Re: [hlcoders] Utlmemory.h Assert and crash with custom code that uses CUtlVector

2006-08-30 Thread David Kiger

I believe he was being ironic.

On 8/30/06, John Sheu [EMAIL PROTECTED] wrote:

On Tuesday 29 August 2006 10:53 pm, [EMAIL PROTECTED] wrote:
 Please paste the callstack .png into a Word document, then gzip the .doc,
 so it's smaller to download and easier to read.

Not to be a pain, but pasting into a Word document and gzipping is probably
the _furthest_ thing from making it easier to download and read that you
could do.

-John Sheu

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Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread David Kiger

I assume you're questioning the size of the head hitbox?  If so, this
isn't exactly a good way to do it...

But in any case, I'd wager that the main reason that many kills are
headshots is because people aim for the head.  It's not like there's
an equal chance to hit any hitbox relative to the hitbox's size.


On 8/23/06, Newcomb, Michael-P57487 [EMAIL PROTECTED] wrote:

I went to sharedstats.com and took the top 10 players and some middle
players (451-460) and averaged their headshots per kill percentage (they
were suprisingly close, around 5% difference).

The number came out to 45%! Nearly half of all kills are a result of
headshots...

So, here are my questions:

1.  Doesn't this percentage seem too high?
2.  Does this phenomenon occur in other mods? (I don't play HL2DM or
other mods)
3.  In what part of the code are hit locations determined? (in sdk code
or valve-only code)
4.  If in the sdk code, where is a good place to start to look for the
reason the percentage is so high?

Thanks,
Michael

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Re: [hlcoders] EmitSound

2006-08-19 Thread David Kiger

The difference is that it's obvious you truly attempt to solve
problems BEFORE coming to the list.  That's how you learn.  Most of
his questions show his thought process to be I tried one thing, it
didn't work, I don't know why, time to ask the list.

As for learning to code at the same time, messing with the SDK is
probably not the best way to go about it... but that's a different
discussion for a different time.  :)

On 8/19/06, Benjamin Davison [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
Lay off his back guys, I ask questions aswell.

Some of us are just learning the SDK and how to program at the same time.
And this list and some forums are invaluable to the learning process for us.


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Re: [hlcoders] SUB_StartFadeOut() for CLIENT_DLL

2006-08-12 Thread David Kiger

Holy crap!  That is the worst analogy ever.  It's more like saying
you're not going to help someone build bombs, even if they won't set
them off themselves.

And personally, I agree.  I'd love to see Valve remove you from this list.


On 8/12/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

That's like saying to an iraqi working a legit job that your not going to help 
them because you
don't condone bombs or the people who make them.

On 13 Aug 2006 at 9:47, Jonathan Murphy wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I do not condone cheats or their authors, you will now be ignored.

 On 8/13/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Content-description: Mail message body
 
  For some reason SUB_StartFadeOut() works in HL2_DLL but not in CLIENT_DLL.
 
  I really need to use SUB_StartFadeOut() does anyone know how I can get it
  into Client DLL
  or how I can resolve this problem another way?
 
  Thanks.
  --
 
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 --
 Lead Programmer for Resistance and Liberation
 www.resistanceandliberation.com
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Re: [hlcoders] Upcoming SDK Release

2006-08-02 Thread David Kiger

Still OT:  Threading involving Valve employees works fine in Gmail as well.

On 8/2/06, Scott Tuttle [EMAIL PROTECTED] wrote:


 Are you guys required to use Outlook or something? Every post
 I've ever
 seen to this list from Valve has been with Outlook, and it
 always screws
 up the thread groups. I find it rather humorous that Valve uses GNU
 Mailman for their mailing list, a software bundle that tries to
 intricately to handle thread groups well, and then turns
 around and uses
 Outlook to trample all over them :P

Are you sure its not because he just replied to another post and changed the
subject and then sent his SDK Release notification?


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Re: [hlcoders] Source SDK Update Released

2006-07-25 Thread David Kiger

How much publicity and how many sales has Valve gotten over the years
thanks to mods?  Getting out a new SDK isn't just a courtesy, it's
smart business.  I can understand that it's not top-priority, but at
the same time, the delay is somewhat ridiculous.


On 7/25/06, Alex W [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
Hey, we're all lucky that VALVe even updates the SDK in the first place --
not many other game studios do such a thing =).

