[hlcoders] vtf2png tool

2015-09-25 Thread Harry Jeffery

Hello All,

I recently found myself in need of a way to view VTF files on Linux, but 
couldn't find a simple way to do that. As a result I've put together a 
quick tool for converting VTF files into PNG files. So far it only 
supports DXT1, DXT5, and DXT5 data (I've only actually tested DXT5), but 
adding all the RGB,BGR,RGBA formats should be trivial.


I'm sharing my work here in case it's of use to anyone else. Here's the 
repository: https://github.com/eXeC64/vtf2png


The only dependency is libPNG, so this should work on all platforms.

Regards,
Harry

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Re: [hlcoders] Source SDK 2013 Release

2015-09-12 Thread Harry Jeffery
A non-critical feature that it'd be nice to have is the ability to 
create impossible geometry by linking areas with invisible portals, as 
was done in Portal 2.


On 12/09/15 15:32, Tobias Kammersgaard wrote:

How about updating the particle system to match the one found in e.g.
Alien Swarm/Left 4 Dead 2 or CSGO?

The current one is somewhat limiting when creating certain type of effects.

On 11 September 2015 at 20:50, John Schoenick > wrote:

I'll take a look. It's possible we broke the CModelInfo ABI in a way
that sourcetest doesn't hit.


*From:* hlcoders-boun...@list.valvesoftware.com

[hlcoders-boun...@list.valvesoftware.com
] on behalf of Rebel
Yell [rebel.y...@gmail.com ]
*Sent:* Friday, September 11, 2015 10:01 AM
*To:* hlcoders@list.valvesoftware.com

*Subject:* Re: [hlcoders] Source SDK 2013 Release

A crash issue here. After merging the code I get both Windows and
Linux server running, Windows client working fine too but Linux and
OSX clients will crash after map load, here's the trace:

0   engine.dylib0x0a87105f
CModelInfo::GetModelType(model_t const*) const + 31
1   client.dylib0x1d114ea9
CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t,
int) + 121
2   client.dylib0x1d115010
CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) + 96
3   engine.dylib0x0a8f3529
CStaticPropMgr::LevelInitClient() + 169
4   engine.dylib0x0a763c31 CL_FullyConnected() + 49
5   engine.dylib0x0a73d067
CClientState::SetSignonState(int, int) + 823
6   engine.dylib0x0a7200bb
CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219
7   engine.dylib0x0a8d4776
CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182
8   engine.dylib0x0a8d47ab non-virtual thunk to
CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27
9   engine.dylib0x0a68fc98
SVC_PacketEntities::Process() + 24
10  engine.dylib0x0a8914eb
CNetChan::ProcessMessages(bf_read&) + 843
11  engine.dylib0x0a891c6c
CNetChan::CheckReceivingList(int) + 380
12  engine.dylib0x0a8926ff
CNetChan::ProcessPacket(netpacket_s*, bool) + 751


I'm quite sure my SDK bin/ directory is up to date with the
beta_test branch files since my mod is  standalone (Fistful of
Frags), I triple checked that. So I don't see where the problem is,
maybe wrong engine (or other) library for Linux/OSX?

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[hlcoders] SDK 2013 crashes on OSX Yosemite at launch

2015-03-07 Thread Harry Jeffery

Hi,

I'm trying to compile a singleplay source SDK 2013 mod on OSX yosemite,
and I'm able to build client.dylib and server.dylib fine, but when the
game attempts to connect to steam it crashes on a null pointer dereference.

Crash log here: http://pastebin.com/71GSx334

Is this a known issue? I found someone else with the same problem on the 
forums, but no solution:

https://steamcommunity.com/app/211/discussions/0/617321352108458825/

Any help in solving this would be greatly appreciated.

This is made a little more difficult in that I don't have direct access
to an OSX machine myself, and I'm building for OSX by having a friend
run a bash script to generate the vpc project and compile.

Regards,
Harry



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Re: [hlcoders] SDK 2013 crashes on OSX Yosemite at launch

2015-03-07 Thread Harry Jeffery
Oh, yeah. I had to do that on windows and Linux. I forgot to try on OSX.
I'll give that a shot, thanks. If you don't hear anything further, assume
it worked.
On 7 Mar 2015 11:35, Stephen Swires st...@swires.me wrote:

 There are no branches or tags on the SDK's GitHub. I was talking about
 Steam. You have to use the upcoming branch even on Windows.

 On Sat, Mar 7, 2015 at 11:31 AM, Harry Jeffery ha...@exec64.co.uk wrote:

 Yes, it is. Is there a specific tag/commit you'd recommend?

 Thanks

 On 07/03/15 11:30, Stephen Swires wrote:

 Is your code based on the latest code available from GitHub? If so I'm
 pretty sure you still have to the beta branch and it's been like that
 for months and months.

 On Sat, Mar 7, 2015 at 11:27 AM, Harry Jeffery ha...@exec64.co.uk
 mailto:ha...@exec64.co.uk wrote:

 Hi,

 I'm trying to compile a singleplay source SDK 2013 mod on OSX
 yosemite,
 and I'm able to build client.dylib and server.dylib fine, but when
 the
 game attempts to connect to steam it crashes on a null pointer
 dereference.

 Crash log here: http://pastebin.com/71GSx334

 Is this a known issue? I found someone else with the same problem on
 the forums, but no solution:
 https://steamcommunity.com/__app/211/discussions/0/__
 617321352108458825/
 https://steamcommunity.com/app/211/discussions/0/
 617321352108458825/

 Any help in solving this would be greatly appreciated.

 This is made a little more difficult in that I don't have direct
 access
 to an OSX machine myself, and I'm building for OSX by having a friend
 run a bash script to generate the vpc project and compile.

 Regards,
 Harry



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Re: [hlcoders] SDK 2013 crashes on OSX Yosemite at launch

2015-03-07 Thread Harry Jeffery

Yes, it is. Is there a specific tag/commit you'd recommend?

Thanks

On 07/03/15 11:30, Stephen Swires wrote:

Is your code based on the latest code available from GitHub? If so I'm
pretty sure you still have to the beta branch and it's been like that
for months and months.

On Sat, Mar 7, 2015 at 11:27 AM, Harry Jeffery ha...@exec64.co.uk
mailto:ha...@exec64.co.uk wrote:

Hi,

I'm trying to compile a singleplay source SDK 2013 mod on OSX yosemite,
and I'm able to build client.dylib and server.dylib fine, but when the
game attempts to connect to steam it crashes on a null pointer
dereference.

Crash log here: http://pastebin.com/71GSx334

Is this a known issue? I found someone else with the same problem on
the forums, but no solution:
https://steamcommunity.com/__app/211/discussions/0/__617321352108458825/
https://steamcommunity.com/app/211/discussions/0/617321352108458825/

Any help in solving this would be greatly appreciated.

This is made a little more difficult in that I don't have direct access
to an OSX machine myself, and I'm building for OSX by having a friend
run a bash script to generate the vpc project and compile.

Regards,
Harry



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Re: [hlcoders] Source SDK Skeleton

2010-11-08 Thread Harry Jeffery
Is this Source2007 or alien swarm?

On 8 November 2010 16:04, Jeffrey botman Broome
botman.hlcod...@gmail.com wrote:
 That's what she said.  :)

 On 11/8/2010 9:38 AM, Tom Edwards wrote:

 Precisely. It's what it doesn't provide that matters. :-)



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Re: [hlcoders] (no subject)

2010-11-06 Thread Harry Jeffery
Don't bother with the link. It redirects to some cheap medicine site
with a referrer code. Just some scam by the looks of things.

On 6 November 2010 17:27,  gageat...@yahoo.com wrote:
 http://granovskiyifalaq.blogspot.com



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Re: [hlcoders] (no subject)

2010-11-06 Thread Harry Jeffery
£10 = 10 pounds.

Unless he meant 10lbs

On 6 November 2010 20:54, AndreaZzZ andrea_s...@mail.ru wrote:
 Lol! How much did you pay?

 2010/11/6 Dexter Haslem dexter.has...@gmail.com

 I just bought 10 POUNDS OF VIAGRA!

 On Sat, Nov 6, 2010 at 12:44 PM, Harry Jeffery 
 harry101jeff...@googlemail.com wrote:

  Don't bother with the link. It redirects to some cheap medicine site
  with a referrer code. Just some scam by the looks of things.
 
  On 6 November 2010 17:27,  gageat...@yahoo.com wrote:
   http://granovskiyifalaq.blogspot.com
  
  
  
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Re: [hlcoders] Shared GCFs can be downloaded even if the game is not owned

2010-11-06 Thread Harry Jeffery
srcds doesn't require steam accounts anymore, it's inevitable that
ownership wouldn't be checked for the server-side stuff.

On 6 November 2010 22:38, Tom Edwards cont...@steamreview.org wrote:
 I've been experimenting with the filesystem today, and I decided to see what
 would happen if I tried to mount L4D2, which I don't own. Would it error?
 Would it crash?

 No. It made Steam download the map I requested. I've now also downloaded one
 of the VPKs.

 Only left 4 dead 2 common.ncf appears to be accessible, which is what
 dedicated servers get and doesn't contain the client library. That gives me
 some hope that this isn't an oversight and is in fact something intentional
 that mods can rely on...is that the case?

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Re: [hlcoders] Hmm

2010-11-01 Thread Harry Jeffery
You can't mod CSS. You can do server-side plugins or use the css
content in a mod you make from scratch.

You won't get any of the CSS code.

On 1 November 2010 18:53, Paulius Hermanas justga...@hotmail.co.uk wrote:

 I am really upset that your 2009 SDK is broken. This leaves me with 2006 
 version to work with. I would like to make a mod for 2009 version CSS, if not 
 I would have to steal its models and texture and cliam it as mine. That would 
 break the policy of yours. Either way I would still need 2009 engine for 
 things like multicore support and so on. The big question is when is Valve 
 are going to update thair SDK? It still has that old fashioned UI which 
 reminds me of HL1. Please sort your tools out because it is unbearable.

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Re: [hlcoders] Remember June 2006?

2010-10-31 Thread Harry Jeffery
Thanks, that'll be really useful.

On 31 October 2010 04:43, Tony omega Sergi omegal...@gmail.com wrote:
 Yeah, I'm in Korea.

 Anyway, I was messing around with the Alien Swarm stuff today and I've
 gotten most of the template ported over and working. Before it's easily
 useable I have to convert the VGUI panels though.
 http://www.omegaowns.us/omega/swarm/sdk_teams_hdr0002.jpg
 When I have more time, i'll see about finishing it up if anyone is
 interested. Since I'm just doing it for fun, I may not actually finish it ;)
 The main issues that I have to deal with before it's complete is the vgui
 panels, and getting around the overriding of scripts via vpks (as
 override_vpk doesn't stop the overriding of resources completely..)
 and a few misc things like the lack of hl2 content, so I'll need to replace
 things with alien swarm stuff to make it work properly.
 also of note is that my projects use vs2008 not 2005.

 -Tony



 On Fri, Oct 29, 2010 at 1:50 PM, Psy_Commando psycomma...@gmail.com wrote:

 I had the same issue with Alien Swarm. But not only is the Alien Swarm
 source code a hard coded mess, it constantly tries to get games statistics
 or authorisations from the steam server!!! What's the point of leaving that
 in? I could put up with that, but there is no documentation, even if its
 based on the same engine as the source sdk, lots of things differ. However,
 I must say ASw was an improvement, in the sense that there is only one
 codebase(unlike source 2006-2007-2009) and it's easy to keep it up to date.

 -Original Message- From: Harry Jeffery
 Sent: Friday, October 29, 2010 3:05 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Remember June 2006?


 A scratch sdk option for the Alien Swarm code would be nice. I looked
 through the code with an intent to mod it but the alienswarm specific
 stuff got in the way so much. I just gave up on it as there was no
 easy way to remove the alienswarm stuff without going through
 thousands of inter-dependencies.

 On 29 October 2010 19:52, Dan L djl4...@gmail.com wrote:

 The thing i am most upset about is there is still no create a mod option
 for
 source 2009 based games.  I wish valve would include full hl2:dm code and
 update it as it patches like alien swarm.  Can we at least get an ETA for
 2009 sdk?

 On Fri, Oct 29, 2010 at 4:41 AM, Jed j...@wunderboy.org wrote:

  I like Valve but yeah, I've been vocal about my growing dislike of the
 SDK for a while. Heck some numpty quotes me on the wiki page... :(

 As a third-party SDK tool developer I've been smacking my head into
 the desk with all the different versions for a while and it's a
 nightmare keeping up with it. I'm getting to the point where I might
 just stop because it feels like a colossal waste of my free time that
 I could be using for something more rewarding.

 As for the mod I'm working on - if I'd know using the Source SDK would
 of been this much of a pain I'd of chosen something else from the
 beginning. I reckon trying to keep up with SDK changes has put at
 least 2 years onto our development time. So much for the release soon
 and release often advice Valve pushed.

 - Jed


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Re: [hlcoders] Remember June 2006?

2010-10-29 Thread Harry Jeffery
A scratch sdk option for the Alien Swarm code would be nice. I looked
through the code with an intent to mod it but the alienswarm specific
stuff got in the way so much. I just gave up on it as there was no
easy way to remove the alienswarm stuff without going through
thousands of inter-dependencies.

On 29 October 2010 19:52, Dan L djl4...@gmail.com wrote:
 The thing i am most upset about is there is still no create a mod option for
 source 2009 based games.  I wish valve would include full hl2:dm code and
 update it as it patches like alien swarm.  Can we at least get an ETA for
 2009 sdk?

 On Fri, Oct 29, 2010 at 4:41 AM, Jed j...@wunderboy.org wrote:

 I like Valve but yeah, I've been vocal about my growing dislike of the
 SDK for a while. Heck some numpty quotes me on the wiki page... :(

 As a third-party SDK tool developer I've been smacking my head into
 the desk with all the different versions for a while and it's a
 nightmare keeping up with it. I'm getting to the point where I might
 just stop because it feels like a colossal waste of my free time that
 I could be using for something more rewarding.

 As for the mod I'm working on - if I'd know using the Source SDK would
 of been this much of a pain I'd of chosen something else from the
 beginning. I reckon trying to keep up with SDK changes has put at
 least 2 years onto our development time. So much for the release soon
 and release often advice Valve pushed.

 - Jed


 On 28 October 2010 21:14, Tobias Kammersgaard
 tobias.kammersga...@gmail.com wrote:
  Mike Durand introduced himself as a new employee at Valve, that's hired
 to
  focus on the Source SDK, and updating it.
  I quote My full time job is to make sure that you have everything they
 need
  to build your games.
 
  Date: Tue, 25 Jul 2006 19:13:13 -0700
  From: Mike Durand mdur...@valvesoftware.com
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] Upcoming SDK Release
  Reply-To: hlcoders@list.valvesoftware.com
 
  Given the recent traffic on the list, it seems like a good time to
  introduce myself to everyone here, and talk about what I do at Valve.
 
  I started work here in June and have been given the task of working
  directly with the MOD community. This means that my primary
  responsibilities are to package and release the SDK, make it easier to
  use, and work with MOD makers on problems that they can't solve with the
  help of other members of the community.
 
  My full time job is to make sure that you have everything they need to
  build your games. I'll be hanging out on this list, as well as the VDC,
  but you can also feel free to contact me directly with any questions you
  have at mdur...@valvesoftware.com.
 
  So now that the introduction is out of the way here's the part that you
  really care about: an SDK update is coming out very soon. Right now we
  are testing it in-house and getting ready for its beta release. It will
  be available later this week unless we encounter serious problems during
  testing. I'll let people know either way, whether it is going to be this
  week or next. Once I get all of the details together, I'll send the info
  on what is coming in this SDK release to this list.
 
  -Mike
 
 
  That's four years ago. It pretty much went down hill since the Orange Box
  code was released. I remember in 2003 when Gabe Newell promoted Steam in
  several different interviews, saying how Steam would make publishing
 updates
  to the end user way easier for them, yes its easier for them, but over
 the
  years its just getting harder and harder for us working with the Source
 SDK.
 
  I see a lot of people ditching the Source Engine over the UDK, and I'm
  starting to see why. I'm a big fan of Valve games, and I've defended the
  Source SDK and the Source engine many times.
 
  I didn't really recognize too much in the articles that's popped up
 lately,
  such as these, and honestly I was a little offended.
 
  http://www.halflife2.net/2010/08/16/sdk-soul-destroying-kit/
 
 http://www.planetphillip.com/posts/valve-you-should-be-ashamed-of-yourselves/
 
  Yeah we're getting the SDK for free, and the tools are great to work
 with.
  Except for one little thing. Most of them don't work properly. I love how
  they're still using command line apps, so e.g. I can call my compile
 scripts
  directly from context menus.
 
  What I really miss is not having to spend 10 minutes on making the SDK or
  tools run before I can actually test whatever I've changed or made.
 
  I'm setting the bar low, and not expecting any response from anyone at
  Valve, that way I won't be more disappointed.
 
  I guess I just needed to get it off my chest.
 
 
  I hope to hear from other people on this list, that feels the same way,
 or
  want to share their opinion on this matter. For those that find it
 annoying
  to receive these kind of messages, feel free to mute the conversation.
 
  - ScarT
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[hlcoders] Alien Swarm code

2010-10-19 Thread Harry Jeffery
I'm starting to prototype a near total conversion for Alien Swarm but
I'm having trouble with all of the inter-dependencies in the Alien
Swarm code. Marines/Players, Gamerules, Menu's, it's like spaghetti.
Is there a way that you can recommend since I'd like to start using my
own player class and my own gamerules. I've been reading through the
code for a while but there doesn't seem to be a simple way to actually
go about ripping out the ASW specific stuff and use the engine for a
mod.

I suspect this could also be turning off many other modders.

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Re: [hlcoders] (no subject)

2010-09-11 Thread Harry Jeffery
He's trying to confirm membership on hlcoders or something I think.

On 11 September 2010 22:25, Sam samuelga...@gmail.com wrote:
 What just happened in here?

 On Sat, Sep 11, 2010 at 6:13 PM, Marc DiMillo 
 crysisking_ownage...@hotmail.com wrote:


 lol

  Date: Sun, 12 Sep 2010 00:09:21 +0300
  From: izume...@abv.bg
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] (no subject)
 
 
  cc1af1033818142c8fbc8209cdfd4edcd39a. How to confirm?!
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[hlcoders] Brush Plane data in VMF

2010-08-28 Thread Harry Jeffery
I'm trying to parse VMF files and load some brush geometry from them
but I'm having trouble with the way the brush geometry is actually
saved:

side
{
id 24
plane (512 512 0) (1024 512 0) (1024 0 0)
material DEV/DEV_MEASUREGENERIC01
uaxis [1 0 0 0] 0.25
vaxis [0 -1 0 0] 0.25
rotation 0
lightmapscale 16
smoothing_groups 0
}

Each side of the brush is stored as a plane using 3 vertices. The
actual vertices that make up the side aren' stored, just a triangle
that is in the same orientation and position of the plane.
I've no idea on how to take all the sides of the brushes and convert
it to a set of vertices that can be rendered. I've had a look around
but I can't find any information on the net on how to do this.

Any help on how to do this would be greatly appreciated.

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Re: [hlcoders] how to create a mod with non steam HL with no errors , and that language use hl non steam

2010-07-25 Thread Harry Jeffery
I pay for things that are fairly priced. That means all valve games,
indie games and games that are on sale in steam.

On 26 July 2010 00:14, Katrina Payne fullmetalhar...@nimhlabs.com wrote:
 Yeah--I really do not agree with software piracy. I tend to be very anal
 myself with any agreements and contracts are signed. People who have credit
 due get it and all.

 This was why I listed a few hypothetical situations where a cracked game may
 be needed to work without it being for the wrong reasons--and one that has
 appeared a few times (the LAN one).

 Though, the only way most of those would work, is if Activision bought Valve--
 or some other similar occurrence that best fits in a pulp horror novelette 
 than
 this mailing list.

 And like I said: even if he did get to a point where he could start work... it
 would never get in any real direction. Would not work quite as effectively and
 be a lot harder to arrange than if he just simply did one that could (for the
 current moment) do stuff with the Steam Halflife.

 Oh and seeing as how I am looking to join the Pirate Party of Canada, it would
 be best to note, that I, and most other people involved, frown on people
 going, Pirates?! OMG! FREE CRAP!

 No, I tend to spend more on movies, music and games than most people who do
 not follow these ideas. If anything, since looking into Piracy, I tend to be
 MORE anal about making certain developers, artists and the people responsible
 for their works gets what they are owed.

 I just do not like really invasive copy protection schemes and the unnecessary
 control of the exchange of cultural and information.

 I however think that the people who worked hard on this stuff should get paid
 for it, and should be able to eat, have shelter and all that other fine stuff
 that paying them is suppose to give them.

 And I am not alone in my views of how this stuff works.

 ~Katrina

 On Sunday, July 25, 2010 04:47:17 pm Jonathan Murphy wrote:
 Cracked versions of Half-Life/Source games used to (are still?) be
 called Non-Steam distributions because you didn't need to have Steam
 installed to play them, they instead were distributed with hacked
 binaries that tricked the game into thinking it was being launched
 with Steam.

 The only limitation to making a mod that works with Non-Steam distros
 would be having the correct version of the source to build your hl.dll/
 server.dll. Which might be fairly difficult to find.

 And as encouragement of piracy is not condoned on this list I'd
 imagine you won't find a lot of help here anyway.



 On 25/07/2010, at 1:16 PM, Katrina Payne
 fullmetalhar...@nimhlabs.com wrote:

  On Saturday, July 24, 2010 04:44:19 pm Jonas 'Sortie' Termansen wrote:
 
  I find it ammusing that you follow the trend and use a more
  complicated vocabulary as well which will probably leave the op
  quite
  confused when he runs this through google translate.
 
 
 
  #ifdef __INTELLIGENCE__
 
  I just wrap my posts in ifdefs if I don't want some people to read
  them.
  And when I don't want anybody to read them at all, I encode them in
  EBCDIC.
 
  #endif
 
  I don't think this guy even has a codebase, at least that's how I
  understand his post, that he is looking for a Non-Steam Half-Life
  SDK.
  He sounds like he is able to make Steam-based Half-Life mods and has
  found some Non-Steam mods, and that he is now confused how to do it.
  Though, this HL.dll thing sounds weird to me. Do we have the source
  code
  for that?
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
  #ifdef __INTELLIGENCE__
 
  extern Geek Humour {
 
  Well you can always encode them in preISO ASCII-7. Maybe also have
  them
  translated to 1337 speak based Aremaic, with a few items demostrated
  only via
  Perl 4 base Jephs (that is, pretty code, sometimes ASCII Art that
  essentially does nothing when ran), then encrypted using Megatoyko's
  update
  schedule for your key.
 
  };
 
  #endif
 
  To be fair. Half Life DOES kind of predate Steam. He may have found
  a few
  items and elements that were done with Half Life prior to Steam's
  creation.
 
  This means he does not have to worry about quite as strict of a copy
  protection scheme. Which has been one of Steam's biggest complaints.
  Mostly
  for games, that lock out, if they cannot talk with a Steam server to
  confirm
  they are okay for it. Which does kind of suck, if you are not able
  to talk to
  Steam on the current computer you are on. Be it for Valve going
  under, or
  Valve shutting down Steam--but not continuing certain loved games
  that used
  this copy protection scheme or you are doing a LAN party of sorts.
 
  Though a con is that he would also be using an excessively OLD code
  base.
 
  We also have a few people that mentioned in the hlds_linux mailing
  list about
  a project to make a Source 

Re: [hlcoders] how to create a mod with non steam HL with no errors , and that language use hl non steam

2010-07-24 Thread Harry Jeffery
I find it ammusing that you follow the trend and use a more
complicated vocabulary as well which will probably leave the op quite
confused when he runs this through google translate.

On 24 July 2010 22:57, Matt Hoffman lord.matt.hoff...@gmail.com wrote:
 I like how you point out the fact that english may not be his primary
 language, and then proceed to use a higher level lexicon that would require
 a lot of word lookups to fully understand.

 On Sat, Jul 24, 2010 at 2:53 PM, Katrina Payne fullmetalhar...@nimhlabs.com
 wrote:

 In the very unlikely occurrence that the OP is not a troll--but from the
 looks
 of things, not speaking english as a first language. (Is there really a
 nonexistant/zero/undefined hotmail for Spanish people? I mean--his
 provider's
 signature seems odd.)

 Well, first let us understand:
 Visual Studio is not a language. It is a concept known as an Integrated
 Development Environment.

 Typically Visual Studio could be used to work on stuff in any language.
 Heck if
 Microsoft released and Intercal Visual Studios--you could do stuff in
 Visual
 Studios in Intercal if need be (Though, that is more stuff the more
 masochistic
 people in Linux communities do when they want to joke around and amuse
 themselves--the Visual Studio equivalent would probably use the drastically
 less masochistic COBOL).

 Now, in the IDE of your choice, in this case Visual Studio, you can
 typically
 make use of any language that is compatible with C++ based DLLs and header
 files. For simplicity purposes I am going to suggest just sticking with C++
 for
 now.

 Next, we can move on:

 You were seemingly purportedly vague in what your error was.

 Perhaps if you can post what the first few lines of errors was that Visual
 Studio is coming up to, when you try to build it.

 Or, if it successfully builds--what is the first few lines of errors of
 errors
 when you run it.

 It may possibly be a linking error. As while you may have the library on
 your
 computer--you still need to tell the program to link against it. Typically
 this is done in the linking stage of compilation.

 Hope your issues get solved soon.

 Be if legit programming issues, or the ensuing lulz from trolling a mailing
 list (whatever the case may be).

 ~Katrina

 On Saturday, July 24, 2010 12:26:07 pm Dexter wrote:
  I will plase halp him I guess.
 
  http://metamod.sourceforge.net/files/sdk/hl_sdk_v23_source.exe
 
  Compile it wid da visul C++ compiler, try converting to visual C++
  2005 express edition
 
   Maybe an expert troll
 
  On Sat, Jul 24, 2010 at 10:26 AM, Simon Rapilly simonrapi...@gmail.com
 wrote:
   Nope I don't think he is
  
   2010/7/24 AnAkIn . anakin...@gmail.com
  
   Are you kidding?
  
   2010/7/24 joel olgado hl_...@hotmail.com
  
   
a question im creating a mod for HALF-LIFE called Sector B-12
   
and I want to work in non steam hl version , and the hl won version
 .
I need to create a new hl.dll ? I do not know what to
do?
i install a WON HL MOD (normal mod with the HL original dll) in NON
 STEAM
HL  and does not work and i saw several mods with compatibility with
 non
steam and WON...
and a ultimate question :
   
and that language use hl non steam
   
VISUAL C++  or visual situdio 2008  (or other)
Thanks
   
   
help me plase
   
   
   
   
_
Pronto descubrirás un nuevo Hotmail. Nos estamos reinventando.
 Preparate
para lo que se viene.
http://www.nuevohotmail.com
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   --
   Best regards,
   AnAkIn,
   -
   ESL EU TF2 Admin
   http://www.esl.eu/eu/tf2
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Re: [hlcoders] Playing bik files mid level

2010-07-20 Thread Harry Jeffery
Yes, that is whay I am going to do. Thanks.

On 20 July 2010 01:09, Tony omega Sergi omegal...@gmail.com wrote:
 Again, I refer back to what I said in the first place.
 Make a hud element that you can turn on and play a video on with surface()
 calls.
 make a bik handle, create a texture id for it, and paint that texture and
 tell it to play.
 it's really simple.


 On Tue, Jul 20, 2010 at 5:18 AM, Harry Jeffery 
 harry101jeff...@googlemail.com wrote:

 I've tried AVI materials already, I was unable to make them work in
 the orangebox engine and others have been unsuccessful before me, see
 the discussion page of the wiki article.

 On 19 July 2010 20:17, Adam amckern McKern amck...@yahoo.com wrote:
  http://developer.valvesoftware.com/wiki/AVI_Materials
 
  
  Owner Nigredo Studios http://www.nigredostudios.com
 
  --- On Tue, 20/7/10, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote:
 
  From: Jonas 'Sortie' Termansen hlcod...@maxsi.dk
  Subject: Re: [hlcoders] Playing bik files mid level
  To: Discussion of Half-Life Programming 
 hlcoders@list.valvesoftware.com
  Received: Tuesday, 20 July, 2010, 2:12 AM
 
  You should find the vgui code that the bik system is based upon. It
 creates a panel with a special bik material. Though, bik support in the
 source engine is horribly hacked together, and has lots of limitations.
 
  Sent from my endlessly awesome Nokia N900, take that damn iPhone owners
 on this list!
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[hlcoders] Playing bik files mid level

2010-07-19 Thread Harry Jeffery
We're trying to play pre-rendered videos halfway through the level but
when we trigger playmovie moviename the video does not play until
the escape key is pressed and then when the video is over we are at
the pause menu because we pressed esc.

Does anyone know of a quick and easy way to get this to work? We've
tried using point_clientcommand to do +escape and -escape We just
want to play a .bik fullscreen for a few seconds, nothing too complex.

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Re: [hlcoders] Playing bik files mid level

2010-07-19 Thread Harry Jeffery
I've tried AVI materials already, I was unable to make them work in
the orangebox engine and others have been unsuccessful before me, see
the discussion page of the wiki article.

On 19 July 2010 20:17, Adam amckern McKern amck...@yahoo.com wrote:
 http://developer.valvesoftware.com/wiki/AVI_Materials

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

 --- On Tue, 20/7/10, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote:

 From: Jonas 'Sortie' Termansen hlcod...@maxsi.dk
 Subject: Re: [hlcoders] Playing bik files mid level
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 Received: Tuesday, 20 July, 2010, 2:12 AM

 You should find the vgui code that the bik system is based upon. It creates a 
 panel with a special bik material. Though, bik support in the source engine 
 is horribly hacked together, and has lots of limitations.

 Sent from my endlessly awesome Nokia N900, take that damn iPhone owners on 
 this list!
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Re: [hlcoders] Alien Swarm

2010-07-16 Thread Harry Jeffery
Really? The closest thing I knew valve had to a depth buffer was using
black fog and rendering in fullbright white.

On 17 July 2010 01:28, Cory de La Torre gear@gmail.com wrote:
 Thats because there is an actual working depth buffer. OH MY!

 On Fri, Jul 16, 2010 at 5:21 PM, [|NoFaTe|] support@gmail.com wrote:

  Did they? o.O


 .No

 Cory de La Torre wrote:

 They said Codebase homie.

 On Fri, Jul 16, 2010 at 5:00 PM, [|NoFaTe|]support@gmail.com
  wrote:


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Re: [hlcoders] Compiling for mac

2010-07-13 Thread Harry Jeffery
I asked a while back how they were doing cross platform. This is the
response from Alfred:

--
Hey Harry, we actually have our own internal tool we developed that
uses a custom project definition format that is processed into the
appropriate output files for each platform (so vcproj's under Windows,
Xcode projects under OSX).


- Alfred

On 13 July 2010 22:41, Dexter dex...@linux.com wrote:
 valve time joke here

 On Tue, Jul 13, 2010 at 3:37 PM, Michael Corsaro corsa...@gmail.com wrote:

 I'm sure we will get it when Source Filmmaker is released

 On Tue, Jul 13, 2010 at 1:24 PM, Adam Buckland adamjbuckl...@gmail.com
 wrote:

  From a post I saw on Garry Newmans blog, it appears they use make
  files (as he was compiling on Windows). If you look at the
  Portal/Steam for Mac release photo, however, Xcode is clearly visible
  in the dock. My guess is that Valve uses a system similar to the
  chromium project utilising scripts to generate .vsproj .xcproj and
  make files automatically. This would allow them to use Xcode, but
  still compile on non-Mac servers. As we already know that each
  check-in triggers an automatic build for all platforms, this sounds
  reasonable.
 
  Sent from my iPhone
 
  On 13 Jul 2010, at 18:11, Ryan Sheffer darksk...@gmail.com wrote:
 
   I recently ported my own engine over to Mac and since it just uses gnu
  compiler and gcc or g++, really if your code compiles on a Linux distro
 it
  will work fine on the Mac. Not sure if valve use Xcode IDE or make
 files...
  Hope they use Xcode since it's very simple.
  
   On another note, if anyone is interested in making a hammer clone for
 Mac
  / Linux I would be interested in helping out.
  
   ~Ryan
  
   On Jul 12, 2010, at 4:33 PM, Harry Jeffery 
  harry101jeff...@googlemail.com wrote:
  
   I don't actually own a mac tbh. One of our voice actors wants to
   compile for Mac as he owns one and wants to support the mac community
   when we release. I only use Windows 7 and Linux. The moment they port
   steam + the source engine to linux I'm nuking win7.
  
   A nice optimized install of arch linux will do me just fine. All I
   want is steam and TF2. CSS can come too.
  
   On 12 July 2010 20:37, Ryan Sheffer darksk...@gmail.com wrote:
   You can't link enough to have MFC on the Mac though right? And it
  relies on windows stuff I would think. Who doesn't have at least windows
 xp
  these days. :p
  
   ~Ryan
  
   On Jul 10, 2010, at 7:44 PM, Rodrigo 'r2d2rigo' Diaz 
  r2d2r...@gmail.com wrote:
  
   Actually, it's still useful when your target is a machine that
 doesn't
  have
   .NET Framework installed. And you can statically link the MFC
  libraries to
   your executable.
  
   2010/7/11 Ryan Sheffer darksk...@gmail.com
  
   Hammer is very old and back in those days MFC was actually...
 decent?
  I
   cant
   imagine using it these days. :p
  
   On Fri, Jul 9, 2010 at 4:28 PM, Michelle Darcy 
  silverpowe...@gmail.com
   wrote:
  
   On 7/9/2010 7:08 PM, Harry Jeffery wrote:
   Has valve released the code update so a mod can be compiled on
 mac?
   The mod I work for is nearing release and we're looking into
  releasing
   for windows and mac, prehaps at the same time.
  
   Do I have to port the mod to source 2009 though or can I just
 keep
  the
   source 2007 code base?
  
   No. From what I understand, it's on Valve time at the moment, so
  it's
   effectively in limbo.
  
   And yes, you will have to port your mod to SE2009. The only Source
   engine they ported and plan to port to Mac (and eventually Linux?)
  is
   SE2009. Not SE2007, SE2006, or SE2004. Maybe we'll see the L4D
  engine
   branch ported too, but that's the only mainline engine we're
 likely
   going to get. I seriously doubt they want to port the older
 engines
  over
   to Mac/Linux, when they've outright refused to rewrite their SDK
  tools
   for portability (apparently they're nasty MFC-based
 monstrosities).
  
   It's a shame, because it'd mean I wouldn't be tied to Windows
 nearly
  as
   much as I am now. I really miss Unix-based OSes and tools.
  
   --michi
  
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Re: [hlcoders] Compiling for mac

2010-07-12 Thread Harry Jeffery
I don't actually own a mac tbh. One of our voice actors wants to
compile for Mac as he owns one and wants to support the mac community
when we release. I only use Windows 7 and Linux. The moment they port
steam + the source engine to linux I'm nuking win7.

A nice optimized install of arch linux will do me just fine. All I
want is steam and TF2. CSS can come too.

On 12 July 2010 20:37, Ryan Sheffer darksk...@gmail.com wrote:
 You can't link enough to have MFC on the Mac though right? And it relies on 
 windows stuff I would think. Who doesn't have at least windows xp these days. 
 :p

 ~Ryan

 On Jul 10, 2010, at 7:44 PM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com 
 wrote:

 Actually, it's still useful when your target is a machine that doesn't have
 .NET Framework installed. And you can statically link the MFC libraries to
 your executable.

 2010/7/11 Ryan Sheffer darksk...@gmail.com

 Hammer is very old and back in those days MFC was actually... decent? I
 cant
 imagine using it these days. :p

 On Fri, Jul 9, 2010 at 4:28 PM, Michelle Darcy silverpowe...@gmail.com
 wrote:

 On 7/9/2010 7:08 PM, Harry Jeffery wrote:
 Has valve released the code update so a mod can be compiled on mac?
 The mod I work for is nearing release and we're looking into releasing
 for windows and mac, prehaps at the same time.

 Do I have to port the mod to source 2009 though or can I just keep the
 source 2007 code base?

 No. From what I understand, it's on Valve time at the moment, so it's
 effectively in limbo.

 And yes, you will have to port your mod to SE2009. The only Source
 engine they ported and plan to port to Mac (and eventually Linux?) is
 SE2009. Not SE2007, SE2006, or SE2004. Maybe we'll see the L4D engine
 branch ported too, but that's the only mainline engine we're likely
 going to get. I seriously doubt they want to port the older engines over
 to Mac/Linux, when they've outright refused to rewrite their SDK tools
 for portability (apparently they're nasty MFC-based monstrosities).

 It's a shame, because it'd mean I wouldn't be tied to Windows nearly as
 much as I am now. I really miss Unix-based OSes and tools.

 --michi

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[hlcoders] Compiling for mac

2010-07-09 Thread Harry Jeffery
Has valve released the code update so a mod can be compiled on mac?
The mod I work for is nearing release and we're looking into releasing
for windows and mac, prehaps at the same time.

Do I have to port the mod to source 2009 though or can I just keep the
source 2007 code base?

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Re: [hlcoders] Taking high resolution screenshots?

2010-06-23 Thread Harry Jeffery
Valve said it would be released once they had done all the meet the
team videos.

On 23 June 2010 16:47, Sam samuelga...@gmail.com wrote:
 It is possible with the upcoming Source Filmmaker feature used in pretty
 much all VALVe trailers since Day of Defeat Source, even though there's no
 chance that they'll actually release it, but, you can use 1nsane's
 parameters

 On Wed, Jun 23, 2010 at 12:01 PM, 1nsane 1nsane...@gmail.com wrote:

 You might try defining the resolution via the launch parameters and running
 it in windowed mode (-width -height -sw)

 On Wed, Jun 23, 2010 at 10:47 AM, Darth.Hunter hun...@egaming-league.net
 wrote:

  Hey folks!
 
  I guess I'll find out most about this topic here - you guys probably know
  console options best.
 
 
 
  In CryEngine and UnrealEngine, there are very simple ways to take high
  resolution screenshots. I searched the Valve Developer wiki and Google -
  and
  found nothing about the Source Engine. Is it even possible? I'd really
 need
  to print some large-scale banners and would need a respective resolution
 to
  do so.
 
 
 
  Thanks for any help!
 
  Sebastian
 
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Re: [hlcoders] Source Engine 2!!!

2010-06-18 Thread Harry Jeffery
I believe John Carmack is hoping to use voxels in id Tech 6. That
engine's only 10 years away so who knows, this could be the future but
we wont find out until we get there.

On 18 June 2010 17:26, Harry Pidcock haz...@tpg.com.au wrote:
 Ray traced polygon rendering is quite an expensive task on a CPU.

 But real time point cloud rendering can be done on it quite well.

 http://www.youtube.com/watch?v=Q-ATtrImCx4

 Yes its a bit cheesy, but that's because Bruce Dell doesn't have a marketing
 budget.


 This video is rendered in real time on a single core CPU, although it is
 only rendering at like 800x600,
 if the algorithm had some parallelism, maybe even have it developed for
 GPUs/hardware specialization. Then it would certainly be
 able to render large amounts of detail at a higher resolution.

 Although it doesn't have any advanced shading, it is still quite interesting
 to see such a complex static environment drawn with a single CPU thread.

 Of course there are huge computational and memory issues with bone
 animation, shading, transparency etc. So don't think you will see this in
 the next 5 - 10years.

 --
 From: Jonathan Murphy nuclearfri...@gmail.com
 Sent: Saturday, June 19, 2010 12:31 AM
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source Engine 2!!!

 Katrina, you might be interested in reading up on Real Time
 Raytracing, which is an alternative to rasterisation (GPU) based
 rendering and is/has been extensively researched and even implemented.

 http://en.m.wikipedia.org/wiki/Ray_tracing_(graphics)
 http://en.m.wikipedia.org/wiki/Quake_Wars:_Ray_Traced

 At the moment though it seems GPUs are going to stay very mainstream.

