, it works fine On Jan 30, 2008 7:20 AM, Mike Durand [EMAIL PROTECTED] wrote: Yes, I'm aware of that one and hope to have a fix soon. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De Meyer Sent: Tuesday, January 29, 2008 1:12 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Beta SDK: Scratch SDK Bug Repository Without insisting too much, I'd love to get an official reply on this or a non-official fix; not being able to compile anything is kind of blocking development :) No, that doesn't fix it in this case. studiomdl.exe has always crashed for me unless I have HLMV running. -- Tim Another issue, seemingly related to the vbsp one. I'm running studiomdl.exe to compile a model, and it fails also with a Can't load MaterialSystem.dll Any solutions for this one? -- Maarten ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SteamWorks we should get a piece of that pie ;)
-- [ Picked text/plain from multipart/alternative ] dammit Valve, is there no end to your money making? ;) On Jan 29, 2008 2:26 PM, Adam Buckland [EMAIL PROTECTED] wrote: Actually, on another note, there's the achievement manager code in the SDK code. Does this mean that mod authors will be able to incorporate achievements in their mods? On 29 Jan 2008, at 22:21, Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] http://www.steampowered.com/steamworks/ Are mod authors ever going to be able to get in on this action? Some of the features look mighty tasty. -- - Benjamin Davison -- ___ 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 -- ~Ryan -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SteamWorks we should get a piece of that pie ;)
Not at this time, we don't have a pipeline in place to support arbitrary mods let alone the infrastructure for it :) - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Adam Buckland Sent: Tuesday, January 29, 2008 2:27 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SteamWorks we should get a piece of that pie ;) Actually, on another note, there's the achievement manager code in the SDK code. Does this mean that mod authors will be able to incorporate achievements in their mods? On 29 Jan 2008, at 22:21, Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] http://www.steampowered.com/steamworks/ Are mod authors ever going to be able to get in on this action? Some of the features look mighty tasty. -- - Benjamin Davison -- ___ 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] OB SDK
-- [ Picked text/plain from multipart/alternative ] Only problem I remember running into was the npc_advisor_shared.h, and from some research it looked like it contained nothing more than some shared defines which we just recreated. On Jan 29, 2008 12:24 PM, Devin Dawson [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I'm using the Half-Life 2 Multiplayer OB SDK; I've added HL2_EPISODIC to the preprocessor lists and excluded LIBCMTD from both projects, and I seem to have had a few problems that I would like to point out: - npc_advisor_shared.h, included by npc_advisor.cpp (and c_npc_advisor.cpp) doesn't exist at all (no advisors for me), - npc_grenade_magna (no idea where this is, seems to be a classname for an entity that doesn't exist), - CMissile is missing some functions (I've got two different weapon_rpg.h files, had to copy /game/server/hl2 CMissile to /game/server/hl2mp one), - following files are not included in the SERVER project: weapon_alyxgun.cpp, weapon_citizenpackage.h/.cpp, game/server/episodic/*.*, vehicle_choreo_generic.cpp, ai_behavior_passenger.h/.cpp, npc_alyx_episodic.h/.cpp (need to exclude npc_alyx.h/.cpp), ai_eventresponse.h/.cpp, npc_zombine.h/.cpp - following files are not included in the CLIENT project: game/client/episodic/*.*, survival_gamerules.h/.cpp (I simply excluded the survival_gamerules.cpp on the server), hud_radar.h/.cpp - server project is missing an equal to the c_prop_coreball.cpp on the client project You will also need to exclude the c_prop_coreball.cpp file on the client project, because there is no server code for it included. And lastly, you'll want to either exclude weapon_hopwire and weapon_oldmanharpoon or stub them on the client in the c_weapon__stubs_hl2.cpp file. Also, Debug mode doesn't compile either project because of _invalid paramater_info(void) being a redefinition (in memoverride.cpp) of the one in LIBCMT, so I simply removed it, just to see what happens. It seems to run just fine without it though. Hope some of you find this helpful. _ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~Ryan -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Host_Error: Overflow error writing string table baseline Scenes
You should be ok. I don't ship any edited engine binaries with GMod, so I'm really in the same boat as normal modders. Are you adding new string tables or something (Maybe adding a lot to the downloadables table)? Hard to imagine how you're overflowing unless you're doing some out of the ordinary stuff.. garry On Jan 29, 2008 7:32 PM, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Thanks for the advice, looks like we have some work to do. :) I would say the question now is, will we end up running into any problems not having engine access? Thanks again Ryan On Jan 29, 2008 6:23 AM, Garry Newman [EMAIL PROTECTED] wrote: The problem is there's too much info in the string tables. You can see the contents of the string tables using dumstringtables - but I've found that to be unreliable, so here's a couple of commands I made: http://pastebin.ca/878546 Basically you want to keep the total string table size quite a bit under 96000 bytes. There's a bunch of ways I've tried to do this: Sounds aren't precached anymore, so they don't get added to the string table until they're actually used. Same with particles. Same with scenes. The models seem to take an entry even if they don't exist now. And it doesn't correct backslashes in the model name etc (so models/error.mdl