But I do know what you mean.  I'd like an update myself.  Hammer has been
broken for lots of people (the 3d view is fubared - I have to resort to
switching my game in the SDK window to Half-Life 2, or launch Hammer with
the -dxlevel 80 switch), and the coders want the newly added features to the
source engine to become available.

On 7/25/06, Wraiyth [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I'm not one to kick a convo back up, but is there any word at all about an
 SDK update Valve? Its been 419 days since our last major codebase update,
 and 190 days since the last SDK update full stop. I know I'm not speaking
 just for myself when I say that I'm kinda fed up with the lack of an
 update.
 --

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Re: [hlcoders] 'Create a mod' settings

2006-07-03 Thread David Kiger

Pieces of this have been discussed many times, but I honestly don't
think I've ever seen a decent list explaining the differences.  It's a
bit here and a bit there.

Personally, a nice explanation is something I'd like to see as well.
Not sure if anyone has one (outside of Valve themselves), but it'd be
nice to see.


On 7/3/06, Scott Loyd [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
You get the same source code, but you end up with diff. projects and project
settings that effect how the code is compiled (most obvious, different files
being used, and defines of HL2MP and HL2 definition).  I believe the first
two also setup a skeleton mod folder for you too, where d (maybe c) don't.
Extract all three and diff them.  Might want to search around a little, I
believe this has been discussed many times.

On 7/3/06, Sebastian 'Darth.Hunter' Kreutz [EMAIL PROTECTED]
wrote:

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

 A topic caught my attention in the hlmappers board where the question was
 what the 4 different options of the 'Create a Mod' wizard actually mean and
 what they include. Now, no one was really certain over there and so I
 thought you guys could possibly answer this with your experience.

 The following options are available:
   a.. Modify Half-Life 2 Single Player
   b.. Modify Half-Life 2 Multiplayer
   c.. Start a mod from scratch
   d.. Source code only
 So, the difference between the first two is obvious. But what does for
 instance the third option include? What happens when you compile it? Do you
 have a copy of HL2 with all default values then?
 And what if you only choose the second option? Will you be able to write
 game rules only or does this part of the source code also give you the
 ability to code new weapon with specific physical behaviours, shaders,
 animation triggers, new movement keys and all other stuff to make your
 multiplayer unique?

 Looking forward to your replies :)
 Good night,

 Sebastian 'Darth.Hunter' Kreutz
 http://thenewera.invisiongamez.com
 --



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Re: [hlcoders] Last update has broken Mod shaders and is causing crashes

2005-09-27 Thread David Kiger
--
[ Picked text/plain from multipart/alternative ]
Constructive criticism is a good thing. All of your points have at least
some validity to them, and the way you put it forward is a breath of fresh
air. Honestly, I don't believe many people (if any) have a problem with
anything you've posted. What gets people worked up are posts such as:

 Shitty Shitty Steam and auto updates :P
 Shity Shity system :P
 Shity Shity sandbox which takes the ability to control updates from you.

and

 You are not seeing the forest because of the trees. The shitty Steam is
 to blame. Should Valve had any common sense and valued its customers
 they would never had this Steam enforcing policy.

 Valve, your Steam sucks.

Those examples are complete and utter garbage. There is absolutely nothing
constructive about them, and all they do is incite people to flame, both in
disagreement and support. Personally, when I see stuff like that come
through, I almost wish Valve would moderate the mailing list and/or remove
the offending people.


On 9/27/05, Ben Everett [EMAIL PROTECTED] wrote:

 I wasn't trying to bash Valve, far from it... more along the lines
 of constructive criticism. If everyone thinks that (pardon my French)
 everything they shit is gold, nothing will ever get done. Implementing a
 new
 shader effect is all good, but implementing new shaders should NOT cause
 major problems with any other mod. If it does, that shows poor design and
 QA
 issues.

 The main gripe that I have with Valve personally has to do with
 their product release pipeline. It seems like the largest area where they
 are lacking is in the QA arena. At my previous job writing network
 management software, the QA team was a life saver. But you can't utterly
 rely on the QA team to find everything, which is why before we even
 released
 a new feature or bug fix to QA it went through hours of unit testing (and
 not just from the code author). And this does not reflect poorly on the
 individual team members, but more so upon the management and their lack of
 understanding in Engineering practices.

 I by no means meant for this thread to turn into a trolling fest, a
 Steam Sucks v Steam R0x0rs brawl, or a central source of negativity. I
 was
 bringing up areas in which Valve seems to be VERY poorly performing in an
 effort to help them improve.