 On Saturday, June 19, 2010, joshua simmons simmons...@gmail.com wrote:
 Oh yeah I understand. There is only very rudmentry 3d support, in no way
 capable of supporting any game. My point was more on the radical rate at
 which they are evolving in comparison. Even the purely reverse engineered
 open source NVIDIA driver is out doing the proprietary one in terms of
 2d.
 Now I of course realise there is a big jump from that to capable 3d, but
 considering (iirc) amd have developers working on the open source driver,
 I
 see it as mainly a matter of time before it becomes a viable alternative.

 On 18 Jun 2010 22:01, Bob Somers magicbob...@gmail.com wrote:

 Katrina, I'm not giving lectures on computer graphics here. Google has
 all the information you asked for. If you'd like, I can also recommend
 some graphics textbooks which would clear things up. Also, saying a
 Linux system running on a 100 MHz machine is comparable to Windows
 running on a 2 GHz machine is a ridiculous overstatement. They are not
 that radically different. If you're so convinced you can make the
 words best software renderer, by all means go do it. I'm sure at the
 very least you can wave your SIGGRAPH paper in our faces when you're
 done.

 Josh, I'm not sure you can call it better Linux support if their 3D
 support is... well... really bad. They may have opened up their
 hardware spec so that the free drivers can get rolling (I have tried
 the new drivers in Fedora 13 and they are quite good so far), but the
 free drivers are at least a year behind their Windows counterpart in
 terms of supporting the full features of the cards. There is virtually
 zero shader support in the free drivers at this point. nVidia's
 drivers, on the other hand, may be proprietary, but at least you can
 get decent 3D performance out of the machine on a current distro. The
 proprietary ATI driver has decent support and performance, but it
 won't run on anything newer than Fedora 11. (Sorry if I keep
 referencing things in terms of Fedora versions, it's my distro of
 choice.)

 I'm all for free software, don't get me wrong. I would love for
 nothing more than to have free alternative drivers for ATI and nVidia
 cards, but if gaming is really going to be commercially viable on the
 Linux desktop it's the performance that matters. No publisher is going
 to bother trying to ship a game for Linux where the poor driver
 support is going to cause them support headaches all day long.

 --Bob





 On Fri, Jun 18, 2010 at 4:38 AM, joshua simmons simmons...@gmail.com
 wrote:
 Actually to be h...

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Re: [hlcoders] Source Engine 2!!!

2010-06-18 Thread Harry Jeffery
Cant wait to see the minimum memory requirements. 24GB's of ram anyone?

On 18 June 2010 20:06, Adam Buckland adamjbuckl...@gmail.com wrote:
 That's the plan. He's hoping to do something similar to id tech 5's
 megatexture technology for geometry. It's called sparse voxel octree
 technology

 Basically(from what I understand), the idea is to make the voxels very
 very small to allow for high fidelity, but to only load the depth of
 the octree that could be seen at the current resolution, therefore
 allowing for incredibly detailed models, that only stream the small
 details if they could be seen at the current resolution. This is a big
 step up from LOD where the programmer basically has to guess where to
 swap the models out (and they need to be separate models)

 On 18 June 2010 18:42, Harry Jeffery harry101jeff...@googlemail.com wrote:
 I believe John Carmack is hoping to use voxels in id Tech 6. That
 engine's only 10 years away so who knows, this could be the future but
 we wont find out until we get there.

 On 18 June 2010 17:26, Harry Pidcock haz...@tpg.com.au wrote:
 Ray traced polygon rendering is quite an expensive task on a CPU.

 But real time point cloud rendering can be done on it quite well.

 http://www.youtube.com/watch?v=Q-ATtrImCx4

 Yes its a bit cheesy, but that's because Bruce Dell doesn't have a marketing
 budget.


 This video is rendered in real time on a single core CPU, although it is
 only rendering at like 800x600,
 if the algorithm had some parallelism, maybe even have it developed for
 GPUs/hardware specialization. Then it would certainly be
 able to render large amounts of detail at a higher resolution.

 Although it doesn't have any advanced shading, it is still quite interesting
 to see such a complex static environment drawn with a single CPU thread.

 Of course there are huge computational and memory issues with bone
 animation, shading, transparency etc. So don't think you will see this in
 the next 5 - 10years.

 --
 From: Jonathan Murphy nuclearfri...@gmail.com
 Sent: Saturday, June 19, 2010 12:31 AM
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source Engine 2!!!

 Katrina, you might be interested in reading up on Real Time
 Raytracing, which is an alternative to rasterisation (GPU) based
 rendering and is/has been extensively researched and even implemented.

 http://en.m.wikipedia.org/wiki/Ray_tracing_(graphics)
 http://en.m.wikipedia.org/wiki/Quake_Wars:_Ray_Traced

 At the moment though it seems GPUs are going to stay very mainstream.

 On Saturday, June 19, 2010, joshua simmons simmons...@gmail.com wrote:
 Oh yeah I understand. There is only very rudmentry 3d support, in no way
 capable of supporting any game. My point was more on the radical rate at
 which they are evolving in comparison. Even the purely reverse engineered
 open source NVIDIA driver is out doing the proprietary one in terms of
 2d.
 Now I of course realise there is a big jump from that to capable 3d, but
 considering (iirc) amd have developers working on the open source driver,
 I
 see it as mainly a matter of time before it becomes a viable alternative.

 On 18 Jun 2010 22:01, Bob Somers magicbob...@gmail.com wrote:

 Katrina, I'm not giving lectures on computer graphics here. Google has
 all the information you asked for. If you'd like, I can also recommend
 some graphics textbooks which would clear things up. Also, saying a
 Linux system running on a 100 MHz machine is comparable to Windows
 running on a 2 GHz machine is a ridiculous overstatement. They are not
 that radically different. If you're so convinced you can make the
 words best software renderer, by all means go do it. I'm sure at the
 very least you can wave your SIGGRAPH paper in our faces when you're
 done.

 Josh, I'm not sure you can call it better Linux support if their 3D
 support is... well... really bad. They may have opened up their
 hardware spec so that the free drivers can get rolling (I have tried
 the new drivers in Fedora 13 and they are quite good so far), but the
 free drivers are at least a year behind their Windows counterpart in
 terms of supporting the full features of the cards. There is virtually
 zero shader support in the free drivers at this point. nVidia's
 drivers, on the other hand, may be proprietary, but at least you can
 get decent 3D performance out of the machine on a current distro. The
 proprietary ATI driver has decent support and performance, but it
 won't run on anything newer than Fedora 11. (Sorry if I keep
 referencing things in terms of Fedora versions, it's my distro of
 choice.)

 I'm all for free software, don't get me wrong. I would love for
 nothing more than to have free alternative drivers for ATI and nVidia
 cards, but if gaming is really going to be commercially viable on the
 Linux desktop it's the performance that matters. No publisher is going
 to bother trying to ship a game

Re: [hlcoders] Source Engine 2!!!

2010-06-18 Thread Harry Jeffery
Platforms a source engine game (ported by valve themselves) run on:
Windows, Mac OS X, Xbox 360, Playstation 3.

I can only see one thing missing; linux.

On 18 June 2010 22:13, Allan Button abut...@netaccess.ca wrote:
 We are all missing a huge part of the picture here.

 Yes, driver support is bad in Linux. We can all agree on that. But there are 
 people right now, I mean right this very second! Playing TF2 in 
 Wine/Crossover. Meaning they already have done the work to get the drivers 
 running on Linux. Would it not be better to support these players with a 
 native build?

 I am a programmer, I have done coding for Linux, Windows and Mac. I think 
 they should port over 1 game to Linux, see if anybody even uses it. Say HL2 
 for example.

 They have Linux bins of SRCDS, so they already know how to bring an engine 
 over, and they understand fully Linux networking and file system.

 My 2 cents. If nobody is interested in them, I'll take them back. Economic 
 recession you know.

 Allan

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com 
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Justin Krenz
 Sent: Friday, June 18, 2010 4:49 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Source Engine 2!!!

 I believe he was referring to your claim about voxels being the first thing 
 used in 3d.  Vector graphics (lines/edges) were the first things used in 3d 
 with games like Battlezone and Star Wars at the arcades..

 If you think voxels are so great, what did you think about Kevin Silverman's 
 voxlap engine?  http://voxelstein3d.sourceforge.net/

 On Fri, Jun 18, 2010 at 2:23 PM, Joel R. joelru...@gmail.com wrote:
 Please enlighten me then, Marek.  Voxels can be better the smaller
 they are, and in a few years will be better suited when we have more
 powerful computers.  Many are still struggling to even play TF2 with
 their current machines.  So yes, I'm retarded because I thought ahead of 
 your small mind.

 On Fri, Jun 18, 2010 at 2:06 PM, Adam Buckland 
 adamjbuckl...@gmail.comwrote:

 That's the plan. He's hoping to do something similar to id tech 5's
 megatexture technology for geometry. It's called sparse voxel octree
 technology

 Basically(from what I understand), the idea is to make the voxels
 very very small to allow for high fidelity, but to only load the
 depth of the octree that could be seen at the current resolution,
 therefore allowing for incredibly detailed models, that only stream
 the small details if they could be seen at the current resolution.
 This is a big step up from LOD where the programmer basically has to
 guess where to swap the models out (and they need to be separate
 models)

 On 18 June 2010 18:42, Harry Jeffery harry101jeff...@googlemail.com
 wrote:
  I believe John Carmack is hoping to use voxels in id Tech 6. That
  engine's only 10 years away so who knows, this could be the future
  but we wont find out until we get there.
 
  On 18 June 2010 17:26, Harry Pidcock haz...@tpg.com.au wrote:
  Ray traced polygon rendering is quite an expensive task on a CPU.
 
  But real time point cloud rendering can be done on it quite well.
 
  http://www.youtube.com/watch?v=Q-ATtrImCx4
 
  Yes its a bit cheesy, but that's because Bruce Dell doesn't have a
 marketing
  budget.
 
 
  This video is rendered in real time on a single core CPU, although
  it is only rendering at like 800x600, if the algorithm had some
  parallelism, maybe even have it developed for GPUs/hardware
  specialization. Then it would certainly be able to render large
  amounts of detail at a higher resolution.
 
  Although it doesn't have any advanced shading, it is still quite
 interesting
  to see such a complex static environment drawn with a single CPU thread.
 
  Of course there are huge computational and memory issues with bone
  animation, shading, transparency etc. So don't think you will see
  this
 in
  the next 5 - 10years.
 
  --
  From: Jonathan Murphy nuclearfri...@gmail.com
  Sent: Saturday, June 19, 2010 12:31 AM
  To: Discussion of Half-Life Programming 
 hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Source Engine 2!!!
 
  Katrina, you might be interested in reading up on Real Time
  Raytracing, which is an alternative to rasterisation (GPU) based
  rendering and is/has been extensively researched and even implemented.
 
  http://en.m.wikipedia.org/wiki/Ray_tracing_(graphics)http://en.m
  .wikipedia.org/wiki/Ray_tracing_%28graphics%29
  http://en.m.wikipedia.org/wiki/Quake_Wars:_Ray_Traced
 
  At the moment though it seems GPUs are going to stay very mainstream.
 
  On Saturday, June 19, 2010, joshua simmons simmons...@gmail.com
 wrote:
  Oh yeah I understand. There is only very rudmentry 3d support,
  in no
 way
  capable of supporting any game. My point was more on the radical
  rate
 at
  which they are evolving in comparison. Even the purely reverse
 engineered
  open

Re: [hlcoders] Source Engine 2!!!

2010-06-17 Thread Harry Jeffery
I noticed that too, lighting is one of the major things the source
engine sucks at. Hopefully Source 2011 will make the life of modders
10x easier.

On 17 June 2010 15:11, Adam Buckland adamjbuckl...@gmail.com wrote:
 Also, after looking at the Portal 2 gameplay footage from IGN:
 http://www.youtube.com/watch?v=5THiN8szSKM (there's 3 parts) am I the
 only one that thinks that the lighting system has had to have a large
 overhaul to support how the levels change dynamically? (particularly
 obvious in the part 1)

 On 17 June 2010 14:58, Alexander Hirsch 1ze...@googlemail.com wrote:
 Mesa3D?

 On Tue, Jun 15, 2010 at 5:20 AM, Katrina Payne fullmetalhar...@nimhlabs.com
 wrote:

 This also adds a rather odd burden here, that allows Linux to get a better
 standing for gaming.

 It is not that unknown that without mixing, Linux generally does not
 require
 anywhere near as much over head to run as windows.

 The minimum requirements to run a GUI on Linux is about 256MiB of RAM. This
 even includes GUIs like KDE and Gnome. Though XFCE and LXCE would be better
 if
 you really did only have 256MiB of RAM (well if you were using a DE... and
 not
 a slimmed down WM with only a few programs loaded into it)

 You can do just fine win 1GiB of RAM.

 Linux also, as an OS can run on some old Intel boards--that running an OS
 on
 would other wise be insane today. a Pentium 1 can still get (some) use with
 Linux.

 Not enough to really be noteworthy as a desktop PC... but, this is a lot
 less
 than the least you will get Windows 7 onto.

 So we have a nice toss up here:

 1: Linux requires Software Rendering in place. IE: how rendering was done,
 before we got silly things like TNT and Voodoo on the market.

 2: Linux requires significantly less overhead to run, as far as OS goes.

 If we can get it so that we can show Steam running on Linux, using mostly
 Software Rendering, and getting it to run as fast as the same game on
 Windows,
 on comparable hardware...

 This will definitely sell Linux as an OS...

 Which in turn will get various Graphics Card makers on board to add their
 support.

 You know--I kind of want to see somebody work on that goal then. I am
 almost
 ready to dig up some old books that go over the theory of 3d programming,
 just
 to pull make a software rendering engine for this idea.

