Re: [hlcoders] SDK problem

2008-01-29 Thread DAV
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)



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Re: [hlcoders] Beta SDK: Scratch SDK Bug Repository

2008-01-29 Thread Maarten De Meyer
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


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Re: [hlcoders] SDK problem

2008-01-29 Thread Tom Edwards
--
[ 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)


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Re: [hlcoders] Host_Error: Overflow error writing string table baseline Scenes

2008-01-29 Thread Garry Newman
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
 --

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[hlcoders] Was this suppose to be here?

2008-01-29 Thread Kori

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


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[hlcoders] Hammer Lighting preview modes explained

2008-01-29 Thread Chris Green
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.



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Re: [hlcoders] Was this suppose to be here?

2008-01-29 Thread Rodrigo 'r2d2rigo' Diaz
--
[ 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


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[hlcoders] TF2 Server Query Changes (A2S_INFO)

2008-01-29 Thread LDuke
--
[ 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 ???
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Re: [hlcoders] SDK problem

2008-01-29 Thread Tony omega Sergi
--
[ 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)
 
 
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  To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
 
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Re: [hlcoders] Was this suppose to be here?

2008-01-29 Thread Tobias Kammersgaard
--
[ 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
 
 
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 please visit:
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Re: [hlcoders] Was this suppose to be here?

2008-01-29 Thread Kori

Yeah I remember how the EP1 SDK release had code for ai_passenger

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Re: [hlcoders] SDK problem

2008-01-29 Thread DAV
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)


 ___
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  please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders





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Re: [hlcoders] Was this suppose to be here?

2008-01-29 Thread Garry Newman
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


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Re: [hlcoders] Was this suppose to be here?

2008-01-29 Thread Paul Peloski
--
[ 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
 
 
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 please visit:
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Re: [hlcoders] Was this suppose to be here?

2008-01-29 Thread Jeffrey botman Broome

Garry Newman wrote:

You forgot please_kill_alyx_off.cpp


NO SPOLIERS PLEEZE!  KTHXS

--
Jeffrey botman Broome

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[hlcoders] Where update promised by Mike?

2008-01-29 Thread Vitaly Protasov
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

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RE: [hlcoders] TF2 Server Query Changes (A2S_INFO)

2008-01-29 Thread Yahn Bernier
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 ???
--

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Re: [hlcoders] TF2 Server Query Changes (A2S_INFO)

2008-01-29 Thread LDuke
--
[ 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 ???
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Re: [hlcoders] Beta SDK: Scratch SDK Bug Repository

2008-01-29 Thread Benjamin Davison
--
[ 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

2008-01-29 Thread Maarten De Meyer
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


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RE: [hlcoders] Beta SDK: Scratch SDK Bug Repository

2008-01-29 Thread Mike Durand
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


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Re: [hlcoders] Was this suppose to be here?

2008-01-29 Thread Kori

Ah ok, thanks Mike.

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RE: [hlcoders] Was this suppose to be here?

2008-01-29 Thread Mike Durand
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


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[hlcoders] OB SDK

2008-01-29 Thread Devin Dawson
--
[ 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.
_

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[hlcoders] OB SDK

2008-01-29 Thread Devin Dawson
--
[ 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.
_

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Re: [hlcoders] Beta SDK: Scratch SDK Bug Repository

2008-01-29 Thread Benjamin Davison
--
[ 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
  
  
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--
- Benjamin Davison
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Re: [hlcoders] Beta SDK: Scratch SDK Bug Repository

2008-01-29 Thread Richard Hough
--
[ 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
 
 
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Re: [hlcoders] Host_Error: Overflow error writing string table baseline Scenes

2008-01-29 Thread Ryan Sheffer
--
[ 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
  --
 
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~skidz
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Re: [hlcoders] Where update promised by Mike?

2008-01-29 Thread Andrew Timson
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

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[hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-29 Thread Benjamin Davison
--
[ 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.

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Re: [hlcoders] Beta SDK: Scratch SDK Bug Repository

2008-01-29 Thread Benjamin Davison
--
[ 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
  
  
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Re: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-29 Thread Adam Maras (memzero)

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.

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Re: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-29 Thread Adam Buckland

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
--

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Re: [hlcoders] Was this suppose to be here?

2008-01-29 Thread Matt Stafford
--
[ 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.

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Re: [hlcoders] Beta SDK: Scratch SDK Bug Repository

2008-01-29 Thread Matt Stafford
--
[ 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
 
 
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 archives,
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Re: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-29 Thread Ryan Sheffer
--
[ 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
  --
 
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RE: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-29 Thread Alfred Reynolds
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
  --
 
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Re: [hlcoders] OB SDK

2008-01-29 Thread Ryan Sheffer
--
[ 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.
 _

 --

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Re: [hlcoders] Host_Error: Overflow error writing string table baseline Scenes

2008-01-29 Thread Garry Newman
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
   --
  
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RE: [hlcoders] Host_Error: Overflow error writing string table baseline Scenes

2008-01-29 Thread Hyperjag 3

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
 --

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Climb to the top of 

Re: [hlcoders] OB SDK

2008-01-29 Thread Tom Leighton

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.
_

--

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Re: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-29 Thread Matt Stafford
--
[ 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
   --
  
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Re: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-29 Thread Tom Leighton

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
--

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Re: [hlcoders] Was this suppose to be here?

2008-01-29 Thread Ryan Sheffer
--
[ 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.
 
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Re: [hlcoders] Host_Error: Overflow error writing string table baseline Scenes

2008-01-29 Thread Ryan Sheffer
--
[ 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
  --
 
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 archives,
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  To 

Re: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-29 Thread Matt Stafford
--
[ 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:
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  please visit:
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  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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  --
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  http://www.wraiyth.com
  --
 
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 please visit:
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Re: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-29 Thread Tom Leighton

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
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RE: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-29 Thread Brandon Dunham
--
[ 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
--

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RE: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-29 Thread Brandon Dunham
--
[ 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
  --
 
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  please visit:
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Re: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-29 Thread Cory de La Torre
--
[ 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
 
 
 
 
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 please visit:
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RE: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-29 Thread Cale Dunlap
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




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 _
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9:51 AM


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Re: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-29 Thread Cory de La Torre
--
[ 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
 
 
  _
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 star power.
 
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Re: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-29 Thread Tom Leighton

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



_
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power.
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[hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-29 Thread Mulchman
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.

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Re: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-29 Thread Cory de La Torre
--
[ 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
  --
 
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  the list archives,
  please visit:
 
 http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
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Re: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-29 Thread Adam amckern McKern
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
 --

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Re: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-29 Thread Matt Stafford
--
[ 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
   --
  
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Re: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-29 Thread Matt Stafford
--
[ 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
 ==
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 --Brendan Moody

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Re: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-29 Thread Andrew Timson
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/). :)

--
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==
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--Brendan Moody

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Re: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-29 Thread Adam amckern McKern
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
 
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 view the list archives,
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[hlcoders] Portal

2008-01-29 Thread Brett Wilkins

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

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RE: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-29 Thread Mark Chandler
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
 
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 view the list archives,
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