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Re: [hlcoders] Last update has broken Mod shaders and is causing crashes

2005-09-27 Thread David Kiger
--
[ Picked text/plain from multipart/alternative ]
Sorry, but I won't be pulled into a pointless flamewar.

On 9/27/05, Dan Partelly [EMAIL PROTECTED] wrote:

 David , you fat slobe. Your so idiot that you cant even realize
 how shitty steam is. And you dare to comment my email ?
 Your IQ is not high enough for that. Your just another moron
 from this planet. Shut the fuck up.

 Dan
--

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Re: [hlcoders] Vehicle Prediction

2005-07-12 Thread David Kiger
--
[ Picked text/plain from multipart/alternative ]
Anyone from Valve is more than welcome to correct me, but as I understand
it, CS:S was meant to be Counter-Strike on the Source engine. Not CS2, not
some huge revamping of the wildly popular game, but a port with some tweaks.
Interestingly enough, that seems to be what many people expected, and just
what we got.

To be honest, I halfway regret replying to this. It's ridiculous and has no
place on this mailing list because it hasn't had a thing to do with coding
for some time. If you don't like the way Valve has done things, that's a-ok.
There are plenty of places to complain (other than here), and plenty of
other games to mod. Feel free to find a forum and complain, and/or move on.


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

 And all it is is eye candy, therefore it is 100% related to looks,
 therefore proving my point.

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Re: [hlcoders] Debugging is a problem

2005-06-29 Thread David Kiger
--
[ Picked text/plain from multipart/alternative ]
It wrapped. I believe we're all capable of typing rce_Code at the end of
the URL. :)

On 6/29/05, Michael A. Hobson [EMAIL PROTECTED] wrote:

 Mike,

 You linked to an *empty article*.


 At 05:38 PM 6/29/2005, Mike Dussault wrote:
 There's an article on the wiki about how to setup for debugging.
 
 http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Sou
 rce_Code
--

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

2005-03-17 Thread David Kiger
Every morning.

I have a feeling that something in the .gcf was just corrupt.  It's
possible that the first time I tested the everything_SDK that those
files were normal, I really don't know.  Anyhow, I deleted the
sourcesdk directory, reinstalled, tried again, and had the same
results.  This morning before I left for work I deleted the .gcf,
sourcesdk/, and sourcesdk_resources/ (I believe was the name of it)
and started a fresh install.  We'll see how it goes when I go home
over lunch.

Thanks for all the advice thus far.


On Thu, 17 Mar 2005 08:06:09 -0500, Tony omega Sergi
[EMAIL PROTECTED] wrote:
 Uhm, if those files are zero'd then you have other problems. The .vcproj
 files are the equivalent of .dsp in vc6. if you're missing those 2 files,
 then none of the solutions should work, because both solutions use the same
 .vcproj files. And you said you're able to use the everything_sdk.sln but
 not the game one, which if those two vcproj files were zero'd, that wouldn't
 even work.

 You virus scanned lately?

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

2005-03-16 Thread David Kiger
On Sat, 12 Mar 2005 13:41:27 -0800, Mike Dussault
[EMAIL PROTECTED] wrote:
 I'll look into the game_sdk.sln bug.

Just wondering if there's any update on this.  Seems like it should be
a pretty quick test of No, it doesn't work, or Yes, it does, this
guy's just messing something up.  :)

Thanks again.

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

2005-03-16 Thread David Kiger
Hrm.  I wish I could elaborate, but that's the exact message Visual
Studio is giving me.  I'll give it another shot tonight and see if I
can find out what the deal is.  Like I said, it worked for every build
except Modifiy HL2 Multiplayer, and the everything_SDK.sln file
worked on all of them.  I tried it twice, just in case it got hosed
during the copying, and had the exact same results.

Oh well, I guess that solidifies that the problem is on my end.  Thanks.

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

2005-03-16 Thread David Kiger
Latest and greatest, and I'm using VS.NET 2003.

[EMAIL PROTECTED] wrote:
 Are you using the latest and greatest SDK (March 9th, 2005) or some
 earlier SDK release?

 Are you using Microsoft Visual Studio .NET 2003 or some previous Visual
 Studio?

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

2005-03-16 Thread David Kiger
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] game_SDK.sln in Modify HL2 Multiplayer

2005-03-12 Thread David Kiger
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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