 On Monday, June 14, 2010 07:59:45 pm Darren VanBuren wrote:
  Yes, 3D drivers are definitely quite lacking on the GNU/Linux front,
  but if Valve shows support for the development of these drivers, this
  may prompt certain GPU manufacturers to step up their GNU/Linux driver
  development.
 
  Darren L. VanBuren
  =
  http://theoks.net/
  On Mon, Jun 14, 2010 at 18:35, Bob Somers magicbob...@gmail.com wrote:
   Something to consider, though, is that the 3D driver support is years
   behind from *ahem* a particular GPU manufacturer. I won't embarrass
   them by saying their name, so I'll just say their initials: ATI.
  
   Their driver support for Linux is, frankly, pathetic at best. The
   Fedora team is trying to solve this with their new free drivers in
   Fedora 13 (which, I'll admit, are quite good), but it's still not up
   to par with what you need to run a game. For example, the new free
   drivers have very little (read: practically none) support for basic
   vertex and fragment shaders. It will be at least another year before
   the free drivers are up to what ATI's crappy proprietary drivers are
   now. Even worse, right now you can get the proprietary drivers running
   on Fedora 11 alright, sort-of on Fedora 12 with some ugly hackery, and
   not at all on Fedora 13. Literally, ATI's Linux drivers are at least
   12 months behind, and the free ones are 12 months behind that.
  
   Unless somebody gives ATI a swift kick in the nuts the situation does
   not look good.
  
   --Bob
  
  
  
  
  
   On Mon, Jun 14, 2010 at 5:01 PM, Darren VanBuren onekop...@gmail.com
 wrote:
   Spoiler Alert. It's like the ratman drawing that says She's watching
   you. Canonical is she in that case.
  
   I'm personally a fan of Fedora, but if Steam on GNU/Linux is
   distributed as a tarball, that'd be best in the interests of Valve.
   Even if some people (mainly Ubuntu users) would be a bit stuck on the
   concept of a tarball, it'd be minimal work for Valve, and maximum
   cross-distribution compatibility.
  
   Darren L. VanBuren
   =
   http://theoks.net/
  
  
  
   On Mon, Jun 14, 2010 at 16:49, Harry Jeffery
   harry101jeff...@googlemail.com wrote:
   It's all down to personal opinion, as long as it does what you need
   quickly and effectively then it's fine. I've yet to see the dark side
   in cannonical so I honestly can't say much about their ethics.
  
   Either way, I 3 Linux and so should Valve.
  
   On 15 June 2010 00:19, Katrina Payne fullmetalhar...@nimhlabs.com
 wrote:
   Well a few points:
  
   The commands in the Linux Commandline... and well those on any UNIX

Re: [hlcoders] Source Engine 2!!!

2010-06-17 Thread Harry Jeffery
I was referring to dynamic lights specifically.

On 17 June 2010 15:24, Adam Buckland adamjbuckl...@gmail.com wrote:
 You say that, I'm not sure it's that the lighting 'sucks', but more
 that it's a pain in the arse for modders because they don't have
 server farms to compile lightmaps unlike Valve.

 On 17 June 2010 15:20, Harry Jeffery harry101jeff...@googlemail.com wrote:
 I noticed that too, lighting is one of the major things the source
 engine sucks at. Hopefully Source 2011 will make the life of modders
 10x easier.

 On 17 June 2010 15:11, Adam Buckland adamjbuckl...@gmail.com wrote:
 Also, after looking at the Portal 2 gameplay footage from IGN:
 http://www.youtube.com/watch?v=5THiN8szSKM (there's 3 parts) am I the
 only one that thinks that the lighting system has had to have a large
 overhaul to support how the levels change dynamically? (particularly
 obvious in the part 1)

 On 17 June 2010 14:58, Alexander Hirsch 1ze...@googlemail.com wrote:
 Mesa3D?

 On Tue, Jun 15, 2010 at 5:20 AM, Katrina Payne 
 fullmetalhar...@nimhlabs.com
 wrote:

 This also adds a rather odd burden here, that allows Linux to get a better
 standing for gaming.

 It is not that unknown that without mixing, Linux generally does not
 require
 anywhere near as much over head to run as windows.

 The minimum requirements to run a GUI on Linux is about 256MiB of RAM. 
 This
 even includes GUIs like KDE and Gnome. Though XFCE and LXCE would be 
 better
 if
 you really did only have 256MiB of RAM (well if you were using a DE... and
 not
 a slimmed down WM with only a few programs loaded into it)

 You can do just fine win 1GiB of RAM.

 Linux also, as an OS can run on some old Intel boards--that running an OS
 on
 would other wise be insane today. a Pentium 1 can still get (some) use 
 with
 Linux.

 Not enough to really be noteworthy as a desktop PC... but, this is a lot
 less
 than the least you will get Windows 7 onto.

 So we have a nice toss up here:

 1: Linux requires Software Rendering in place. IE: how rendering was done,
 before we got silly things like TNT and Voodoo on the market.

 2: Linux requires significantly less overhead to run, as far as OS goes.

 If we can get it so that we can show Steam running on Linux, using mostly
 Software Rendering, and getting it to run as fast as the same game on
 Windows,
 on comparable hardware...

 This will definitely sell Linux as an OS...

 Which in turn will get various Graphics Card makers on board to add their
 support.

 You know--I kind of want to see somebody work on that goal then. I am
 almost
 ready to dig up some old books that go over the theory of 3d programming,
 just
 to pull make a software rendering engine for this idea.

 On Monday, June 14, 2010 07:59:45 pm Darren VanBuren wrote:
  Yes, 3D drivers are definitely quite lacking on the GNU/Linux front,
  but if Valve shows support for the development of these drivers, this
  may prompt certain GPU manufacturers to step up their GNU/Linux driver
  development.
 
  Darren L. VanBuren
  =
  http://theoks.net/
  On Mon, Jun 14, 2010 at 18:35, Bob Somers magicbob...@gmail.com wrote:
   Something to consider, though, is that the 3D driver support is years
   behind from *ahem* a particular GPU manufacturer. I won't embarrass
   them by saying their name, so I'll just say their initials: ATI.
  
   Their driver support for Linux is, frankly, pathetic at best. The
   Fedora team is trying to solve this with their new free drivers in
   Fedora 13 (which, I'll admit, are quite good), but it's still not up
   to par with what you need to run a game. For example, the new free
   drivers have very little (read: practically none) support for basic
   vertex and fragment shaders. It will be at least another year before
   the free drivers are up to what ATI's crappy proprietary drivers are
   now. Even worse, right now you can get the proprietary drivers running
   on Fedora 11 alright, sort-of on Fedora 12 with some ugly hackery, and
   not at all on Fedora 13. Literally, ATI's Linux drivers are at least
   12 months behind, and the free ones are 12 months behind that.
  
   Unless somebody gives ATI a swift kick in the nuts the situation does
   not look good.
  
   --Bob
  
  
  
  
  
   On Mon, Jun 14, 2010 at 5:01 PM, Darren VanBuren onekop...@gmail.com
 wrote:
   Spoiler Alert. It's like the ratman drawing that says She's watching
   you. Canonical is she in that case.
  
   I'm personally a fan of Fedora, but if Steam on GNU/Linux is
   distributed as a tarball, that'd be best in the interests of Valve.
   Even if some people (mainly Ubuntu users) would be a bit stuck on the
   concept of a tarball, it'd be minimal work for Valve, and maximum
   cross-distribution compatibility.
  
   Darren L. VanBuren
   =
   http://theoks.net/
  
  
  
   On Mon, Jun 14, 2010 at 16:49, Harry Jeffery
   harry101jeff...@googlemail.com wrote:
   It's all down to personal opinion, as long

Re: [hlcoders] A2S_RULES just getting another challenge

2010-06-14 Thread Harry Jeffery
I am not sure what you are doing wrong but this library may be of
interest to you:
http://developer.valvesoftware.com/wiki/Steam_Condenser

On 14 June 2010 12:37, C-F Strid wor...@gmail.com wrote:
 Heyo.

 This is perhaps not entirely related to the subjects of this list, but
 I'll give it a go.

 I'm trying to query a server for ConVars using a C# application (code
 snippet here: http://csharp.pastebin.com/PW8Hfajm).

 I've followed the instructions on this page
 http://developer.valvesoftware.com/wiki/Server_queries#A2S_RULES

 ... but instead of returning rules, I get another challenge number.
 The packets seem to be in perfect order:
 http://data.fuskbugg.se/skalman01/packets.jpg

 The server is fully functional and is listed on Game-Monitor and the
 like, so I'm obviously doing something wrong here. Any input would be
 appreciated.

 Cheers,

 ___
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 visit:
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Re: [hlcoders] Source Engine 2!!!

2010-06-14 Thread Harry Jeffery
It's all down to personal opinion, as long as it does what you need
quickly and effectively then it's fine. I've yet to see the dark side
in cannonical so I honestly can't say much about their ethics.

Either way, I 3 Linux and so should Valve.

On 15 June 2010 00:19, Katrina Payne fullmetalhar...@nimhlabs.com wrote:
 Well a few points:

 The commands in the Linux Commandline... and well those on any UNIX or UNIX
 Workalike have not really changed since the 1970s. You could pick up a book on
 BASH or TCSH from the 1970s, and still have most of what you should do.

 This kind of has allowed for tools to be put around these base functions, such
 as autocomplete, history and well--quite a few other really handy tools, to be
 added into the Linux CLI, to make its functionality go above and beyond
 anything cmd.exe is capable of.

 I still have yet to look into Microsoft's PowerShell though.

 This is why most Linux users use the CLI. It has developed into an experience
 that is completely unlike the root canal that is cmd.exe. You can actually go
 in, and get some functionality from it. A lot of functionality too. It also
 gives the feeling that the user has more direct control--without that Pesky
 GUI in the way (though, technically, this just has a bunch of other items
 typically in the way, such as init.d, bash, various bash extensions--maybe
 screen... you are just trading one thing in the way, that is, a GUI, for
 another thing, that is a CLI).

 Now, that said--there are plenty of Desktop Environments ('DE') that Linux can
 make use of, that pretty much make requirement of CLI use unnecessary. That
 is, between KDE4, LXDE, XFCE, E17 and GNOME2/GTK, the average Linux user
 nearly never has to do anything on the CLI. Unless something has gone horribly
 wrong. In which case, he should be able to get the local Linux Admin to fix 
 it.

 As that technically is what he'd do if something went horribly wrong on
 Windows. He'd get his local Windows Expert to fix it.

 The required use of the CLI rather than GUI to properly use Linux, is much
 like how using Vi is required rather than EMACS for the proper use of Linux.

 Also, I use Fedora, and typically find it a LOT easier to work with than
 Ubuntu. This maybe, because Fedora tries not to be a bunch of asshats to the
 people upstream. The same cannot be said about Canonical, the owners of
 Ubuntu. Where, from what I have seen on their policies by past actions...
 their MAIN desire is to be asshats to the upstream.

 I have a long winded rant on why I do not like Ubuntu... I mostly just state
 that nobody uses Ubuntu Linux. Typically most people go over to another Linux
 Distro afterwards, generally agreeing that no matter what Linux Distro they go
 to, be it Fedora, Puppy (well, prior to being based on Ubuntu), Arch, Slack,
 Gentoo, Knoppix, CentOS, LFS, etc., is better than Ubuntu... either that, or
 they return to Windows--only using Ubuntu as a rescue disk setup.

 Right, now then. Back to your regular discussion

 ~Katrina

 On Sunday, June 13, 2010 07:20:08 am Harry Jeffery wrote:
 People like the command line because it's very fast to do what you
 want if you know what you are doing. So far ubuntu seems to be the
 most user friendly linux distro and what a majority of linux gamers
 might use.

 Personally I'd just use arch-linux and optimize my system...a lot. As
 long as nVidia release decent linux drivers it's all good.

 On 13 June 2010 14:01, Adam Buckland adamjbuckl...@gmail.com wrote:
  A couple of things:
 
  Elan Ruskin gave a good talk on porting to consoles at GDC08. The
  slides are on Valve's website. There's something in there that may
  help you here:
 
  #ifdef __GNUC__
  #define MAXSI_THREADED_VARIABLE __thread
  #else
  #define MAXSI_THREADED_VARIABLE __declspec( thread )
  #endif
 
  You may wish to use another define for windows rather than an else
  statement in case you wish to port it somewhere else in the future.
 
  Also I agree, the Mac and Linux ports are incredibly similar. In fact,
  on the Mac port a shell script is executed first to determine whether
  it's running on OS X or Linux.
 
  Finally Linux could be a great consumer platform. Before it can become
  this, it needs to learn that not everyone is a power user, and make
  things simple. Learn from the Mac app bundles, and remove reliance on
  the command line (for example the output is shown on the update
  software). It scares normal users. That, and a lot of power users
  (like myself), don't want to have to rely on the command line for
  everything.
 
  On 13 June 2010 13:28, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote:
  I'd like to share a few experiences about porting code and writing
  portable code. Scroll down, if you just want my thoughts on how portable
  the Source Engine is.
 
  Recently I've been porting my in-development digital distribution
  platform to GNU/Linux for the fun of it. Naturally, most of my code
  didn't work right out of the box

Re: [hlcoders] Source Engine 2!!!

2010-06-13 Thread Harry Jeffery
People like the command line because it's very fast to do what you
want if you know what you are doing. So far ubuntu seems to be the
most user friendly linux distro and what a majority of linux gamers
might use.

Personally I'd just use arch-linux and optimize my system...a lot. As
long as nVidia release decent linux drivers it's all good.

On 13 June 2010 14:01, Adam Buckland adamjbuckl...@gmail.com wrote:
 A couple of things:

 Elan Ruskin gave a good talk on porting to consoles at GDC08. The
 slides are on Valve's website. There's something in there that may
 help you here:

 #ifdef __GNUC__
 #define MAXSI_THREADED_VARIABLE __thread
 #else
 #define MAXSI_THREADED_VARIABLE __declspec( thread )
 #endif

 You may wish to use another define for windows rather than an else
 statement in case you wish to port it somewhere else in the future.

 Also I agree, the Mac and Linux ports are incredibly similar. In fact,
 on the Mac port a shell script is executed first to determine whether
 it's running on OS X or Linux.

 Finally Linux could be a great consumer platform. Before it can become
 this, it needs to learn that not everyone is a power user, and make
 things simple. Learn from the Mac app bundles, and remove reliance on
 the command line (for example the output is shown on the update
 software). It scares normal users. That, and a lot of power users
 (like myself), don't want to have to rely on the command line for
 everything.

 On 13 June 2010 13:28, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote:
 I'd like to share a few experiences about porting code and writing
 portable code. Scroll down, if you just want my thoughts on how portable
 the Source Engine is.

 Recently I've been porting my in-development digital distribution
 platform to GNU/Linux for the fun of it. Naturally, most of my code
 didn't work right out of the box. But it is worth that several
 subsystems actually worked at the first attempt, or with an edit or two.
 For instance, my string system and parser classes/functions compiled
 right away.

 However, stuff like accessing the filesystem, multithreading, user
 interfaces, networking, and so on didn't work because it relied on the
 Windows API. The interesting part here is that POSIX does things
 differently; but almost in the same manner as Windows. That means for
 each Windows API call you use, there is often one or more POSIX calls
 that does the same thing (if you add a little abstraction, that is).

 Now, some of you heavily suggested the use of #ifdefs all around the
 code. You should not use #ifdefs each time you rely on platform specific
 behavior, but only in shared function calls or in headers. For instance,
 if you have to open a file. On Windows you can call the CreateFile
 function, while POSIX supports the open function. That means for each
 file opening, you need to write something like.

 #ifdef linux
 int FileHandle = open(Path, Flags);
 #elif defined(WIN32)
 HANDLE FileName = CreateFile(...)
 #endif

 Naturally, this isn't very pretty. And if this was used all over the
 Source Engine you would spend a lot of time writing #ifdefs and checking
 platform specific documentation. However, I am not saying #ifdefs are a
 bad idea. But instead of using them all over your code, you should move
 them to a shared class or function that simply implements all this once.
 In my code, I declared an abstract baseclass called MaxsiFileSystem that
 implements all the common functions to access the local filesystem. So
 now when I wish to open a file for reading, I would call:

 MaxsiHandle FileHandle = FileSystem()-OpenFile(Path, MAXSI_FILE_READ |
 MAXSI_FILE_SEQUENTIAL);

 This additional layer of abstraction makes it very easy to add support
 for new platforms as you just have to define a new child of the abstract
 baseclass. I have also added such a layer for my Window System. This
 means I call my own APIs in my actual code, and then it redirects it to
 the Windows API or GTK+ depending on your platform.

 You might also have noticed I implemented a FileSystem() function, in
 the same manner I have implemented a WindowSystem() function that
 returns the window system in use by the current function/class. This
 makes it easy to simply swap the window system on the fly. For instance,
 my source mod links against my distribution platform (LGPL) and my mod
 then implements some of these interfaces. It could implement the
 MaxsiWindowSystem class using VGUI and then my programs could be
 natively drawn ingame with mininal work.

 Other porting issues includes how the VS compiler breaks a lot of the
 C99 standard. To counter this, I have simply declared a lot of macros in
 my header files that replaces platform specific behavior. #defines are
 very powerful for this. For example, to declare a thread-specific
 variable, I would use this header define:

 #ifdef __GNUC__
 #define MAXSI_THREADED_VARIABLE __thread
 #else
 #define MAXSI_THREADED_VARIABLE __declspec( thread )
 #endif

 And 

Re: [hlcoders] Source Engine 2!!!

2010-06-13 Thread Harry Jeffery
I asked about how they were developing for both platforms a while
back, Alfred Reynold's answer:

Hey Harry, we actually have our own internal tool we developed that uses a 
custom project definition format that is processed into the appropriate output 
files for each platform (so vcproj's under Windows, Xcode projects under OSX).



- Alfred

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Re: [hlcoders] Source Engine 2!!!

2010-06-12 Thread Harry Jeffery
Apple products aren't bad in their own nature. I just hate them
because of how much apple charge for their computers. Also the whole
business plan of shutting out ANYTHING and EVERYTHING that apple
deicdes to compete with is ridiculously stupid. Developing for
iPad,iPod Touch, iPhone is worse than developing for consoles.

If apple want people to switch they need to price their products
according to their value, not 3x their value. $800 for an iPad? My
$400 netbook can do way more than that thing. A guy built a tablet of
his own recently, it's running windows 7 and is so much more powerful
than the iPad in every single way. Oh, and it only cost him $670 for
all the parts, he didn't buy in bulk either. Cheaper than the iPad,
and more functional.

Linux is a far greater platform than OSX, the price, customizabilty
and the community is amazing. You're not going to get bitched at by
the community because your program doesn't look the same as all their
other ones. Source and Steam for Linux, make that the E3 surprise.



On 12 June 2010 05:44, Katrina Payne fullmetalhar...@nimhlabs.com wrote:
 Well--Apples are not that unfriendly to developers. They are not all the
 friendly though either.

 On Apple, they have access to Obj-C, Mono, C and C++.

 OSX also is a fork of FreeBSD... however a friend of mine is quote as say OSX
 was once BSD, like the Orcs were once Elves.

 Apple Computers is one of the main pushers of WebKit which is one of the most
 highly supportive web renders for the current standard set.

 Apple has also been known to interact and deal with the KDE product--as well
 as a few other FlOSS projects. As tenchically, Webkit is a KDE project.

 Add to that, OSX is the choice OS to talk with IPhone, iTouch, iPad and the
 iPod.

 We also have the graphics, design and film users mostly using Apples.

 The only reason that you do not get as many of the developers as say on
 Linux/BSD is because Apple Hardware is insanely expensive. Myself, if I could
 afford it, I would be buying Apples like nothing else.

 You also get the REALLY insane people talking about Hackintoshes.

 Never mind the constant rumours for the past few years on the idea of the
 iConsole. That is, possibly Apple Computers entering into the gaming console
 market.

 Now--we have Steam and a Mac Source API.

 *looks around*

 Oh right, now to add something else just as crazy as the rest of this: there
 is a fork in MAH EAR!

 Meh--I wish I could get my head out of the clouds and back into reality.

 ~Katrina

 On Friday, June 11, 2010 08:16:02 pm Keeper wrote:
 Thinking about this ... how much development do people think will happen on
 macs?  In the school/academic world, it makes sense because of the
 availability to larger groups of macs.  In the real world, however, most
 people who code don't use macs.  Is that trend changing?  I'm not a mac
 hater, I just know in the business world they aren't generally used for
 this.

 As far as moving the steam platform to mac, that makes total sense.  Outside
 of advertising/art departments macs are known as being home computers.

 Just wondering if it makes sense from a developers standpoint.

 Keeper

 -Original Message-
 From: Byron Mallett [mailto:byrona...@gmail.com]
 Sent: Friday, June 11, 2010 9:23 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Source Engine 2!!!

 I've managed to get my course coordinator for my Digital media course quite
 interested in the possibilities of Source modding as something to add to our
 Mac lab. Now all we need is an SDK to play around with. :D

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Re: [hlcoders] Source Engine 2!!!

2010-06-12 Thread Harry Jeffery
http://www.wolfire.com/humble

Statistics speak for themselves. Supporting linux once the mac stuff
is all done could increase revenue by 30% which is quite a lot. I just
want to wipe my windows partition so I can spend my money on games
instead of upgrading to the latest version of directx.


Yeah, back on topic now.

Source engine 2 is unlikely, Portal2 on wii is unlikely, Something
else that is awesome: very likely. I have faith in valve, I just hope
that the e3 surprise will be something I care about, not a marketing
ploy/fad.

On 12 June 2010 13:00, Katrina Payne fullmetalhar...@nimhlabs.com wrote:
 Reply follows inline

 On Saturday, June 12, 2010 05:40:08 am Harry Jeffery wrote:
 Apple products aren't bad in their own nature. I just hate them
 because of how much apple charge for their computers. Also the whole
 business plan of shutting out ANYTHING and EVERYTHING that apple
 deicdes to compete with is ridiculously stupid. Developing for
 iPad,iPod Touch, iPhone is worse than developing for consoles.

 The iMacs tend to be a lot less choosy for what gets install on them.

 But yeah, they tend to be choosy about who makes stuff for the iTouch, iPhone
 and iPad--so does every console maker since the great crash of 1983, except
 for Microsoft.

 Nintendo requires that you have been making games for 2 years, have an
 employee payroll, an office locations, various games you have made for 
 Nintendo
 Systems and about 5000$USD just to make games for a their current console. To
 make something for their current handheld, just simply drop that price tag to
 3000$USD--the rest applies.

 This will then make you a licensed developer... does not guarantee your game
 will get out. No, they need to run it through a set of stress tests to
 ensure it is a quality product.

 Shelf space, magazine spreads and advertising? Hah! Get that yourself.

 The thing is, in the case of iPad, iTouch and iPhone, I would say they are on
 par with how unfriendly they are to developers as the various console and hand
 held companies.

 With the only exception of Microsoft... and Google if you count the HTC.

 If apple want people to switch they need to price their products
 according to their value, not 3x their value. $800 for an iPad? My
 $400 netbook can do way more than that thing. A guy built a tablet of
 his own recently, it's running windows 7 and is so much more powerful
 than the iPad in every single way. Oh, and it only cost him $670 for
 all the parts, he didn't buy in bulk either. Cheaper than the iPad,
 and more functional.

 Right, right, right--the iPad sucks. Everybody knows this. Most Apple Fanboys
 will even complain about how bad it is. Generally getting ticked off because
 the Kindle is better (I mean, Steve Jobs, what are you doing?).

 Now then, the real Apple Computers, such as the iMacs, iTouch and iPhone have
 quite a bit less fail to how they are done.

 Saying the iPad sucks, is pretty akin to saying everything Microsoft does
 sucks, back when Windows XP was out... because Windows ME just sucked that
 badly.

 Yeah, the iPad, is the Windows ME of the Apple world. I do not think anybody
 is prepared to argue differently.

 Linux is a far greater platform than OSX, the price, customizabilty
 and the community is amazing. You're not going to get bitched at by
 the community because your program doesn't look the same as all their
 other ones. Source and Steam for Linux, make that the E3 surprise.

 Yeah, that is what I am hoping the E3 surprise is... though, I really do not
 think it is likely. It would be awesome--but, generally marketing companies
 tend to have stigmas with Linux. Something about Linux users not wanting to
 pay for stuff (Like I said earlier, Linux users tend to be more anal about
 paying for anything that should get paid for).

 This topic kind of came about as an Off Topic tangent, based on me pointing 
 out
 that the hlcoders mailing list should probably get a leak into whatever the
 API changes will be, based on the E3 Surprise, so as to allow for early
 adoption.

 Yeah--some of it got tidied out, it appears

 ~Katrina

 On 12 June 2010 05:44, Katrina Payne fullmetalhar...@nimhlabs.com wrote:
  Well--Apples are not that unfriendly to developers. They are not all the
  friendly though either.
 
  On Apple, they have access to Obj-C, Mono, C and C++.
 
  OSX also is a fork of FreeBSD... however a friend of mine is quote as say
 OSX
  was once BSD, like the Orcs were once Elves.
 
  Apple Computers is one of the main pushers of WebKit which is one of the
 most
  highly supportive web renders for the current standard set.
 
  Apple has also been known to interact and deal with the KDE product--as
 well
  as a few other FlOSS projects. As tenchically, Webkit is a KDE project.
 
  Add to that, OSX is the choice OS to talk with IPhone, iTouch, iPad and
 the
  iPod.
 
  We also have the graphics, design and film users mostly using Apples.
 
  The only reason that you do not get as many

Re: [hlcoders] Source Engine 2!!!

2010-06-11 Thread Harry Jeffery
I'd just lve valve if Source 2010 supported linux and so did steam.

On 11 June 2010 04:06, Katrina Payne fullmetalhar...@nimhlabs.com wrote:
 Yeah--it is kind of irritating that before they moved to Mac OS X people kind
 of were all about the whole it is hard to port from windows

 Now people are doing the whole well, just because it was on Win and OSX does
 not mean any other system is an option

 I dunno--I hope that the new Source engine takes a hint from some of John
 Carmack's work... and is rather insanely platform independant (well, the C/C++
 code anyways) and on top of that: insanely platform aware. That is, if certain
 optimization are on a platform, make use of those (such as rendering hardware,
 systems that can thread (so to not need to use forks), FPU, etc., etc.).

 Remember when the head of Squeenix mentioned that specific platforms were not
 the future?

 If we got this set up with Source and Steam--there would be no stopping this
 delivery method and engine.

 I mean, all it really takes is a few of the follow in key places:

 #ifdef USE_WINDOWS

 #endif

 #ifdef USE_OSX

 #endif

 #ifdef USE_Wii

 #endif

 #ifdef USE_PS3

 #endif

 #ifdef USE_AMIGA

 #endif

 #ifdef USE_LINUX

 #end

 (then have a define passed into your compiler at compile time)

 And, it really is not that hard to find (or create) tool chains, to target a
 different platform. Like say compiling something that will run on an ARM based
 linux from AMD64 Windows.. or from something exotic, like say SPARC Linux to
 MIPS based AMIGA (however, this DOES require that any libraries you will be
 compiling against, be available for what your target platform will be, on the
 system compiling it).

 Though--I REALLY doubt, that this would be part of the announcement.

 I mean, Source and Steam designed in a rather comprehensive manner, to allow
 multiple hardware targets (which, BTW, was why the languages C and C++ were
 created: to target multiple hardware platforms)--I dunno... from what I have
 ranted about here, I may as well put on a tin foil boony hat, and yell on the
 street corner about how they put fluoride in the water. My suggests sound just
 as crazy.

 Here is hoping,
 Katrina Payne

 PS Crosses fingers.

 On Thursday, June 10, 2010 01:07:41 pm Joel R. wrote:
 Is this the big surprise for E3?!  I hope it is, that would so rock!

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Re: [hlcoders] Source Engine 2!!!

2010-06-11 Thread Harry Jeffery
Swiftly going back on topic (see what I did there?)...

I think as subscribers to the hlcoders mailing list we deserve a sneak
peak. We promise not to leak it, if we do you can always punish us by
breaking the SDK (again).

:P

On 11 June 2010 21:16, Katrina Payne fullmetalhar...@nimhlabs.com wrote:
 Nonsense.

 The institution reminds us that the companion cube does nothing to threaten
 our personal comfort and desires.

 In fact, the whole institute building the portal gun only has our greatest
 safety and peace of mind, when dealing with its associates.

 And! They have cake.

 Clearly, she was disfigured before she got to the institute--where they are
 giving her the best care.

 ~Katrina

 On Friday, June 11, 2010 10:56:40 am Spencer 'voogru' MacDonald wrote:
 She got disfigured in a portal mishap.

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of 1nsane
 Sent: Friday, June 11, 2010 11:45 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Source Engine 2!!!

 That was a girl? It seemed quite ugly. Very much so compared to the person
 they based it on.

 On Fri, Jun 11, 2010 at 11:07 AM, Colm Sloan colmsl...@gmail.com wrote:

  I'd like to see the girl from Portal as a new character in TF2.

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Re: [hlcoders] Source Engine 2!!!

2010-06-10 Thread Harry Jeffery
I spent 2 hours today looking for some code on a computer before I
wiped it. Finally found it in the most obscure folder. _ Stupid
subversion settings.

Anyway, I doubt Source Engine 2 is the surprise, Valve would call it
Source 2010 anyways.

I personally hope the surprise is a new SDK that's not painful to use :

On 10 June 2010 20:51, Saul Rennison saul.renni...@gmail.com wrote:
 Lmao lost their code. That is CLASSIC

 Thanks,
 - Saul.


 On 10 June 2010 20:38, Joel R. joelru...@gmail.com wrote:

 Portal 2 isn't due to be released until 2011.  There are 2 reasons this
 could be.  First reason, this is one of the first mods their testing on
 Source Engine 2.  Second reason, they lost their code and have to redo
 everything.

 On Thu, Jun 10, 2010 at 2:20 PM, Shawn P. Zipay digitalz...@gmail.com
 wrote:

  They already said the surprise is Portal 2 related.  They made that very
  painfully clear in the last press release sent out about the Portal 2
  delay.
 
  Shawn P. Zipay
  Community Manager
 
  MyInternetServices -- http://www.myinternetservices.com
  CS-Nation -- http://www.csnation.net
  Total Gaming Network -- http://www.totalgamingnetwork.com
 
 
  On Thu, Jun 10, 2010 at 3:16 PM, Tom Edwards t_edwa...@btinternet.com
  wrote:
 
   We're on Source 15 already, keep up!
  
   On 10/06/2010 8:07, Joel R. wrote:
Is this the big surprise for E3?!  I hope it is, that would so rock!
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Re: [hlcoders] Source Engine 2!!!

2010-06-10 Thread Harry Jeffery
If they added hats to css I'd move to cspromod and never touch css
ever again. It's just not right.

On 10 June 2010 23:21, Arg! chillic...@gmail.com wrote:
 i miss duke3d, please do this valve. surely you could buy all the
 assets for a few bucks.

 perhaps the announcement is hats for cs:s

 On Fri, Jun 11, 2010 at 7:24 AM, 1nsane 1nsane...@gmail.com wrote:
 They could just release everything that was made for Duke Nukem Forever as
 Duke Nukem Forever Episode 1.

 Then 10 years later release EP2. It would make perfect sense!

 On Thu, Jun 10, 2010 at 4:25 PM, Dexter dex...@linux.com wrote:

 Maybe they're releasing Duke Nukem Forever on a new Source engine.

 Or maybe a new version of the Source engine and SDK that doesn't break with
 every update.

 I'm not sure which is more far fetched

 On Thu, Jun 10, 2010 at 2:21 PM, Sam samuelga...@gmail.com wrote:

  Second reason, they lost their code and have to redo everything.
 
  I giggled, hard.
 
  I doubt the announcement would be anything related to the engine, they
  could've done that back in GDC, E3 is about entertrainment, not
 development
  like GDC is
 
  On Thu, Jun 10, 2010 at 5:09 PM, Adam Buckland adamjbuckl...@gmail.com
  wrote:
 
   I'm going to go with Jeffrey, and call Portal for the Wii now. Valve
   said that they wanted to do a Wii game, so this could be it!
  
   On 10 June 2010 20:07, Joel R. joelru...@gmail.com wrote:
Is this the big surprise for E3?!  I hope it is, that would so rock!
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Re: [hlcoders] Error: SetupArrayProps_R: array prop '(null)' is at index zero.

2010-05-27 Thread Harry Jeffery
That's not very useful for mods using 2007 codebase that were on the
verge of release. I don't feel like recoding everything because of one
update that breaks everything...again.

On 27 May 2010 20:35, Cory de La Torre gear@gmail.com wrote:
 On the note of additional content, I hope this isn't a a real fix, rather
 than a work around.No EP2 content shows up in 07's Hammer, unless you guys
 are porting all of it over to 2009 now?

 On Thu, May 27, 2010 at 11:17 AM, Jeffrey botman Broome 
 botman.hlcod...@gmail.com wrote:

 Soon you won't need a Mac to do Mac development...

 http://www.bizjournals.com/sanjose/stories/2010/05/24/daily79.html

 Microsoft (NASDAQ:MSFT) has been given seven minutes during Jobs'
 keynote to talk about Visual Studio 2010. Chowdrey said that a new
 version of the development tools software will support native
 applications for the iPhone, iPad and Mac OS.

 Sweet!  :)

 On 5/26/2010 6:45 PM, Alfred Reynolds wrote:
  Mac builds will require a Mac to do them on, you need to use the Mac
 compiler (a GCC 4.2 with apple patches). We will be releasing appropriate
 makefile skeletons to get you guys up and running.
 
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
  boun...@list.valvesoftware.com] On Behalf Of Jeffrey botman Broome
  Sent: Wednesday, May 26, 2010 4:20 PM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] Error: SetupArrayProps_R: array prop '(null)'
  is at index zero.
 
  Does Mac builds of a mod require a Mac to build them on?
 
 
  On 5/26/2010 6:06 PM, Alfred Reynolds wrote:
 
  Right, if you have a mod based on the 2007 engine you need these
 
  lines in your gameinfo.txt now:
 
  SteamAppId 218
  ToolsAppId 211
  AdditionalContentID 420
 
 
  You cannot have SteamAppId 420 in there.
 
  We are working on an SDK update for this new engine, adding support
 
  for you guys to do Mac builds of your mods if you wish.
 
  - Alfred
 
 
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
  boun...@list.valvesoftware.com] On Behalf Of Cory de La Torre
  Sent: Wednesday, May 26, 2010 4:02 PM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] Error: SetupArrayProps_R: array prop
 
  '(null)'
 
  is at index zero.
 
  Be sure to restart steam after editing the gameinfo file.
 
  On Wed, May 26, 2010 at 4:00 PM, Dexter Haslem
  dexter.has...@gmail.comwrote:
 
 
 
  I updated my mod AppIds and am still getting the error like crazy!
 
  On Wed, May 26, 2010 at 4:55 PM, Samsamuelga...@gmail.com   wrote:
 
 
 
  The new engine update to the HL2 games broke *everything* again,
 
 
  there's
 
 
  a
 
 
  hotfix that should fix your problem by using this in your
 
  gameinfo:
 
  SteamAppId 218
  ToolsAppId 211
  AdditionalContentID 420
 
  On Wed, May 26, 2010 at 7:47 PM, Tobias Kammersgaard
  tobias.kammersga...@gmail.com   wrote:
 
 
 
  Am I the only one that gets this error when I want to run my mod?
 
 
  I'm
 
 
  pretty
  sure its caused by the new update :o
  Its happening even though my mod uses the Source SDK Base 2007 as
 
 
  its
 
 
  base.
 
 
  - ScarT
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Re: [hlcoders] Dugs in sdk update

2010-05-11 Thread Harry Jeffery
I'm slowly coding an engine of my own too. That's more of a long term
back burner project though. In the mean time I'll be using the UDK.

On 11 May 2010 20:26, Ryan Sheffer darksk...@gmail.com wrote:
 I was looking into ogre until I noticed it was just a renderer.
 Everything else is out to make money, and I could have sworn fmod was
 open for free use with even commercial products, guess not. Writting
 my own engine now anyway.
 It's actually a lot of fun though, learning how everything works
 through reseach, and writting your own interesting systems. There is a
 lot of info out there, even the valve guys have written many articles.

 ~Ryan

 On May 11, 2010, at 10:46 AM, David Kraeutmann da...@davidkra.net
 wrote:

 It isn't, sadly. I thought about licensing C4 engine for Cold Trap,
 but it requires one license per coder, and it's a bit over my budget
 too... ($350/seat)

 On Tue, May 11, 2010 at 3:47 AM, Ryan Sheffer darksk...@gmail.com
 wrote:
 Oh cmon, I hear the engine is open source. ;)

 On Mon, May 10, 2010 at 5:37 PM, Spencer 'voogru' MacDonald 
 voo...@voogru.com wrote:

 Besides that scripts are ugly as hell from a C++ coder's point of
 view.

 Fixed.

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of David
 Kraeutmann
 Sent: Monday, May 10, 2010 4:50 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Dugs in sdk update

 Besides that Uscript is ugly as hell from a C++ coder's point of
 view.

 On Mon, May 10, 2010 at 10:28 PM, Dexter dex...@linux.com wrote:
 Sure, let me just port all this C++ code to Uscript really
 quick .. :)

 On Mon, May 10, 2010 at 1:27 PM, Ryan Sheffer darksk...@gmail.com
 wrote:

 Download the UDK today!

 ~Ryan

 On May 10, 2010, at 10:30 AM, Jeffrey \botman\ Broome 
 botman.hlcod...@gmail.com
   wrote:

 Coming Soon

 http://developer.valvesoftware.com/wiki/Valve_Time  :)


 On 5/10/2010 12:22 PM, Sam wrote:
 So does anyone know an ETA of when this is going to be fixed?
 I'm
 tired of
 changing the appID every time I open Source SDK.

 On Mon, May 3, 2010 at 4:55 PM, JumpCore Productions
 onl...@jumpcore.com
 wrote:


 We're a bit off topic here, I know, but here's a work around
 from
 the
 forums. It seems to do the job, as far as I can tell. Good
 luck with
 finishing up your mod!

 ***

 Originally Posted by IcarusNine:
 Changing a mod's gameinfo.txt appID from 218 (SDK Base 2007) to
 440 (Team
 Fortress 2) seems to work around it. I'm not sure what Hammer
 is
 using/associating with the appID, but the lack of it is what's
 causing at
 least some of the problem.


 -Original Message-
 Date: Mon, 3 May 2010 17:32:19 +0100
 From: Harry Jefferyharry101jeff...@googlemail.com
 Subject: Re: [hlcoders] Dugs in sdk update
 To: Discussion of Half-Life Programming
        hlcoders@list.valvesoftware.com
 Message-ID:

  t2sbcdad96f1005030932ibc83eff2v5eb9c9c861465...@mail.gmail.com

 Content-Type: text/plain; charset=ISO-8859-1

 It'd be nice if valve could fix this soon. Our mod can't
 progress at
 all, we only really need to fix up the maps at the moment.




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 --
 ~Ryan ( skidz )
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Re: [hlcoders] SDK Update 5/11/2009

2010-05-11 Thread Harry Jeffery
You have Episode 1 listed twice. Is the entry in 2007 supposed to be Episode 2?

Also, thanks for the news and the update.

On 11 May 2010 22:56, Saul Rennison saul.renni...@gmail.com wrote:
 Thanks for the clarification Mike, I understand you're going through a tough
 time with all the Mac updates :)

 Thanks,
 - Saul.


 On 11 May 2010 22:52, Mike Durand mik...@valvesoftware.com wrote:

 Hi All-

 We are updating the SDK later today to address the issues with using Hammer
 and Model Viewer with games built with the 2007 release of Source. Here are
 the release notes:

 ==Source SDK Update==

 The Source SDK was updated today to fix tool problems for some games and
 mods. We are sorry for the disruption to your work that the SDK issues may
 have caused for the past week. Thanks very much for your patience.

 =SDK Launcher=

 The terminology for Engine Version has changed and now maps to the year of
 release rather than to particular products. Here are the options now present
 in the list of engine versions along with the games which utilize them:

 Source Engine 2006
        Half-Life 2
        Counter-Strike: Source
        Half-Life 2: Deathmatch
        Half-Life 2: Episode 1

 Source Engine 2007
        Half-Life 2: Episode 1

 Source Engine 2009
        Day of Defeat:Source
        Portal
        Team Fortress 2

 Please note that you may need to re-create the game configurations for
 total conversion mods that were built using 'Source Engine 2007'. Simply run
 the 'Edit Game Configurations' utility to do this.

