[hlcoders] GetVGUI2KeyCodeForBind not working for some keys

2008-07-08 Thread Garrett
Hi,
So some people have been reporting crashes, and after a little bit of 
debugging, I noticed that the following line of code I have: 
gameuifuncs-GetVGUI2KeyCodeForBind(vote);
would return the correct values for some keys, but would return 0 for some 
other keys.  The keys I know of right now that errantly return 0 are BACKSPACE 
= - [ ] \ ; ' . / and ,.  Is there some reason why this doesn't get the correct 
key code for these keys?  This is using the EP1 engine.

Garrett



  
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Re: [hlcoders] Switch the SDK to NCF

2008-07-08 Thread Adam amckern McKern
+1


Owner Nigredo Studios http://www.nigredostudios.com


--- On Tue, 7/8/08, Tom Edwards [EMAIL PROTECTED] wrote:

 From: Tom Edwards [EMAIL PROTECTED]
 Subject: [hlcoders] Switch the SDK to NCF
 To: hlcoders hlcoders@list.valvesoftware.com
 Date: Tuesday, July 8, 2008, 5:24 AM
 Right now the SDK is stored in a GCF file. This has a few
 limitations:
 
 - To easily access the files they all need to be extracted
 to Windows' 
 file system, wasting disc space
 - We need to manually click the Refresh SDK Content button
 every time 
 there's a tool update
 - Launching it takes ages as Steam makes sure the core
 files are present 
 and correct
 - Each Steam user on a computer will end up with their own
 copy of 
 everything
 
 Wouldn't it make more sense to use NCF? The GCF is
 replaced by an NCF 
 index file, while the content is downloaded to a shared
 folder. There's 
 no need for duplication, no need to refreshing anything,
 less waiting 
 around...
 
 So long as the SDK code is stored in a compressed archive
 and not loose 
 on-disc, it's win-win. :-)
 
 
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Re: [hlcoders] Switch the SDK to NCF

2008-07-08 Thread Mark Chandler
I don't see how this helps. You need a copy of the source code as you don't
want to be editing the version from the sdk. The create mod wizard allows
you to do this.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern
McKern
Sent: Tuesday, July 08, 2008 5:01 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Switch the SDK to NCF

+1


Owner Nigredo Studios http://www.nigredostudios.com


--- On Tue, 7/8/08, Tom Edwards [EMAIL PROTECTED] wrote:

 From: Tom Edwards [EMAIL PROTECTED]
 Subject: [hlcoders] Switch the SDK to NCF
 To: hlcoders hlcoders@list.valvesoftware.com
 Date: Tuesday, July 8, 2008, 5:24 AM
 Right now the SDK is stored in a GCF file. This has a few
 limitations:
 
 - To easily access the files they all need to be extracted
 to Windows' 
 file system, wasting disc space
 - We need to manually click the Refresh SDK Content button
 every time 
 there's a tool update
 - Launching it takes ages as Steam makes sure the core
 files are present 
 and correct
 - Each Steam user on a computer will end up with their own
 copy of 
 everything
 
 Wouldn't it make more sense to use NCF? The GCF is
 replaced by an NCF 
 index file, while the content is downloaded to a shared
 folder. There's 
 no need for duplication, no need to refreshing anything,
 less waiting 
 around...
 
 So long as the SDK code is stored in a compressed archive
 and not loose 
 on-disc, it's win-win. :-)
 
 
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Re: [hlcoders] Switch the SDK to NCF

2008-07-08 Thread Tom Edwards
There's more to the SDK than the source code you know. ;-)

Mark Chandler wrote:
 I don't see how this helps. You need a copy of the source code as you don't
 want to be editing the version from the sdk. The create mod wizard allows
 you to do this.



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern
 McKern
 Sent: Tuesday, July 08, 2008 5:01 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Switch the SDK to NCF

 +1

 
 Owner Nigredo Studios http://www.nigredostudios.com


 --- On Tue, 7/8/08, Tom Edwards [EMAIL PROTECTED] wrote:

   
 From: Tom Edwards [EMAIL PROTECTED]
 Subject: [hlcoders] Switch the SDK to NCF
 To: hlcoders hlcoders@list.valvesoftware.com
 Date: Tuesday, July 8, 2008, 5:24 AM
 Right now the SDK is stored in a GCF file. This has a few
 limitations:

 - To easily access the files they all need to be extracted
 to Windows' 
 file system, wasting disc space
 - We need to manually click the Refresh SDK Content button
 every time 
 there's a tool update
 - Launching it takes ages as Steam makes sure the core
 files are present 
 and correct
 - Each Steam user on a computer will end up with their own
 copy of 
 everything

 Wouldn't it make more sense to use NCF? The GCF is
 replaced by an NCF 
 index file, while the content is downloaded to a shared
 folder. There's 
 no need for duplication, no need to refreshing anything,
 less waiting 
 around...

