Re: [hlcoders] Utlmemory.h Assert and crash with custom code that uses CUtlVector
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Headshots Per Kill in CounterStrike: Source
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SUB_StartFadeOut() for CLIENT_DLL
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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Lead Programmer for Resistance and Liberation www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Upcoming SDK Release
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Released
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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 'Create a mod' settings
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Last update has broken Mod shaders and is causing crashes
-- [ 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Last update has broken Mod shaders and is causing crashes
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vehicle Prediction
-- [ 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Debugging is a problem
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] game_SDK.sln in Modify HL2 Multiplayer
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] game_SDK.sln in Modify HL2 Multiplayer
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] game_SDK.sln in Modify HL2 Multiplayer
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] game_SDK.sln in Modify HL2 Multiplayer
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] game_SDK.sln in Modify HL2 Multiplayer
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] game_SDK.sln in Modify HL2 Multiplayer
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders