Re: [hlcoders] Resetting model entity for CTF

2005-08-17 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
http://www.sourcewiki.org/wiki/index.php/Resetting_the_Map

Could you adapt this to your needs?

On 8/17/05, Chris Adams [EMAIL PROTECTED] wrote:


 Hi,

 I'm currently trying to work in CTF as a gametype for the MOD I'm working
 on, but I'm having a bit of trouble on resetting the model entity
 (restoring
 it to its map-defined position) at the appropriate points. I'll probably
 end
 up going through it all and working something out eventually, but I just
 thought I'd ask here in case anyone can recommend something and save me
 the
 hassle :-)

 Thanks,

 ---
 Chris Adams




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Re: [hlcoders] Resetting model entity for CTF

2005-08-17 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
http://developer.valvesoftware.com/wiki/My_First_Entity

Has all the good stuff with linking the FGD hammer and your code together.

On 8/17/05, Chris Adams [EMAIL PROTECTED] wrote:

 Actually I have another question that's loosely related...

 I haven't actually used Hammer so I'm not sure, but I believe you can
 create
 an entity as defined in the FGD, and then assign it with a name? So how
 would I go about in the source code getting a handle on the entity in the
 map that was named 'redflag' for instance of entity type eftcmp_flag?

 CEFTCMPFlag handle = .. :-)

 Thanks,

 ---
 Chris Adams


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams
 Sent: 17 August 2005 15:24
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Resetting model entity for CTF


 Hi,

 I'm currently trying to work in CTF as a gametype for the MOD I'm working
 on, but I'm having a bit of trouble on resetting the model entity
 (restoring
 it to its map-defined position) at the appropriate points. I'll probably
 end
 up going through it all and working something out eventually, but I just
 thought I'd ask here in case anyone can recommend something and save me
 the
 hassle :-)

 Thanks,

 ---
 Chris Adams




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Re: [hlcoders] Steam update has broken debugging

2005-08-10 Thread Ben Davison
  
 
 
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Re: [hlcoders] Steam update has broken debugging

2005-08-10 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
Very nice :D

*nit pick* LostCoast ?

On 8/11/05, Alfred Reynolds [EMAIL PROTECTED] wrote:

 That web page is being worked on, it will be up soon.

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
 Sent: Wednesday, August 10, 2005 4:37 PM To:
 hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Steam update
 has broken debugging

  --
  [ Picked text/plain from multipart/alternative ] Thanks, also notice
  that lost coast is now on the menu, but unfortunately the web page
  produces an error.
 
  On 8/11/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
  
   We have just released an update on Steam to fix this problem.
   Restart Steam and run the game your Mod depends upon (i.e
   Half-Life: 2 or Counter-Strike: Source) to get the fix.
  
   - Alfred
  
   Original Message
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
   Reynolds Sent: Wednesday, August 10, 2005 10:50 AM To:
   hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam
   update has broken debugging
  
A workaround if you get this problem should be to put -insecure
on the command line and set sv_lan 1 when running your server.
We are looking into this problem right now to determine the
appropriate fix for it.
   
- Alfred
   
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alex
Thomson Sent: Wednesday, August 10, 2005 6:17 AM To:
hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam
update has broken debugging
   
 One of the error message can occur if you need to run the game
 through Steam, whether you're debugging it or compiling maps.
 The error here always appears when trying to run a Source game
 through a debugger. Can you actually debug (e.g. in Visual
 Studio) your game now?

 -Original Message-
 From: Kester [mailto:[EMAIL PROTECTED]
 Sent: 10 August 2005 13:33
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] Steam update has broken debugging

 I had the same error, but it happened whilst trying to compile
 one of my maps. I fixed it by reinstalling steam (no need to
 delete anything, just run the installer, and install in the
 exact same place). Now it works normally again.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Alex
 Thomson Sent: 10 August 2005 10:42
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] Steam update has broken debugging


 Yes, we're experiencing the same problems here with a
 multiplayer mod. Attempting to run the mod through Visual
 Studio's debugger produces the errors below.

 - Deleting steamclient.dll, tier0_s.dll, vstdlib_s.dll from the
 Half-Life 2 Deathmatch/Bin directory gives the steamclient.dll
 not found, server communication disabled error.

 - Running Steam again then restores these 3 files back and gives
 the original The procedure entry point ... error.

 - Deleting steam.dll does force an update. Unfortunately it
 doesn't help with the debugging (even after running the game
 through Steam again).

 I'm guessing that there have been some changes to the DLLMain
 function within these DLLs which has caused them to stop running
 when running from a debugger. Is that any help?



 -Original Message-
 From: Alfred Reynolds [mailto:[EMAIL PROTECTED]
 Sent: 10 August 2005 06:05
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] Steam update has broken debugging

 Oh, make sure you have tried launch HL2 through Steam at least
 once since the update (just to make sure all the on disk
 binaries are up to date).

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Alfred Reynolds Sent: Tuesday, August 09, 2005 9:58 PM To:
 hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam
 update has broken debugging

  You can copy the 3 files I mentioned to
  \Steam\SteamApps\USERNAME\Half-Life 2\bin\, mark them as read
  only and then you should be able to debug.
 
  Original Message
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  Teddy Sent: Tuesday, August 09, 2005 9:45 PM To:
  hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Steam
  update has broken debugging
 
   I tried both of those, still no dice. I quit steam, deleted
   the files in Half-Life 2\bin and \Steam\Steam.dll, restarted
   steam, let it update, ran hl2, then tried to debug, same
   error.
  
   -Teddy
  
   On 8/10/05, Alfred Reynolds [EMAIL PROTECTED]
   wrote

Re: [hlcoders] Source SDK's API calls: An inquiry on Source's compatability SpeedTreeRT's middleware solution

2005-08-09 Thread Ben Davison
 geometry with pointers to vertex buffer
  formats that can be used directly with API calls.
  SpeedTreeRT does not make use of any system-specific calls. It was
  written using C++ and the STL library.
 
  /While browsing through their SDK, I ran into this in the documentation
  referring the the work the sample application (Source) would be doing:
 
  /Sample Applications:
  The application handles all basic functions for a particular engine,
  such as the creation of a window, user interaction, handling messages,
  etc...
  The sample application also handles creation of the scene as a whole.
  This involves the placing of trees and other objects into the scene.
  When needed, the sample application makes calls to the current SpeedTree
  wrapper class to access update, rendering, and state management
  functions of the SpeedTrees
 
  /Our question isn't whether the physics and rendering engine are
  included in the Source SDK because we know that they are not, but
  rather: would implementing a system such as this be possible, and would
  access to any API of the Source Engine be possible in any way?
 
  I appreciate your feedback ahead of time.
 
  -Joshua Jacobo
  Creative Director
  http://www.realmsofvalhallon.com
  /
  /
 
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Re: [hlcoders] Threaded plugin

2005-08-08 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
I wan't to see how UE3 handles threading say BotMan ;) Shouldnt GearBox
be working on some newfangled next gen title using a certain engine ;)

On 8/9/05, Patrick Flanagan [EMAIL PROTECTED] wrote:

 As he said, it's very difficult to write a well threaded game, there's
 tons of synchronization that needs to take place, and it becomes
 debugging hell. I don't know about HL2, but with Doom3 originally they
 had planned to have the rendering running on one thread and the
 physics and sound each running on separate threads, but during
 development it was a nightmare to code and they eventually gave up
 because of too many synchronization problems between the threads. They
 ended up with one thread for sound (which accounts for very little cpu
 time) and everything else in the other thread.

 The problem is that usually the tasks you're doing aren't easily
 parallelizable. You've got to receive all the input before you can run
 the next frame,and you've got to run the frame before the renderer can
 render that frame. Similiar with physics, you could easily thread it
 if all the objects only interacted with the world, but since they can
 potentially interact with each other, you can end up with a lot of
 problems. Sure you can have different threads running different tasks,
 but typically the other threads are going to be blocked waiting for
 the previous thread to finish its processing for that frame so that
 the next thread can start its processing for that frame. Since nothing
 is running in parallel then, you don't get any advantage from using
 multiple threads. And thats assuming the code is written correctly,
 which isn't exactly a cakewalk :)



 On 8/8/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
  Damien wrote:
  
   Maybe the Valve developpers may think about Thread implementation, to
 let
   coders use threads in their mods/plugins. Because the first problem
 I've
   found for thread coding is that thread implementation in linux and
 windows
   are VERY different... So if the engine could give some Thread
   primitives, it
   may be better (I mean thread_start, thread_stop,thread_yield, and
 basic
   mutex functions)...
 
  Threads in games are REALLY hard to do properly. Game developers
  working on next generation consoles (Xbox360, PS3, etc.) are spending a
  lot of time and effort trying to create game engines that will handle
  multiple threads (and/or multiple processors) efficiently. It's
  difficult to take what has always been a sequential sequence of events
  (get input, move objects, render frame, repeat) and make threads or
  tasks that divide up this work without spending a lot of extra time
  trying to synchronize things between processors or threads. It seems
  like it would be a simple task to just make separate things run on
  separate processors, but there is quite a lot of inter-dependency
  between things in the world, so many times you can't perform
  calculations on thing A until thing B has been updated, and thing B may
  depend on thing C and D, etc.
 
  Not only does the creating of the code become much more difficult, but
  the debugging of the code becomes a nightmare (because you pretty much
  need a separate debugger for each thread or processor).
 
  --
  Jeffrey botman Broome
 
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Re: [hlcoders] Threaded plugin

2005-08-08 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
If you talk i'll give you a bit of fluff, 2 pencils and some floss.

On 8/9/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:

 Ben Davison wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  I wan't to see how UE3 handles threading say BotMan ;) Shouldnt
 GearBox
  be working on some newfangled next gen title using a certain engine ;)

 No comment.

 --
 Jeffrey botman Broome

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Re: [hlcoders] Threaded plugin

2005-08-05 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
http://www.hl2coding.com/article.php?article=3

On 8/5/05, Damien [EMAIL PROTECTED] wrote:

 Hi

 I've developped a mysql plugin tu use with srcds.
 Due to performance issues, I'd like to make some operations go into
 another
 thread to avoid lag spikes... I've found a noob tutorial for posix threads
 under linux, but how can I do same thing under windows ? Or do it with a
 few
 code changes ?
 And is there a sample for the CUtlVector class ?

 Thanks

 Dede



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Re: [hlcoders] Video playback

2005-08-02 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
http://developer.valvesoftware.com/wiki/Procedural_Materials

On 8/2/05, Lachlan Gunn [EMAIL PROTECTED] wrote:

 Hi, this is probably a question that more experienced users have
 solved repeatedly, but I cannot seem to find it documented, so here
 goes:

 I am trying to display pre-rendered video (both in-game and as
 cutscenes). I assumed that the best way to do this would be to modify
 the texture at runtime for each decoded frame, but I am not sure how
 to go about doing this. Could someone please point me in the right
 direction or tell me another way?

 Thanks,
 Lachlan

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Re: [hlcoders] increasing the vertex buffer size

2005-07-31 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
Optmize your map.

On 8/1/05, Kiran Sudhakara [EMAIL PROTECTED] wrote:

 i was testing a rather large map and i came upon a
 crash. i got the error msg: Too many verts for a
 dynamic vertex buffer (3311432768) Tell a programmer
 to up VERTEX_BUFFER_SIZE.

 problem is... there is no VERTEX_BUFFER_SIZE to be
 found. i think the code that the msg is referencing is
 not part of the sdk. are there any solutions that i
 myself can use? if not are there any plans for valve
 to increase some of the engine limits? it seems like
 everywhere i turn im hitting another limitation of the
 engine.

 -Kiran



 
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Re: [hlcoders] I fail at linux - Directory help and base files help.

2005-07-26 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
I'm gonna paste my makefile here, I am also logged in as root. All I do to
compile is go to to linux_sdk and type make in the terminal.

#

# Developer configurable items
#


# the name of the mod binary (_i486.so is appended to the end)
NAME=osp
# the location of the vcproj that builds the mod
MOD_PROJ=../dlls/hl_sdk.vcproj
# the name of the mod configuration (typically proj name_build
typebuild target)
MOD_CONFIG=hl_ReleaseSDKWin32

# the directory the base binaries (tier0_i486.so, etc) are located
GAME_DIR=/root/srcds_l/srcds
GAME_DIR=/root/srcds_l/srcds

# compiler options (gcc 3.4.1 or above is required)
CC=/usr/bin/gcc
CPLUS=/usr/bin/g++
CLINK=/usr/bin/gcc
CPP_LIB=/usr/lib/gcc/i386-redhat-linux/3.4.3/libstdc++.a
/usr/lib/gcc/i386-redhat-linux/3.4.3/libgcc_eh.a

# put any compiler flags you want passed here
USER_CFLAGS=

# link flags for your mod, make sure to include any special libraries here
#LDFLAGS=-lm -ldl $(GAME_DIR)/bin/tier0_i486.so
$(GAME_DIR)/bin/vstdlib_i486.so

Also note: When I tried to paste in this it mysteriously didn't bring this
in from geedit GAME_DIR=/root/srcds_l/srcds could be related?

By the way, thanks for your time.

On 7/26/05, Slash [EMAIL PROTECTED] wrote:

 Clearly your GAME_DIR is not correct. I assume you also compiling as
 root so it can access the /root/ folder? Do you have more than one
 GAME_DIR? Is one commented? Is the wrong one commented?

 Look, if I change the GAME_DIR to a directory above the correct one,
 here is the error:

 gcc: /home/slash/steam/bin/tier0_i486.so: No such file or directory
 gcc: /home/slash/steam/bin/vstdlib_i486.so: No such file or directory

 Note the full path. Yours says /bin/, not /root/srcds_l/srcds/bin/
 like it should be. It's looking in /bin/ for the libraries. Why?
 Please check the makefile again.

 -Slash

 On 7/25/05, Ben Davison [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  gcc: /bin/tier0_i486.so: No such file or directory
  gcc: /bin/vstdlib_i486.so: No such file or directory
 
 
  On 7/26/05, Slash [EMAIL PROTECTED] wrote:
  
   Paste the error. If you verified that
  
   /root/srcds_l/srcds/bin/tier0_i486.so
   and
   /root/srcds_l/srcds/bin/vstdlib_i486.so
  
   exist, then there is something else wrong.
  
   You shouldnt have to edit LDFLAGS.
  
   -Slash
  
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[hlcoders] I fail at linux - Directory help and base files help.

2005-07-25 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
I finnaly got xerces built(I think) but now i'm having other troubles.

From my make log:

gcc: /bin/tier0_i486.so: No such file or directory
gcc: /bin/vstdlib_i486.so: No such file or directory

Where are theese files located anyway?

I'm also having problems with this.

gcc: /usr/lib/gcc/i386-redhat-linux/3.4.2/libstdc++.a: No such file or
directory
gcc: /usr/lib/gcc/i386-redhat-linux/3.4.2/libgcc_eh.a: No such file or
directory

http://img345.imageshack.us/img345/9059/screenshot1filefoundsearchforf.png

Any ideas or help? I am also enclosing my full compile log if anybody can
see any other errors.

[EMAIL PROTECTED] linux_sdk]# make
if [ -z /usr/local/bin/gcc ]; then echo Compiler not defined.; exit; fi
if [ ! -d . ];then mkdir .;fi
cd .
make -f Makefile.vcpm CC=/usr/local/bin/gcc CPLUS=/usr/bin/g++
CPP_LIB=/usr/lib /gcc/i386-redhat-linux/3.4.2/libstdc++.a
/usr/lib/gcc/i386-redhat-linux/3.4.2/li bgcc_eh.a BUILD_DIR=.
BUILD_OBJ_DIR=./obj SOURCE_DIR=.. SHLIBLDFLAGS=-shared -W
l,-Map,vcpm_map.txt -Wl SHLIBEXT=so CLINK=/usr/bin/gcc CFLAGS= -mtune=i686
-ma rch=pentium -mmmx -O3 -fpermissive -D_LINUX -DNDEBUG
-Dstricmp=strcasecmp -D_str icmp=strcasecmp -D_strnicmp=strncasecmp
-Dstrnicmp=strncasecmp -D_snprintf=snpri ntf -D_vsnprintf=vsnprintf
-D_alloca=alloca -Dstrcmpi=strcasecmp -Usprintf=use_Q
_snprintf_instead_of_sprintf -Ustrncpy=use_Q_strncpy_instead
-UPROTECTED_THINGS_ ENABLE LDFLAGS=-lm -ldl /tier0_i486.so
/vstdlib_i486.so ARCH=i486 GAME_DIR= M OD_CONFIG=hl_ReleaseSDKWin32
NAME=osp XERCES_INC_DIR=/root/xerces-c-src_2_6_0/in clude
XERCES_LIB_DIR=/root/xerces-c-src_2_6_0/lib
make[1]: Entering directory `/root/src/linux_sdk'
mkdir ./obj
mkdir: cannot create directory `./obj': File exists
make[1]: [dirs] Error 1 (ignored)
mkdir ./obj/vcpm
mkdir: cannot create directory `./obj/vcpm': File exists
make[1]: [dirs] Error 1 (ignored)
mkdir ./obj/vcpm/public
mkdir: cannot create directory `./obj/vcpm/public': File exists
make[1]: [dirs] Error 1 (ignored)
/usr/bin/gcc -o ./vcpm ./obj/vcpm/makefilecreator.o ./obj/vcpm/vprojtomake.o
./ obj/vcpm/vcprojconvert.o ./obj/vcpm/public/characterset.o
./obj/vcpm/public/int erface.o ./obj/vcpm/public/KeyValues.o
./obj/vcpm/public/utlbuffer.o ./obj/vcpm/ public/utlsymbol.o
/usr/lib/gcc/i386-redhat-linux/3.4.2/libstdc++.a /usr/lib/gc
c/i386-redhat-linux/3.4.2/libgcc_eh.a -lm -ldl
-L/root/xerces-c-src_2_6_0/lib -l xerces-c /bin/tier0_i486.so
/bin/vstdlib_i486.so
gcc: /usr/lib/gcc/i386-redhat-linux/3.4.2/libstdc++.a: No such file or
directory
gcc: /usr/lib/gcc/i386-redhat-linux/3.4.2/libgcc_eh.a: No such file or
directory
gcc: /bin/tier0_i486.so: No such file or directory
gcc: /bin/vstdlib_i486.so: No such file or directory
make[1]: *** [vcpm] Error 1
make[1]: Leaving directory `/root/src/linux_sdk'
make: *** [vcpm] Error 2


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Re: [hlcoders] I fail at linux - Directory help and base files help.

2005-07-25 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
I should of put my makefile aswell(I had changed it)

So where do I actually get the game files? From the windows install?

# the name of the mod binary (_i486.so is appended to the end)
NAME=mod
# the location of the vcproj that builds the mod
MOD_PROJ=../dlls/hl_sdk.vcproj
# the name of the mod configuration (typically proj name_build
typebuild target)
MOD_CONFIG=hl_ReleaseSDKWin32

# the directory the base binaries (tier0_i486.so, etc) are located
GAME_DIR=/root/src/
#GAME_DIR=~/valve/hl2bin/

# compiler options (gcc 3.4.1 or above is required)
CC=/usr/bin/gcc
CPLUS=/usr/bin/g++
CLINK=/usr/bin/gcc
CPP_LIB=/usr/lib/gcc/i386-redhat-linux/3.4.2/libstdc++.a
/usr/lib/gcc/i386-redhat-linux/3.4.2/libgcc_eh.a

# put any compiler flags you want passed here
USER_CFLAGS=

# link flags for your mod, make sure to include any special libraries here
LDFLAGS=-lm -ldl $(GAME_DIR)/tier0_i486.so $(GAME_DIR)/vstdlib_i486.so

Theese are all correct as far as I can tell(searched the system for them)

On 7/25/05, John Beranek [EMAIL PROTECTED] wrote:

 Ben Davison wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  I finnaly got xerces built(I think) but now i'm having other troubles.
 
