Re: [hlcoders] Orange Box SDK Code Update???

2008-05-17 Thread Nick
If you want an update, pay up. How much do you really want the update?



On Sat, May 17, 2008 at 11:25 AM, John <[EMAIL PROTECTED]> wrote:
> Come on Valve :D All us modders deserve that fixed code in good time :\ Its
> been a few months
>
> On Sat, May 17, 2008 at 2:25 PM, Tom Leighton <[EMAIL PROTECTED]>
> wrote:
>
>> That was a fix from Tony Sergi (VALVE)
>>
>> Tom Edwards wrote:
>> > That /was/ a fix from Valve.
>> >
>> > Janek wrote:
>> >
>> >> @Benjamin and Tom> I saw this post as it was an answer to a question
>> from
>> >> me. But this fix is for sratch sdk (different in hl2mp) and also I
>> prefer a
>> >> fix frm Valva as there could have other less noticeable prediction
>> issue.
>> >>
>> >> 2008/5/17 Mikie <[EMAIL PROTECTED]>:
>> >>
>> >>
>> >>
>> >>> For the last four years, Valve has needed to hire more people.
>> >>> They have the budget considering the success they've had,
>> >>>
>> >>> I never understood why Valve management is so reluctant to do so.
>> >>>
>> >>>
>> >>>
>> >>> -Original Message-
>> >>> From: [EMAIL PROTECTED]
>> >>> [mailto:[EMAIL PROTECTED] On Behalf Of Daniel
>> >>> Glenn
>> >>> Sent: Saturday, May 17, 2008 12:14 AM
>> >>> To: Discussion of Half-Life Programming
>> >>> Subject: Re: [hlcoders] Orange Box SDK Code Update???
>> >>>
>> >>> Obviously, they're not working on at least two retail games right now
>> or
>> >>> anything. Be patient is my advice.
>> >>>
>> >>> On Fri, May 16, 2008 at 10:35 PM, Joel R. <[EMAIL PROTECTED]> wrote:
>> >>>
>> >>>
>> >>>
>>  We've been patiently waiting for about 5 months now waiting on an
>> 
>> 
>> >>> update to
>> >>>
>> >>>
>>  the Source SDK Code.
>> 
>>  Major Things Needed:
>>  - Updated Source SDK (Scratch Mod/HL2MP) (This should be finished).
>>  - Source Shaders
>>  - Particle Editor
>> 
>>  Making effects is crucial to any game.  Currently if you switch to
>> 
>> 
>> >>> Orange
>> >>>
>> >>>
>>  Box, you cannot use Shaders or optimized particles (Particle Editor
>>  system).  The current SDK is riddled with bugs that have been fixed
>> 
>> 
>> >>> but are
>> >>>
>> >>>
>>  casually awaiting to be updated in.
>> 
>>  TF2 has received 26 updates since the release of Orange Box SDK.
>>  We have received 1 update to Hammer and Engine.
>>  We have received 0 updates to the code-base.
>> 
>>  In it's current state, Orange Box SDK is broken.
>> 
>>  I and many others would greatly appreciate an immediate update as soon
>> 
>> 
>> >>> as
>> >>>
>> >>>
>>  possible. Thanks for your time.
>>  ___
>>  To unsubscribe, edit your list preferences, or view the list archives,
>>  please visit:
>>  http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> 
>> 
>> 
>> 
>> >>> ___
>> >>> To unsubscribe, edit your list preferences, or view the list archives,
>> >>> please visit:
>> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >>>
>> >>>
>> >>> ___
>> >>> To unsubscribe, edit your list preferences, or view the list archives,
>> >>> please visit:
>> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >>>
>> >>>
>> >>>
>> >>>
>> >>
>> >>
>> >
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >
>> >
>> >
>>
>> ___
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>> please visit:
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>>
>>
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Re: [hlcoders] Orange Box SDK Code Update???

2008-05-17 Thread Andrew Ritchie
I want to play Episode 3 more, so I'm happy enough with the the SDK update
happening when it happens.  Besides the update more than likely has enough
changes to warrant the time spent on it.

On Sat, May 17, 2008 at 5:25 PM, John <[EMAIL PROTECTED]> wrote:

> Come on Valve :D All us modders deserve that fixed code in good time :\ Its
> been a few months
>
> On Sat, May 17, 2008 at 2:25 PM, Tom Leighton <[EMAIL PROTECTED]
> >
> wrote:
>
> > That was a fix from Tony Sergi (VALVE)
> >
> > Tom Edwards wrote:
> > > That /was/ a fix from Valve.
> > >
> > > Janek wrote:
> > >
> > >> @Benjamin and Tom> I saw this post as it was an answer to a question
> > from
> > >> me. But this fix is for sratch sdk (different in hl2mp) and also I
> > prefer a
> > >> fix frm Valva as there could have other less noticeable prediction
> > issue.
> > >>
> > >> 2008/5/17 Mikie <[EMAIL PROTECTED]>:
> > >>
> > >>
> > >>
> > >>> For the last four years, Valve has needed to hire more people.
> > >>> They have the budget considering the success they've had,
> > >>>
> > >>> I never understood why Valve management is so reluctant to do so.
> > >>>
> > >>>
> > >>>
> > >>> -Original Message-
> > >>> From: [EMAIL PROTECTED]
> > >>> [mailto:[EMAIL PROTECTED] On Behalf Of Daniel
> > >>> Glenn
> > >>> Sent: Saturday, May 17, 2008 12:14 AM
> > >>> To: Discussion of Half-Life Programming
> > >>> Subject: Re: [hlcoders] Orange Box SDK Code Update???
> > >>>
> > >>> Obviously, they're not working on at least two retail games right now
> > or
> > >>> anything. Be patient is my advice.
> > >>>
> > >>> On Fri, May 16, 2008 at 10:35 PM, Joel R. <[EMAIL PROTECTED]>
> wrote:
> > >>>
> > >>>
> > >>>
> >  We've been patiently waiting for about 5 months now waiting on an
> > 
> > 
> > >>> update to
> > >>>
> > >>>
> >  the Source SDK Code.
> > 
> >  Major Things Needed:
> >  - Updated Source SDK (Scratch Mod/HL2MP) (This should be finished).
> >  - Source Shaders
> >  - Particle Editor
> > 
> >  Making effects is crucial to any game.  Currently if you switch to
> > 
> > 
> > >>> Orange
> > >>>
> > >>>
> >  Box, you cannot use Shaders or optimized particles (Particle Editor
> >  system).  The current SDK is riddled with bugs that have been fixed
> > 
> > 
> > >>> but are
> > >>>
> > >>>
> >  casually awaiting to be updated in.
> > 
> >  TF2 has received 26 updates since the release of Orange Box SDK.
> >  We have received 1 update to Hammer and Engine.
> >  We have received 0 updates to the code-base.
> > 
> >  In it's current state, Orange Box SDK is broken.
> > 
> >  I and many others would greatly appreciate an immediate update as
> soon
> > 
> > 
> > >>> as
> > >>>
> > >>>
> >  possible. Thanks for your time.
> >  ___
> >  To unsubscribe, edit your list preferences, or view the list
> archives,
> >  please visit:
> >  http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > 
> > 
> > 
> > 
> > >>> ___
> > >>> To unsubscribe, edit your list preferences, or view the list
> archives,
> > >>> please visit:
> > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>>
> > >>>
> > >>> ___
> > >>> To unsubscribe, edit your list preferences, or view the list
> archives,
> > >>> please visit:
> > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>>
> > >>>
> > >>>
> > >>>
> > >>
> > >>
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
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Re: [hlcoders] Orange Box SDK Code Update???

2008-05-17 Thread John
Come on Valve :D All us modders deserve that fixed code in good time :\ Its
been a few months

On Sat, May 17, 2008 at 2:25 PM, Tom Leighton <[EMAIL PROTECTED]>
wrote:

> That was a fix from Tony Sergi (VALVE)
>
> Tom Edwards wrote:
> > That /was/ a fix from Valve.
> >
> > Janek wrote:
> >
> >> @Benjamin and Tom> I saw this post as it was an answer to a question
> from
> >> me. But this fix is for sratch sdk (different in hl2mp) and also I
> prefer a
> >> fix frm Valva as there could have other less noticeable prediction
> issue.
> >>
> >> 2008/5/17 Mikie <[EMAIL PROTECTED]>:
> >>
> >>
> >>
> >>> For the last four years, Valve has needed to hire more people.
> >>> They have the budget considering the success they've had,
> >>>
> >>> I never understood why Valve management is so reluctant to do so.
> >>>
> >>>
> >>>
> >>> -Original Message-
> >>> From: [EMAIL PROTECTED]
> >>> [mailto:[EMAIL PROTECTED] On Behalf Of Daniel
> >>> Glenn
> >>> Sent: Saturday, May 17, 2008 12:14 AM
> >>> To: Discussion of Half-Life Programming
> >>> Subject: Re: [hlcoders] Orange Box SDK Code Update???
> >>>
> >>> Obviously, they're not working on at least two retail games right now
> or
> >>> anything. Be patient is my advice.
> >>>
> >>> On Fri, May 16, 2008 at 10:35 PM, Joel R. <[EMAIL PROTECTED]> wrote:
> >>>
> >>>
> >>>
>  We've been patiently waiting for about 5 months now waiting on an
> 
> 
> >>> update to
> >>>
> >>>
>  the Source SDK Code.
> 
>  Major Things Needed:
>  - Updated Source SDK (Scratch Mod/HL2MP) (This should be finished).
>  - Source Shaders
>  - Particle Editor
> 
>  Making effects is crucial to any game.  Currently if you switch to
> 
> 
> >>> Orange
> >>>
> >>>
>  Box, you cannot use Shaders or optimized particles (Particle Editor
>  system).  The current SDK is riddled with bugs that have been fixed
> 
> 
> >>> but are
> >>>
> >>>
>  casually awaiting to be updated in.
> 
>  TF2 has received 26 updates since the release of Orange Box SDK.
>  We have received 1 update to Hammer and Engine.
>  We have received 0 updates to the code-base.
> 
>  In it's current state, Orange Box SDK is broken.
> 
>  I and many others would greatly appreciate an immediate update as soon
> 
> 
> >>> as
> >>>
> >>>
>  possible. Thanks for your time.
>  ___
>  To unsubscribe, edit your list preferences, or view the list archives,
>  please visit:
>  http://list.valvesoftware.com/mailman/listinfo/hlcoders
> 
> 
> 
> 
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>>
> >>>
> >>
> >>
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
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Re: [hlcoders] Emitting a non-spatialised sound on the server

2008-05-17 Thread Tom Edwards
>
> CReliableBroadcastRecipientFilter everyBody;
> UserMessageBegin( everyBody, "SendAudio" );
> WRITE_STRING( "Sound.Name" );
> MessageEnd();
I was hoping to avoid having to do that. :-p Thinking about it though, 
isn't that how the stock EmitSound functions do it? Perhaps not a 
usermessage, but a message of some sort.

> I do it in plugins using no attenuation. Something like
> engine->EmitSound(recipients, 0, CHAN_AUTO, soundname, volume, ATTN_NONE);
I get a "sound not precached" error when I try that, even if the sound 
/is/ precached.

Andrew Ritchie wrote:
> maybe something like this would work for you
>
> CReliableBroadcastRecipientFilter everyBody;
> UserMessageBegin( everyBody, "SendAudio" );
> WRITE_STRING( "Sound.Name" );
> MessageEnd();
>
> On Sat, May 17, 2008 at 3:14 PM, Tom Edwards <[EMAIL PROTECTED]>
> wrote:
>
>   
>> The only function I have found that emits a sound without a source
>> location (i.e. at full volume everywhere) is
>> enginesound->EmitAmbientSound(), which is client-only. All other
>> functions, even ones that describe themselves as ambient, play from a
>> location in the world.
>>
>> I've been able to hack it in singleplayer by emitting from the player
>> entity, but obviously that won't work online!
>>
>> Surely there is a way of doing this?
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>> 
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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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[hlcoders] some fundamental questions on prediction, weapon

2008-05-17 Thread Michael Chang
Hi Chris
Thanks for your advice! That clears a few things up.

It is better for your melee weapon to probably not using physics touch for
> it. I would suggest doing a sort of trace arc. Like trace in the arc of the
> attack at 10-15 degree intervals over a short distance.


Unfortunately my skills are not good enough to do a full procedural arc for
every swing in our game (there are about 7 swing types for our first build,
each have a different arc based on animation: see
http://www.moddb.com/mods/10890/berimbau/videos to know what I mean), and
later on 3 stances for each of these.

We could also code up a procedural tracer on the sword itself but again I'm
not that familiar with the engine yet. I think a crude mesh/hit-detect
should be sufficient for our prototype, unfortunately the side-effects
(getting physics hulls stuck inside each other) is a bit severe.

Are there any alternatives to doing hit-detection (from a physics hull
against a hitbox, or maybe even hitbox to hitbox) without causing an actual
physics interaction?

Thanks.

~M

Date: Thu, 15 May 2008 20:05:23 -0400
From: "Christopher Harris" <[EMAIL PROTECTED]>
Subject: Re: [hlcoders] some fundamental questions on prediction,
   weapon entities, and touch
To: "'Discussion of Half-Life Programming'"
   
Message-ID: <[EMAIL PROTECTED]>
Content-Type: text/plain;   charset="us-ascii"

Valve chose to not predict projectiles for their default weapons. This means
as lag goes up delay in firing is a huge symptom, you can simulate lag with
net_fakelag.

Every object exists both server and client-side usually. CMissle would exist
as a C_BaseAnimating possibly on the client. You generally only need a
client class for special rendering needs or other client specific needs that
the server does not need to process or where you need to have both
predicting the same processes ala players and weapons. Server is used for
processing and client is used for rendering generally.

It is better for your melee weapon to probably not using physics touch for
it. I would suggest doing a sort of trace arc. Like trace in the arc of the
attack at 10-15 degree intervals over a short distance.

Chris

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael Chang
Sent: Thursday, May 15, 2008 12:26 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] some fundamental questions on prediction, weapon
entities, and touch

I've been knee-deep trying to swim in the Source engine I have some meaty
questions I hope to get some advice from you experts :)

Preface:
I'm coding a HL2DM OB mod.

1. Weapon entities.
I see that when doing cl_predictionlist that my weapons are all predicted.
However, the entities that get spawned from my weapons are not in this list.
Why is that? For example, CMissile is not in this list when I fire a
missile. No crossbow bolt either. Am I correct to assume it's unnecessary to
predict these, or are they just not listed because they are somehow wrapped
up in the weapon entity itself?


2. Most entities I see have a server/client pair. C_WeaponRPG is the client
side class, whereas CWeaponRPG is the server side. How come there is no
client-side C_Missile class? This is yet again different from CCrossbowBolt
since it has a heavily simplified C_CrossbowBolt in c_weapon_crossbowBolt.
Was there a reason why crossbow bolt was treated differently than missile?


3. How do I get an entity to call Touch based on it's physics model
intersecting with the player model, without the actual physical collision
effect (pushing around, getting stuck, etc)?

I've created a custom melee weapon that spawns a CBladeTracer entity. This
tracer entity would be responsible for hitting players, rather than the
melee weapon itself. To accomplish this I've given the tracer entity a
proper model and a collision/physics model. The effect that I want is:
 - the tracer gets created
 - if the tracer's physics hull intersects with another player, call the
Touch method
 - on Touch, damage the other player.

In the tracer's Spawn I have
   SetMoveType( MOVETYPE_NONE, MOVECOLLIDE_DEFAULT );  // also tried
SetMoveType( MOVETYPE_VPHYSICS, MOVECOLLIDE_DEFAULT );
   UTIL_SetSize( this, -Vector(60,60,60), Vector(60,60,60) );
   SetSolid( SOLID_VPHYSICS );
   SetTouch( &CBladeTracer::BladeTouch );
   // also tried SetCollisionGroup(COLLISION_GROUP_NONE);

And then
   unsigned int CBladeTracer::PhysicsSolidMaskForEntity() const{
   return BaseClass::PhysicsSolidMaskForEntity();
   }
   bool CBladeTracer::CreateVPhysics( void ){
   VPhysicsInitNormal( SOLID_BBOX, FSOLID_NOT_STANDABLE, false );
   return true;
   }

The first problem is that the physics model gets the player stuck inside it.
Is there a way to avoid the actual physics collision while still having
Touch get called?
The second problem is that the Touch seems to be called a bit later than
it's supposed to (at very random intervals).
The third is that the Touch seems to be c

Re: [hlcoders] Emitting a non-spatialised sound on the server

2008-05-17 Thread Andrew Ritchie
maybe something like this would work for you

CReliableBroadcastRecipientFilter everyBody;
UserMessageBegin( everyBody, "SendAudio" );
WRITE_STRING( "Sound.Name" );
MessageEnd();

On Sat, May 17, 2008 at 3:14 PM, Tom Edwards <[EMAIL PROTECTED]>
wrote:

> The only function I have found that emits a sound without a source
> location (i.e. at full volume everywhere) is
> enginesound->EmitAmbientSound(), which is client-only. All other
> functions, even ones that describe themselves as ambient, play from a
> location in the world.
>
> I've been able to hack it in singleplayer by emitting from the player
> entity, but obviously that won't work online!
>
> Surely there is a way of doing this?
>
>
> ___
> 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] Emitting a non-spatialised sound on the server

2008-05-17 Thread LDuke
I do it in plugins using no attenuation. Something like
engine->EmitSound(recipients, 0, CHAN_AUTO, soundname, volume, ATTN_NONE);


On Sat, May 17, 2008 at 8:14 AM, Tom Edwards <[EMAIL PROTECTED]>
wrote:

> The only function I have found that emits a sound without a source
> location (i.e. at full volume everywhere) is
> enginesound->EmitAmbientSound(), which is client-only. All other
> functions, even ones that describe themselves as ambient, play from a
> location in the world.
>
> I've been able to hack it in singleplayer by emitting from the player
> entity, but obviously that won't work online!
>
> Surely there is a way of doing this?
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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[hlcoders] Emitting a non-spatialised sound on the server

2008-05-17 Thread Tom Edwards
The only function I have found that emits a sound without a source 
location (i.e. at full volume everywhere) is 
enginesound->EmitAmbientSound(), which is client-only. All other 
functions, even ones that describe themselves as ambient, play from a 
location in the world.

I've been able to hack it in singleplayer by emitting from the player 
entity, but obviously that won't work online!

Surely there is a way of doing this?


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Re: [hlcoders] Orange Box SDK Code Update???

2008-05-17 Thread Tom Leighton
That was a fix from Tony Sergi (VALVE)

Tom Edwards wrote:
> That /was/ a fix from Valve.
>
> Janek wrote:
>   
>> @Benjamin and Tom> I saw this post as it was an answer to a question from
>> me. But this fix is for sratch sdk (different in hl2mp) and also I prefer a
>> fix frm Valva as there could have other less noticeable prediction issue.
>>
>> 2008/5/17 Mikie <[EMAIL PROTECTED]>:
>>
>>   
>> 
>>> For the last four years, Valve has needed to hire more people.
>>> They have the budget considering the success they've had,
>>>
>>> I never understood why Valve management is so reluctant to do so.
>>>
>>>
>>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED]
>>> [mailto:[EMAIL PROTECTED] On Behalf Of Daniel
>>> Glenn
>>> Sent: Saturday, May 17, 2008 12:14 AM
>>> To: Discussion of Half-Life Programming
>>> Subject: Re: [hlcoders] Orange Box SDK Code Update???
>>>
>>> Obviously, they're not working on at least two retail games right now or
>>> anything. Be patient is my advice.
>>>
>>> On Fri, May 16, 2008 at 10:35 PM, Joel R. <[EMAIL PROTECTED]> wrote:
>>>
>>> 
>>>   
 We've been patiently waiting for about 5 months now waiting on an
   
 
>>> update to
>>> 
>>>   
 the Source SDK Code.

 Major Things Needed:
 - Updated Source SDK (Scratch Mod/HL2MP) (This should be finished).
 - Source Shaders
 - Particle Editor

 Making effects is crucial to any game.  Currently if you switch to
   
 
>>> Orange
>>> 
>>>   
 Box, you cannot use Shaders or optimized particles (Particle Editor
 system).  The current SDK is riddled with bugs that have been fixed
   
 
>>> but are
>>> 
>>>   
 casually awaiting to be updated in.

 TF2 has received 26 updates since the release of Orange Box SDK.
 We have received 1 update to Hammer and Engine.
 We have received 0 updates to the code-base.

 In it's current state, Orange Box SDK is broken.

 I and many others would greatly appreciate an immediate update as soon
   
 
>>> as
>>> 
>>>   
 possible. Thanks for your time.
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


   
 
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>> 
>>>   
>>   
>> 
>
>
> ___
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> visit:
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Re: [hlcoders] Orange Box SDK Code Update???

2008-05-17 Thread Tom Edwards
That /was/ a fix from Valve.