and models\error.mdl are stored as seperate entries, doubling the space it uses). So I hacked a function to try to correct this in CBaseEntity:PrecacheModel(). That's all I can remember. I don't think most of these things would be an issue unless you were like GMod and mounting a bunch of other content (like sounds from cs, dod, tf2, ep2, portal etc).. but something must be going wrong for you to be overflowing. Hope that helps garry On Jan 29, 2008 6:59 AM, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hey I hope everyone is having fun with the new sdk, it's been ok to us so far but there is a massive issue we are experiencing with the new engine. This problem existed before, but now it's out of control. The dreaded! BING* Host_Error: Overflow error writing string table baseline Scenes I was attempting to make the various Breencast and Kleiner monitor scenes work again, as I had fixed it in the previous codebase. When I tried to do my fix again in the new engine, I receive that error upon every server join. The exact code I changed was in sceneentity.cpp, in the DispatchStartSpeak function. I made the CPASAttenuationFilter filter( actor ); into CBroadcastRecipientFilter filter( actor ); I realize that's not the most efficient way to do it, but we want users to be able to play the Half-Life series' maps in our mod and scenes are pretty important. I thought that this might just be too many scenes to send across the wire in some cases though, so I made a more specific fix by checking for microphones in the world and basing the attenuation checks off of them. However, having the CPASAttenuationFilter call AddAllPlayers (skipping the engine call to Message_DetermineMulticastRecipients), I receive the same error. It seems like it's not only caused by sounds in scenes, but sounds in general. I've run out of ideas as I can't really tell what's going on here, it's all locked away in the engine. I would hate to have to leave the monitor scenes broken in my mod, it just wouldn't be the same in those maps anymore. And unfortunately, we get this error outside of those maps from time to time as well. I recently noticed that Garry Newman had corrected an issue like this, and I hope it is possible for us to correct this without engine access. Thanks for any help :) -- Ryan -- ___ 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 -- ~skidz -- ___ 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] Host_Error: Overflow error writing string table baseline Scenes
We do mount a lot of other games' gcfs in our mod as you do in GMod, so it sounds like that's what is causing it. Thanks for your help, hopefully we can get it fixed up! Jory From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Host_Error: Overflow error writing string table baseline Scenes Date: Tue, 29 Jan 2008 23:04:58 + You should be ok. I don't ship any edited engine binaries with GMod, so I'm really in the same boat as normal modders. Are you adding new string tables or something (Maybe adding a lot to the downloadables table)? Hard to imagine how you're overflowing unless you're doing some out of the ordinary stuff.. garry On Jan 29, 2008 7:32 PM, Ryan Sheffer wrote: -- [ Picked text/plain from multipart/alternative ] Thanks for the advice, looks like we have some work to do. :) I would say the question now is, will we end up running into any problems not having engine access? Thanks again Ryan On Jan 29, 2008 6:23 AM, Garry Newman wrote: The problem is there's too much info in the string tables. You can see the contents of the string tables using dumstringtables - but I've found that to be unreliable, so here's a couple of commands I made: http://pastebin.ca/878546 Basically you want to keep the total string table size quite a bit under 96000 bytes. There's a bunch of ways I've tried to do this: Sounds aren't precached anymore, so they don't get added to the string table until they're actually used. Same with particles. Same with scenes. The models seem to take an entry even if they don't exist now. And it doesn't correct backslashes in the model name etc (so models/error.mdl and models\error.mdl are stored as seperate entries, doubling the space it uses). So I hacked a function to try to correct this in CBaseEntity:PrecacheModel(). That's all I can remember. I don't think most of these things would be an issue unless you were like GMod and mounting a bunch of other content (like sounds from cs, dod, tf2, ep2, portal etc).. but something must be going wrong for you to be overflowing. Hope that helps garry On Jan 29, 2008 6:59 AM, Ryan Sheffer wrote: -- [ Picked text/plain from multipart/alternative ] Hey I hope everyone is having fun with the new sdk, it's been ok to us so far but there is a massive issue we are experiencing with the new engine. This problem existed before, but now it's out of control. The dreaded! BING* Host_Error: Overflow error writing string table baseline Scenes I was attempting to make the various Breencast and Kleiner monitor scenes work again, as I had fixed it in the previous codebase. When I tried to do my fix again in the new engine, I receive that error upon every server join. The exact code I changed was in sceneentity.cpp, in the DispatchStartSpeak function. I made the CPASAttenuationFilter filter( actor ); into CBroadcastRecipientFilter filter( actor ); I realize that's not the most efficient way to do it, but we want users to be able to play the Half-Life series' maps in our mod and scenes are pretty important. I thought that this might just be too many scenes to send across the wire in some cases though, so I made a more specific fix by checking for microphones in the world and basing the attenuation checks off of them. However, having the CPASAttenuationFilter call AddAllPlayers (skipping the engine call to Message_DetermineMulticastRecipients), I receive the same error. It seems like it's not only caused by sounds in scenes, but sounds in general. I've run out of ideas as I can't really tell what's going on here, it's all locked away in the engine. I would hate to have to leave the monitor scenes broken in my mod, it just wouldn't be the same in those maps anymore. And unfortunately, we get this error outside of those maps from time to time as well. I recently noticed that Garry Newman had corrected an issue like this, and I hope it is possible for us to correct this without engine access. Thanks for any help :) -- Ryan -- ___ 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 -- ~skidz -- ___ 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 _ Climb to the top of
Re: [hlcoders] OB SDK
Off topic: Does the Source SDK extract files a LOT faster (Like 10*) faster on this new update? It used to take forever, now its done before ive written this email. Nothing on my computers changed, what you do mike? Remove the Sleep(2000) line? :P Ryan Sheffer wrote: -- [ Picked text/plain from multipart/alternative ] Only problem I remember running into was the npc_advisor_shared.h, and from some research it looked like it contained nothing more than some shared defines which we just recreated. On Jan 29, 2008 12:24 PM, Devin Dawson [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I'm using the Half-Life 2 Multiplayer OB SDK; I've added HL2_EPISODIC to the preprocessor lists and excluded LIBCMTD from both projects, and I seem to have had a few problems that I would like to point out: - npc_advisor_shared.h, included by npc_advisor.cpp (and c_npc_advisor.cpp) doesn't exist at all (no advisors for me), - npc_grenade_magna (no idea where this is, seems to be a classname for an entity that doesn't exist), - CMissile is missing some functions (I've got two different weapon_rpg.h files, had to copy /game/server/hl2 CMissile to /game/server/hl2mp one), - following files are not included in the SERVER project: weapon_alyxgun.cpp, weapon_citizenpackage.h/.cpp, game/server/episodic/*.*, vehicle_choreo_generic.cpp, ai_behavior_passenger.h/.cpp, npc_alyx_episodic.h/.cpp (need to exclude npc_alyx.h/.cpp), ai_eventresponse.h/.cpp, npc_zombine.h/.cpp - following files are not included in the CLIENT project: game/client/episodic/*.*, survival_gamerules.h/.cpp (I simply excluded the survival_gamerules.cpp on the server), hud_radar.h/.cpp - server project is missing an equal to the c_prop_coreball.cpp on the client project You will also need to exclude the c_prop_coreball.cpp file on the client project, because there is no server code for it included. And lastly, you'll want to either exclude weapon_hopwire and weapon_oldmanharpoon or stub them on the client in the c_weapon__stubs_hl2.cpp file. Also, Debug mode doesn't compile either project because of _invalid paramater_info(void) being a redefinition (in memoverride.cpp) of the one in LIBCMT, so I simply removed it, just to see what happens. It seems to run just fine without it though. Hope some of you find this helpful. _ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~Ryan -- ___ 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] SteamWorks we should get a piece of that pie ;)
-- [ Picked text/plain from multipart/alternative ] Pity. Adam, I'd hazard a guess that Valve use an underlying Steam API to send achievement data to their servers, the same way they did the Ep1 stats. The code is there, but you can't actually use it for storing stuff. So I'm not sure if we can easily incorporate things or whatever, but it may just be easier to write your own from the ground up anyway. On Jan 30, 2008 9:48 AM, Alfred Reynolds [EMAIL PROTECTED] wrote: Not at this time, we don't have a pipeline in place to support arbitrary mods let alone the infrastructure for it :) - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Adam Buckland Sent: Tuesday, January 29, 2008 2:27 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SteamWorks we should get a piece of that pie ;) Actually, on another note, there's the achievement manager code in the SDK code. Does this mean that mod authors will be able to incorporate achievements in their mods? On 29 Jan 2008, at 22:21, Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] http://www.steampowered.com/steamworks/ Are mod authors ever going to be able to get in on this action? Some of the features look mighty tasty. -- - Benjamin Davison -- ___ 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 -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SteamWorks we should get a piece of that pie ;)
Could VALVe not implement an api where that a mod ID if you will is registered with SteamWorks, (no need for anything fancy, maybe a guid style id, or simply a number), and then the mod developers can add Update URL (Update location, maybe some data files to tell what update is newer, etc) Stats URL (Stats location, used for achievements, etc) and stuff like that. It means valve dont store anything, we can have steam functionality, and maybe even an integrated steam download/installer? :P Not at this time, we don't have a pipeline in place to support arbitrary mods let alone the infrastructure for it :) - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Adam Buckland Sent: Tuesday, January 29, 2008 2:27 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SteamWorks we should get a piece of that pie ;) Actually, on another note, there's the achievement manager code in the SDK code. Does this mean that mod authors will be able to incorporate achievements in their mods? On 29 Jan 2008, at 22:21, Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] http://www.steampowered.com/steamworks/ Are mod authors ever going to be able to get in on this action? Some of the features look mighty tasty. -- - Benjamin Davison -- ___ 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 -- Matt Stafford (Wraiyth) http://www.wraiyth.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
Re: [hlcoders] Was this suppose to be here?
-- [ Picked text/plain from multipart/alternative ] just change the folder name mike, we like playing with this dev stuff. ;) On Jan 29, 2008 2:15 PM, Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Is that a tactical (PR) way of saying 'Woops, I screwed up'? On Jan 30, 2008 7:38 AM, Kori [EMAIL PROTECTED] wrote: Ah ok, thanks Mike. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~Ryan -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Host_Error: Overflow error writing string table baseline Scenes
-- [ Picked text/plain from multipart/alternative ] Well I tested your concommands and its amazing actually to see so many unused strings being added to the table. In a map with no scenes actually being used its: 14: Scenes strings: 1952 strdata: 75791 databts: 0 Valves command shows tones of unused scenes like fisherman scenes from lost coast. I see what needs to be done now. Thanks again for the help. :) On Jan 29, 2008 3:34 PM, Hyperjag 3 [EMAIL PROTECTED] wrote: We do mount a lot of other games' gcfs in our mod as you do in GMod, so it sounds like that's what is causing it. Thanks for your help, hopefully we can get it fixed up! Jory From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Host_Error: Overflow error writing string table baseline Scenes Date: Tue, 29 Jan 2008 23:04:58 + You should be ok. I don't ship any edited engine binaries with GMod, so I'm really in the same boat as normal modders. Are you adding new string tables or something (Maybe adding a lot to the downloadables table)? Hard to imagine how you're overflowing unless you're doing some out of the ordinary stuff.. garry On Jan 29, 2008 7:32 PM, Ryan Sheffer wrote: -- [ Picked text/plain from multipart/alternative ] Thanks for the advice, looks like we have some work to do. :) I would say the question now is, will we end up running into any problems not having engine access? Thanks again Ryan On Jan 29, 2008 6:23 AM, Garry Newman wrote: The problem is there's too much info in the string tables. You can see the contents of the string tables using dumstringtables - but I've found that to be unreliable, so here's a couple of commands I made: http://pastebin.ca/878546 Basically you want to keep the total string table size quite a bit under 96000 bytes. There's a bunch of ways I've tried to do this: Sounds aren't precached anymore, so they don't get added to the string table until they're actually used. Same with particles. Same with scenes. The models seem to take an entry even if they don't exist now. And it doesn't correct backslashes in the model name etc (so models/error.mdl and models\error.mdl are stored as seperate entries, doubling the space it uses). So I hacked a function to try to correct this in CBaseEntity:PrecacheModel(). That's all I can remember. I don't think most of these things would be an issue unless you were like GMod and mounting a bunch of other content (like sounds from cs, dod, tf2, ep2, portal etc).. but something must be going wrong for you to be overflowing. Hope that helps garry On Jan 29, 2008 6:59 AM, Ryan Sheffer wrote: -- [ Picked text/plain from multipart/alternative ] Hey I hope everyone is having fun with the new sdk, it's been ok to us so far but there is a massive issue we are experiencing with the new engine. This problem existed before, but now it's out of control. The dreaded! BING* Host_Error: Overflow error writing string table baseline Scenes I was attempting to make the various Breencast and Kleiner monitor scenes work again, as I had fixed it in the previous codebase. When I tried to do my fix again in the new engine, I receive that error upon every server join. The exact code I changed was in sceneentity.cpp, in the DispatchStartSpeak function. I made the CPASAttenuationFilter filter( actor ); into CBroadcastRecipientFilter filter( actor ); I realize that's not the most efficient way to do it, but we want users to be able to play the Half-Life series' maps in our mod and scenes are pretty important. I thought that this might just be too many scenes to send across the wire in some cases though, so I made a more specific fix by checking for microphones in the world and basing the attenuation checks off of them. However, having the CPASAttenuationFilter call AddAllPlayers (skipping the engine call to Message_DetermineMulticastRecipients), I receive the same error. It seems like it's not only caused by sounds in scenes, but sounds in general. I've run out of ideas as I can't really tell what's going on here, it's all locked away in the engine. I would hate to have to leave the monitor scenes broken in my mod, it just wouldn't be the same in those maps anymore. And unfortunately, we get this error outside of those maps from time to time as well. I recently noticed that Garry Newman had corrected an issue like this, and I hope it is possible for us to correct this without engine access. Thanks for any help :) -- Ryan -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To
Re: [hlcoders] SteamWorks we should get a piece of that pie ;)
-- [ Picked text/plain from multipart/alternative ] Remember that Valve promised Steam Delivery for Mods a long, long time ago, and for whatever reason, that never came to fruition. Don't hold your breath for anythin like this On Jan 30, 2008 11:31 AM, Tom Leighton [EMAIL PROTECTED] wrote: Could VALVe not implement an api where that a mod ID if you will is registered with SteamWorks, (no need for anything fancy, maybe a guid style id, or simply a number), and then the mod developers can add Update URL (Update location, maybe some data files to tell what update is newer, etc) Stats URL (Stats location, used for achievements, etc) and stuff like that. It means valve dont store anything, we can have steam functionality, and maybe even an integrated steam download/installer? :P Not at this time, we don't have a pipeline in place to support arbitrary mods let alone the infrastructure for it :) - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Adam Buckland Sent: Tuesday, January 29, 2008 2:27 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SteamWorks we should get a piece of that pie ;) Actually, on another note, there's the achievement manager code in the SDK code. Does this mean that mod authors will be able to incorporate achievements in their mods? On 29 Jan 2008, at 22:21, Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] http://www.steampowered.com/steamworks/ Are mod authors ever going to be able to get in on this action? Some of the features look mighty tasty. -- - Benjamin Davison -- ___ 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 -- Matt Stafford (Wraiyth) http://www.wraiyth.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 -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SteamWorks we should get a piece of that pie ;)
Yeah, my idea being that VALVe dont store anything on their servers, its all third party on the mod dev's servers, etc. Maybe we will get suprised with something? :P who knows Brandon Dunham wrote: -- [ Picked text/plain from multipart/alternative ] This would be a swell idea. If only, if only. =/ From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SteamWorks we should get a piece of that pie ;) Date: Wed, 30 Jan 2008 00:31:23 + Could VALVe not implement an api where that a mod ID if you will is registered with SteamWorks, (no need for anything fancy, maybe a guid style id, or simply a number), and then the mod developers can add Update URL (Update location, maybe some data files to tell what update is newer, etc) Stats URL (Stats location, used for achievements, etc) and stuff like that. It means valve dont store anything, we can have steam functionality, and maybe even an integrated steam download/installer? :P _ Climb to the top of the charts! Play the word scramble challenge with star power. http://club.live.com/star_shuffle.aspx?icid=starshuffle_wlmailtextlink_jan -- ___ 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] SteamWorks we should get a piece of that pie ;)
-- [ Picked text/plain from multipart/alternative ] This would be a swell idea. If only, if only. =/ From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SteamWorks we should get a piece of that pie ;) Date: Wed, 30 Jan 2008 00:31:23 + Could VALVe not implement an api where that a mod ID if you will is registered with SteamWorks, (no need for anything fancy, maybe a guid style id, or simply a number), and then the mod developers can add Update URL (Update location, maybe some data files to tell what update is newer, etc) Stats URL (Stats location, used for achievements, etc) and stuff like that. It means valve dont store anything, we can have steam functionality, and maybe even an integrated steam download/installer? :P _ Climb to the top of the charts! Play the word scramble challenge with star power. http://club.live.com/star_shuffle.aspx?icid=starshuffle_wlmailtextlink_jan -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SteamWorks we should get a piece of that pie ;)
-- [ Picked text/plain from multipart/alternative ] :D Steam works appears to be free. http://www.next-gen.biz/index.php?option=com_contenttask=viewid=8880Itemid=2 From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SteamWorks we should get a piece of that pie ;) Date: Wed, 30 Jan 2008 04:07:31 + Yeah, my idea being that VALVe dont store anything on their servers, its all third party on the mod dev's servers, etc. Maybe we will get suprised with something? :P who knows Brandon Dunham wrote: -- [ Picked text/plain from multipart/alternative ] This would be a swell idea. If only, if only. =/ From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SteamWorks we should get a piece of that pie ;) Date: Wed, 30 Jan 2008 00:31:23 + Could VALVe not implement an api where that a mod ID if you will is registered with SteamWorks, (no need for anything fancy, maybe a guid style id, or simply a number), and then the mod developers can add Update URL (Update location, maybe some data files to tell what update is newer, etc) Stats URL (Stats location, used for achievements, etc) and stuff like that. It means valve dont store anything, we can have steam functionality, and maybe even an integrated steam download/installer? :P _ Climb to the top of the charts! Play the word scramble challenge with star power. http://club.live.com/star_shuffle.aspx?icid=starshuffle_wlmailtextlink_jan -- ___ 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 _ Need to know the score, the latest news, or you need your Hotmail®-get your fix. http://www.msnmobilefix.com/Default.aspx -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SteamWorks we should get a piece of that pie ;)
-- [ Picked text/plain from multipart/alternative ] No its free, Gabe Confirmed it, however theres not much about this. I wonder how its used. On Jan 29, 2008 8:56 PM, Tom Leighton [EMAIL PROTECTED] wrote: I think thats wrong, anyone else think so? Brandon Dunham wrote: -- [ Picked text/plain from multipart/alternative ] :D Steam works appears to be free. http://www.next-gen.biz/index.php?option=com_contenttask=viewid=8880Itemid=2 From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SteamWorks we should get a piece of that pie ;) Date: Wed, 30 Jan 2008 04:07:31 + Yeah, my idea being that VALVe dont store anything on their servers, its all third party on the mod dev's servers, etc. Maybe we will get suprised with something? :P who knows Brandon Dunham wrote: -- [ Picked text/plain from multipart/alternative ] This would be a swell idea. If only, if only. =/ From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SteamWorks we should get a piece of that pie ;) Date: Wed, 30 Jan 2008 00:31:23 + Could VALVe not implement an api where that a mod ID if you will is registered with SteamWorks, (no need for anything fancy, maybe a guid style id, or simply a number), and then the mod developers can add Update URL (Update location, maybe some data files to tell what update is newer, etc) Stats URL (Stats location, used for achievements, etc) and stuff like that. It means valve dont store anything, we can have steam functionality, and maybe even an integrated steam download/installer? :P _ Climb to the top of the charts! Play the word scramble challenge with star power. http://club.live.com/star_shuffle.aspx?icid=starshuffle_wlmailtextlink_jan -- ___ 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 _ Need to know the score, the latest news, or you need your Hotmail(R)-get your fix. http://www.msnmobilefix.com/Default.aspx -- ___ 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 -- Gear Dev -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SteamWorks we should get a piece of that pie ;)
I see all of the news sites saying it is free, but I can't find anything official from Valve saying so. *nudges valve* eh? Eh? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton Sent: Tuesday, January 29, 2008 11:57 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SteamWorks we should get a piece of that pie ;) I think thats wrong, anyone else think so? Brandon Dunham wrote: -- [ Picked text/plain from multipart/alternative ] :D Steam works appears to be free. http://www.next-gen.biz/index.php?option=com_contenttask=viewid=8880Itemi d=2 From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SteamWorks we should get a piece of that pie ;) Date: Wed, 30 Jan 2008 04:07:31 + Yeah, my idea being that VALVe dont store anything on their servers, its all third party on the mod dev's servers, etc. Maybe we will get suprised with something? :P who knows Brandon Dunham wrote: -- [ Picked text/plain from multipart/alternative ] This would be a swell idea. If only, if only. =/ From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SteamWorks we should get a piece of that pie ;) Date: Wed, 30 Jan 2008 00:31:23 + Could VALVe not implement an api where that a mod ID if you will is registered with SteamWorks, (no need for anything fancy, maybe a guid style id, or simply a number), and then the mod developers can add Update URL (Update location, maybe some data files to tell what update is newer, etc) Stats URL (Stats location, used for achievements, etc) and stuff like that. It means valve dont store anything, we can have steam functionality, and maybe even an integrated steam download/installer? :P _ Climb to the top of the charts! Play the word scramble challenge with star power. http://club.live.com/star_shuffle.aspx?icid=starshuffle_wlmailtextlink_jan -- ___ 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 _ Need to know the score, the latest news, or you need your Hotmail®-get your fix. http://www.msnmobilefix.com/Default.aspx -- ___ 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 No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.516 / Virus Database: 269.19.15/1249 - Release Date: 1/29/2008 9:51 AM No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.516 / Virus Database: 269.19.15/1249 - Release Date: 1/29/2008 9:51 AM ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SteamWorks we should get a piece of that pie ;)
-- [ Picked text/plain from multipart/alternative ] Interlopers said it , I mean they could be wrong, but still, if this is what We want it to be. Then this would be pretty awesome to use. But the next question is if its easy to manage, or requires alot of server knowledge? 2008/1/29 Cale Dunlap [EMAIL PROTECTED]: I see all of the news sites saying it is free, but I can't find anything official from Valve saying so. *nudges valve* eh? Eh? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton Sent: Tuesday, January 29, 2008 11:57 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SteamWorks we should get a piece of that pie ;) I think thats wrong, anyone else think so? Brandon Dunham wrote: -- [ Picked text/plain from multipart/alternative ] :D Steam works appears to be free. http://www.next-gen.biz/index.php?option=com_contenttask=viewid=8880Itemi d=2 From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SteamWorks we should get a piece of that pie ;) Date: Wed, 30 Jan 2008 04:07:31 + Yeah, my idea being that VALVe dont store anything on their servers, its all third party on the mod dev's servers, etc. Maybe we will get suprised with something? :P who knows Brandon Dunham wrote: -- [ Picked text/plain from multipart/alternative ] This would be a swell idea. If only, if only. =/ From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SteamWorks we should get a piece of that pie ;) Date: Wed, 30 Jan 2008 00:31:23 + Could VALVe not implement an api where that a mod ID if you will is registered with SteamWorks, (no