 So long as the SDK code is stored in a compressed archive
 and not loose 
 on-disc, it's win-win. :-)


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[hlcoders] OrangeBox Shaders

2008-07-08 Thread Joel R.
Hi Valve,

I really appreciate the recent update's we've been given, it really
blossomed the Orange Box SDK as of yet.  The only thing we really need now
are shader's.  I used shaders in Ep1 for several effects that I'd like to
have again in my mod for Orange Box.  Is there any work being done with
them?  I'm progressing on my mod a lot and I'm sure others are too, so it
would be a great and final addition to completing the Orange Box SDK set we
so deeply love =D.

-Joel
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Re: [hlcoders] OrangeBox Shaders

2008-07-08 Thread Tobias Kammersgaard
I'll gladly jump this bandwagon! There's just so many things I'd like to try
out on the Orange Box engine.

/ScarT


On 08/07/2008, Joel R. [EMAIL PROTECTED] wrote:

 Hi Valve,

 I really appreciate the recent update's we've been given, it really
 blossomed the Orange Box SDK as of yet.  The only thing we really need now
 are shader's.  I used shaders in Ep1 for several effects that I'd like to
 have again in my mod for Orange Box.  Is there any work being done with
 them?  I'm progressing on my mod a lot and I'm sure others are too, so it
 would be a great and final addition to completing the Orange Box SDK set we
 so deeply love =D.

 -Joel
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[hlcoders] NPC Help

2008-07-08 Thread robert gill
Hi I am having some troubles with the metropolice npc. I have used the patch
from the source wiki in the article fixing AI in multiplayer and created
my own schedule for the npc as follows :

DEFINE_SCHEDULE
(
SCHED_METROPOLICE_TESTWALK,

Tasks
TASK_SET_ROUTE_SEARCH_TIME5// Spend 5 seconds
trying to build a path if stuck
TASK_GET_PATH_TO_RANDOM_NODE200
TASK_WALK_PATH0
TASK_WAIT_FOR_MOVEMENT0

Interrupts

);

Then I changed the npcs SelectSchedule to just return
SCHED_METROPOLICE_TESTWALK

but whenever the npc sees the player it starts to attack. Could someone
point me in the right direction of the code where the schedule is getting
changed or a way of finding out.

thanks,

Rob
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Re: [hlcoders] OrangeBox Shaders

2008-07-08 Thread dave daveslastname
Is there anything currently missing from the EP2 SDK, or still broken, other
than the shaders?  I'm interested in doing a conversion, but I'd much rather
wait until the SDK isn't undergoing any more updates and is essentially
complete.


On Tue, Jul 8, 2008 at 3:46 PM, Tobias Kammersgaard 
[EMAIL PROTECTED] wrote:

 I'll gladly jump this bandwagon! There's just so many things I'd like to
 try
 out on the Orange Box engine.

 /ScarT


 On 08/07/2008, Joel R. [EMAIL PROTECTED] wrote:
 
  Hi Valve,
 
  I really appreciate the recent update's we've been given, it really
  blossomed the Orange Box SDK as of yet.  The only thing we really need
 now
  are shader's.  I used shaders in Ep1 for several effects that I'd like to
  have again in my mod for Orange Box.  Is there any work being done with
  them?  I'm progressing on my mod a lot and I'm sure others are too, so it
  would be a great and final addition to completing the Orange Box SDK set
 we
  so deeply love =D.
 
  -Joel
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Re: [hlcoders] OrangeBox Shaders

2008-07-08 Thread Kyle K
Can't compile tools like studiomdl, some includes and libs are missing.

dave daveslastname wrote:
 Is there anything currently missing from the EP2 SDK, or still broken, other
 than the shaders?  I'm interested in doing a conversion, but I'd much rather
 wait until the SDK isn't undergoing any more updates and is essentially
 complete.