 From my make log:
 
  gcc: /bin/tier0_i486.so: No such file or directory
  gcc: /bin/vstdlib_i486.so: No such file or directory
 
  Where are theese files located anyway?
 
  I'm also having problems with this.
 
  gcc: /usr/lib/gcc/i386-redhat-linux/3.4.2/libstdc++.a: No such file or
  directory
  gcc: /usr/lib/gcc/i386-redhat-linux/3.4.2/libgcc_eh.a: No such file or
  directory

 You fail at reading too. From:

 http://developer.valvesoftware.com/wiki/Compiling_under_Linux

 it appears that you've not set a few variables in linux_sdk/makefile
 correctly, namely:

 GAME_DIR - this is why it can't find tier0_i486.so, vstdlib_i486.so

 CC,CPLUS,CLINK,CPP_LIB - You need to point the makefile at the right
 location of all these things. Where they exist is highly variable based
 on what distro you're using.

 John.

 --
 John Beranek To generalise is to be an idiot.
 http://redux.org.uk/ -- William Blake

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Re: [hlcoders] I fail at linux - Directory help and base files help.

2005-07-25 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
I'm also using fedora core 3.

On 7/25/05, Ben Davison [EMAIL PROTECTED] wrote:

 I should of put my makefile aswell(I had changed it)

 So where do I actually get the game files? From the windows install?

 # the name of the mod binary (_i486.so is appended to the end)
 NAME=mod
 # the location of the vcproj that builds the mod
 MOD_PROJ=../dlls/hl_sdk.vcproj
 # the name of the mod configuration (typically proj name_build
 typebuild target)
 MOD_CONFIG=hl_ReleaseSDKWin32

 # the directory the base binaries (tier0_i486.so, etc) are located
 GAME_DIR=/root/src/
 #GAME_DIR=~/valve/hl2bin/

 # compiler options (gcc 3.4.1 or above is required)
 CC=/usr/bin/gcc
 CPLUS=/usr/bin/g++
 CLINK=/usr/bin/gcc
 CPP_LIB=/usr/lib/gcc/i386-redhat-linux/3.4.2/libstdc++.a
 /usr/lib/gcc/i386-redhat-linux/3.4.2/libgcc_eh.a

 # put any compiler flags you want passed here
 USER_CFLAGS=

 # link flags for your mod, make sure to include any special libraries here

 LDFLAGS=-lm -ldl $(GAME_DIR)/tier0_i486.so $(GAME_DIR)/vstdlib_i486.so

 Theese are all correct as far as I can tell(searched the system for them)

 On 7/25/05, John Beranek [EMAIL PROTECTED] wrote:
 
  Ben Davison wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   I finnaly got xerces built(I think) but now i'm having other troubles.
  
  From my make log:
  
   gcc: /bin/tier0_i486.so: No such file or directory
   gcc: /bin/vstdlib_i486.so: No such file or directory
  
   Where are theese files located anyway?
  
   I'm also having problems with this.
  
   gcc: /usr/lib/gcc/i386-redhat-linux/3.4.2/libstdc++.a: No such file or
 
   directory
   gcc: /usr/lib/gcc/i386-redhat-linux/3.4.2/libgcc_eh.a: No such file or
   directory
 
  You fail at reading too. From:
 
  http://developer.valvesoftware.com/wiki/Compiling_under_Linux
 
  it appears that you've not set a few variables in linux_sdk/makefile
  correctly, namely:
 
  GAME_DIR - this is why it can't find tier0_i486.so, vstdlib_i486.so
 
  CC,CPLUS,CLINK,CPP_LIB - You need to point the makefile at the right
  location of all these things. Where they exist is highly variable based
  on what distro you're using.
 
  John.
 
  --
  John Beranek To generalise is to be an idiot.
  http://redux.org.uk/ -- William Blake
 
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Re: [hlcoders] I fail at linux - Directory help and base files help.

2005-07-25 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
A quick Q.

What game should I put in for the srcds -game paramenter? Hopefully so I can
just download the needed files and not all the extra files that come with
it.

On 7/25/05, Slash [EMAIL PROTECTED] wrote:

 Your Makefile is messed up. First, GAME_DIR is the location of your
 Steam SRCDC installation directory. That's where the tier0_i486.so,
 etc are. So you need the SRCDS installed on the computer you are
 compiling on, basically (I suppose you could just get the .so files in
 question from somewhere, but I'm not sure). .

 If those files are located, for example,
 /usr/local/games/steam/srcds/bin/(tier0_i486.so,vstdlib_i486.so), your
 Makefile should read like this:

 GAME_DIR=/usr/local/games/steam/srcds

 That will fix those No such file or directory errors (note: don't add
 the bin/ directory to that line, as commands later on append bin/
 automatically). Your CPP_LIB line is weird. Is that spread over 2
 lines? Verify its all on the same line. If you are using pico or nano
 or something it could be wordwrapping. And I guess both those files
 are in the same directory for you (on my systems they are in different
 places)?

 For the GCC/G++/etc yours are probably correct, you can make sure by
 typing which gcc and which g++, etc in a console. It tells you the
 path of where these files are. In fact, this will work too (note those
 are backticks, not quotes. It tells the computer to execute the
 command contained within and put the result there):

 CC=`which gcc`
 CPLUS=`which g++`
 CLINK=`which gcc`

 Make sure your Xerces paths are correct as well. XERCES_INC_DIR /
 XERCES_LIB_DIR. If you installed it manually, then its hard to say
 where you put it. But chances are you will get errors relating to
 xerces if you set it incorrectly.

 If you try compiling again and get this error:

 ./vcpm: error while loading shared libraries: tier0_i486.so: cannot
 open shared object file: No such file or directory

 Do this:

 export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:.

 This adds the current directory to the paths of where to look for
 libraries (ie, the .so files in question). Note that there is a
 colon(:) and period (.) at the end there. Very important since .
 represents the current directory.

 -Slash

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Re: [hlcoders] I fail at linux - Directory help and base files help.

2005-07-25 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
So you have to download the whole of hl2mp to get those 2 files, crazy.

Maybe valve should put an -game srcsdk ?

On 7/25/05, Slash [EMAIL PROTECTED] wrote:

 You mean the steam updater? Run it once so it can update itself.

 ./steam

 SRCDS and HLDS have to be separated, so I usually put the steam
 updater in steam/ and then make a hlds/ and srcds/ directory within
 that directory.

 ./steam -command update -game hl2mp -dir srcds

 You only need the -dir for original installation. After that, you can
 just do ./steam -command update -game hl2mp.

 -Slash

 On 7/25/05, Ben Davison [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  A quick Q.
 
  What game should I put in for the srcds -game paramenter? Hopefully so I
 can
  just download the needed files and not all the extra files that come
 with
  it.
 
  On 7/25/05, Slash [EMAIL PROTECTED] wrote:
  
   Your Makefile is messed up. First, GAME_DIR is the location of your
   Steam SRCDC installation directory. That's where the tier0_i486.so,
   etc are. So you need the SRCDS installed on the computer you are
   compiling on, basically (I suppose you could just get the .so files in
   question from somewhere, but I'm not sure). .
  
   If those files are located, for example,
   /usr/local/games/steam/srcds/bin/(tier0_i486.so,vstdlib_i486.so), your
   Makefile should read like this:
  
   GAME_DIR=/usr/local/games/steam/srcds
  
   That will fix those No such file or directory errors (note: don't add
   the bin/ directory to that line, as commands later on append bin/
   automatically). Your CPP_LIB line is weird. Is that spread over 2
   lines? Verify its all on the same line. If you are using pico or nano
   or something it could be wordwrapping. And I guess both those files
   are in the same directory for you (on my systems they are in different
   places)?
  
   For the GCC/G++/etc yours are probably correct, you can make sure by
   typing which gcc and which g++, etc in a console. It tells you the
   path of where these files are. In fact, this will work too (note those
   are backticks, not quotes. It tells the computer to execute the
   command contained within and put the result there):
  
   CC=`which gcc`
   CPLUS=`which g++`
   CLINK=`which gcc`
  
   Make sure your Xerces paths are correct as well. XERCES_INC_DIR /
   XERCES_LIB_DIR. If you installed it manually, then its hard to say
   where you put it. But chances are you will get errors relating to
   xerces if you set it incorrectly.
  
   If you try compiling again and get this error:
  
   ./vcpm: error while loading shared libraries: tier0_i486.so: cannot
   open shared object file: No such file or directory
  
   Do this:
  
   export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:.
  
   This adds the current directory to the paths of where to look for
   libraries (ie, the .so files in question). Note that there is a
   colon(:) and period (.) at the end there. Very important since .
   represents the current directory.
  
   -Slash
  
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   please visit:
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Re: [hlcoders] I fail at linux - Directory help and base files help.

2005-07-25 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
Ok I know have the files but i'm still having problems(me and linux don't
mix)

Here is my GAME_DIR
GAME_DIR=/root/srcds_l/srcds

Here is my LDFLAGS
LDFLAGS=-lm -ldl $(GAME_DIR)/bin/tier0_i486.so
$(GAME_DIR)/bin/vstdlib_i486.so

And here according to the linux file manager are the files.

http://img94.imageshack.us/img94/129/screenshotbin7mo.png

Any ideas?

On 7/25/05, Slash [EMAIL PROTECTED] wrote:

 Doesn't the SDK base depend on hl2mp? If you wanted to actually run a
 server after compiling your mod, you would probably need hl2mp files.

 By the way, a few people in the past (as well as myself) have gotten
 errors which are a result of not having the right versions of GCC. I
 am running GCC 3.4.3 and GLIBC 2.3.4 and I cannot compile under linux.
 Here is the error:


 In file included from

 /usr/lib/gcc/i686-pc-linux-gnu/3.4.3/../../../../include/c++/3.4.3/string:48,
 from ../dlls/../public/stdstring.h:26,
 from ../dlls/ai_playerally.h:18,
 from ../dlls/npc_talker.h:32,
 from ../dlls/npc_talker.cpp:10:

 /usr/lib/gcc/i686-pc-linux-gnu/3.4.3/../../../../include/c++/3.4.3/memory:77:62:
 macro max requires 2 arguments, but only 1 given


 If you see a bunch of errors like that after compiling for a while, I
 can't help you. There was an old message on the list and someone
 advised the other person to get the exact versions that Valve
 recommends to fix the problem. Fedora Core 3 comes with versions very
 close to the exact ones recommended, hopefully you will be OK. I was
 just trying to compile the SDK as a favor to someone, so I didn't
 bother getting the right versions and trying again because I'm lazy
 (but perhaps I'll try on a computer that isn't my desktop) :)

 -Slash

 On 7/25/05, Ben Davison [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  So you have to download the whole of hl2mp to get those 2 files, crazy.
 
  Maybe valve should put an -game srcsdk ?
 

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Re: [hlcoders] I fail at linux - Directory help and base files help.

2005-07-25 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
gcc: /bin/tier0_i486.so: No such file or directory
gcc: /bin/vstdlib_i486.so: No such file or directory


On 7/26/05, Slash [EMAIL PROTECTED] wrote:

 Paste the error. If you verified that

 /root/srcds_l/srcds/bin/tier0_i486.so
 and
 /root/srcds_l/srcds/bin/vstdlib_i486.so

 exist, then there is something else wrong.

 You shouldnt have to edit LDFLAGS.

 -Slash

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Re: [hlcoders] Throwing phys objects

2005-07-21 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
http://articles.thewavelength.net/707/

Could be usefull?

On 7/21/05, Kamran [EMAIL PROTECTED] wrote:

 Yup, figured it out. Thank you very much!

 Jay Stelly wrote:

 There's a different function for throwing objects with the physcannon.
 The one I mention below is the correct code for the player picking up
 objects with his hands.
 
 
 
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Kamran
 Sent: Thursday, July 21, 2005 2:15 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Throwing phys objects
 
 Nevermind my other email, it does work with just hand picking
 up. Now I need to figure out if it was thrown using the
 physgun or hands...
 
 Jay Stelly wrote:
 
 
 
 weapon_physcannon.cpp:
 void CPlayerPickupController::Use( CBaseEntity *pActivator,
 
 
 CBaseEntity
 
 
 *pCaller, USE_TYPE useType, float value )
 
 has the code
 
 
 
 
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Kamran
 Sent: Thursday, July 21, 2005 12:13 PM
 To: HLCoders
 Subject: [hlcoders] Throwing phys objects
 
 If anyone has messed with the code for throwing physics
 
 
 objects, where
 
 
 is it? I basically want to edit what happens when the user presses
 MOUSE1 and MOUSE2.
 
 I searched for IN_ATTACK, throw, toss, and I didn't find anything
 related to it. I found where it checks to see if the user
 
 
 can pick up
 
 
 the object... but nothing more, really.
 
 I'll keep looking but if you know, it'd save me time.
 --
 Kamran A
 Get Firefox! Safer, Faster, Better.
 http://www.spreadfirefox.com/?q=affiliatesid=0t=85
 Down with Internet Explorer! Say NO! to Spyware! Use Firefox
 
 
 ___
 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:
 
 
 http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
 
 
 
 --
 Kamran A
 Get Firefox! Safer, Faster, Better.
 http://www.spreadfirefox.com/?q=affiliatesid=0t=85
 Down with Internet Explorer! Say NO! to Spyware! Use Firefox
 
 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
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 ___
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 please visit:
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 --
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 Get Firefox! Safer, Faster, Better.
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Re: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type

2005-07-14 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
I wish there was an easy way to install that XML parser, I'm a god damn
linux nub.

Does anybody know another distrubution that dosent need 4 discs to install,
which can build source?

On 7/14/05, Michael A. Hobson [EMAIL PROTECTED] wrote:

 Zack:

 In order to get the right version of GCC as well as everything it depends
 upon,
 it's easier for him to just install an older Fedora Core.

 I'm pretty sure he set up Fedora Core 4 just for building Source on
 Linux, so it's not like he's going to lose anything but a little time.

 At 02:23 AM 7/14/2005, you wrote:
 He meant GCC, not your entire distro.
 
 On 7/13/05, Nick [EMAIL PROTECTED] wrote:
   On 7/13/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
4.0 has not been tested, you should use the 3.4.x series.
   
- Alfred
   
-
  
   i will try to install fedora core 3 tonight and see how that works

 Michael A. Hobson
 email: [EMAIL PROTECTED]
 (310) 344-3585 (cell)


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Re: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type

2005-07-14 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
If I could kiss you I would ;)

On 7/14/05, Jeff Fearn [EMAIL PROTECTED] wrote:

 On 7/14/05, Ben Davison [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  I wish there was an easy way to install that XML parser, I'm a god damn
  linux nub.

 I'm loosing track of who is who here ... are you using Fedora?
 Googling for 'XML Parser rpm' first link
 http://dag.wieers.com/packages/perl-XML-Parser/

 Follow the instructions on the link below to add that repo to your yum
 config so you can use yum to get any deps for you. That is, after
 follwing those instructions 'yum install perl-XML-Parser' will install
 the parser and any dependencies.

 http://dag.wieers.com/home-made/apt/FAQ.php#B

 Jeff

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Re: [hlcoders] Compiling issues with plugin : strange things...

2005-07-12 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
I am having the same major plugins with linux and compiles, but my problem
is with the XML parser, I have no idea how to install it. And the
documentation on their site is overly complex to someone who is very new
with linux.

On 7/12/05, Damien [EMAIL PROTECTED] wrote:

  Why linux and C++ don't like me ?

 Maybe, I have to stop developping, and go back to the sandbox...

 So the Makefile from the SDK are too tricky for me to configure just for a
 plugin. So I've followed this tutorial :
 http://www.sourcemod.net/forums/viewtopic.php?t=269

 I've tryed to compile only the serverplugin_empty but it gave me the same
 problem of files not found... Since I'm searching for solutions since 1.5
 week, I going to stop with this distrib, and ask : How has a distrib that
 can compile srcds plugins without lots of modifications ?
 I need a solution like this :
 - distrib to install
 - packages/apps to install
 - files to copy
 - makefile to alter
 - make

 In the worst case, if I really don't manage, how can compile my plugin ?

 Damien



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Re: [hlcoders] Vehicle Prediction

2005-07-11 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
Look! I'm playing the worlds smallest violin.

On 7/11/05, Tom Edwards [EMAIL PROTECTED] wrote:

 One of the reasons I like mailing lists is that you need at least some
 degree of sense to find and sign up to them. A theory that doesn't
 always hold true, unfortunately.

 It's the same old shit with a new spit shine.
 
 Sounds like someone I know, minus the shine.

 SB Childe Roland wrote:

 It's just that I was looking forward to HL2 so much. Valve really let
 us down with not having sooo many features that were included in
 engines released 2 years before Source. On top of that they released
 it late, and it still didn't have that shit. Now they are trying to
 take away our (meta-mod-style) plugins.
 
 And the support for developers (while probably better than some games)
 has not been near what it should be. I guess they figured since they
 already got 3rd party mods (DoD, and CS) to inflate their popularity
 so much and sell so many copies of HL that they don't need to give a
 shit about anyone else trying to release one.
 
 Plus, where the hell is DoD:S Now that I think about it, if it
 turns out like CS:S (exactly like the original) then who the fuck
 cares where it is. They didn't even give us new maps until several
 months into CS:S, who wants to bet we get no new maps with the release
 of DoD:S? Let alone being kind enough to throw in a new game play
 mode. It's the same old shit with a new spit shine. I'm kinda
 starting to wish that the CS and DoD teams hadn't sold out to Valve.
 Maybe it would've helped keep their egos in check...
 
 On 7/10/05, Ben Davison [EMAIL PROTECTED] wrote:
 
 
 --
 [ Picked text/plain from multipart/alternative ]
 Wrong side of bed?
 
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Re: [hlcoders] Vehicle Prediction

2005-07-11 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
Ronny, how goes your game thats going to be the exact same as CS:S?

On 7/11/05, tei [EMAIL PROTECTED] wrote:

 Ronny Schedel wrote:
 ...
  But the completly opposite happens, now we have much lesser control than
  ever a coding interface can provide us. The old coders have to do what
 the
  company wants. Very bad situation. We need a new MOD without control of
 a
  company.


 I wrote this program to solve the problem:

 09 REM Very bad situation solver
 10 PICK a good mod not oWn3d by a company
 11 PIMP $good_mod
 12 GOTO 11

 please run it on your real life and internet area.
 may crash by division by zero error if theres not good mods out here :/

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Re: [hlcoders] Vehicle Prediction

2005-07-11 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
I sense this is going to turn into another valve are killing off plugins

On 7/11/05, Tony omega Sergi [EMAIL PROTECTED] wrote:

 Then CS1 wasn't free either. Neither was DOD or insert mod here, you
 still
 had to pay to get half-life. Then download them.


 -Original Message-
 From: Ronny Schedel [mailto:[EMAIL PROTECTED]
 Sent: July 11, 2005 11:35 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Vehicle Prediction

  lol, to some extent you have good points SB. however CSS did come
  free with HL2. The CS team was mainly 2 people, Gooseman and Cliffe,
  so I say Kudos to them for getting to Valve, and since it was free
  with HL2, I don't think it's too bad at all.

 Yes, CSS comes with HL2, but it wasnt free, we had to pay for it.

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Re: [hlcoders] Debugging from .NET and Physics

2005-07-11 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
First issue, sometimes you have to run the game from the steam play games
menu for it to play nice.

Second issue, no idea :P

On 7/11/05, ChromeAngel [EMAIL PROTECTED] wrote:

 2 issues, firstly

 Up until this weekend i'd been hapily running and debugging my source
 mod from .NET, all of a sudden it's stopped working. I can run the mod
 normally from a shortcut, but I can't debug. When hitting the run
 button it compiles normally then a windows dialog box titled Error!
 pops up with the message Unable to load engine.dll and that's as far
 as it goes, I guess this message is coming form HL2.exe.

 I tried searching the various forums and what not, which came up with an
 old issue that caused the same message and has since been fixed. The
 old issue could be worked around by loading HL2 first, I tried this it
 had no effect.

 secondly,

 When I load my first map with a physics entity on it I get a stream of
 messages in the console saying Infinite values from vphysics!. The
 entity in this relates to is hanging in mid-air, approaching it causes a
 crash. Loading the same map again the entity behaves normaly and falls
 to the ground as it should. I found the message in the code, it turns
 out to be an origin of (0,0,0) being returned in an physics update
 (potentialy a valid origin for this entity BTW). Due to my first issue
 I can't debug this crash to get any clues as tothe cause of this crash.
 Any idea why this only fouls up the first time around?

 Your help would be much appreciated.

 - ChromeAngel

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Re: [hlcoders] Vehicle Prediction

2005-07-10 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
Wrong side of bed?

On 7/10/05, Childe Roland [EMAIL PROTECTED] wrote:

 I'm pretty sure they'll wait till they've screwed enough people out of
 their money by selling them HL2 without promised features, then theyll
 throw those features into a new product and sell the same shit to the
 same people again

 On 7/9/05, Andrew (British_Bomber) [EMAIL PROTECTED] wrote:
  lol :D Those TF2 quotes are a conspiracy.. They are just there to
  give you that tiny glimmer of hope that it will some day release :P :P
  :D
 
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Re: [hlcoders] Reserved slots and sv_visiblemaxplayers

2005-07-07 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
Any chance that sv_turbophysics will be made default? I see you fixed that
funny bug where you could manipulate objects while dead.

On 7/7/05, Ben Davison [EMAIL PROTECTED] wrote:

 Well anyway, im loving the update.

 Send the team my thanks ;)

 And when is the next SDK update :P

 On 7/7/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
 
  The plugin interface is the same (and testing of it passed
  successfully). Any plugins that rely on a particular memory layout of
  CBaseEntity et al in our binaries could be totally broken, you shouldn't
  do that.
 
  Actually, there is one change (nothing that would break a plugin). We
  added this function:
  virtual void InsertServerCommand( const char *str ) = 0;
 
  To the end of the IVEngineServer interface (at Mattie's request).
 
  - Alfred
 
  Original Message
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
  Sent: Wednesday, July 06, 2005 5:02 PM To:
  hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Reserved slots
  and sv_visiblemaxplayers
 
   --
   [ Picked text/plain from multipart/alternative ] Has anything else
   changed todo with plugins?
  
   *Apparently* theres trouble with plugins.
  
   On 7/7/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
   
If you have written a plugin/addon for the Source engine that
implements reserved slots (i.e making some positions on your server
not available to the public at large) then you MUST set the
sv_visiblemaxplayers to the number of actual PUBLIC slots on the
server. We have had numerous complaints from users about seeing a
seemly free slot and then being kicked after connecting.
   
- Alfred
   
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Re: [hlcoders] Many thanks to Valve and Alfred!

2005-07-07 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
*Queue 'we want this' and 'why are you not doing this'*

On 7/7/05, Tom Edwards [EMAIL PROTECTED] wrote:

 *Queue 'should have been there from the start' complaints*

 Mattie Casper wrote:

  I love the new update. Not least because of the new addition of the API
  InsertServerCommand():
 
   Actually, there is one change (nothing that would break a plugin). We
   added this function:
   virtual void InsertServerCommand( const char *str ) = 0;
  
   To the end of the IVEngineServer interface (at Mattie's request).
  
   - Alfred
 
  Thanks a lot guys! I've already incorporated support for this in
  EventScripts
  v0.9.0, released last night. This is an excellent exhibition of
  Valve's support
  for the plugin community.
 
  Thanks again for helping out so quickly!
  -Mattie
 
 
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  This message was checked by NOD32 antivirus system.
  http://www.eset.com
 
 
 

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Re: [hlcoders] Disable Hitboxes in CS:S

2005-07-07 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
Yes, there was a zombie mod posted on here that implemented that.

On 7/7/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

 The idea is for training CSS players to go for the head. . .

 I had imagined some kind of server plugin which implements a cvar like
 'sv_headshots_only' on a standard CSS server. However, I have never done
 anything in C before - I just want to know if such a plugin is possible
 before I break out the books.

 Good idea about the negative sound for a miss tho!

 Gee


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of tei
 Sent: 07 July 2005 15:19
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Disable Hitboxes in CS:S


 [EMAIL PROTECTED] wrote:
  Hi,
 
  I'm trying to find a way to disable every hitbox except the head in
  CS:S. I am prepared to learn what it takes to do this.
 

 Sound like a fun mod/cs gamemode. But you sould emit metal impact
 sounds (and maybe sparks) to help the player that a shot doest not
 damage. Then emit a blood sound for the sucesfull one (and maybe blood
 decals). Yet another option its to make these bullets to bounce with
 ricochet effects (sparks and sound?). Because this will add a tactical
 level. If you get catch on a tight corridor, your body chess
 invulnerability will be not that good because somehome spreading the
 corridor with bullets will hit your head by ricochet bullets.

 Adding a bit of momentum on bullets impact can be good, to enhance
 realism feeling.

 Its CS:S that modable?.

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Re: [hlcoders] Valve: need a clear statement

2005-07-06 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
And have a player base of 5 people.

I think you misinterpreted what he meant by cleaning the code.

On 7/6/05, Ronny Schedel [EMAIL PROTECTED] wrote:

 To work around the restrictions is not the way I want to go. As you can
 see
 with cheating death, after every update CD isnt working and needs to be
 fixed a couple of times - this is wasteless time...

 I only want to know for sure, if we cant expect more than we have yet or
 not. Because there is a second more reliable option: make a clone of
 Valves
 commercial games under a different name and support server mods. Sure,
 there
 would be much to do, but this option is much reliable than to work around
 the restrictions after every update.

 Ronny

  *plays the violin*
 
  I think you missed the out cry by a few weeks there, people are moving
  on with it and trying work around the restrictions
 
 
  --
  Draco
 
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Re: [hlcoders] Valve: need a clear statement

2005-07-06 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
Ooooh a challenge.

I'll see you in 2 months.

On 7/6/05, Ronny Schedel [EMAIL PROTECTED] wrote:

 If it would be need 5 years to implement the logic of like CS, then anyone
 should change his job immediatly... You dont need to invent the wheel a
 second time, the grafic stuff is already there and can be used, there is
 only the gamelogic left. To summarize it for CS:Source: 2 teams, 2
 gamemods
 (de, cs), a buy menu and some entities. It can be done within 1 or 2
 months
 of constantly work.

 Ronny


  GO FOR IT! It'll be interesting to see what you have in about five
  years. ;)
 
  --
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Re: [hlcoders] Valve: need a clear statement

2005-07-06 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
I think someone like Alfred should just clear valves stance on this once and
for all.

Nip it in the bud please Alfred.

On 7/6/05, Predatory Kangaroo [EMAIL PROTECTED] wrote:

 I'm not sure everyone's clear on what's being suggested here.
 Botman (as did I) seems to have assumed that when you said Make a
 clone of Valves commercial games, you meant that you or your team
 would reimplement the engine itself (heck, to design Source in 5 years
 would be a shocking accomplishment for any of us).

 If we assume that you mean you would reimplement just the mods
 themselves, that's a rather more realistic goal, but you're still
 playing catch up. If you aim to maintain compatibility between your
 mod and the original mod, you would have to release an update after
 each CS update, from the simple stuff (tweaking balance values) to
 figuring out the changes in internal structures.
 If you aim to merely approximate the gameplay, then you're going to
 have to realize that you're making a mod which is nearly identical to
 a publically available, very widespread mod... I hardly think the
 average user will see a reason to switch. Here, too, if you're going
 to try and match CS as closely as possible, with each CS release
 you'll be tweaking your own mod, so you still have to make changes far
 too often, which beggars the question - what's the point?

 In any situation, there will either be no incentive for most users to
 switch, or there will still be the same level or regular maintenance
 required. The only real hope we have is for Valve to return to their
 original stance of allowing easy metamoddability, as well as normal
 moddability.

 As for my own stance on the matter, I feel that by limiting the power
 of server plugins, Valve is denying Server Administrators the freedom
 that they have been long accustomed to. The idea that server plugins
 can detract from the overall online experience is rather absurd to me,
 as while it is true that the possibility of there being subtle
 differences from server to server might confuse a newcomer, it's also
 true that in limiting the power of the people to modify the game
 severely limits the replayability (as much as anyone may enjoy the
 original formula of any given mod, it eventually gets old). Through
 metamod and the like, HL1 mod players have often continued playing a
 mod long after they tired of the mod itself, instead enjoying the
 myriad extensions and modifications to the mod around there (this is
 certainly the case for me).

 On 7/7/05, Ronny Schedel [EMAIL PROTECTED] wrote:
  If it would be need 5 years to implement the logic of like CS, then
 anyone
  should change his job immediatly... You dont need to invent the wheel a
  second time, the grafic stuff is already there and can be used, there is
  only the gamelogic left. To summarize it for CS:Source: 2 teams, 2
 gamemods
  (de, cs), a buy menu and some entities. It can be done within 1 or 2
 months
  of constantly work.
 
  Ronny
 
 
   GO FOR IT! It'll be interesting to see what you have in about five
   years. ;)
  
   --
   Jeffrey botman Broome
  
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Re: [hlcoders] Reserved slots and sv_visiblemaxplayers

2005-07-06 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
Has anything else changed todo with plugins?

*Apparently* theres trouble with plugins.

On 7/7/05, Alfred Reynolds [EMAIL PROTECTED] wrote:

 If you have written a plugin/addon for the Source engine that implements
 reserved slots (i.e making some positions on your server not available
 to the public at large) then you MUST set the sv_visiblemaxplayers to
 the number of actual PUBLIC slots on the server. We have had numerous
 complaints from users about seeing a seemly free slot and then being
 kicked after connecting.

 - Alfred

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Re: [hlcoders] Reserved slots and sv_visiblemaxplayers

2005-07-06 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
Scrath that just some idiot.

On 7/7/05, Ben Davison [EMAIL PROTECTED] wrote:

 Has anything else changed todo with plugins?

 *Apparently* theres trouble with plugins.

 On 7/7/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
 
  If you have written a plugin/addon for the Source engine that implements
  reserved slots ( i.e making some positions on your server not available
  to the public at large) then you MUST set the sv_visiblemaxplayers to
  the number of actual PUBLIC slots on the server. We have had numerous
  complaints from users about seeing a seemly free slot and then being
  kicked after connecting.
 
  - Alfred
 
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Re: [hlcoders] Reserved slots and sv_visiblemaxplayers

2005-07-06 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
Well anyway, im loving the update.

Send the team my thanks ;)

And when is the next SDK update :P

On 7/7/05, Alfred Reynolds [EMAIL PROTECTED] wrote:

 The plugin interface is the same (and testing of it passed
 successfully). Any plugins that rely on a particular memory layout of
 CBaseEntity et al in our binaries could be totally broken, you shouldn't
 do that.

 Actually, there is one change (nothing that would break a plugin). We
 added this function:
 virtual void InsertServerCommand( const char *str ) = 0;

 To the end of the IVEngineServer interface (at Mattie's request).

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
 Sent: Wednesday, July 06, 2005 5:02 PM To:
 hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Reserved slots
 and sv_visiblemaxplayers

  --
  [ Picked text/plain from multipart/alternative ] Has anything else
  changed todo with plugins?
 
  *Apparently* theres trouble with plugins.
 
  On 7/7/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
  
   If you have written a plugin/addon for the Source engine that
   implements reserved slots (i.e making some positions on your server
   not available to the public at large) then you MUST set the
   sv_visiblemaxplayers to the number of actual PUBLIC slots on the
   server. We have had numerous complaints from users about seeing a
   seemly free slot and then being kicked after connecting.
  
   - Alfred
  
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Re: [hlcoders] Debugging is a problem

2005-06-28 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
I don't think you have to use the HL2DM directory.

On 6/28/05, bob [EMAIL PROTECTED] wrote:

 Command : D:\Games\Valve\Steam\SteamApps\swallowbush\half-life 2
 deathmatch\hl2.exe
 Command Arguments : -steam -applaunch 320 -dev -allowdebug -windowed
 -game d:\games\valve\steam\steamapps\SourceMods\HLMod +map
 sdk_3d_skybox
 Working Directory : D:\Games\Valve\Steam\SteamApps\swallowbush\half-life
 2 deathmatch\

 I was told that I had to direct it to the HL2DM directory, because I was
 using that extraction.

 I can do exactly that but I was talking to root at one point and he told
 me that he was debugging with attach on, and I can honestly say I have
 lost way too much sleep over this when I could have been coding. I have
 checked the service being on (don't remember which one he had me check
 atm) and even took apart my system, and reinstalled XP a week ago
 thinking that there was a problem with it. Still nothing.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Zach
 Brockway
 Sent: Monday, June 27, 2005 11:25 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Debugging is a problem

 Don't attach. Go into your project's property pages, debugging, and
 set the Command to the path to your SteamApps\(username)\half-life
 2\hl2.exe, then set the command arguments to something like the
 following:

 -dev -game d:\steam\steamapps\SourceMods\hyper -allowdebug -sw

 -dev and -game should be obvious. -allowdebug prevents the engine from
 barfing when it tries to load debug versions of the game/client DLLs,
 and -sw starts in windowed mode.

 Set attach to no, then just make sure Steam is running before you
 hit F5. Works fine for me.

 On 6/27/05, bob [EMAIL PROTECTED] wrote:
  I have gone through the SourceWiki, as well as had 12+ people try to
  help me out with this problem, but it continues to arise as more and
  more of a wall that is slowing me down as a developer.
 
  I cannot debug my mod. I can use the developer mode and do DevMsg()'s
  everywhere but I cannot use MSVS for what its more than good for and
 be
  able to view an array or whatever. I have built the debug
 configuration,
  it builds perfectly, even recognizes the #ifdef DEBUG tests, but for
 one
  reason or another it is not able to attach to hl2. Do I have to start
 up
  the game before hand? I was under the impression that I could just hit
  F5 and let it run and I would see it go nuts without my interaction or
  previous action for that matter.
 
  I appreciate any help.
  -Bob Chatman
 
 
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Re: [hlcoders] HLCoders

2005-06-27 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
Very nice :D

Is this going to make this list redundant?

On 6/28/05, Erik Johnson [EMAIL PROTECTED] wrote:

 Today we're going to open up something we've been working on for the MOD
 community for the last couple of months: The Valve Developer Community.

 We've reworked our existing Source engine SDK documentation into a Wiki,
 which means that virtually all of the content can be edited by anyone
 with a web browser and useful information to share. We hope that this is
 an efficient and useful tool that the MOD community can use to share
 information on building a game using Source. The open nature of a Wiki
 raises some obvious concerns about what kind of content is contributed
 to the site, from worries about vandalism to honest inaccuracy and
 mistakes. There will be the occasional disruptive person, but the site
 provides methods for dealing with this.

 This is not Valve's site, this is the MOD community's site -- we've just
 helped out by jump-starting it for you. The new site should be treated
 like this mailing list -- as a place where you as developers can share
 information about how to make games using the Source engine. It should
 also a place where a number of people at Valve contribute fairly
 regularly, with the plan being to make it the most information-rich
 place on the Internet to learn about making a game using Source.

 The site currently contains all of the SDK documentation ported over to
 the Wiki format, but this is only the tip of the iceberg in terms of the
 content that is useful for developers to know when it comes to building
 games using Source. Everyone should feel free to go in and make any
 corrections or additions they think are appropriate.

 http://developer.valvesoftware.com http://developer.valvesoftware.com/


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Re: [hlcoders] VALVE: NPC Zombie Classic

2005-06-26 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
http://www.chaosincarnate.net/cannonfodder/cftools_sc.htm

You can get at it like that.

On 6/26/05, Thomas Tissot-Dupont [EMAIL PROTECTED] wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Hello everybody and Valve,



 I have tried to compile my own Zombie Classic model with Studio MDL. I
 have
 made the SMD file with Milkshape 3d.

 The model itself seems to be properly compiled, but in-game, my zombie
 model
 cannot move, though it can attack me when I approach it.



 Why doesn't it move to me? Is there something missing in my model? Is this
 some physic information?

 Is there a way that Valve could release the Zombie Classic NPC model in
 the
 SDK to let people see how those models are made?



 Otherwise, could anyone help me to compile it properly or tell me how I
 can
 change the NPC's code to make it move an other way than with VPhysics?



 Thank you very much



 --Thomas TD



 PS: I found a way to make Level Transitions work in MP games. I'd like to
 thank everybody who helped me.

 --



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Re: [hlcoders] Resetting Entities on Round Restart @ Handy Vandal's Almanac

2005-06-26 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
Yay, some topic I made :D

I didn't make this how ever, but I got help from the guy who wrote this(I be
live he posted in this topic) and I came up with a very similar solution.
http://www.sourcewiki.org/wiki/index.php/Resetting_the_Map

On 6/27/05, Karl Jones [EMAIL PROTECTED] wrote:

 I have posted a summary of the long-running (and very interesting)
 Resetting Entities on Round Restart
 thread, here on the Handy Vandal's Almanac --

 http://www.karljones.com/halflife2/main.asp?chapter=183

 Karl




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Re: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-17 Thread Ben Davison
 Subject: RE: [hlcoders] Source SDK - Creating Map Entities - missing
 function?

 We are more concerned with giving people consistent gameplay rather than
 any specific cheat problem. You would be amazed at the number of people
 that get confused (i.e email us complaining) when joining a HL1 based
 server with some of the noisier mods (I am looking at the warcraft3
 superhero mod here...).

 - Alfred



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Re: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-17 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
And let's not forget.

HL1 Had 6 years of refinements, when it started out it was not exactly
amazing either.

I'm sure people like Alfred and the valve members really care about the
lets get mad at valve because they are probably use to it ;) But I would
much rather this list was pushed back to what it was meant to be, a support
list for hl coders.

Spencer, it's clear you don't run a source server or are intrested in coding
for hl2, please don't make every topic into OMG! Valve are raping servers!
or OMG! HL1 Was so much better we are not intrested. If you wan't to
bitch and rant make it constructive and not just opinion posts.

On 6/18/05, Kuja [EMAIL PROTECTED] wrote:

 Not to burst your bubble, guys, but I think someone should remind you
 that this is a Valve run and supported development list, not a
 harrangue valve list. Whether I agree or not with your standpoint,
 surely you can find a better forum - there's been a lot of 'let's get
 mad at valve' and 'lets dogpile on the same opinion' on this list, and
 not as much dev help. The only thing you are doing is turning down the
 signal to noise ratio, which is going to get us that much more distant
 from valve.

 /rant
 - Jeff 'Kuja' Katz
 Digital Paintball

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Re: [hlcoders] Source SDK Currently not available ?

2005-06-02 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
Just restart steam, I sometimes get this with games.

On 6/2/05, Alfred Reynolds [EMAIL PROTECTED] wrote:

 Nope, its not being updated right now (will be later today however :)
 Also, deploying the new content does not interrupt access to the
 currently released content.

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
 botman Broome Sent: Thursday, June 02, 2005 10:33 AM To:
 hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK
 Currently not available ?

  r00t 3:16 wrote:
   I have steam open wanted to launch Source SDK and get the following
   error
  
   This game is currently unavailabl.
   Please try again at another time.
  
   Anyone else getting this?
 
  Maybe it's in the process of being updated? Didn't Mike mention that
  an SDK update was coming soon sometime last week?