Janek wrote:
> @Benjamin and Tom> I saw this post as it was an answer to a question from
> me. But this fix is for sratch sdk (different in hl2mp) and also I prefer a
> fix frm Valva as there could have other less noticeable prediction issue.
>
> 2008/5/17 Mikie <[EMAIL PROTECTED]>:
>
>   
>> For the last four years, Valve has needed to hire more people.
>> They have the budget considering the success they've had,
>>
>> I never understood why Valve management is so reluctant to do so.
>>
>>
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Daniel
>> Glenn
>> Sent: Saturday, May 17, 2008 12:14 AM
>> To: Discussion of Half-Life Programming
>> Subject: Re: [hlcoders] Orange Box SDK Code Update???
>>
>> Obviously, they're not working on at least two retail games right now or
>> anything. Be patient is my advice.
>>
>> On Fri, May 16, 2008 at 10:35 PM, Joel R. <[EMAIL PROTECTED]> wrote:
>>
>> 
>>> We've been patiently waiting for about 5 months now waiting on an
>>>   
>> update to
>> 
>>> the Source SDK Code.
>>>
>>> Major Things Needed:
>>> - Updated Source SDK (Scratch Mod/HL2MP) (This should be finished).
>>> - Source Shaders
>>> - Particle Editor
>>>
>>> Making effects is crucial to any game.  Currently if you switch to
>>>   
>> Orange
>> 
>>> Box, you cannot use Shaders or optimized particles (Particle Editor
>>> system).  The current SDK is riddled with bugs that have been fixed
>>>   
>> but are
>> 
>>> casually awaiting to be updated in.
>>>
>>> TF2 has received 26 updates since the release of Orange Box SDK.
>>> We have received 1 update to Hammer and Engine.
>>> We have received 0 updates to the code-base.
>>>
>>> In it's current state, Orange Box SDK is broken.
>>>
>>> I and many others would greatly appreciate an immediate update as soon
>>>   
>> as
>> 
>>> possible. Thanks for your time.
>>> ___
>>> 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:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>> ___
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>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>> 
>
>
>   


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Re: [hlcoders] Orange Box SDK Code Update???

2008-05-17 Thread Janek
@Benjamin and Tom> I saw this post as it was an answer to a question from
me. But this fix is for sratch sdk (different in hl2mp) and also I prefer a
fix frm Valva as there could have other less noticeable prediction issue.

2008/5/17 Mikie <[EMAIL PROTECTED]>:

> For the last four years, Valve has needed to hire more people.
> They have the budget considering the success they've had,
>
> I never understood why Valve management is so reluctant to do so.
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Daniel
> Glenn
> Sent: Saturday, May 17, 2008 12:14 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Orange Box SDK Code Update???
>
> Obviously, they're not working on at least two retail games right now or
> anything. Be patient is my advice.
>
> On Fri, May 16, 2008 at 10:35 PM, Joel R. <[EMAIL PROTECTED]> wrote:
>
> > We've been patiently waiting for about 5 months now waiting on an
> update to
> > the Source SDK Code.
> >
> > Major Things Needed:
> > - Updated Source SDK (Scratch Mod/HL2MP) (This should be finished).
> > - Source Shaders
> > - Particle Editor
> >
> > Making effects is crucial to any game.  Currently if you switch to
> Orange
> > Box, you cannot use Shaders or optimized particles (Particle Editor
> > system).  The current SDK is riddled with bugs that have been fixed
> but are
> > casually awaiting to be updated in.
> >
> > TF2 has received 26 updates since the release of Orange Box SDK.
> > We have received 1 update to Hammer and Engine.
> > We have received 0 updates to the code-base.
> >
> > In it's current state, Orange Box SDK is broken.
> >
> > I and many others would greatly appreciate an immediate update as soon
> as
> > possible. Thanks for your time.
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


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Re: [hlcoders] Orange Box SDK Code Update???

2008-05-17 Thread Mikie
For the last four years, Valve has needed to hire more people.
They have the budget considering the success they've had,

I never understood why Valve management is so reluctant to do so.

 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Daniel
Glenn
Sent: Saturday, May 17, 2008 12:14 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Orange Box SDK Code Update???

Obviously, they're not working on at least two retail games right now or
anything. Be patient is my advice.

On Fri, May 16, 2008 at 10:35 PM, Joel R. <[EMAIL PROTECTED]> wrote:

> We've been patiently waiting for about 5 months now waiting on an
update to
> the Source SDK Code.
>
> Major Things Needed:
> - Updated Source SDK (Scratch Mod/HL2MP) (This should be finished).
> - Source Shaders
> - Particle Editor
>
> Making effects is crucial to any game.  Currently if you switch to
Orange
> Box, you cannot use Shaders or optimized particles (Particle Editor
> system).  The current SDK is riddled with bugs that have been fixed
but are
> casually awaiting to be updated in.
>
> TF2 has received 26 updates since the release of Orange Box SDK.
> We have received 1 update to Hammer and Engine.
> We have received 0 updates to the code-base.
>
> In it's current state, Orange Box SDK is broken.
>
> I and many others would greatly appreciate an immediate update as soon
as
> possible. Thanks for your time.
> ___
> 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] Orange Box SDK Code Update???

2008-05-17 Thread Tom Leighton


Tony "omega" Sergi wrote:
> Here are the ones for sdkplayer:
> note that when the sdk gets updated these will change again, but this should
> get you started for now - you can make the same changes to hl2mp_player as
> necessary.
>
> sdk_player.cpp:
> ---
>
> //-
> // Purpose: Filters updates to a variable so that only non-local players see
> // the changes.  This is so we can send a low-res origin to non-local
> players
> // while sending a hi-res one to the local player.
> // Input  : *pVarData -
> //*pOut -
> //objectID -
> //-
>
> void* SendProxy_SendNonLocalDataTable( const SendProp *pProp, const void
> *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int
> objectID )
> {
> pRecipients->SetAllRecipients();
> pRecipients->ClearRecipient( objectID - 1 );
> return ( void * )pVarData;
> }
> REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendNonLocalDataTable );
>
> BEGIN_SEND_TABLE_NOBASE( CSDKPlayer, DT_SDKLocalPlayerExclusive )
> SendPropInt( SENDINFO( m_iShotsFired ), 8, SPROP_UNSIGNED ),
> // send a hi-res origin to the local player for use in prediction
> SendPropVector(SENDINFO(m_vecOrigin), -1,
> SPROP_NOSCALE|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_Origin ),
>
> SendPropFloat( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 8,
> SPROP_CHANGES_OFTEN, -90.0f, 90.0f ),
> //SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 10,
> SPROP_CHANGES_OFTEN ),
> END_SEND_TABLE()
>
> BEGIN_SEND_TABLE_NOBASE( CSDKPlayer, DT_SDKNonLocalPlayerExclusive )
> // send a lo-res origin to other players
> SendPropVector(SENDINFO(m_vecOrigin), -1,
> SPROP_COORD_MP_LOWPRECISION|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT,
> SendProxy_Origin ),
>
> SendPropFloat( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 8,
> SPROP_CHANGES_OFTEN, -90.0f, 90.0f ),
> SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 10,
> SPROP_CHANGES_OFTEN ),
> END_SEND_TABLE()
>
>
> // main table
> IMPLEMENT_SERVERCLASS_ST( CSDKPlayer, DT_SDKPlayer )
> SendPropExclude( "DT_BaseAnimating", "m_flPoseParameter" ),
> SendPropExclude( "DT_BaseAnimating", "m_flPlaybackRate" ),
> SendPropExclude( "DT_BaseAnimating", "m_nSequence" ),
> SendPropExclude( "DT_BaseEntity", "m_angRotation" ),
> SendPropExclude( "DT_BaseAnimatingOverlay", "overlay_vars" ),
> SendPropExclude( "DT_BaseEntity", "m_vecOrigin" ),
>
> // playeranimstate and clientside animation takes care of these on the
> client
> SendPropExclude( "DT_ServerAnimationData" , "m_flCycle" ),
> SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ),
>
> // Data that only gets sent to the local player.
> SendPropDataTable( "sdklocaldata", 0,
> &REFERENCE_SEND_TABLE(DT_SDKLocalPlayerExclusive),
> SendProxy_SendLocalDataTable ),
> // Data that gets sent to all other players
> SendPropDataTable( "sdknonlocaldata", 0,
> &REFERENCE_SEND_TABLE(DT_SDKNonLocalPlayerExclusive),
> SendProxy_SendNonLocalDataTable ),
>
> SendPropEHandle( SENDINFO( m_hRagdoll ) ),
>
> SendPropInt( SENDINFO( m_iPlayerState ), Q_log2( NUM_PLAYER_STATES )+1,
> SPROP_UNSIGNED ),
>
> SendPropBool( SENDINFO( m_bSpawnInterpCounter ) ),
>
> END_SEND_TABLE()
>
> c_sdk_player.cpp:
> --
> BEGIN_RECV_TABLE_NOBASE( C_SDKPlayer, DT_SDKLocalPlayerExclusive )
> RecvPropInt( RECVINFO( m_iShotsFired ) ),
> RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin ) ),
>
> RecvPropFloat( RECVINFO( m_angEyeAngles[0] ) ),
> //RecvPropFloat( RECVINFO( m_angEyeAngles[1] ) ),
> END_RECV_TABLE()
>
> BEGIN_RECV_TABLE_NOBASE( C_SDKPlayer, DT_SDKNonLocalPlayerExclusive )
> RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin ) ),
>
> RecvPropFloat( RECVINFO( m_angEyeAngles[0] ) ),
> RecvPropFloat( RECVINFO( m_angEyeAngles[1] ) ),
> END_RECV_TABLE()
>
> // main table
> IMPLEMENT_CLIENTCLASS_DT( C_SDKPlayer, DT_SDKPlayer, CSDKPlayer )
> RecvPropDataTable( "sdklocaldata", 0, 0,
> &REFERENCE_RECV_TABLE(DT_SDKLocalPlayerExclusive) ),
> RecvPropDataTable( "sdknonlocaldata", 0, 0,
> &REFERENCE_RECV_TABLE(DT_SDKNonLocalPlayerExclusive) ),
>
> RecvPropEHandle( RECVINFO( m_hRagdoll ) ),
>
> RecvPropInt( RECVINFO( m_iPlayerState ) ),
>
> RecvPropBool( RECVINFO( m_bSpawnInterpCounter ) ),
> END_RECV_TABLE()
>   


Benjamin Davison wrote:
> The solution to numero uno, has already been fixed on this list. Have a
> search for tolerance as I can't remember the exact post.
>
> On Sat, May 17, 2008 at 11:33 AM, Janek <[EMAIL PROTECTED]> wrote:
>
>   
>> Personnaly, the 2 main concerns I have are the following :
>>
>> - fixing perdiction error causing jittering movements
>> - providing us with a working linux version
>>
>> My mod is already transfered to O

Re: [hlcoders] Orange Box SDK Code Update???

2008-05-17 Thread Benjamin Davison
The solution to numero uno, has already been fixed on this list. Have a
search for tolerance as I can't remember the exact post.

On Sat, May 17, 2008 at 11:33 AM, Janek <[EMAIL PROTECTED]> wrote:

> Personnaly, the 2 main concerns I have are the following :
>
> - fixing perdiction error causing jittering movements
> - providing us with a working linux version
>
> My mod is already transfered to OB engine, but this two issues prevent me
> from releasing.
>
> [EMAIL PROTECTED]
>
> 2008/5/17 Stephen Micheals <[EMAIL PROTECTED]>:
>
> > being patient is one thing but shader's and particles can be a
> > important thing in a mod and we have been waiting for the code and
> > tools for that a damn long time.
> >
> > On Fri, May 16, 2008 at 9:13 PM, Daniel Glenn <[EMAIL PROTECTED]>
> > wrote:
> > > Obviously, they're not working on at least two retail games right now
> or
> > > anything. Be patient is my advice.
> >
> >  ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> ---
> [EMAIL PROTECTED]
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>


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Re: [hlcoders] Orange Box SDK Code Update???

2008-05-17 Thread Janek
Personnaly, the 2 main concerns I have are the following :

- fixing perdiction error causing jittering movements
- providing us with a working linux version

My mod is already transfered to OB engine, but this two issues prevent me
from releasing.

[EMAIL PROTECTED]

2008/5/17 Stephen Micheals <[EMAIL PROTECTED]>:

> being patient is one thing but shader's and particles can be a
> important thing in a mod and we have been waiting for the code and
> tools for that a damn long time.
>
> On Fri, May 16, 2008 at 9:13 PM, Daniel Glenn <[EMAIL PROTECTED]>
> wrote:
> > Obviously, they're not working on at least two retail games right now or
> > anything. Be patient is my advice.
>
>  ___
> 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] Orange Box SDK Code Update???

2008-05-17 Thread Stephen Micheals
being patient is one thing but shader's and particles can be a
important thing in a mod and we have been waiting for the code and
tools for that a damn long time.

On Fri, May 16, 2008 at 9:13 PM, Daniel Glenn <[EMAIL PROTECTED]> wrote:
> Obviously, they're not working on at least two retail games right now or
> anything. Be patient is my advice.

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