 On Tue, Jul 8, 2008 at 3:46 PM, Tobias Kammersgaard 
 [EMAIL PROTECTED] wrote:

   
 I'll gladly jump this bandwagon! There's just so many things I'd like to
 try
 out on the Orange Box engine.

 /ScarT


 On 08/07/2008, Joel R. [EMAIL PROTECTED] wrote:
 
 Hi Valve,

 I really appreciate the recent update's we've been given, it really
 blossomed the Orange Box SDK as of yet.  The only thing we really need
   
 now
 
 are shader's.  I used shaders in Ep1 for several effects that I'd like to
 have again in my mod for Orange Box.  Is there any work being done with
 them?  I'm progressing on my mod a lot and I'm sure others are too, so it
 would be a great and final addition to completing the Orange Box SDK set
   
 we
 
 so deeply love =D.

 -Joel
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Re: [hlcoders] OrangeBox Shaders

2008-07-08 Thread Tony omega Sergi
and those missing things won't be added.
studiomdl source shouldn't even be there anymore.


On Tue, Jul 8, 2008 at 7:58 PM, Kyle K [EMAIL PROTECTED] wrote:

 Can't compile tools like studiomdl, some includes and libs are missing.

 dave daveslastname wrote:
  Is there anything currently missing from the EP2 SDK, or still broken,
 other
  than the shaders?  I'm interested in doing a conversion, but I'd much
 rather
  wait until the SDK isn't undergoing any more updates and is essentially
  complete.
 
 
  On Tue, Jul 8, 2008 at 3:46 PM, Tobias Kammersgaard 
  [EMAIL PROTECTED] wrote:
 
 
  I'll gladly jump this bandwagon! There's just so many things I'd like to
  try
  out on the Orange Box engine.
 
  /ScarT
 
 
  On 08/07/2008, Joel R. [EMAIL PROTECTED] wrote:
 
  Hi Valve,
 
  I really appreciate the recent update's we've been given, it really
  blossomed the Orange Box SDK as of yet.  The only thing we really need
 
  now
 
  are shader's.  I used shaders in Ep1 for several effects that I'd like
 to
  have again in my mod for Orange Box.  Is there any work being done with
  them?  I'm progressing on my mod a lot and I'm sure others are too, so
 it
  would be a great and final addition to completing the Orange Box SDK
 set
 
  we
 
  so deeply love =D.
 
  -Joel
  ___
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  please visit:
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  ___
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Re: [hlcoders] OrangeBox Shaders

2008-07-08 Thread Tobias Kammersgaard
May I ask why?

/ScarT


On 09/07/2008, Tony omega Sergi [EMAIL PROTECTED] wrote:

 and those missing things won't be added.
 studiomdl source shouldn't even be there anymore.


 On Tue, Jul 8, 2008 at 7:58 PM, Kyle K [EMAIL PROTECTED] wrote:

  Can't compile tools like studiomdl, some includes and libs are missing.
 
  dave daveslastname wrote:
   Is there anything currently missing from the EP2 SDK, or still broken,
  other
   than the shaders?  I'm interested in doing a conversion, but I'd much
  rather
   wait until the SDK isn't undergoing any more updates and is essentially
   complete.
  
  
   On Tue, Jul 8, 2008 at 3:46 PM, Tobias Kammersgaard 
   [EMAIL PROTECTED] wrote:
  
  
   I'll gladly jump this bandwagon! There's just so many things I'd like
 to
   try
   out on the Orange Box engine.
  
   /ScarT
  
  
   On 08/07/2008, Joel R. [EMAIL PROTECTED] wrote:
  
   Hi Valve,
  
   I really appreciate the recent update's we've been given, it really
   blossomed the Orange Box SDK as of yet.  The only thing we really
 need
  
   now
  
   are shader's.  I used shaders in Ep1 for several effects that I'd
 like
  to
   have again in my mod for Orange Box.  Is there any work being done
 with
   them?  I'm progressing on my mod a lot and I'm sure others are too,
 so
  it
   would be a great and final addition to completing the Orange Box SDK
  set
  
   we
  
   so deeply love =D.
  
   -Joel
   ___
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 archives,
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Re: [hlcoders] OrangeBox Shaders

2008-07-08 Thread Jeffrey botman Broome
Tobias Kammersgaard wrote:
 May I ask why?

I think most (all?) of the things not being distributed uses third party 
libraries that Valve is not allowed to redistribute.  Like Tony said, 
they should never have been there in the first place, but somebody 
screwed up initially and put in things that later got removed.

-- 
Jeffrey botman Broome

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Re: [hlcoders] OrangeBox Shaders

2008-07-08 Thread Tony omega Sergi
Exactly ;)
-Tony

On Tue, Jul 8, 2008 at 9:13 PM, Jeffrey botman Broome 
[EMAIL PROTECTED] wrote:

 Tobias Kammersgaard wrote:
  May I ask why?

 I think most (all?) of the things not being distributed uses third party
 libraries that Valve is not allowed to redistribute.  Like Tony said,
 they should never have been there in the first place, but somebody
 screwed up initially and put in things that later got removed.

 --
 Jeffrey botman Broome

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Re: [hlcoders] OrangeBox Shaders

2008-07-08 Thread Zach Kanzler
If those things later got removed, why can't it be distributed now?

On Tue, Jul 8, 2008 at 10:17 PM, Tony omega Sergi [EMAIL PROTECTED]
wrote:

 Exactly ;)
 -Tony

 On Tue, Jul 8, 2008 at 9:13 PM, Jeffrey botman Broome 
 [EMAIL PROTECTED] wrote:

  Tobias Kammersgaard wrote:
   May I ask why?
 
  I think most (all?) of the things not being distributed uses third party
  libraries that Valve is not allowed to redistribute.  Like Tony said,
  they should never have been there in the first place, but somebody
  screwed up initially and put in things that later got removed.
 
  --
  Jeffrey botman Broome
 
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Re: [hlcoders] OrangeBox Shaders

2008-07-08 Thread Skillet
I join the bandwagon as well.  I too have a few shader effects that are
fairly important to an eventual release.

On Tue, Jul 8, 2008 at 3:46 PM, Tobias Kammersgaard 
[EMAIL PROTECTED] wrote:

 I'll gladly jump this bandwagon! There's just so many things I'd like to
 try
 out on the Orange Box engine.

 /ScarT


 On 08/07/2008, Joel R. [EMAIL PROTECTED] wrote:
 
  Hi Valve,
 
  I really appreciate the recent update's we've been given, it really
  blossomed the Orange Box SDK as of yet.  The only thing we really need
 now
  are shader's.  I used shaders in Ep1 for several effects that I'd like to
  have again in my mod for Orange Box.  Is there any work being done with
  them?  I'm progressing on my mod a lot and I'm sure others are too, so it
  would be a great and final addition to completing the Orange Box SDK set
 we
  so deeply love =D.
 
  -Joel
  ___
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
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Re: [hlcoders] OrangeBox Shaders

2008-07-08 Thread Cory de La Torre
I don't mind waiting myself, but those shaders are something I'd really love
to have for my mod, sadly there really isn't any other way to make
Volumetric Lighting without shaders. Well it may be possible, but might be
ulgy, or very choppy in performance. But thanks Valve for all the other
things so far, but get those Shaders out this Year! ;)

On Tue, Jul 8, 2008 at 8:42 PM, Chris Deegan [EMAIL PROTECTED] wrote:

 Dare I say a polite 'me too':

 Although I will happily accept if Valve say it won't be out for a few
 months - I just need to know that it _is_ coming and a 'Valve-time'
 estimate of when. I was originally writing my mod in EP1, but felt
 coerced to switch to OB code on the basis of specific issues that are
 resolved in the OB engine as well as the promise of shaders...

 deegz

 On 09/07/2008, at 1:28 PM, Skillet wrote:

  I join the bandwagon as well.  I too have a few shader effects that
  are
  fairly important to an eventual release.
 
  On Tue, Jul 8, 2008 at 3:46 PM, Tobias Kammersgaard 
  [EMAIL PROTECTED] wrote:
 
  I'll gladly jump this bandwagon! There's just so many things I'd
  like to
  try
  out on the Orange Box engine.
 
  /ScarT
 
 
  On 08/07/2008, Joel R. [EMAIL PROTECTED] wrote:
 
  Hi Valve,
 
  I really appreciate the recent update's we've been given, it really
  blossomed the Orange Box SDK as of yet.  The only thing we really
  need
  now
  are shader's.  I used shaders in Ep1 for several effects that I'd
  like to
  have again in my mod for Orange Box.  Is there any work being
  done with
  them?  I'm progressing on my mod a lot and I'm sure others are
  too, so it
  would be a great and final addition to completing the Orange Box
  SDK set
  we
  so deeply love =D.
 
  -Joel
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
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