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Re: [hlcoders] VGUI graphics primitives (DrawLine) on a 3d space vgui_screen?

2005-06-02 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
Seems very cool, what is it for?

On 6/2/05, Tim Holt [EMAIL PROTECTED] wrote:

 I figured this out by the way. Ends up the lines were being drawn behind
 the
 background of the VGUI panel. By removing the background I got them to
 show
 up. IT means I end up with a transparent panel, however by placing it in
 front
 of a black brush based background it works fine.

 Picture of it in action at
 http://www.oregonstate.edu/~holtt/tamucc/ekg.jpg and
 a quick  dirty movie clip at
 http://www.oregonstate.edu/~holtt/tamucc/c1-1.wmv


 Quoting Tim Holt [EMAIL PROTECTED]:

  Interesting - thanks Yahn, I'll check that out.
 
  A post in the VERC forums suggests maybe the DrawFilledRect primitive
 will
  work
  in 3d. Perhaps I can make a bargraph type display instead of a true line
  graph. I'm trying to do something like
  http://oregonstate.edu/~holtt/tamucc/real_06.jpg on an in-game screen
 placed
  on
  the (currently not animated) prop you see in
  http://oregonstate.edu/~holtt/tamucc/new_gurney_cart.jpg
 
  Because the chart data is actually dynamic and not just an animated
 loop, it
  needs to be rendered out real-time.
 
  Quoting Yahn Bernier [EMAIL PROTECTED]:
 
   I would write your own mathed using the material system using
   CMeshBuilder with MATERIAL_LINES as the primitive type. The cl_dll
 code
   has some examples of using a meshbuilder instead of surface() to do
   drawing. You'll need to hook in at the correct part of rendering to
   make sure the projection matrix is not set up for ortho/2d drawing,
 etc.
   You might also look at CDebugOverlay::AddLineOverlay which might
 already
   do what you want.
  
   Yahn
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Tim Holt
   Sent: Tuesday, May 31, 2005 12:34 PM
   To: hlcoders@list.valvesoftware.com
   Subject: [hlcoders] VGUI graphics primitives (DrawLine) on a 3d space
   vgui_screen?
  
   I've been doing conventional HUD type displays, and have been using
   the DrawLine graphics primitive to draw various graphics items on them
   just fine.
   Now I want to take one of those displays and have sitting in 3d game
   space via the vgui_screen entity. It works up to a point, with my text
   elements showing up etc. however it has problems when I try and draw
   lines with DrawLine.
  
   Normally I would do...
  
   vgui::surface()-DrawLine (x1, y1, x2, y2);
  
   to draw a line from point [x1,y1] to [x2,y2] in the VGUI object's
   coordinate space. Works great when it's on the HUD. But when it's in
 3d
   space, it still draws the lines on the HUD and does not draw them in
 the
   3d rendered version of the VGUI screen.
  
   I've searched through the SDK source but so far haven't found any
 place
   where this is actually done in the game, so I don't know if it's even
   possible.
  
   I suppose what I need is the equivalent of
  
   vgui::surface()
  
   which gives me the drawing surface for the 3d rendered VGUI screen.
  
   Alternately, I wondered if I could draw the lines on an off-screen
 image
   buffer, then just put the image onto the VGUI panel once it's drawn.
   That or use the temporary entity line to draw 3d lines in front of my
   VGUI screen. The screen won't move at all (fixed orientation) so
   getting the transforms right won't be that big of a deal.
  
   Anyone have any clues or suggestions?
  
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Re: [hlcoders] To Valve: Developer Forewarning

2005-05-22 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
At 11:47 PM 5/21/2005, Dagok wrote:
So many people spreading misinformation.

a) Plugin authors were given NO warning, ever, none whatsoever.


Not to use network messaging protocol hacks for a mod they don't have
the source code for ?

The Source SDK codebase is *NOT THE CODEBASE FOR CS:SOURCE*


b) It is documented in cl_dll/menu.cpp and this has been stated multiple
times now.


Nowhere in the Source SDK codebases for either Single Player,
Multiplayer or HL2DM does it say CS:Source uses identical code
to this.

Only a newb coder or a complete moron would make such an assumption.

From another topic.

Sums it up perfectly.

On 5/22/05, Kuja [EMAIL PROTECTED] wrote:

 Ray, Danny:

 I think it's absolutely wonderful that you're coming down on VALVe 'not
 supporting developers' on a list hosted by VALVe with the expressed
 purpose of aiding third parties...

 Everyone Else:
 When you come down off the irony of that, Developer Forewarning is
 one of the big issues many people had (and have) with steam. While I
 doubt that any major legacy-breaking patches would be released without
 any notice, it is concievable that certain games could be broken by
 pushing updates down the line.
 In these cases, you have to ask yourself: Why did they break
 this?. The answer is never Because they hate you and your mod, it's
 almost always stability or bloat pruning or whathaveyou. I would not be
 against valve prepublishing patches to developers (as they used to do
 with the sdks before new versions of half-life), but I don't think there
 is the appropriate methods to do so in Steam at the moment.

 -Kuja
 Digital Paintball

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Re: [hlcoders] Re: MenuSelect

2005-05-21 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
Because members of valve can mind read, I only saw the complaining when
valve took away something they told nobody to use.

Alfred and the team have been extremly open to implementing suggestions,
make a list and submit it.

On 5/21/05, Daniel Jennings [EMAIL PROTECTED] wrote:


  Instead of complaining valve have asked for input in what to add to the
  current helpers interface to improve things - like they have improved it
 in
  the past.

 Isn't the fact that the server plugin programming community is complaining
 about removing menuselect apparent enough to Valve about what features we
 want? Do they need us all to list off the features that menuselect had so
 they can recode it all by hand? I just thought that if they wanted to
 improve things and wanted our input, and they knew we were forced to use
 hacks for a _practical_ menu system, then they would know what features we
 want added to the interface. If this were the case then Valve would have
 been smarter to just keep the menuselect system in and modify the radio
 system to make it independant of this menuselect system. It just isn't
 very
 apparent to me that Valve cares about what features we want, because when
 they know we're all using a hack and then they see us all complain when
 that
 hack is removed, they don't get any idea in their head that it's a feature
 we want and that the current menu system is impractical for all ingame
 purposes other than maybe configuration settings.


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Re: [hlcoders] Re: MenuSelect

2005-05-21 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
But tell us how you really feel?

:P

On 5/21/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:

 Daniel Jennings wrote:
  I am just saying that if you read through these threads people say how
  necessary in-game menus are; it is repeated several times, while Alfred
 just
  keeps repeating There is an existing Menu interface as part of the
 plugin
  API, you
  should use that. even though people _are_ stating what they need and
 what
  they want changed, e.g.

 Somehow you got the impression that Valve does whatever you (or a few
 dozen or hundred other people) want. I don't recall ever seeing
 anything come from Valve that says Tell us what you want and we'll make
 the game do that.

 GOD! I am sick to death of people telling game developers You gotta
 have this! and You gotta have that! or If this game doesn't have
 feature XYZ, I'm not gonna buy it!. Fine, if you don't like what
 they've done with the game, DON'T BUY THE FUCKING GAME. But don't go
 around thinking that because you've paid $50 for a game that the game
 developers are forever in your debt and have to do anything that you say.

 Enough beating this dead horse. I'm out.

 --
 Jeffrey botman Broome

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Re: [hlcoders] Returned mail: Data format error

2005-05-11 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
Oh noes!

On 5/11/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:

 [EMAIL PROTECTED] wrote:
  This is a multi-part message in MIME format.
  --
 
 
  --
  [ .zip of type application/octet-stream deleted ]
  --

 The fake alfred is back, posting viruses again! :)

 --
 Jeffrey botman Broome

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Re: [hlcoders] Drawing crosshair to the screen

2005-04-21 Thread Ben Davison
Thanks for the contribution :) Might come in handy sometime :)

On 4/21/05, r00t 3:16 [EMAIL PROTECTED] wrote:
 I had asked this awhile back and a couple of people had some suggestions
 like, animated textures etc.

 Well there isn't many people who know how to do this without using a texture
 or a font icon.

 Well CSS does not use a texture or an icon I do not believe because I
 searched just about every texture file and font file for CSS for a
 crosshair...

 Anyways you can draw the lines to the screen and once you get them drawn you
 can then animate the crosshair to do whatever...

 Here is the snippet of code so you can at least draw the crosshair to the
 screen..
 (I used CHudZoom to get an idea of how to draw lines to the hud...)

 (Valve if this is not the best way of going about this let me know)

 CHudCrosshair::Paint()
 {
 
 // Verticle Reticle -r00t
 surface()-DrawSetColor( 0,255,0,200 );
 surface()-DrawFilledRect(xpos , 287, xpos + 1, 287 + 10 );
 surface()-DrawFilledRect(xpos , 297, xpos, 297 + 6 );
 surface()-DrawFilledRect(xpos , 303 , xpos + 1, 303 + 10 );
 // Horizontal Reticle -r00t
 surface()-DrawFilledRect( 387 , ypos, 387 + 10, ypos + 1 );
 surface()-DrawFilledRect( 397 , ypos, 397 + 6, ypos);
 surface()-DrawFilledRect(403 , ypos , 403 + 10 , ypos + 1 );
 
 }

 |
 This will just a draw  
 |

 Hopefully someone finds this useful.

 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com

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Re: [hlcoders] Weapons with 0 ammo magically have a full clip?

2005-04-11 Thread Ben Davison
Heres another thing, throw all your grenades away apart from 1. Then
kill yourself with that grenade, you will drop a spare grenade.

On Apr 11, 2005 6:12 AM, r00t 3:16 [EMAIL PROTECTED] wrote:
 This is with the HL2MP SDK ALL Weapons

 If a weapon has extra ammo, but you fire all the rounds in the clip, then
 switch to another weapon fire the weapon then switch back to the weapon that
 needed to be reloaded it will have a full clip again, when you switch back.
 I thought this was kind of odd. It should force the player to reload. This
 happen to the weapon the in HL2MP Sdk. Not sure why this happens at the
 momement.

 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com

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Re: [hlcoders] OptionsSubMultiplayer.res

2005-04-07 Thread Ben Davison
Alfred (some what offtopic) when I try to modify some of the elements
of the multiplayer tab in the HL2DM code, I cannot delete the picture
of the player or model selector drop down list using the VGUI editor
that's inbuilt into source.

Do I have to do some voodoo magic with the ui code?

On Apr 8, 2005 1:54 AM, Alfred Reynolds [EMAIL PROTECTED] wrote:
 No, Mods do not have the ability to add code to the GameUI. There are a
 couple hacks that will let you change the layout, but  they are not
 recommended.

 - Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
 Dance
 Sent: Thursday, April 07, 2005 4:44 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] OptionsSubMultiplayer.res

 Is it possible to create code-driven UI here? For example, HL2DM and
 CS:S have model selection and spray support on this tab. How do these
 work?

 (I swear I found a document on how to do this once.. maybe it was for
 HL1...)

 --JD

 On Apr 7, 2005, at 4:32 PM, Matt Boone wrote:

  I don't think its possible to add controls to this panel with just a
  .res file change. You should add your cvar checkbox to the multiplayer

  advanced dialog, which is scriptable via cfg/settings.scr.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  kingkoozime
  Sent: Thursday, April 07, 2005 12:43 PM
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] OptionsSubMultiplayer.res
 
  Anyone have any experience with editing OptionsSubMultiplayer.res? I'd

  like to add a checkbox to change a convar. All I can see is a field in

  each object called Command, but I can't find where the commands are
  defined.
 
  -kingk
 
 
 
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Re: [hlcoders] OptionsSubMultiplayer.res

2005-04-07 Thread Ben Davison
Weird, it lets me delete, add and move everything.

On Apr 8, 2005 2:14 AM, Alfred Reynolds [EMAIL PROTECTED] wrote:
 You shouldn't be editing that file, I bet its having a problem because
 that file exists entirely inside the steam cache and it can't write to
 it (we only use steam caches in read only mode). If you extracted that
 file to disk then it should work, but as I said before tis a hack :)

 - Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
 Sent: Thursday, April 07, 2005 6:05 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] OptionsSubMultiplayer.res

 Alfred (some what offtopic) when I try to modify some of the elements of
 the multiplayer tab in the HL2DM code, I cannot delete the picture of
 the player or model selector drop down list using the VGUI editor that's
 inbuilt into source.

 Do I have to do some voodoo magic with the ui code?

 On Apr 8, 2005 1:54 AM, Alfred Reynolds [EMAIL PROTECTED]
 wrote:
  No, Mods do not have the ability to add code to the GameUI. There are
  a couple hacks that will let you change the layout, but  they are not
  recommended.
 
  - Alfred
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
  Dance
  Sent: Thursday, April 07, 2005 4:44 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] OptionsSubMultiplayer.res
 
  Is it possible to create code-driven UI here? For example, HL2DM and
  CS:S have model selection and spray support on this tab. How do these
  work?
 
  (I swear I found a document on how to do this once.. maybe it was for
  HL1...)
 
  --JD
 
  On Apr 7, 2005, at 4:32 PM, Matt Boone wrote:
 
   I don't think its possible to add controls to this panel with just a

   .res file change. You should add your cvar checkbox to the
   multiplayer
 
   advanced dialog, which is scriptable via cfg/settings.scr.
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of
   kingkoozime
   Sent: Thursday, April 07, 2005 12:43 PM
   To: hlcoders@list.valvesoftware.com
   Subject: [hlcoders] OptionsSubMultiplayer.res
  
   Anyone have any experience with editing OptionsSubMultiplayer.res?
   I'd
 
   like to add a checkbox to change a convar. All I can see is a field
   in
 
   each object called Command, but I can't find where the commands
   are defined.
  
   -kingk
  
  
  
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Re: [hlcoders] OptionsSubMultiplayer.res

2005-04-07 Thread Ben Davison
Eh, ok scratch that. I created a file called optionssubmultiplayer.res
it must of been reading from that.

Ok, I extracted from the GCF files and now im going directly into the
.res file and delete Model Image and Player Model(IIRC) but for
some reason it comes back really small. Even though I have deleted
Model Image in the .res file, and when I try to find it again, it's
gone :|

On Apr 8, 2005 2:21 AM, Ben Davison [EMAIL PROTECTED] wrote:
 Weird, it lets me delete, add and move everything.

 On Apr 8, 2005 2:14 AM, Alfred Reynolds [EMAIL PROTECTED] wrote:
  You shouldn't be editing that file, I bet its having a problem because
  that file exists entirely inside the steam cache and it can't write to
  it (we only use steam caches in read only mode). If you extracted that
  file to disk then it should work, but as I said before tis a hack :)
 
  - Alfred
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
  Sent: Thursday, April 07, 2005 6:05 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] OptionsSubMultiplayer.res
 
  Alfred (some what offtopic) when I try to modify some of the elements of
  the multiplayer tab in the HL2DM code, I cannot delete the picture of
  the player or model selector drop down list using the VGUI editor that's
  inbuilt into source.
 
  Do I have to do some voodoo magic with the ui code?
 
  On Apr 8, 2005 1:54 AM, Alfred Reynolds [EMAIL PROTECTED]
  wrote:
   No, Mods do not have the ability to add code to the GameUI. There are
   a couple hacks that will let you change the layout, but  they are not
   recommended.
  
   - Alfred
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
   Dance
   Sent: Thursday, April 07, 2005 4:44 PM
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] OptionsSubMultiplayer.res
  
   Is it possible to create code-driven UI here? For example, HL2DM and
   CS:S have model selection and spray support on this tab. How do these
   work?
  
   (I swear I found a document on how to do this once.. maybe it was for
   HL1...)
  
   --JD
  
   On Apr 7, 2005, at 4:32 PM, Matt Boone wrote:
  
I don't think its possible to add controls to this panel with just a
 
.res file change. You should add your cvar checkbox to the
multiplayer
  
advanced dialog, which is scriptable via cfg/settings.scr.
   
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
kingkoozime
Sent: Thursday, April 07, 2005 12:43 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] OptionsSubMultiplayer.res
   
Anyone have any experience with editing OptionsSubMultiplayer.res?
I'd
  
like to add a checkbox to change a convar. All I can see is a field
in
  
each object called Command, but I can't find where the commands
are defined.
   
-kingk
   
   
   
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Re: [hlcoders] OptionsSubMultiplayer.res

2005-04-07 Thread Ben Davison
Johnathan the gameinfo.txt method worked for me.

I forgot can the gameinfo.txt be changed and then someone can join a
server?(IIRC it cant without giving an error message)

On Apr 8, 2005 2:46 AM, Jonathan Dance [EMAIL PROTECTED] wrote:
 OK, to summarize, what can we / how should we edit this stuff? Matt
 said cfg/settings.scr... we've used this to allow people creating
 listen servers to easily customize their server settings by setting
 server cvars. What we are looking for now is a user-friendly way to set
 client-side settings. How do we do this?

 --JD

 On Apr 7, 2005, at 9:14 PM, Alfred Reynolds wrote:

  You shouldn't be editing that file, I bet its having a problem because
  that file exists entirely inside the steam cache and it can't write to
  it (we only use steam caches in read only mode). If you extracted that
  file to disk then it should work, but as I said before tis a hack :)
 
  - Alfred
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
  Sent: Thursday, April 07, 2005 6:05 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] OptionsSubMultiplayer.res
 
  Alfred (some what offtopic) when I try to modify some of the elements
  of
  the multiplayer tab in the HL2DM code, I cannot delete the picture of
  the player or model selector drop down list using the VGUI editor
  that's
  inbuilt into source.
 
  Do I have to do some voodoo magic with the ui code?
 
  On Apr 8, 2005 1:54 AM, Alfred Reynolds [EMAIL PROTECTED]
  wrote:
  No, Mods do not have the ability to add code to the GameUI. There are
  a couple hacks that will let you change the layout, but  they are not
  recommended.
 
  - Alfred
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
  Dance
  Sent: Thursday, April 07, 2005 4:44 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] OptionsSubMultiplayer.res
 
  Is it possible to create code-driven UI here? For example, HL2DM and
  CS:S have model selection and spray support on this tab. How do these
  work?
 
  (I swear I found a document on how to do this once.. maybe it was for
  HL1...)
 
  --JD
 
  On Apr 7, 2005, at 4:32 PM, Matt Boone wrote:
 
  I don't think its possible to add controls to this panel with just a
 
  .res file change. You should add your cvar checkbox to the
  multiplayer
 
  advanced dialog, which is scriptable via cfg/settings.scr.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  kingkoozime
  Sent: Thursday, April 07, 2005 12:43 PM
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] OptionsSubMultiplayer.res
 
  Anyone have any experience with editing OptionsSubMultiplayer.res?
  I'd
 
  like to add a checkbox to change a convar. All I can see is a field
  in
 
  each object called Command, but I can't find where the commands
  are defined.
 
  -kingk
 
 
 
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Re: [hlcoders] ATTENTION: ALL HL MOD CODERS VALVE

2005-03-25 Thread Ben Davison
The update that just went out fixed it.

Also VAC next week :)


On Sat, 26 Mar 2005 00:14:38 +, garry [EMAIL PROTECTED] wrote:
 It's just attention. They can't get positive attention so they get
 negative attention instead.

 That really is the only thing they get by doing this stuff - and posts
 like this one that mentions them by name and articles in magazines
 give them just that.

 It's usually just best to ignore them and act like nothing happened -
 it's the only way to beat it.


 On Fri, 25 Mar 2005 10:33:30 -0500, K. Mike Bradley [EMAIL PROTECTED] wrote:
  Yeah,
  Why do some people want to be that way?
 
  At the beach, some people want to build sand castles and some people want to
  smash sand castles.
 
  There is some sort of psycho disorder there somewhere.
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Michael Hobson
  Sent: Friday, March 25, 2005 9:32 AM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] ATTENTION: ALL HL MOD CODERS  VALVE
 
  Tei:
 
  You must live in a hole in the ground or never play multiplayer
  games in public servers, since you apparently are clueless with
  regard  to [myg0t], which is not a guy, but a very large and
  expanding group of griefers (persons who join multiplayer game
  servers solely to create as much upset as they possibly can).
 
  Myg0t members are only interested in raging other gamers and
  cheat programs are only used to help with raging. They also
  engage in blocking friendly respawn points, team killing, playing
  loud annoying sounds and otherwise making voice comm unusable,
  etc.
 
  These people have been well known for their acts of online terrorism
  for many years now.
 
  Michael Sneaky_Bastard! Hobson
  mike (at) crusader (dash) services (dot) com
  icq #2186709
  yahoo: warrior_mike2001
 
  At 06:07 AM 3/25/2005, you wrote:
 
  A good policy its to not spread the name of the guy. What you are doing
  its BRANDING, that its a really good thing for this guy. You can send a
  mail to the mail list about holes and crackers, but If you avoid the
  name,.. you hurt the guy.
  
  Crackers feel important because can get holes on millions LOC's apps.
  While I can get holes on crackers 20 lines exploits codes.
  
  What timewaste :P
  
  Heritage wrote:
  moyg0t's website is so stupid.. they threaten to sue if you make
  anti-cheats against their exploits for your game, rofl... idiots.
  
  On Thu, 24 Mar 2005 18:20:55 -0800 (PST), Adam amckern Mckern
  [EMAIL PROTECTED] wrote:
  
  Would it not just be better for Valve to watch myg0t,
  and once in a while patch the new exploits?
  
  I dont want valve to be burned by moyg0t thats all
  
  Any way, good to here
  
  amckern
  
  
  --- Alfred Reynolds [EMAIL PROTECTED] wrote:
  
  The next SDK drop will contain updated code for the
  te command to
  protect it.
  
  - Alfred
  
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On
  Behalf Of Heritage
  Sent: Thursday, March 24, 2005 12:12 PM
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] ATTENTION: ALL HL MOD CODERS 
  VALVE
  
  myg0t apparently figured out (by looking at the SDK)
  that valve left a
  few testing commands in the client command. They
  made announcement on
  their website www.myg0t.com and valve has since only
  patched counter
  strike yesterday. I'm not really sure what the
  reasons for having the
  te command in the client command other than for
  testing purposes,
  maybe there is another reasons, however..
  
  My advice to you all is to at least fix this in your
  mod. Its very easy
  to do.. Just either comment out the lines or put
  #indef DEBUG #endif
  statements around it.
  
  line 1310 or around there, in client.cpp or search
  for this:
  else if ( FStrEq( pcmd, te ) )
  
  I plead with valve to patch deathwatch or at least
  the SDK for future
  mods unless you have already done so.
  
  Thank you.
  
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Re: [hlcoders] game_SDK.sln in Modify HL2 Multiplayer

2005-03-17 Thread Ben Davison
Delete the sourcesdk folder and run the SDK again, if that dosent fix
the problem. Delete sourcesdk.gcf


On Wed, 16 Mar 2005 22:42:39 -0500, David Kiger [EMAIL PROTECTED] wrote:
 Well, it appears I've found at least part of the reason that the .sln
 file isn't happy.  Both the files you listed are 0 bytes on a fresh
 HL2 MP mod.

 I'm guessing I'm going to have to get a completely clean SDK install.
 I'd rather not reinstall all of Steam, so can you tell me what I need
 to get rid of to get a clean SDK?

 On Wed, 16 Mar 2005 16:04:36 -0800, Mike Dussault
 [EMAIL PROTECTED] wrote:
  BTW, this doesn't have to block you on anything. Just open
  src\dlls\hl_sdk.vcproj and src\cl_dll\client_sdk.vcproj separately if
  game_sdk.sln isn't working.

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[hlcoders] .FX files editor?

2005-03-12 Thread Ben Davison
Any recommendations for a FX editor for the shader files?

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Re: [hlcoders] Ok howto swtich between types of players

2005-03-12 Thread Ben Davison
I am intrested in this aswell, i'm looking at doing something like stridermod.

I think for what I wan't todo it's something like this.

BaseClass::EnterVehicle( pPlayer );

But just take over a NPC.


On Sat, 12 Mar 2005 01:26:38 -0700, Michael Kramer
[EMAIL PROTECTED] wrote:
 Alright I need to know how I can make it so it can switch between
 hl2_player and one created by me...so that the player will ahve all
 new commands and functions..Where is it defined that hl2_player.cpp is
 the player? And how would I make a menu in game that could  switch
 between them?

 Thanx for all help

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Re: [hlcoders] game_SDK.sln in Modify HL2 Multiplayer

2005-03-12 Thread Ben Davison
Sidenote:

C:\Steam\SteamApps\benosp\sourcesdk\bin

vconfig.exe looks to be what you need.



On Sat, 12 Mar 2005 13:23:30 -0500, David Kiger [EMAIL PROTECTED] wrote:
 I've just now gotten around to playing with the SDK, and I'm running
 into a problem right off the bat.  It seems that the game_SDK.sln file
 that is included in the Modify HL2 Multiplayer isn't valid.  Visual
 Studio recognizes the Everything_SDK.sln file, and the game_SDK.sln
 file in other options under Create a mod, but not the one I'd like
 to use.  I've tested other setup options and the files work, so I
 really don't think it's anything I'm doing wrong.

 As a side note, from testing different configurations I now have about
 5 or 6 TEST mods listed under Current Game:.  How can I get rid of
 them?  I've nuked the directories and (I think) all associated files,
 but they're still showing up.

 Thanks,
 Dave

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Re: [hlcoders] Hl2MP SDK Has a million errors...

2005-03-12 Thread Ben Davison
What compiler?


On Sat, 12 Mar 2005 15:52:47 -0700, Michael Kramer
[EMAIL PROTECTED] wrote:
 Ok I went to the SDK and did modify HL2 MPand before I even
 changed anything I did a compile...I get two erros... Unexpected end
 of File found while looking for Precompiled Header Directive...So I
 right click the file and I see it is using stdafx.h so I change it
 then each and every single weapon erros with that so I change them
 all...Then I get 32 LNK errors that have to do with the mega
 physgun...so I comment everything out that has to do with the Mega
 Phys Cannon...and I still get those errors...So I remove the gun
 completely but I still get the dang errors...What the crap is worng??
 How Do I fix it??

 Thx in advanced :D

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Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-05 Thread Ben Davison
Ok Jay.

The reason I thought that was the problem was because when HL2DM got
first released and loads of people put up crappy servers the
symptoms that Knifa described was happening. But when better servers
got put up the problems disappeared.

Ok I have just had a quick look at steampowered's forums and I found
this intresting bit of information.

#20 Physical Mayhem

This seems to occur every now and again, however, with the release of
dm_steamlabs, it has occured much more than before. This problem
causes the physics of all objects to completely mess up, respawning
weapons fall through the floor, throw grenades go through walls,
objects and floors. Objects seem to have a mind of their own as they
bounce about randomly.
Currently the only fix is to restart the server, as the physics remain
changed through map changes.

http://forums.steampowered.com/forums/showthread.php?s=threadid=248425


On Sat, 05 Mar 2005 15:29:31 +, Knifa [EMAIL PROTECTED] wrote:
 Uh.. what?

  You can delate farter, and uninteresting.
  And move to a simulated phisic, or not phisic at all. And avoid swawning
  that much using a cycle for decor stuff. etc
 
 
  Ben Davison wrote:
 
  Deleting physics objects untill the server becomes stable?
 
 
  On Sat, 05 Mar 2005 03:01:19 +, Knifa [EMAIL PROTECTED] wrote:
 
  Is there anything I can do about it then? (other than restarting HL2)
 
 
  This usually happens because the server is processing to many physics
  calculations and the server can't handle it.
 
  And from what I can remember source forts is extremly intensive on the
  physics(well my forts are ;P)
 
 
  On Sat, 05 Mar 2005 02:27:56 +, Knifa [EMAIL PROTECTED] wrote:
 
 
 
  Yea, they stick in for about half a second then bounce really
  high, then
  they just go all over the place
 
 
 
 
  I've seen this problem when there are 2 many physics interactions
  going on for the server to handle.
 
  Do physics objects seem to go into the ground for a bit then pop
  back up?
 
 
  On Sat, 05 Mar 2005 01:57:43 +, Knifa [EMAIL PROTECTED] wrote:
 
 
 
 
 
  Hi all.
 
  While playing my mod, after a few minutes of play, physics objects
  starting bouncing around and act like they have no collisions.
  Is this something to do with my mod or is it a Source Engine bug?
 
  Thanks
  --
  Knifa
  SourceForts
  http://knd.org.uk/sourceforts/
 
  ___
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  archives, please visit:
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  --
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  - http://www.shadow-phoenix.com
 
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  --
  Knifa
  SourceForts
  http://knd.org.uk/sourceforts/
 
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  archives, please visit:
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  - http://www.shadow-phoenix.com
 
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  --
  Knifa
  SourceForts
  http://knd.org.uk/sourceforts/
 
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  archives, please visit:
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 --
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 SourceForts
 http://knd.org.uk/sourceforts/

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Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-05 Thread Ben Davison
Also I forgot to mention, if you are using the HL2DM code it would be
best to check all theese bugs, because you probably have them aswell.

Unless valve are aware of theese bugs and are going to patch soon?


On Sat, 5 Mar 2005 16:19:47 +, Ben Davison
[EMAIL PROTECTED] wrote:
 Ok Jay.

 The reason I thought that was the problem was because when HL2DM got
 first released and loads of people put up crappy servers the
 symptoms that Knifa described was happening. But when better servers
 got put up the problems disappeared.

 Ok I have just had a quick look at steampowered's forums and I found
 this intresting bit of information.

 #20 Physical Mayhem

 This seems to occur every now and again, however, with the release of
 dm_steamlabs, it has occured much more than before. This problem
 causes the physics of all objects to completely mess up, respawning
 weapons fall through the floor, throw grenades go through walls,
 objects and floors. Objects seem to have a mind of their own as they
 bounce about randomly.
 Currently the only fix is to restart the server, as the physics remain
 changed through map changes.

 http://forums.steampowered.com/forums/showthread.php?s=threadid=248425


 On Sat, 05 Mar 2005 15:29:31 +, Knifa [EMAIL PROTECTED] wrote:
  Uh.. what?
 
   You can delate farter, and uninteresting.
   And move to a simulated phisic, or not phisic at all. And avoid swawning
   that much using a cycle for decor stuff. etc
  
  
   Ben Davison wrote:
  
   Deleting physics objects untill the server becomes stable?
  
  
   On Sat, 05 Mar 2005 03:01:19 +, Knifa [EMAIL PROTECTED] wrote:
  
   Is there anything I can do about it then? (other than restarting HL2)
  
  
   This usually happens because the server is processing to many physics
   calculations and the server can't handle it.
  
   And from what I can remember source forts is extremly intensive on the
   physics(well my forts are ;P)
  
  
   On Sat, 05 Mar 2005 02:27:56 +, Knifa [EMAIL PROTECTED] wrote:
  
  
  
   Yea, they stick in for about half a second then bounce really
   high, then
   they just go all over the place
  
  
  
  
   I've seen this problem when there are 2 many physics interactions
   going on for the server to handle.
  
   Do physics objects seem to go into the ground for a bit then pop
   back up?
  
  
   On Sat, 05 Mar 2005 01:57:43 +, Knifa [EMAIL PROTECTED] wrote:
  
  
  
  
  
   Hi all.
  
   While playing my mod, after a few minutes of play, physics objects
   starting bouncing around and act like they have no collisions.
   Is this something to do with my mod or is it a Source Engine bug?
  
   Thanks
   --
   Knifa
   SourceForts
   http://knd.org.uk/sourceforts/
  
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   --
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   http://knd.org.uk/sourceforts/
  
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   --
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   SourceForts
   http://knd.org.uk/sourceforts/
  
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  SourceForts
  http://knd.org.uk/sourceforts/
 
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Re: [hlcoders] HL2MP Speed hack

2005-03-04 Thread Ben Davison
I think it's a program that actualy speeds up windows itself, I
remember they fixed the problem a while back, but now it's resurfaced.


On Fri, 4 Mar 2005 18:02:22 -0500, Patrick Flanagan [EMAIL PROTECTED] wrote:
 On several servers that are running my mod, I've seen some people
 using some kind of expoit to allow them to move really fast, much
 faster than should be allowed by sv_maxspeed. This cheat lets them run
 accross huge maps in almost no time, and gives them a big advantage
 over the other players.

 My mod is based on the DM sdk, for what thats worth. Does anyone know
 how this cheat is done? I'd really like to fix it for our next update
 as its pretty annoying and VAC2 isn't out yet. I don't think its due
 to a bug in my mod because players have told me that they've seen it
 in HL2DM and CSS as well.

 Does anyone have any insight into how I might fix this problem or know
 how its done so that I can investigate a fix myself?

 Please feel free to respond to me off-list if you'd rather not have
 the details of the cheat publically available. Normally I don't plug
 my mod on this list, but its www.hl2ctf.com if you want to check it
 out to make sure I'm not just some l337 h4x0r asking for cheats.

 Thanks,

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Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-04 Thread Ben Davison
I've seen this problem when there are 2 many physics interactions
going on for the server to handle.

Do physics objects seem to go into the ground for a bit then pop back up?


On Sat, 05 Mar 2005 01:57:43 +, Knifa [EMAIL PROTECTED] wrote:
 Hi all.

 While playing my mod, after a few minutes of play, physics objects
 starting bouncing around and act like they have no collisions.
 Is this something to do with my mod or is it a Source Engine bug?

 Thanks
 --
 Knifa
 SourceForts
 http://knd.org.uk/sourceforts/

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Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-04 Thread Ben Davison
This usually happens because the server is processing to many physics
calculations and the server can't handle it.

And from what I can remember source forts is extremly intensive on the
physics(well my forts are ;P)


On Sat, 05 Mar 2005 02:27:56 +, Knifa [EMAIL PROTECTED] wrote:
 Yea, they stick in for about half a second then bounce really high, then
 they just go all over the place

 I've seen this problem when there are 2 many physics interactions
 going on for the server to handle.
 
 Do physics objects seem to go into the ground for a bit then pop back up?
 
 
 On Sat, 05 Mar 2005 01:57:43 +, Knifa [EMAIL PROTECTED] wrote:
 
 
 Hi all.
 
 While playing my mod, after a few minutes of play, physics objects
 starting bouncing around and act like they have no collisions.
 Is this something to do with my mod or is it a Source Engine bug?
 
 Thanks
 --
 Knifa
 SourceForts
 http://knd.org.uk/sourceforts/
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
 
 
 --
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 - http://www.shadow-phoenix.com
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
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 --
 Knifa
 SourceForts
 http://knd.org.uk/sourceforts/

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Re: [hlcoders] Full screen postprocess

2005-03-03 Thread Ben Davison
It was just released.

Source SDK Update Released
March 3, 2005, 5:44 pm · cliffe
A Source SDK update is available and will be applied automatically
when Steam is restarted. The changes include:

Source SDK

* Added new example character model
* Added new character creation documentation
* Added QC eyes tool
* Added more in-depth shader examples -- including a post-process shader
* Added Motion Mapper - a tool used to map animations across
differently-proportioned skeletons
* Fixed dedicated server UI not automatically finding HL2MP MODs


On Fri, 4 Mar 2005 10:13:32 +1000, Grant Christensen [EMAIL PROTECTED] wrote:
 Any heads up as to what is in the update today?

 On Thu, 3 Mar 2005 15:52:01 -0800, Mike Dussault
 [EMAIL PROTECTED] wrote:
  I added a sample of this to the next SDK update (going out today).
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Dan Partelly
  Sent: Thursday, March 03, 2005 8:38 AM
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] Full screen postprocess
 
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ] Hello,
 
  Is there any way to do full screen post process steps from the shader
  API ?
 
  Dan
 
  --
 
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Re: [hlcoders] Source Control document

2005-02-28 Thread Ben Davison
http://img54.exs.cx/img54/9443/src2ao.jpg

I am going to try and breaking the files down like you suggested.


On Mon, 28 Feb 2005 00:35:31 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
 I like perforce but the license thing for 2 people is kind of a pain. I
 guess it uses more then 1 connection to get files and such.
 I am now currenlty using subversion and http://tortoisesvn.tigris.org/
 
 Took me a little to figure it out but it is kind of simple...
 
 If anyone needs help setting this up email me.
 Been using it for 2 days now and works good, and the cvs server is remote
 and it seems to be quite quick on commits / updates etc.
 
 
 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com
 - Original Message -
 From: Mike Dussault [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Sunday, February 27, 2005 11:23 PM
 Subject: RE: [hlcoders] Source Control document
 
 A few things to check:
 
 - What's the path to the source code in your previously-existing project
 (and am I reading what you wrote correctly - you said it was 800 megs?)
 
 - What's the path to the new code?
 - Is there anything on the Perforce site about this error?
 - Have you emailed Perforce support?
 
 Try breaking down the add command into one for each file type, so you
 can make sure you're not adding compiler-generated files like .obj or
 .pch files:
 
 for /R %i in (*.cpp) do @p4 add %i
 for /R %i in (*.h) do @p4 add %i
 for /R %i in (*.vcproj) do @p4 add %i
 for /R %i in (*.lib) do @p4 add %i
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
 Sent: Sunday, February 27, 2005 3:14 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source Control document
 
 Well for some reason it adds code from a clean create mod selection, but
 it won't add the code from my project even when I stripped everything
 down to the essentials.
 
 It only adds client_dll then spams that error message.
 
 On Sun, 27 Feb 2005 21:51:01 +, Ben Davison
 [EMAIL PROTECTED] wrote:
  Mike I think I know why it gives me that error message. It's because
  it's an 800 meg directory, do you know any programs that will get rid
  of the IDE helper files that intellisense uses? And all the other
  random junk? So I just get a clean 30MB  directory?
 
  On Fri, 25 Feb 2005 16:53:20 -0800, Mike Dussault
  [EMAIL PROTECTED] wrote:
   Try emailing Perforce tech support. You should be allowed 2 users
   and any number of clientspecs, so I don't know why you'd be getting
   license spam.
  
   The source control doc tells how to setup both the client and the
   server on a machine. If you want to setup a separate client-only
   machine, I sent info on that few emails back:
  
   
   If you're setting up a separate client to connect to the perforce
   server, then you need to:
  
   1. In Settings-Options, under p4 port, give it the IP of the
   machine that the perforce server is on.
   2. Create a new clientspec by going ClientSpec-New, then give it
   any name. In the next dialog, under View, enter:
  
//depot/LocalModCode/... //[whatever name you want]/...
  
   example: //depot/LocalModCode/... //BobsMachine/...
  
   Then you can sync and work using the clientspec you just created
   (and you'll be working in the //depot/LocalModCode codeline).
   
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of r00t
   3:16
   Sent: Friday, February 25, 2005 4:20 PM
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Source Control document
  
   Well i got everything working but the license thing has me a little
   stumped keeps coming with exceeded license and I am the only user
   using the software?
  
   I would image the steps that valve provided are for the server side?
   Is there any help setting up client side? Or possibly a few tips :P
  
   r00t 3:16
   CQC Gaming
   www.cqc-gaming.com
  
   - Original Message -
   From: Ben Davison [EMAIL PROTECTED]
   To: hlcoders@list.valvesoftware.com
   Sent: Friday, February 25, 2005 6:10 PM
   Subject: Re: [hlcoders] Source Control document
  
Gives me the error, Cannont add filenames with wildcards [EMAIL 
PROTECTED] in
 
them, use -f to force add.
   