need for anything fancy, maybe a guid style id, or simply a number), and then the mod developers can add Update URL (Update location, maybe some data files to tell what update is newer, etc) Stats URL (Stats location, used for achievements, etc) and stuff like that. It means valve dont store anything, we can have steam functionality, and maybe even an integrated steam download/installer? :P _ Climb to the top of the charts! Play the word scramble challenge with star power. http://club.live.com/star_shuffle.aspx?icid=starshuffle_wlmailtextlink_jan -- ___ 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 _ Need to know the score, the latest news, or you need your Hotmail(R)-get your fix. http://www.msnmobilefix.com/Default.aspx -- ___ 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 No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.516 / Virus Database: 269.19.15/1249 - Release Date: 1/29/2008 9:51 AM No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.516 / Virus Database: 269.19.15/1249 - Release Date: 1/29/2008 9:51 AM ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SteamWorks we should get a piece of that pie ;)
I think thats wrong, anyone else think so? Brandon Dunham wrote: -- [ Picked text/plain from multipart/alternative ] :D Steam works appears to be free. http://www.next-gen.biz/index.php?option=com_contenttask=viewid=8880Itemid=2 From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SteamWorks we should get a piece of that pie ;) Date: Wed, 30 Jan 2008 04:07:31 + Yeah, my idea being that VALVe dont store anything on their servers, its all third party on the mod dev's servers, etc. Maybe we will get suprised with something? :P who knows Brandon Dunham wrote: -- [ Picked text/plain from multipart/alternative ] This would be a swell idea. If only, if only. =/ From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SteamWorks we should get a piece of that pie ;) Date: Wed, 30 Jan 2008 00:31:23 + Could VALVe not implement an api where that a mod ID if you will is registered with SteamWorks, (no need for anything fancy, maybe a guid style id, or simply a number), and then the mod developers can add Update URL (Update location, maybe some data files to tell what update is newer, etc) Stats URL (Stats location, used for achievements, etc) and stuff like that. It means valve dont store anything, we can have steam functionality, and maybe even an integrated steam download/installer? :P _ Climb to the top of the charts! Play the word scramble challenge with star power. http://club.live.com/star_shuffle.aspx?icid=starshuffle_wlmailtextlink_jan -- ___ 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 _ Need to know the score, the latest news, or you need your Hotmail®-get your fix. http://www.msnmobilefix.com/Default.aspx -- ___ 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] SteamWorks we should get a piece of that pie ;)
Have you seen CrosuS? www.crosus.com It's free and you can host your mod on it. We [Fortress Forever] have used it for our releases (as well as all the other means of mod releasing [torrents, web hosts, etc]). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Benjamin Davison Sent: Tuesday, January 29, 2008 14:22 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] SteamWorks we should get a piece of that pie ;) -- [ Picked text/plain from multipart/alternative ] http://www.steampowered.com/steamworks/ Are mod authors ever going to be able to get in on this action? Some of the features look mighty tasty. -- - Benjamin Davison -- ___ 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] SteamWorks we should get a piece of that pie ;)
-- [ Picked text/plain from multipart/alternative ] Thats cool, but still kinda lame, as many players wont like to download extra things, and install them for something like a Mod. On Jan 29, 2008 10:28 PM, Adam amckern McKern [EMAIL PROTECTED] wrote: Ah the isotx platform, that remind's me of vapour Adam --- Mulchman [EMAIL PROTECTED] wrote: Have you seen CrosuS? www.crosus.com It's free and you can host your mod on it. We [Fortress Forever] have used it for our releases (as well as all the other means of mod releasing [torrents, web hosts, etc]). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Benjamin Davison Sent: Tuesday, January 29, 2008 14:22 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] SteamWorks we should get a piece of that pie ;) -- [ Picked text/plain from multipart/alternative ] http://www.steampowered.com/steamworks/ Are mod authors ever going to be able to get in on this action? Some of the features look mighty tasty. -- - Benjamin Davison -- ___ 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 Owner Nigredo Studios http://www.nigredostudios.com Looking for last minute shopping deals? Find them fast with Yahoo! Search. http://tools.search.yahoo.com/newsearch/category.php?category=shopping ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SteamWorks we should get a piece of that pie ;)
Ah the isotx platform, that remind's me of vapour Adam --- Mulchman [EMAIL PROTECTED] wrote: Have you seen CrosuS? www.crosus.com It's free and you can host your mod on it. We [Fortress Forever] have used it for our releases (as well as all the other means of mod releasing [torrents, web hosts, etc]). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Benjamin Davison Sent: Tuesday, January 29, 2008 14:22 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] SteamWorks we should get a piece of that pie ;) -- [ Picked text/plain from multipart/alternative ] http://www.steampowered.com/steamworks/ Are mod authors ever going to be able to get in on this action? Some of the features look mighty tasty. -- - Benjamin Davison -- ___ 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 Owner Nigredo Studios http://www.nigredostudios.com Looking for last minute shopping deals? Find them fast with Yahoo! Search. http://tools.search.yahoo.com/newsearch/category.php?category=shopping ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SteamWorks we should get a piece of that pie ;)
-- [ Picked text/plain from multipart/alternative ] Wasn't isotx's thing based on Vapour? On Jan 30, 2008 5:48 PM, Cory de La Torre [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Thats cool, but still kinda lame, as many players wont like to download extra things, and install them for something like a Mod. On Jan 29, 2008 10:28 PM, Adam amckern McKern [EMAIL PROTECTED] wrote: Ah the isotx platform, that remind's me of vapour Adam --- Mulchman [EMAIL PROTECTED] wrote: Have you seen CrosuS? www.crosus.com It's free and you can host your mod on it. We [Fortress Forever] have used it for our releases (as well as all the other means of mod releasing [torrents, web hosts, etc]). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Benjamin Davison Sent: Tuesday, January 29, 2008 14:22 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] SteamWorks we should get a piece of that pie ;) -- [ Picked text/plain from multipart/alternative ] http://www.steampowered.com/steamworks/ Are mod authors ever going to be able to get in on this action? Some of the features look mighty tasty. -- - Benjamin Davison -- ___ 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 Owner Nigredo Studios http://www.nigredostudios.com Looking for last minute shopping deals? Find them fast with Yahoo! Search. http://tools.search.yahoo.com/newsearch/category.php?category=shopping ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SteamWorks we should get a piece of that pie ;)
-- [ Picked text/plain from multipart/alternative ] Beat you to the mark! On Jan 30, 2008 5:55 PM, Andrew Timson [EMAIL PROTECTED] wrote: On Jan 30, 2008 1:28 AM, Adam amckern McKern [EMAIL PROTECTED] wrote: Ah the isotx platform, that remind's me of vapour Probably because it formed from the merger of Vapour and something else (source: http://www.vapour-online.com/). :) -- Andrew Timson == Niceness is the greatest human flaw, except for all the others. --Brendan Moody ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SteamWorks we should get a piece of that pie ;)
On Jan 30, 2008 1:28 AM, Adam amckern McKern [EMAIL PROTECTED] wrote: Ah the isotx platform, that remind's me of vapour Probably because it formed from the merger of Vapour and something else (source: http://www.vapour-online.com/). :) -- Andrew Timson == Niceness is the greatest human flaw, except for all the others. --Brendan Moody ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SteamWorks we should get a piece of that pie ;)
AH! I would still like the steam tool, would seems to be an intergrated effort more then a third party tool. Not pissing the IsoTX guys, but from what I last saw more the 14 Million people have Steam. Adam --- Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Beat you to the mark! On Jan 30, 2008 5:55 PM, Andrew Timson [EMAIL PROTECTED] wrote: On Jan 30, 2008 1:28 AM, Adam amckern McKern [EMAIL PROTECTED] wrote: Ah the isotx platform, that remind's me of vapour Probably because it formed from the merger of Vapour and something else (source: http://www.vapour-online.com/). :) -- Andrew Timson == Niceness is the greatest human flaw, except for all the others. --Brendan Moody ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Owner Nigredo Studios http://www.nigredostudios.com Looking for last minute shopping deals? Find them fast with Yahoo! Search. http://tools.search.yahoo.com/newsearch/category.php?category=shopping ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Portal
Hey there, Is there any plan to put Portal Code into the Source SDK? My friends and I were wanting to make a mod and add some stuff in. Cheers, Brett -- ** Brett Wilkins A.K.A Beedub The Fixit ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SteamWorks we should get a piece of that pie ;)
I tried it out one day and its not that great. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern McKern Sent: Wednesday, January 30, 2008 4:14 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SteamWorks we should get a piece of that pie ;) AH! I would still like the steam tool, would seems to be an intergrated effort more then a third party tool. Not pissing the IsoTX guys, but from what I last saw more the 14 Million people have Steam. Adam --- Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Beat you to the mark! On Jan 30, 2008 5:55 PM, Andrew Timson [EMAIL PROTECTED] wrote: On Jan 30, 2008 1:28 AM, Adam amckern McKern [EMAIL PROTECTED] wrote: Ah the isotx platform, that remind's me of vapour Probably because it formed from the merger of Vapour and something else (source: http://www.vapour-online.com/). :) -- Andrew Timson == Niceness is the greatest human flaw, except for all the others. --Brendan Moody ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Owner Nigredo Studios http://www.nigredostudios.com Looking for last minute shopping deals? Find them fast with Yahoo! Search. http://tools.search.yahoo.com/newsearch/category.php?category=shopping ___ 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