I'm gonna try force adding them
   
   
On Fri, 25 Feb 2005 14:48:07 -0800, Mike Dussault
[EMAIL PROTECTED] wrote:
Maybe it's because it's doing a p4.exe for each file. Try this,
and it'll only run p4.exe for each directory:
   
for /D /R %i in (*.*) do @p4 add %i\*.*
   
   
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben
Davison
Sent: Friday, February 25, 2005 2:34 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source Control document
   
I'll try that.
   
It's weird because it adds about half the files then spams that
   error.
   
On Fri, 25 Feb 2005 14:27:43 -0800, Mike Dussault
[EMAIL

Re: [hlcoders] Source Control document

2005-02-27 Thread Ben Davison
Mike I think I know why it gives me that error message. It's because
it's an 800 meg directory, do you know any programs that will get rid
of the IDE helper files that intellisense uses? And all the other
random junk? So I just get a clean 30MB  directory?


On Fri, 25 Feb 2005 16:53:20 -0800, Mike Dussault
[EMAIL PROTECTED] wrote:
 Try emailing Perforce tech support. You should be allowed 2 users and
 any number of clientspecs, so I don't know why you'd be getting license
 spam.
 
 The source control doc tells how to setup both the client and the server
 on a machine. If you want to setup a separate client-only machine, I
 sent info on that few emails back:
 
 
 If you're setting up a separate client to connect to the perforce
 server, then you need to:
 
 1. In Settings-Options, under p4 port, give it the IP of the machine
 that the perforce server is on.
 2. Create a new clientspec by going ClientSpec-New, then give it any
 name. In the next dialog, under View, enter:
 
  //depot/LocalModCode/... //[whatever name you want]/...
 
 example: //depot/LocalModCode/... //BobsMachine/...
 
 Then you can sync and work using the clientspec you just created (and
 you'll be working in the //depot/LocalModCode codeline).
 
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
 Sent: Friday, February 25, 2005 4:20 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source Control document
 
 Well i got everything working but the license thing has me a little
 stumped keeps coming with exceeded license and I am the only user using
 the software?
 
 I would image the steps that valve provided are for the server side?
 Is there any help setting up client side? Or possibly a few tips :P
 
 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com
 
 - Original Message -
 From: Ben Davison [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Friday, February 25, 2005 6:10 PM
 Subject: Re: [hlcoders] Source Control document
 
  Gives me the error, Cannont add filenames with wildcards [EMAIL PROTECTED] 
  in
  them, use -f to force add.
 
  I'm gonna try force adding them
 
 
  On Fri, 25 Feb 2005 14:48:07 -0800, Mike Dussault
  [EMAIL PROTECTED] wrote:
  Maybe it's because it's doing a p4.exe for each file. Try this, and
  it'll only run p4.exe for each directory:
 
  for /D /R %i in (*.*) do @p4 add %i\*.*
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Ben
  Davison
  Sent: Friday, February 25, 2005 2:34 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Source Control document
 
  I'll try that.
 
  It's weird because it adds about half the files then spams that
 error.
 
  On Fri, 25 Feb 2005 14:27:43 -0800, Mike Dussault
  [EMAIL PROTECTED] wrote:
   Haven't seen that one before. It looks like either your sockets are
 
   not getting released by Perforce correctly, or it doesn't know
   which IP address to use to connect to your server.
  
   You could try setting the p4port environment variable to
   localhost:1666 or [your ip address]:1666 and see if that fixes it.
   Also try searching their tech notes:
   http://www.perforce.com/perforce/technotes.html
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Ben
   Davison
   Sent: Friday, February 25, 2005 12:22 PM
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Source Control document
  
   I have an error were I add the ValveSDKCode using the command line
   it will add most of the files then it will start spewing out this
 error.
  
   Perforce Client Error:
   Connect To server failed check $p4port Connect :1666 :
   WSAEADDRINUSE
  
   Weird, it adds alot of files then spams that error.
  
   On Fri, 25 Feb 2005 14:52:42 -0500, r00t 3:16
   [EMAIL PROTECTED]
   wrote:
Nice on perforce I was working on this today for our mod.
   
Couple of questions though (yes I know :P )
   
I didn't see much mention for client side setup.
How do you go about setting up things on the client side?
   
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Ben Davison [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, February 25, 2005 2:04 PM
Subject: Re: [hlcoders] Source Control document
   
 Very nice :)

 I installed perforce a while back and got a bit stuck, so
 hopefully this will help.


 On Fri, 25 Feb 2005 10:53:12 -0800, Mike Dussault
 [EMAIL PROTECTED] wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ] There's a new
 
 document up that describes how to use Perforce to ease the
 process of integrating SDK changes into your codebase. Check
 it out
 here:


 http://www.valve-erc.com/srcsdk/Code/SourceControl/SourceControl.
 ht
 ml

Re: [hlcoders] Create A Server options

2005-02-26 Thread Ben Davison
I believe you could probably extract it from the GCF using gcfscape?
And it will use that resource file instead of the file already in the
GCF?


On Sat, 26 Feb 2005 23:54:46 +, Knifa [EMAIL PROTECTED] wrote:
 Hi all.

 Where are the options for the Create A Server panel set?
 Like Teamplay, etc.

 I can't find it in any of resource files.

 (Also, sorry for creating lots of threads after each other)

 Thanks

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Re: [hlcoders] Resetting entites on round restart.

2005-02-25 Thread Ben Davison
Thanks :)

Hrmmm I keep getting undeclared identifier, intellisense shows up that
I can use gEntList, I have included baseentity.h and entitylist.h.

Very strange.


On Fri, 25 Feb 2005 01:10:41 -, Chris Janes
[EMAIL PROTECTED] wrote:
 Ok, I got this sorted (pretty much) recently - it may not be the tidiest way
 of doing it, but it works!

 What I did was create a filter class (I found it while looking through the
 verc forums -
 http://www.chatbear.com/board.plm?a=viewthreadt=549,1104207081,14733b=4991
 id=767996v=flatolds=20) which lets me track the entities that I want to
 *keep* through a restart. Once I had that, I needed access to the list of
 entities that the current map contains, which is as far as I can tell, only
 available when the map loads, so I put in a couple of extra procedures in
 the IGameSystem class (a global singleton interface to the game rules).
 These let me cache a copy of the entity list from
 CServerGameDLL::LevelInit_ParseAllEntities() (found in
 sdk_gameinterface.cpp).

 With that information, I was able to loop through all the entities, check if
 I they needed deleting - use UTIL_Remove on them to do so. Once the entity
 list was clear, I call MapEntity_ParseAllEntities with the map entity list
 and the filter. Then it's just a case of calling the spawn function on the
 players.

 A full list of the changes - new procedures etc can be found here :
 http://www.hidden-source.com/round-restart.php

 One thing to note, it doesn't remove decals or debris, I assume they're
 temporary effects on the client side - not that big a deal.

 Ging

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
 Sent: 24 February 2005 23:35
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Resetting entites on round restart.

 I belive mapenties.h is a start, but I would like to hear frm people who
 have already done it or done work on it.

 I'm having a hard time getting my head around it.

 On Thu, 24 Feb 2005 15:19:04 -0800, Stephen Micheals
 [EMAIL PROTECTED] wrote:
  Im also interested on how to do this.
 
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Re: [hlcoders] Source Control document

2005-02-25 Thread Ben Davison
Very nice :)

I installed perforce a while back and got a bit stuck, so hopefully
this will help.


On Fri, 25 Feb 2005 10:53:12 -0800, Mike Dussault
[EMAIL PROTECTED] wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 There's a new document up that describes how to use Perforce to ease the
 process of integrating SDK changes into your codebase. Check it out
 here:

 http://www.valve-erc.com/srcsdk/Code/SourceControl/SourceControl.html

 --

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Re: [hlcoders] Source Control document

2005-02-25 Thread Ben Davison
I have an error were I add the ValveSDKCode using the command line it
will add most of the files then it will start spewing out this error.

Perforce Client Error:
Connect To server failed check $p4port
Connect :1666 : WSAEADDRINUSE

Weird, it adds alot of files then spams that error.

On Fri, 25 Feb 2005 14:52:42 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
 Nice on perforce I was working on this today for our mod.

 Couple of questions though (yes I know :P )

 I didn't see much mention for client side setup.
 How do you go about setting up things on the client side?

 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com
 - Original Message -
 From: Ben Davison [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Friday, February 25, 2005 2:04 PM
 Subject: Re: [hlcoders] Source Control document

  Very nice :)
 
  I installed perforce a while back and got a bit stuck, so hopefully
  this will help.
 
 
  On Fri, 25 Feb 2005 10:53:12 -0800, Mike Dussault
  [EMAIL PROTECTED] wrote:
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  There's a new document up that describes how to use Perforce to ease the
  process of integrating SDK changes into your codebase. Check it out
  here:
 
  http://www.valve-erc.com/srcsdk/Code/SourceControl/SourceControl.html
 
  --
 
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Re: [hlcoders] Source Control document

2005-02-25 Thread Ben Davison
Gives me the error, Cannont add filenames with wildcards [EMAIL PROTECTED] in
them, use -f to force add.

I'm gonna try force adding them


On Fri, 25 Feb 2005 14:48:07 -0800, Mike Dussault
[EMAIL PROTECTED] wrote:
 Maybe it's because it's doing a p4.exe for each file. Try this, and
 it'll only run p4.exe for each directory:

 for /D /R %i in (*.*) do @p4 add %i\*.*


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
 Sent: Friday, February 25, 2005 2:34 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source Control document

 I'll try that.

 It's weird because it adds about half the files then spams that error.

 On Fri, 25 Feb 2005 14:27:43 -0800, Mike Dussault
 [EMAIL PROTECTED] wrote:
  Haven't seen that one before. It looks like either your sockets are
  not getting released by Perforce correctly, or it doesn't know which
  IP address to use to connect to your server.
 
  You could try setting the p4port environment variable to
  localhost:1666 or [your ip address]:1666 and see if that fixes it.
  Also try searching their tech notes:
  http://www.perforce.com/perforce/technotes.html
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Ben
  Davison
  Sent: Friday, February 25, 2005 12:22 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Source Control document
 
  I have an error were I add the ValveSDKCode using the command line it
  will add most of the files then it will start spewing out this error.
 
  Perforce Client Error:
  Connect To server failed check $p4port Connect :1666 : WSAEADDRINUSE
 
  Weird, it adds alot of files then spams that error.
 
  On Fri, 25 Feb 2005 14:52:42 -0500, r00t 3:16 [EMAIL PROTECTED]
  wrote:
   Nice on perforce I was working on this today for our mod.
  
   Couple of questions though (yes I know :P )
  
   I didn't see much mention for client side setup.
   How do you go about setting up things on the client side?
  
   r00t 3:16
   CQC Gaming
   www.cqc-gaming.com
   - Original Message -
   From: Ben Davison [EMAIL PROTECTED]
   To: hlcoders@list.valvesoftware.com
   Sent: Friday, February 25, 2005 2:04 PM
   Subject: Re: [hlcoders] Source Control document
  
Very nice :)
   
I installed perforce a while back and got a bit stuck, so
hopefully this will help.
   
   
On Fri, 25 Feb 2005 10:53:12 -0800, Mike Dussault
[EMAIL PROTECTED] wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] There's a new
document up that describes how to use Perforce to ease the
process of integrating SDK changes into your codebase. Check it
out
here:
   
http://www.valve-erc.com/srcsdk/Code/SourceControl/SourceControl.
ht
ml
   
--
   
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Re: [hlcoders] HL2MP SDK Crash (and fix)

2005-02-24 Thread Ben Davison
Thanks added the fix to my mod.


On Thu, 24 Feb 2005 13:41:51 -0500, Patrick Flanagan [EMAIL PROTECTED] wrote:
 I've been running my DM mod, and I noticed that periodically the
 clients would crash but the server would remain up. I happened to
 catch one in the debugger, and it looks like this is problem is in
 CreateRagdoll in ragdoll.cpp:

 CRagdoll *CreateRagdoll(
 C_BaseEntity *ent,
 studiohdr_t *pstudiohdr,
 const Vector forceVector,
 int forceBone,
 const CBoneAccessor pPrevBones,
 const CBoneAccessor pBoneToWorld,
 const CBoneAccessor pDesiredBonePosition,
 float dt )
 {
 CRagdoll *pRagdoll = new CRagdoll;
 pRagdoll-Init( ent, pstudiohdr, forceVector, forceBone, pPrevBones,
 pBoneToWorld, dt );

 if ( !pRagdoll-IsValid() )
 {
 Msg(Bad ragdoll for %s\n, pstudiohdr-name );
 delete pRagdoll;
 pRagdoll = NULL;

 }

 pRagdoll-SetInitialBonePosition( pstudiohdr, pDesiredBonePosition );

 return pRagdoll;
 }

 I'm not sure under what circumstances the ragdoll is not valid, but
 apparently this was happening periodically. So when the ragdoll was
 not valid, it would delete that pointer and then immediately call
 SetInitialBonePosition on it. Nice.

 I changed the if block to:

 if ( !pRagdoll-IsValid() )
 {
 Msg(Bad ragdoll for %s\n, pstudiohdr-name );
 delete pRagdoll;
 pRagdoll = NULL;
 return pRagdoll;
 }

 and haven't seen this crash since.

 Patrick

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[hlcoders] Resetting entites on round restart.

2005-02-24 Thread Ben Davison
Hi all,

I have implemented a simple round system, but the only problem is that
when a round restarts all the map objects are still in the same state
they where in from when the last round was played.

Any hints or suggestions or good reading material about the subject(I
searched wave length and the valve erc forums but turned up blanks).


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Re: [hlcoders] Resetting entites on round restart.

2005-02-24 Thread Ben Davison
I belive mapenties.h is a start, but I would like to hear frm people
who have already done it or done work on it.

I'm having a hard time getting my head around it.


On Thu, 24 Feb 2005 15:19:04 -0800, Stephen Micheals
[EMAIL PROTECTED] wrote:
 Im also interested on how to do this.

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Re: [hlcoders] Resetting entites on round restart.

2005-02-24 Thread Ben Davison
Do you use mapentites.h?

The way I figured was go through every entity at RoundRestart(); and
delete them apart from players, lights etc. But at the moment i'm just
figuring out how to-do it.

This is how im looking at it at the moment,

Add every entity to a list then filtering out which ones to delete.

Is there some way to tell if something should not get deleted or do we
have to manually filter ourselves?

On Thu, 24 Feb 2005 16:32:14 -0800, Matt Boone [EMAIL PROTECTED] wrote:
 Cs and dod both destroy the entities and re-create them from scratch on
 round restart. We also maintain a list of entities that should not be
 destroyed on a round restart ( player, lights etc ).

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
 Sent: Thursday, February 24, 2005 3:35 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Resetting entites on round restart.

 I belive mapenties.h is a start, but I would like to hear frm people who
 have already done it or done work on it.

 I'm having a hard time getting my head around it.

 On Thu, 24 Feb 2005 15:19:04 -0800, Stephen Micheals
 [EMAIL PROTECTED] wrote:
  Im also interested on how to do this.
 
  ___
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 please visit:
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Re: [hlcoders] Player Rendering effects

2005-02-21 Thread Ben Davison
It's the material that needs to be changed.

If you are really stuck you could ask garry of garrys mod, he just
implemented a material changer gun.


On Mon, 21 Feb 2005 09:50:54 +, British_Bomber [EMAIL PROTECTED] wrote:
 I am currently trying to implement a way of making a specific class in
 my mod become more and more translucent the less they move, and if
 they stop completely for a period of time they become completely
 invisible.

 I have the majority of this working, it's simple enough, but I am
 having an issue with creating a translucent player. The final effect
 which is a complete no draw is in, and so is the starting point,
 solid.  It's the middle, transitional period I have had the problems
 with.  If  you have seen the E3 demo where the translucent character
 is standing in the flame you will get an idea of what I am trying to
 acheive.  Unfortunatly I havent been able to figure out exactly how to
 get them to appear like that.  I have tried changing the player's
 keyvalue renderamt, and also the players rendermode.  Is this the
 right way to go about it or do I have to change the player's material
 dynamically somehow?

 I know it's probably some simple soloution that I missed at 3am, but
 it's just eluding me.

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Re: [hlcoders] SDK Code update.

2005-02-18 Thread Ben Davison
Aha Jay, I should of really looked deeper into the licensing before
opening my big gob :P

I'm having a look at it now, would be good if you guys did some kind
of tutorial on perforce.


On Fri, 18 Feb 2005 20:39:03 +0100, tei [EMAIL PROTECTED] wrote:
 Yet another:
 http://www.superversion.org/

 Its ugly, bad, and beta-ish, but easy to run. Its also code on java and
 use is own graphic toolkit.

 Note to Imperio59 :

 REleaSE!! as posiblEE!!!
 Actually only exist a few good or bad mods for HL2!.. I can only play
 Garrysmod!, I want more HL2 mods!!! 111

 :D


 Ben Davison wrote:
  CVS
 
  http://www.anandtech.com/IT/showdoc.aspx?i=2310
 
  SVN
  http://tortoisesvn.tigris.org/docs/TortoiseSVN_en/ch03s02.html
 
  The SVN tutorial is a bit harder to follow.
 
 
  On Fri, 18 Feb 2005 12:08:02 -0600, Justin Harvey [EMAIL PROTECTED] wrote:
 
 You only have to merge if you want to, your mod will work fine with out 
 merging.
 So, again, it's up to you, do it or don't, from what Valve has said your mod
 will not break.
 --
 www.neotokyohq.com
 
 
 Quoting Imperio59 [EMAIL PROTECTED]:
 
 
 Ok,
 I'm not done merging the 150+ files i need to yet, but i want a few
 explanations:
 Why change the entire game events listener/sender system? Why was that
 
 etc
 
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[hlcoders] Debug builds causing engine error?

2005-02-17 Thread Ben Davison
When I build the new HL2MP source on debug mode and try to run the
game in steam it gives me an engine error.

Anyone else?
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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread Ben Davison
Negative Jeffery, gattling gun insta gib!

:P

On Thu, 10 Feb 2005 17:31:31 -0600, jeff broome [EMAIL PROTECTED] wrote:
 Every weapon in every MOD should be insta-gib.  :P

 Where is Holy Wars: Source?

 (don't you people EVER trim posts when you reply?)

 Jeffrey botman Broome

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Re: [hlcoders] Making Usable Ladders

2005-01-31 Thread Ben Davison
I'm just waiting till the HL2DM SDK comes out to properly start work on my mod.


On Mon, 31 Jan 2005 16:24:11 -0600, Josh Ferguson [EMAIL PROTECTED] wrote:
 He mirrored my sentiments on the subject, but didn't provide a
 solution. Have other coders fixed this by simply switching over to
 using the HL2 code, even though it's not optimal for multiplayer? It
 would seem easier to me to simply use the old style ladders, if only I
 had the source code (could it be adapted from the HL SDK?).  I was
 curious how everyone else has solved this problem.

 On Mon, 31 Jan 2005 14:32:23 -0600, Jeffrey botman Broome
 [EMAIL PROTECTED] wrote:
 
  Did you see this post in the archive that Yahn replied to earlier?...
 
  http://list.valvesoftware.com/mailman/private/hlcoders/2005-January/011615.html
 
  --
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Re: Re[2]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Ben Davison
Why? Let's talk here, because it seems that there is no other
official place where we can talk about that.

www.steampowered.com

Packaging is poor - discs are in envelopes, they are just useless
without Steam and there is even no manual!!! What a shame.

Vivendi's area of concern not valve.

Why they had to make retail version to work only with Steam? If people
buy retail it means that they do not want any online activations and
all.

Windows XP and countless other programs you buy retail and have to activate it.

Steam just refused to work offline,

See that's funny because every PC I have tried to get steam to run in
offline mode has worked. It's usually the fault of something on the
users part when offline does not work.

Please take this ranting off this mailing list and on to
www.steampowered.com the steam team does not frequent this mailing
list so there is exactly 0 point in ranting here.

And for original poster, steam is currently using 0 CPU and 2 megs of
ram, it's not just a gui steam acts as an interface for a virtual
filesystem aswell.

On Wed, 26 Jan 2005 15:09:15 +0200, Vyacheslav Djura
[EMAIL PROTECTED] wrote:
 Hello knighthk,

 Wednesday, January 26, 2005, 1:27:22 AM, you wrote:
 kgn Okay now this is definately off-topic. Let's not have a steam-flame
 kgn here, please..
 Why? Let's talk here, because it seems that there is no other
 official place where we can talk about that.

 I also think that idea behind Steam is good, especially for us, game
 developers, but Steam itself and Half-Life 2 retail packaging are just
 awfull and this is a negative feedback to Valve and Sierra.
 Packaging is poor - discs are in envelopes, they are just useless
 without Steam and there is even no manual!!! What a shame.

 Why they had to make retail version to work only with Steam? If people
 buy retail it means that they do not want any online activations and
 all.

 Our team has decided to cancel HL2 port of Decay and do only HL1 port
 because of Steam because Steam just refused to work offline, though we
 have followed every step of Valve's instructions. Interesting that I wrote
 several times to official Steam support, wrote to forums and ask a question
 and still received no reply and that happened 3 weeks ago.

 --
 Best regards,
 Vyacheslavmailto:[EMAIL PROTECTED]


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Re: [hlcoders] Steam: Technology failure

2005-01-26 Thread Ben Davison
Fixed 100% CPU use on startup

From steams changelog, so that's probably from before that they
noticed that bug.


On Wed, 26 Jan 2005 16:14:39 +0100, S. Hendriks [EMAIL PROTECTED] wrote:
 Perhaps this is just a stupid comment (so if so, don't say it is, makes
 me feel dumb! :P) but i saw in several programs you can slice the cpu
 usage. So perhaps STEAM does not slice it, and simply forces your CPU to
 give it all its power (though i have no CLUE WHATFOR).

 ===
 Stefan Hendriks
 FunDynamic  RealBot
 http://www.fundynamic.nl
 http://realbot.bots-united.com
 http://www.bots-united.com

 ===

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens Josh
 Verzonden: woensdag 26 januari 2005 14:09
 Aan: hlcoders@list.valvesoftware.com
 Onderwerp: RE: [hlcoders] Steam: Technology failure


 Any of the devs have anything to say about this?  I notice this as well,
 sometimes when doing steam updates I have to just stop it b/c it
 consumes so much.  And I have a p4 3.0 w/1GB RAM.  It uses up to like
 70% of my CPU at times.

 Josh

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Re: Re[4]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Ben Davison
 I am not a
noob who found link to this mailing list today and just decided to
write here,

Nice personal insults :thumbsup:

Then you go on to call me a fanboy in other words.

As soon as you started with the personal insults it immediatly
invalidates all your arguments.

I'll be stepping out of this rant as you failed to counter any of my
points, but hey you insulted me personally with bad facts, so it's all
good?


On Wed, 26 Jan 2005 19:36:14 +0200, Vyacheslav Djura
[EMAIL PROTECTED] wrote:
 Hello Ben,

 Wednesday, January 26, 2005, 3:57:16 PM, you wrote:
 BD www.steampowered.com
 Please be more careful reading my letter - I told you that we HAVE
 TRIED several times and they just ignored us. The only thing I
 received (3 or 4 weeks ago) was some letter your question is in the
 queue for answer and still no reply. Not telling that I've used
 steampowered.com to find out what's wrong with HL2 because everything
 was red in game - again, no answer.

 I work in game industry and know people from another companies (who
 also might read this letter) and they all agree that idea of Steam is
 great, but Steam itself is a big problem.

 Let's just imagine, what will be with all those people who have purchased
 Half-Life 2 if Valve would decide suddenly to quit game business? Who
 will play Half-Life 2 then? No one.

 BD Vivendi's area of concern not valve.
 Stefan already wrote you regarding this.

 BD Windows XP and countless other programs you buy retail and have to 
 activate it.
 A lot of PC's are sold with already installed Windows XP and those who
 can't reinstall it usually call to some service center. As for
 countless other programs I haven't seen any. And hey, I am not a
 noob who found link to this mailing list today and just decided to
 write here, I work with computers as long as I remember myself.

 BD See that's funny because every PC I have tried to get steam to run in
 BD offline mode has worked. It's usually the fault of something on the
 BD users part when offline does not work.
 It worked for 2 or 3 weeks. We have followed all the steps in Valve
 Steam FAQ, we have made backup of .blob file.

 BD And for original poster, steam is currently using 0 CPU and 2 megs of
 BD ram, it's not just a gui steam acts as an interface for a virtual
 BD filesystem aswell.
 We also had such CPU usage of your lovely Steam on every our PC.

 You love your Steam so much, but there are so many other people who
 don't like it. I can tell you that as admin of
 http://www.hl2source.com who receives a lot positive feedback about
 Steam.

 --
 Best regards,
  Vyacheslavmailto:[EMAIL PROTECTED]

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Re: Re[4]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Ben Davison
 I am not a noob who found link to this mailing list today and just decided to
write here,

That is very much of an insult.

And usually when someone can't backup their points they launch into
insults or I'm a game developer I've been working with PC's all my
life type i'm better then you so that means my points are more
validated then you.

Well no shit sherlock(pardon my french) Being on a list dealing with a
highly specialised subject like programming. I would expect most
people here to have industry experience or to have worked with
computers a substantial amount of time.

 Jan 2005 20:59:04 +0200, Dan Partelly [EMAIL PROTECTED] wrote:
 Aint we a little sesitive today ? I dont see any insult.
 You are oversensitive.

 And no, personal insults do not invalidate good points.
 They are only that, insults , and they shouldnt be posted ,
 thats true, but they dont invalidate per se an argument.

 Dan


 - Original Message -
 From: Ben Davison [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Wednesday, January 26, 2005 8:11 PM
 Subject: Re: Re[4]: [hlcoders] Steam: Technology failure

  I am not a
  noob who found link to this mailing list today and just decided to
  write here,
 
  Nice personal insults :thumbsup:
 
  Then you go on to call me a fanboy in other words.
 
  As soon as you started with the personal insults it immediatly
  invalidates all your arguments.
 
  I'll be stepping out of this rant as you failed to counter any of my
  points, but hey you insulted me personally with bad facts, so it's all
  good?
 
 
  On Wed, 26 Jan 2005 19:36:14 +0200, Vyacheslav Djura
  [EMAIL PROTECTED] wrote:
  Hello Ben,
 
  Wednesday, January 26, 2005, 3:57:16 PM, you wrote:
  BD www.steampowered.com
  Please be more careful reading my letter - I told you that we HAVE
  TRIED several times and they just ignored us. The only thing I
  received (3 or 4 weeks ago) was some letter your question is in the
  queue for answer and still no reply. Not telling that I've used
  steampowered.com to find out what's wrong with HL2 because everything
  was red in game - again, no answer.
 
  I work in game industry and know people from another companies (who
  also might read this letter) and they all agree that idea of Steam is
  great, but Steam itself is a big problem.
 
  Let's just imagine, what will be with all those people who have purchased
  Half-Life 2 if Valve would decide suddenly to quit game business? Who
  will play Half-Life 2 then? No one.
 
  BD Vivendi's area of concern not valve.
  Stefan already wrote you regarding this.
 
  BD Windows XP and countless other programs you buy retail and have to
  activate it.
  A lot of PC's are sold with already installed Windows XP and those who
  can't reinstall it usually call to some service center. As for
  countless other programs I haven't seen any. And hey, I am not a
  noob who found link to this mailing list today and just decided to
  write here, I work with computers as long as I remember myself.
 
  BD See that's funny because every PC I have tried to get steam to run in
  BD offline mode has worked. It's usually the fault of something on the
  BD users part when offline does not work.
  It worked for 2 or 3 weeks. We have followed all the steps in Valve
  Steam FAQ, we have made backup of .blob file.
 
  BD And for original poster, steam is currently using 0 CPU and 2 megs of
  BD ram, it's not just a gui steam acts as an interface for a virtual
  BD filesystem aswell.
  We also had such CPU usage of your lovely Steam on every our PC.
 
  You love your Steam so much, but there are so many other people who
  don't like it. I can tell you that as admin of
  http://www.hl2source.com who receives a lot positive feedback about
  Steam.
 
  --
  Best regards,
   Vyacheslavmailto:[EMAIL PROTECTED]
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
  --
  - Ben Davison
  - http://www.shadow-phoenix.com
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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Re: Re[4]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Ben Davison
Ok we are about to go round in circles here.

He was calling ME a noob.

And i don't think you get my other points.


On Wed, 26 Jan 2005 21:58:58 +0200, Dan Partelly [EMAIL PROTECTED] wrote:
 I am not a noob who found link to this mailing list today and just decided
 to
  write here,

 I still fail to see how a user which labels himself as a non -noob
 performs an offense.
 As for the other stuff you write points they launch into insults or I'm a
 game developer
 it might be or not the truth. Its not so important. The guy has some points.

 I would expect most
  people here to have industry experience or to have

 You could not be more wrong. If you read the archives here you will see
 monuments of
 stupidity, coming from ppl which obviously have no ideea what they are
 talking of.

 Dan

 - Original Message -
 From: Ben Davison [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com

 Sent: Wednesday, January 26, 2005 9:30 PM
 Subject: Re: Re[4]: [hlcoders] Steam: Technology failure

  I am not a noob who found link to this mailing list today and just
 decided to
  write here,
 
  That is very much of an insult.
 
  And usually when someone can't backup their points they launch into
  insults or I'm a game developer I've been working with PC's all my
  life type i'm better then you so that means my points are more
  validated then you.
 
  Well no shit sherlock(pardon my french) Being on a list dealing with a
  highly specialised subject like programming. I would expect most
  people here to have industry experience or to have worked with
  computers a substantial amount of time.
 
  Jan 2005 20:59:04 +0200, Dan Partelly [EMAIL PROTECTED] wrote:
  Aint we a little sesitive today ? I dont see any insult.
  You are oversensitive.
 
  And no, personal insults do not invalidate good points.
  They are only that, insults , and they shouldnt be posted ,
  thats true, but they dont invalidate per se an argument.
 
  Dan
 
 
  - Original Message -
  From: Ben Davison [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Wednesday, January 26, 2005 8:11 PM
  Subject: Re: Re[4]: [hlcoders] Steam: Technology failure
 
   I am not a
   noob who found link to this mailing list today and just decided to
   write here,
  
   Nice personal insults :thumbsup:
  
   Then you go on to call me a fanboy in other words.
  
   As soon as you started with the personal insults it immediatly
   invalidates all your arguments.
  
   I'll be stepping out of this rant as you failed to counter any of my
   points, but hey you insulted me personally with bad facts, so it's all
   good?
  
  
   On Wed, 26 Jan 2005 19:36:14 +0200, Vyacheslav Djura
   [EMAIL PROTECTED] wrote:
   Hello Ben,
  
   Wednesday, January 26, 2005, 3:57:16 PM, you wrote:
   BD www.steampowered.com
   Please be more careful reading my letter - I told you that we HAVE
   TRIED several times and they just ignored us. The only thing I
   received (3 or 4 weeks ago) was some letter your question is in the
   queue for answer and still no reply. Not telling that I've used
   steampowered.com to find out what's wrong with HL2 because everything
   was red in game - again, no answer.
  
   I work in game industry and know people from another companies (who
   also might read this letter) and they all agree that idea of Steam is
   great, but Steam itself is a big problem.
  
   Let's just imagine, what will be with all those people who have
   purchased
   Half-Life 2 if Valve would decide suddenly to quit game business? Who
   will play Half-Life 2 then? No one.
  
   BD Vivendi's area of concern not valve.
   Stefan already wrote you regarding this.
  
   BD Windows XP and countless other programs you buy retail and have to
   activate it.
   A lot of PC's are sold with already installed Windows XP and those who
   can't reinstall it usually call to some service center. As for
   countless other programs I haven't seen any. And hey, I am not a
   noob who found link to this mailing list today and just decided to
   write here, I work with computers as long as I remember myself.
  
   BD See that's funny because every PC I have tried to get steam to run
   in
   BD offline mode has worked. It's usually the fault of something on
   the
   BD users part when offline does not work.
   It worked for 2 or 3 weeks. We have followed all the steps in Valve
   Steam FAQ, we have made backup of .blob file.
  
   BD And for original poster, steam is currently using 0 CPU and 2 megs
   of
   BD ram, it's not just a gui steam acts as an interface for a virtual
   BD filesystem aswell.
   We also had such CPU usage of your lovely Steam on every our PC.
  
   You love your Steam so much, but there are so many other people who
   don't like it. I can tell you that as admin of
   http://www.hl2source.com who receives a lot positive feedback about
   Steam.
  
   --
   Best regards,
Vyacheslavmailto:[EMAIL PROTECTED

Re: Re[4]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Ben Davison
I will bow out of this topic, this was just flamebait in the first place.


On Wed, 26 Jan 2005 21:17:51 +0100, S. Hendriks [EMAIL PROTECTED] wrote:
 Little children could we stay on topic like grown ups?

 The subject is STEAM, we shared our points. If nobody has something to
 say that could make this 'discussion' fruitable, i'd say, we stop this
 discussion right now.

 ===
 Stefan Hendriks
 FunDynamic  RealBot
 http://www.fundynamic.nl
 http://realbot.bots-united.com
 http://www.bots-united.com

 ===

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens Ben Davison
 Verzonden: woensdag 26 januari 2005 21:04
 Aan: hlcoders@list.valvesoftware.com
 Onderwerp: Re: Re[4]: [hlcoders] Steam: Technology failure


 Ok we are about to go round in circles here.

 He was calling ME a noob.

 And i don't think you get my other points.

 On Wed, 26 Jan 2005 21:58:58 +0200, Dan Partelly [EMAIL PROTECTED]
 wrote:
  I am not a noob who found link to this mailing list today and just
  decided to  write here,
 
  I still fail to see how a user which labels himself as a non -noob
  performs an offense. As for the other stuff you write points they
  launch into insults or I'm a game developer
  it might be or not the truth. Its not so important. The guy has some
 points.
 
  I would expect most
   people here to have industry experience or to have
 
  You could not be more wrong. If you read the archives here you will
  see monuments of stupidity, coming from ppl which obviously have no
  ideea what they are talking of.
 
  Dan
 
  - Original Message -
  From: Ben Davison [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
 
  Sent: Wednesday, January 26, 2005 9:30 PM
  Subject: Re: Re[4]: [hlcoders] Steam: Technology failure
 
   I am not a noob who found link to this mailing list today and just
  decided to  write here,
  
   That is very much of an insult.
  
   And usually when someone can't backup their points they launch into
   insults or I'm a game developer I've been working with PC's all
   my life type i'm better then you so that means my points are more
   validated then you.
  
   Well no shit sherlock(pardon my french) Being on a list dealing with

   a highly specialised subject like programming. I would expect most
   people here to have industry experience or to have worked with
   computers a substantial amount of time.
  
   Jan 2005 20:59:04 +0200, Dan Partelly [EMAIL PROTECTED] wrote:
   Aint we a little sesitive today ? I dont see any insult. You are
   oversensitive.
  
   And no, personal insults do not invalidate good points. They are
   only that, insults , and they shouldnt be posted , thats true, but
   they dont invalidate per se an argument.
  
   Dan
  
  
   - Original Message -
   From: Ben Davison [EMAIL PROTECTED]
   To: hlcoders@list.valvesoftware.com
   Sent: Wednesday, January 26, 2005 8:11 PM
   Subject: Re: Re[4]: [hlcoders] Steam: Technology failure
  
I am not a
noob who found link to this mailing list today and just decided
   to  write here,
   
Nice personal insults :thumbsup:
   
Then you go on to call me a fanboy in other words.
   
As soon as you started with the personal insults it immediatly
invalidates all your arguments.
   
I'll be stepping out of this rant as you failed to counter any
of my points, but hey you insulted me personally with bad facts,
so it's all good?
   
   
On Wed, 26 Jan 2005 19:36:14 +0200, Vyacheslav Djura
[EMAIL PROTECTED] wrote:
Hello Ben,
   
Wednesday, January 26, 2005, 3:57:16 PM, you wrote:
BD www.steampowered.com
Please be more careful reading my letter - I told you that we
HAVE TRIED several times and they just ignored us. The only
thing I received (3 or 4 weeks ago) was some letter your
question is in the queue for answer and still no reply. Not
telling that I've used steampowered.com to find out what's wrong

with HL2 because everything was red in game - again, no answer.
   
I work in game industry and know people from another companies
(who also might read this letter) and they all agree that idea
of Steam is great, but Steam itself is a big problem.
   
Let's just imagine, what will be with all those people who have
purchased Half-Life 2 if Valve would decide suddenly to quit
game business? Who will play Half-Life 2 then? No one.
   
BD Vivendi's area of concern not valve.
Stefan already wrote you regarding this.
   
BD Windows XP and countless other programs you buy retail and
BD have to
activate it.
A lot of PC's are sold with already installed Windows XP and
those who can't reinstall it usually call to some service
center. As for countless other programs I haven't seen any.
And hey, I am not a noob who found link to this mailing list
today and just

Re: Re[2]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Ben Davison
Or be quick enough to press cancel when it's loading up :P But if you
have an internet connection it loads up in about 1 second flat for me.

I don't want to rant about steam, but the above statment is imho a pretty
lame excuse

As was most of the above posters points.

Valve might have a teeny bit of influence but with most games the
publisher gets the final say with any physical packaging.


On Wed, 26 Jan 2005 16:02:54 +0100, S. Hendriks [EMAIL PROTECTED] wrote:
 As for offline mode, if you have been online before with it. You should
 be able to go offline. In fact, all you need to do is have NO internet
 connection.

 ===
 Stefan Hendriks
 FunDynamic  RealBot
 http://www.fundynamic.nl
 http://realbot.bots-united.com
 http://www.bots-united.com

 ===

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens Ben Davison
 Verzonden: woensdag 26 januari 2005 14:57
 Aan: hlcoders@list.valvesoftware.com
 Onderwerp: Re: Re[2]: [hlcoders] Steam: Technology failure


 Why? Let's talk here, because it seems that there is no other
 official place where we can talk about that.

 www.steampowered.com

 Packaging is poor - discs are in envelopes, they are just useless
 without Steam and there is even no manual!!! What a shame.

 Vivendi's area of concern not valve.

 Why they had to make retail version to work only with Steam? If people
 buy retail it means that they do not want any online activations and
 all.

 Windows XP and countless other programs you buy retail and have to
 activate it.

 Steam just refused to work offline,

 See that's funny because every PC I have tried to get steam to run in
 offline mode has worked. It's usually the fault of something on the
 users part when offline does not work.

 Please take this ranting off this mailing list and on to
 www.steampowered.com the steam team does not frequent this mailing list
 so there is exactly 0 point in ranting here.

 And for original poster, steam is currently using 0 CPU and 2 megs of
 ram, it's not just a gui steam acts as an interface for a virtual
 filesystem aswell.

 On Wed, 26 Jan 2005 15:09:15 +0200, Vyacheslav Djura
 [EMAIL PROTECTED] wrote:
  Hello knighthk,
 
  Wednesday, January 26, 2005, 1:27:22 AM, you wrote:
  kgn Okay now this is definately off-topic. Let's not have a
  kgn steam-flame here, please..
  Why? Let's talk here, because it seems that there is no other
  official place where we can talk about that.
 
  I also think that idea behind Steam is good, especially for us, game
  developers, but Steam itself and Half-Life 2 retail packaging are just

  awfull and this is a negative feedback to Valve and Sierra. Packaging
  is poor - discs are in envelopes, they are just useless without Steam
  and there is even no manual!!! What a shame.
 
  Why they had to make retail version to work only with Steam? If people

  buy retail it means that they do not want any online activations and
  all.
 
  Our team has decided to cancel HL2 port of Decay and do only HL1 port
  because of Steam because Steam just refused to work offline, though we

  have followed every step of Valve's instructions. Interesting that I
  wrote several times to official Steam support, wrote to forums and ask

  a question and still received no reply and that happened 3 weeks ago.
 
  --
  Best regards,
  Vyacheslavmailto:[EMAIL PROTECTED]
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,

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

 --
 - Ben Davison
 - http://www.shadow-phoenix.com

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Re: Re[6]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Ben Davison
That is quite alright I did not intend to call you a noob and im sorry
you took it that way, what I meant works both ways for us.

Just because your having issues does not mean the vast majority of
people are having issues.

It also works out.

Just because the vast majority of people are not having issues does
not mean people ARE NOT having issues.


On Wed, 26 Jan 2005 21:00:26 +0200, Vyacheslav Djura
[EMAIL PROTECTED] wrote:
 Hello Ben,

 Wednesday, January 26, 2005, 8:11:01 PM, you wrote:

 BD  I am not a
 BD noob who found link to this mailing list today and just decided to
 BD write here,

 BD Nice personal insults :thumbsup:
 Sorry I didn't mean that to be personal insult to you. I wrote this because I
 thought that you wanted to tell me that I am noob (not you) because
 I can't solve this miserable Steam problem because this thing works
 everywhere.

 I am not native English, I am from Ukraine that is why sorry again.

 --
 Best regards,
  Vyacheslavmailto:[EMAIL PROTECTED]

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Re: [hlcoders] opening source models.gcf

2005-01-22 Thread Ben Davison
What are you trying to open it with?


On Sat, 22 Jan 2005 10:47:54 -0600, jeff broome [EMAIL PROTECTED] wrote:
 On Sat, 22 Jan 2005 11:41:01 -0500, David Nelson [EMAIL PROTECTED] wrote:
  I was wanting to use some of the models in source models.gcf with a new
  weapon I just coded in but when I go to open source models.gcf I get:
 
  could not open:
  ./source models.gcf
 
  Error:
  Failed to open file
 
  System Error:
  can't access the file because its being used by another process
 
  I also tried this with steam closed with no luck.. Is it still locked off or
  something?

 Did you check the Task Manager to see if there's some other process
 running that might have the file locked?

 Jeffrey botman Broome

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Re: [hlcoders] SDK update

2005-01-20 Thread Ben Davison
Just A quick question, I assume because we use bot_add that the sample
bots are built off the turtle rock CS:S bots?

So will we see more examples and code in later releases?

On Thu, 20 Jan 2005 10:16:57 -, Mike Blowers
[EMAIL PROTECTED] wrote:
 Great suggestions. I'd love for that to be implemented too.

 Mike.

 - Original Message -
 From: Adam amckern Mckern [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Thursday, January 20, 2005 9:17 AM
 Subject: RE: [hlcoders] SDK update

  This would be a good idea, for those that also only
  work with the code
 
 
  --- Tony \omega\ Sergi
  [EMAIL PROTECTED] wrote:
 
  Couldn't you guys add an option to Extract Source
  Code which would just
  put an untouched version of the sdk, read only
  inside the sourcesdk folder,
  so we can diff whenever without actually running
  create a mod and creating
  new configurations? It would make things easy. And
  thenm let the refresh sdk
  content update that one if it exists, but only if.
  (so non-programmers don't
  need to have the source out of the GCF)
 
  What I ended up doing this time was using GCFScape
  and just unpacked the
  source dir to a folder off of c: so I could diff.
 
  Would be cool to have an option right there in the
  sdk for it.
 
 
  -Original Message-
  From: Alfred Reynolds
  [mailto:[EMAIL PROTECTED]
  Sent: January 19, 2005 9:46 PM
  To: hlcoders@list.valvesoftware.com
  Subject: RE: [hlcoders] SDK update
 
  Refresh SDK content just updates the various tools
  and example content
  in the SDK. You need to Create A Mod to extract
  the new code.
 
  - Alfred
 
  Original Message
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On
  Behalf Of Jeffrey
  botman Broome Sent: Wednesday, January 19, 2005
  6:28 PM To:
  hlcoders@list.valvesoftware.com Subject: Re:
  [hlcoders] SDK update
 
   Ben Davison wrote:
I've run a diff on the old code and the new
  code, and for some
reason it's coming up with no changes to the
  code.
  
   Did it say Copying Files.  Please wait... for
  about 2 or 3 minutes
   right after you clicked on Play Games-Source
  SDK?
  
   I also did a Refresh SDK Content, just for fun.
  
   I got differences all over the place (first 2
  files in
   cl_dll\game_control, NavProgress.cpp and
  NavProgress.h are new).
  
   There's LOTS of changes in sdk\nav_*.*
  
   Are you doing a Single Player MOD or Multiplayer
  MOD?
 
  ___
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Re: [hlcoders] SDK update

2005-01-20 Thread Ben Davison
Goody gumdrops Alfred :)


On Thu, 20 Jan 2005 11:02:00 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
 Right now the bot examples in the SDK just use the basic fakeclient
 engine functionality to move a player around a server. In future updates
 we will be exposing some services derived from the CS:S bots (for
 example, access to their navigation mesh ).

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
 Sent: Thursday, January 20, 2005 6:54 AM To:
 hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK update

  Just A quick question, I assume because we use bot_add that the
  sample bots are built off the turtle rock CS:S bots?
 
  So will we see more examples and code in later releases?
 
  On Thu, 20 Jan 2005 10:16:57 -, Mike Blowers
  [EMAIL PROTECTED] wrote:
   Great suggestions. I'd love for that to be implemented too.
  
   Mike.
  
   - Original Message -
   From: Adam amckern Mckern [EMAIL PROTECTED]
   To: hlcoders@list.valvesoftware.com
   Sent: Thursday, January 20, 2005 9:17 AM
   Subject: RE: [hlcoders] SDK update
  
This would be a good idea, for those that also only work with the
code
   
   
--- Tony \omega\ Sergi
[EMAIL PROTECTED] wrote:
   
 Couldn't you guys add an option to Extract Source Code which
 would just put an untouched version of the sdk, read only inside
 the sourcesdk folder, so we can diff whenever without actually
 running create a mod and creating new configurations? It would
 make things easy. And thenm let the refresh sdk content update
 that one if it exists, but only if. (so non-programmers don't
 need to have the source out of the GCF)

 What I ended up doing this time was using GCFScape and just
 unpacked the source dir to a folder off of c: so I could diff.

 Would be cool to have an option right there in the sdk for it.


 -Original Message-
 From: Alfred Reynolds
 [mailto:[EMAIL PROTECTED]
 Sent: January 19, 2005 9:46 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] SDK update

 Refresh SDK content just updates the various tools
 and example content
 in the SDK. You need to Create A Mod to extract
 the new code.

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On
 Behalf Of Jeffrey
 botman Broome Sent: Wednesday, January 19, 2005
 6:28 PM To:
 hlcoders@list.valvesoftware.com Subject: Re:
 [hlcoders] SDK update

  Ben Davison wrote:
   I've run a diff on the old code and the new code, and for
   some reason it's coming up with no changes to the code.
 
  Did it say Copying Files.  Please wait... for about 2 or 3
  minutes right after you clicked on Play Games-Source SDK?
 
  I also did a Refresh SDK Content, just for fun.
 
  I got differences all over the place (first 2 files in
  cl_dll\game_control, NavProgress.cpp and NavProgress.h are
  new).
 
  There's LOTS of changes in sdk\nav_*.*
 
  Are you doing a Single Player MOD or Multiplayer MOD?

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Re: [hlcoders] SDK update

2005-01-19 Thread Ben Davison
Apparently it's friday the 19th at valve :O

I got a weekly update today.


On Thu, 20 Jan 2005 11:25:03 +1000, Luke Graham [EMAIL PROTECTED] wrote:
 Fantastic update, not sure whether I like the source for the maps or
 the bot interface best.

 A wierd idea popped into my head when I saw what Valves sample bot
 does. If 3rd-person mode has buggy animations and what-not, it could
 be emulated with a bot, and the first-person player model disabled.
 Just change the camera :D

 On Wed, 19 Jan 2005 17:11:11 -0800, Alfred Reynolds
 [EMAIL PROTECTED] wrote:
  We have released an update to the SDK, restart Steam to pick it up. This
  update adds a couple new features and provides some basic sample bots,
  more details can be found here:
  http://www.steampowered.com/index.php?area=newsid=390
  And here:
  http://www.valve-erc.com/srcsdk/
  (we are still working on updating the SDK site, should be done soon).
 
  - Alfred
 
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Re: [hlcoders] SDK update

2005-01-19 Thread Ben Davison
I've run a diff on the old code and the new code, and for some reason
it's coming up with no changes to the code.


On Wed, 19 Jan 2005 17:50:21 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
 You don't like our new calendar? Its year rotr 4 :)

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
 Sent: Wednesday, January 19, 2005 5:44 PM To:
 hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK update

  Apparently it's friday the 19th at valve :O
 
  I got a weekly update today.
 
 
  On Thu, 20 Jan 2005 11:25:03 +1000, Luke Graham [EMAIL PROTECTED]
  wrote:
   Fantastic update, not sure whether I like the source for the maps or
   the bot interface best.
  
   A wierd idea popped into my head when I saw what Valves sample bot
   does. If 3rd-person mode has buggy animations and what-not, it could
   be emulated with a bot, and the first-person player model disabled.
   Just change the camera :D
  
   On Wed, 19 Jan 2005 17:11:11 -0800, Alfred Reynolds
   [EMAIL PROTECTED] wrote:
We have released an update to the SDK, restart Steam to pick it
up.
This update adds a couple new features and provides some basic
sample bots, more details can be found here:
http://www.steampowered.com/index.php?area=newsid=390
And here:
http://www.valve-erc.com/srcsdk/
(we are still working on updating the SDK site, should be done
soon).
   
- Alfred
   
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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Ben Davison
I think it has todo with so much stuff that is broken or non
functional in the current SDK that has to-do with it.

I would rather have most of the grunt work done for me then having
to reimplement basic stuff like scoreboards or team menus. While I do
admit implementing it yourself is a great way to learn the ins and
outs of the engine, i'm sure most people would like a fully functional
base to work from.


On Tue, 18 Jan 2005 02:56:20 -0600, DOOManiac
[EMAIL PROTECTED] wrote:

 I get the impression that most people are wanting the standard things
 to be there already for them, like scoreboards and teamplay systems
 (including voice icons and chat coloring and stuff), rather than coding
 their own.

 For some beginners (I consider myself once, so perhaps I can speak for
 them, since I'm a dumbass) I also think a lot of it has to do with just
 fear of putting work into something now, and not knowing what to do to
 merge the code later.

 I just want a fully working spectator mode cause I don't feel like
 fixing the broken one. heh

 --
 Russell DOOManiac Weed
 --
 [EMAIL PROTECTED]
 --

 Alfred Reynolds wrote:
  The code for HL2DM won't be until February at the earliest. I am
  interested as to why people want it. It doesn't contain anything more
  that the current SDK.
 
  The only real difference is has some HL2 weapons predicted (the current
  SDK has all its weapons predicted also) and it has a some more examples
  to work from. If you want to make a HL2DM clone or get more examples
  then it will be useful, otherwise...
 
  - Alfred
 
  Original Message
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
  Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
  hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
  January or February?
 
 
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ] The one million
 dollar question. Will Valve release HL2DM this month ??, any news
 about it??
 
 
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  please visit:
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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Ben Davison
I can't speak for most people here but the current SDK is sparse I
personally like learning the engine by doing most the basic work
myself but I think most people would like a solid base to work off,
and not have to create the basics like A round timer for example.

Erik, Can I ask what is planned for the next version of the SDK? I
know that there is going to be a physics fix by Jay Stelly. Anything
else we should expect?


On Tue, 18 Jan 2005 10:30:41 -0800, Erik Johnson [EMAIL PROTECTED] wrote:
 Please be very specific when talking about what is broken with the SDK.

 We'll work on any problems or difficult areas that you're running in to.

 Erik

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
 Sent: Tuesday, January 18, 2005 5:30 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] HL2DM SDK in January or February?

 I think it has todo with so much stuff that is broken or non
 functional in the current SDK that has to-do with it.

 I would rather have most of the grunt work done for me then having
 to reimplement basic stuff like scoreboards or team menus. While I do
 admit implementing it yourself is a great way to learn the ins and
 outs of the engine, i'm sure most people would like a fully functional
 base to work from.

 On Tue, 18 Jan 2005 02:56:20 -0600, DOOManiac
 [EMAIL PROTECTED] wrote:
 
  I get the impression that most people are wanting the standard
 things
  to be there already for them, like scoreboards and teamplay systems
  (including voice icons and chat coloring and stuff), rather than
 coding
  their own.
 
  For some beginners (I consider myself once, so perhaps I can speak for
  them, since I'm a dumbass) I also think a lot of it has to do with
 just
  fear of putting work into something now, and not knowing what to do to
  merge the code later.
 
  I just want a fully working spectator mode cause I don't feel like
  fixing the broken one. heh
 
  --
  Russell DOOManiac Weed
  --
  [EMAIL PROTECTED]
  --
 
  Alfred Reynolds wrote:
   The code for HL2DM won't be until February at the earliest. I am
   interested as to why people want it. It doesn't contain anything
 more
   that the current SDK.
  
   The only real difference is has some HL2 weapons predicted (the
 current
   SDK has all its weapons predicted also) and it has a some more
 examples
   to work from. If you want to make a HL2DM clone or get more examples
   then it will be useful, otherwise...
  
   - Alfred
  
   Original Message
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Jose
 Luis
   Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
   hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
   January or February?
  
  
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ] The one million
  dollar question. Will Valve release HL2DM this month ??, any news
  about it??
  
  
   ___
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 archives, please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
  
 
  ___
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 please visit:
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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Ben Davison
Bot API? Is that going to be using bits of the CS:S bot code?

Also that change list mainly seems geared towards plugins, also has
valve fixed the memory eating error with hammer and steam?


On Tue, 18 Jan 2005 10:55:27 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
 We will be releasing a basic bot API for plugins (with a very simple
 example). We have also extended the IPlayerInfo structure to return more
 data about player. You should use the
 IServerPluginHelpers::CreateMessage() function to communicate with end
 users from a plugin (oh, and we added a DIALOG_ENTRY message type that
 lets you prompt a user for input).

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent:
 Tuesday, January 18, 2005 7:08 AM To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] HL2DM SDK in January or February?

  Any possibility of any server plugin updates? Perhaps the ability to
  change a user's origin?  It would be great if there could be a
  function that allows us to modify the damage done per shot before it
  is processed.
 
  Not sure if you wanted a feature request or not :P
 
  Also, will hudmessages be fixed for CS:S?
 
  Thanks,
  Josh
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
  Reynolds
  Sent: Monday, January 17, 2005 11:28 PM
  To: hlcoders@list.valvesoftware.com
  Subject: RE: [hlcoders] HL2DM SDK in January or February?
 
  The code for HL2DM won't be until February at the earliest. I am
  interested as to why people want it. It doesn't contain anything more
  that the current SDK.
 
  The only real difference is has some HL2 weapons predicted (the
  current SDK has all its weapons predicted also) and it has a some
  more examples to work from. If you want to make a HL2DM clone or get
  more examples then it will be useful, otherwise...
 
  - Alfred
 
  Original Message
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
  Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
  hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
  January or February?
 
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ] The one million
   dollar question. Will Valve release HL2DM this month ??, any news
   about it??
 
  ___
  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] RE: HL2DM SDK in January or February? Matt, i discovered something

2005-01-18 Thread Ben Davison
Can you please stop changing the posting titles because it starts a
new conversation thread on most clients.


On Wed, 19 Jan 2005 00:05:14 +0100, Jose Luis Gonzalez [EMAIL PROTECTED] 
wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 One note, Matt.

 First:

 I fixed the physics bugs with the code in  http://www.sourcewiki.org/
 www.sourcewiki.org

 Well, when I walk in a room and touch a physics object (a chair or a table),

 the pitch parameter turns, but only one time.

 I used cl_showanimstate to see it.

 The aim_pitch turns from 0.0 to random number and the HL2DM model

 change the pose animation

 Why this change??

 Sorry for my English.

 I change the pose parameter in this function in base_playeranimstate.cpp,

 Using HL2DM animations.

 void CBasePlayerAnimState::ComputePoseParam_BodyPitch()

 {

   // Get pitch from v_angle

   float flPitch = m_flEyePitch;

   if ( flPitch  180.0f )

   {

 flPitch -= 360.0f;

   }

   flPitch = clamp( flPitch, -90, 90 );

 

   // See if we have a blender for pitch

   int pitch = GetOuter()-LookupPoseParameter( aim_pitch );

   if ( pitch  0 )

 return;

   SetOuterPoseParameter( pitch, flPitch );

   g_flLastBodyPitch = flPitch;

 }

 

 I changed LookupPoseParameter(body_pitch)

 with LookupPoseParameter( aim_pitch). But don't work.

 

 Can this be a pitch bug in SDK??

 --

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Re: [hlcoders] RE: HL2DM SDK in January or February? Matt, i discovered something

2005-01-18 Thread Ben Davison
 Line 334 in c_sdk_player.cpp should be:

CODE
m_PlayerAnimState-Update( EyeAngles()[YAW], EyeAngles()[PITCH] );


Or at least that's what I did and it works. There may be a better way
to fix it.

http://forums.thewavelength.net/index.php?showtopic=11219hl=pitch


On Tue, 18 Jan 2005 15:14:24 -0800, Adrian Finol
[EMAIL PROTECTED] wrote:
 Random number? Where is that number coming from? We need more info to
 help you fix this problem.

 What happens if you do this:

  int pitch = GetOuter()-LookupPoseParameter( aim_pitch );

  if ( pitch  0 )
 return;

  SetOuterPoseParameter( pitch, -90 );

 Does your player model pitch change at all?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
 Gonzalez
 Sent: Tuesday, January 18, 2005 3:05 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] RE: HL2DM SDK in January or February? Matt, i
 discovered something

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ] One note, Matt.

 First:

 I fixed the physics bugs with the code in  http://www.sourcewiki.org/
 www.sourcewiki.org

 Well, when I walk in a room and touch a physics object (a chair or a
 table),

 the pitch parameter turns, but only one time.

 I used cl_showanimstate to see it.

 The aim_pitch turns from 0.0 to random number and the HL2DM model

 change the pose animation

 Why this change??

 Sorry for my English.

 I change the pose parameter in this function in
 base_playeranimstate.cpp,

 Using HL2DM animations.

 void CBasePlayerAnimState::ComputePoseParam_BodyPitch()

 {

   // Get pitch from v_angle

   float flPitch = m_flEyePitch;

   if ( flPitch  180.0f )

   {

 flPitch -= 360.0f;

   }

   flPitch = clamp( flPitch, -90, 90 );

 

   // See if we have a blender for pitch

   int pitch = GetOuter()-LookupPoseParameter( aim_pitch );

   if ( pitch  0 )

 return;

   SetOuterPoseParameter( pitch, flPitch );

   g_flLastBodyPitch = flPitch;

 }

 

 I changed LookupPoseParameter(body_pitch)

 with LookupPoseParameter( aim_pitch). But don't work.

 

 Can this be a pitch bug in SDK??

 --

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 please visit:
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