 Valve games should show up under the appropriate engine version. If they do
 not correspond to the list given above then you can either manually edit the
 configurations or run the [I]Reset Game Configurations[/I] utility.

 =SDK Tools=

 There are now tools supporting three versions of Source in the SDK
 distribution. If you are creating content for a game or total conversion
 based on 'Source Engine 2007' you may need to run some of the command-line
 tools now located at:

        sourcesdk\bin\source2007\bin

 The command-line tools needed for 'Source Engine 2006' and 'Source Engine
 2009' are still located at:

        sourcesdk\bin\ep1\bin
 and
        sourcesdk\bin\orangebox\bin


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Re: [hlcoders] Dugs in sdk update

2010-05-03 Thread Harry Jeffery
It'd be nice if valve could fix this soon. Our mod can't progress at
all, we only really need to fix up the maps at the moment.

On 3 May 2010 14:21, Jeffrey botman Broome botman.hlcod...@gmail.com wrote:
 On 5/1/2010 5:09 PM, Tom Edwards wrote:
 It does stop it: the mods themselves are unaffected. Pity the SDK
 doesn't have the same protection. :-/



 http://www.botman2.com/images/HAHA.jpg

 :)


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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-04-24 Thread Harry Jeffery
Awesome, thanks for posting. Evil valve for not telling.

On 24 April 2010 17:52, Tom Edwards t_edwa...@btinternet.com wrote:
 This is the first hard evidence I've seen. Everything else so far
 (including the L4D Linux binaries) has been either definitely or
 potentially related to the dedicated server, but I don't see why you'd
 needt the graphics, friends or skins folders for that.

 On 24/04/2010 5:05, 1nsane wrote:
 Also this, apparently:
 http://www.reddit.com/r/linux/comments/butl8/steam_for_linux_testapp_thingy/

 On Sat, Apr 24, 2010 at 11:37 AM, Jonas 'Sortie' Termansen
 hlcod...@maxsi.dk  wrote:


    From what I heard at
 
 http://www.phoronix.com/scan.php?page=articleitem=steam_linux_scriptnum=1

 ,

 they have found a bash script in the mac beta that adds future support
 for Linux. And they have also released .so files for Linux in Left 4
 Dead once, and so on. There is some evidence but nothing I would
 consider valid proof of a Linux client coming in the near future.

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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-04-24 Thread Harry Jeffery
Yeah, it 404'd before I grabbed a copy. Somewhere there is a Valve
employee laughing at us.

On 24 April 2010 19:57, Saul Rennison saul.renni...@gmail.com wrote:
 The steam_client_linux is now officially 404.

 :(

 Thanks,
 - Saul.


 On 24 April 2010 19:43, Harry Jeffery harry101jeff...@googlemail.comwrote:

 Awesome, thanks for posting. Evil valve for not telling.

 On 24 April 2010 17:52, Tom Edwards t_edwa...@btinternet.com wrote:
  This is the first hard evidence I've seen. Everything else so far
  (including the L4D Linux binaries) has been either definitely or
  potentially related to the dedicated server, but I don't see why you'd
  needt the graphics, friends or skins folders for that.
 
  On 24/04/2010 5:05, 1nsane wrote:
  Also this, apparently:
 
 http://www.reddit.com/r/linux/comments/butl8/steam_for_linux_testapp_thingy/
 
  On Sat, Apr 24, 2010 at 11:37 AM, Jonas 'Sortie' Termansen
  hlcod...@maxsi.dk  wrote:
 
 
     From what I heard at
  
 
 http://www.phoronix.com/scan.php?page=articleitem=steam_linux_scriptnum=1
 
  ,
 
  they have found a bash script in the mac beta that adds future support
  for Linux. And they have also released .so files for Linux in Left 4
  Dead once, and so on. There is some evidence but nothing I would
  consider valid proof of a Linux client coming in the near future.
 
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Re: [hlcoders] A more detailed picture of the Potentially Visible Set (PVS)

2010-04-22 Thread Harry Jeffery
Out of curiosity which library are you coding the graphics in?
DirectX, OpenGL or something like Ogre?

On 22 April 2010 20:07, Ryan Sheffer darksk...@gmail.com wrote:
 Thanks for the link, I am writing my own engine atm and am  at the map
 editor point and reading how the pros do it is always nice. Not using
 bsp because my game is chunk based with random layouts, but still.
 Great link since learning about binary space partition trees is always
 useful. There is another article as well I'll try to find, which was
 written by some Id guys and other randoms.

 ~Ryan

 On Apr 20, 2010, at 4:43 PM, Adam \amckern\ McKern amck...@yahoo.com
   wrote:

 If you want an understanding of the BSP PVS (CSG), i would recommend
 that you read 'the master of doom - it has a fair amount of a
 chapter discussing how the BSP format was chosen for FPS, and how
 PVS works with-in it.

 There is also a MASSIVE discussion of BSP at the VMEX website - 
 http://www.bagthorpe.org/bob/cofrdrbob/bspformat.html

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

 --- On Wed, 21/4/10, Colm Sloan colmsl...@gmail.com wrote:

 From: Colm Sloan colmsl...@gmail.com
 Subject: [hlcoders] A more detailed picture of the Potentially
 Visible Set (PVS)
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 
 Received: Wednesday, 21 April, 2010, 5:29 AM

 I'm doing some research on virtual visual environments. I believe
 that the
 PVS contains the estimated set of objects (geometry) that may be
 visible to
 the player. I was wondering if there was an Actual Visible Set that
 contains
 only the objects that the player really can see. If there isn't,
 would it be
 difficult to create such a set? Hopefully, I wouldn't have to do any
 ray-tracing or anything. Also, is there a short way of getting the
 number of
 objects visible on the screen? I think I've seen this before in some
 area
 portal tutorial where the guy had objects shown as wire meshes.

 Thanks
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Re: [hlcoders] VS2010

2010-04-13 Thread Harry Jeffery
Does gmod not have linux server binaries? Wow, Get yourself a copy of
linux and build the binaries.

On 13 April 2010 14:08, Allan Button abut...@netaccess.ca wrote:
 Hey, While you're giving him the shake down, you should force him to make 
 Linux Binaries also.

 Allan

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com 
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jeffrey 
 botman Broome
 Sent: Tuesday, April 13, 2010 8:55 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] VS2010

 On 4/13/2010 2:36 AM, Garry Newman wrote:
 Anyone wanna try to convince me to upgrade?

 garry


 You should upgrade or I will come over to your house and break your
 legs.  :)


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Re: [hlcoders] VS2010

2010-04-13 Thread Harry Jeffery
And if you dont want to create a linux partition you still have no
excuse: http://www.virtualbox.org/

On 13 April 2010 14:31, Jeffrey botman Broome
botman.hlcod...@gmail.com wrote:
 You should release Linux binaries or I will come over to your house and
 break your legs.  :)


 On 4/13/2010 8:08 AM, Allan Button wrote:
 Hey, While you're giving him the shake down, you should force him to make 
 Linux Binaries also.

 Allan

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com 
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jeffrey 
 botman Broome
 Sent: Tuesday, April 13, 2010 8:55 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] VS2010

 On 4/13/2010 2:36 AM, Garry Newman wrote:

 Anyone wanna try to convince me to upgrade?

 garry


 You should upgrade or I will come over to your house and break your
 legs.  :)


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Re: [hlcoders] VS2010

2010-04-13 Thread Harry Jeffery
If it works, dont break it.

On 13 April 2010 18:33, Jarno Veuger h...@mr-green.nl wrote:
 Because no one in Valve maintains the mod SDK anymore.

 - Ywa

 Op 13-Apr-10 14:00, Casey Doran schreef:
 Been using it for a while now. While the stock SDK code does not compille,
 making the changes listed on the wiki to get it running for 2008 work fine.
 (Why isn't valve shipping SDK code that works on current-gen IDEs?)
 Honestly, I haven't had a single issue that the people above have had. Been
 using RC Ultimate from dreamspark, installed release professional from
 dreamspark last night and did a test compile. Everything looks beautiful. :)

 On Tue, Apr 13, 2010 at 7:16 AM, Tom Edwardst_edwa...@btinternet.comwrote:


 It also does highlighting and intellisense in preprocessor-disabled
 areas, which makes which makes working with shared code much easier.

 On 13/04/2010 9:58, Tom Edwards wrote:

 I've used it since Beta 2 and it's great for Source. If your projects
 work in 2008 there shouldn't be any manual changes needed after you move
 to 2010.

 It's 100% worth upgrading for the new Intellisense. It's way faster and
 doesn't need to be rebuilt every time the IDE starts, and also does the
 inline error checking thing for Win32 C++ now.

 On 13/04/2010 6:29, Bob Somers wrote:


 It's out now, if you haven't heard.

 http://www.microsoft.com/visualstudio/en-us/

 Did anyone here on the list use the betas or RCs (or even the now the
 release version) for compiling source mods? I'd love to upgrade to
 VS2010 to get the multi-monitor support, but if it's going to cause me
 headaches I'll just stick with VS2008.

 --Bob

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 database 5026 (20100413) __

 The message was checked by ESET NOD32 Antivirus.

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Re: [hlcoders] VS2010

2010-04-13 Thread Harry Jeffery
To be honest my IDE of choice is Code::Blocks, it's not perfect but
it's cross-platform and it works.

On 13 April 2010 21:37, ZuM eduardo...@gmail.com wrote:
 Well, because it works fine in one system doesn't mean it's the best choice,
 specially if you consider that there're quite some improvements in VS2010.

 2010/4/13 Christopher Harris char...@resrchnet.com

 Plus VS2005 works perfectly fine in XP, Vista, and 7 with the service
 pack so not really sure why you HAVE to use VS2010.

 Christopher Harris
 Software Engineer
 Research Network Incorporated
 770-235-8190

 On Apr 13, 2010, at 4:27 PM, Spencer 'voogru' MacDonald voo...@voogru.com
   wrote:

  But it can be fixed, which is probably a good intelligence barrier.
 
  If someone can't figure out how to make it work, it's one less person
  posting on this list how do i nake rawkit launcher multiplay
 
  - voogru.
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jarno
  Veuger
  Sent: Tuesday, April 13, 2010 4:18 PM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] VS2010
 
  But it doesn't work, since it doesn't compile in VS2008 (and VS2010)
  out
  of the box.
 
  - Ywa
 
  Op 13-Apr-10 19:40, Harry Jeffery schreef:
  If it works, dont break it.
 
  On 13 April 2010 18:33, Jarno Veugerh...@mr-green.nl  wrote:
 
  Because no one in Valve maintains the mod SDK anymore.
 
  - Ywa
 
  Op 13-Apr-10 14:00, Casey Doran schreef:
 
  Been using it for a while now. While the stock SDK code does not
  compille,
  making the changes listed on the wiki to get it running for 2008
  work
  fine.
  (Why isn't valve shipping SDK code that works on current-gen IDEs?)
  Honestly, I haven't had a single issue that the people above have
  had.
  Been
  using RC Ultimate from dreamspark, installed release professional
  from
  dreamspark last night and did a test compile. Everything looks
  beautiful. :)

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[hlcoders] survival_gamerules.cpp

2010-04-08 Thread Harry Jeffery
I'm working on an ep2 singleplayer mod and I was about to create a new
gamerules class when I discovered survival_gamerules.cpp

Looking through the code it looks like it has a good basic setup but
I've no idea how the maps are supposed to be setup and how to format
the maps/%s_survival.txt files for the script parser. Does anyone
have an example of a script file with an acompanying vmf? It would be
really useful for me.

Thanks,

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Re: [hlcoders] Steam 'Connect'

2010-03-22 Thread Harry Jeffery
It would have to be a callback validation approach from an official
valve website. Like how paypal is used as a payment gateway on many
commercial websites.

On 22 March 2010 13:42, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote:
 I am very interested in this.

 In theory the users of my (alpha-state) digital distribution platform would 
 be able to validate their accounts, which would make it more secure for my 
 systems (previously I just scanned the working dir for the username). But 
 would it be more secure for the users? Say I have a website where people have 
 to login with their account, how can they be sure I do not receive the 
 password, but only Valve does? If Valve makes this system public, wouldn't 
 that mean more people would enter their password on fake websites? Or perhaps 
 the user is required yo enter the password on a valve site, which is more 
 secure.

 If anyone has more information on this, I would like to know. :-)

 - Original meddelelse -
 Valve is currently using Steam login shizzle on a new site which
 they're testing in closed beta (external from Steamcommunity.com ) :)

 -ScarT

 2010/3/22, David Kraeutmann da...@davidkra.net:
  It was never fully implemented.
  https://steamcommunity.com/openid/login returns main page.
 
  On Mon, Mar 22, 2010 at 12:44 AM, David Kellaway
  david.kella...@member.fsf.org wrote:
   It's a real shame the OpenID provider doesn't work properly
   (DotNetOpenAuth rejects it because it's not fully compliant with the
   spec somehow). It'd be much less of a pain than making peoples'
   profiles public, editing them, and digging through the horrible XML
   feed.
  
   Is there anyone at Valve who'd know more about this?
  
   ---
   Dave Kellaway
  
  
   On 21 March 2010 23:06, Stephen Swires stephen.swi...@gmail.com wrote:
I tried logging into Stack Overflow with that as the OID provider, but 
it
wouldn't work. It'd be very cool if it did.
   
On Sun, Mar 21, 2010 at 9:43 PM, Saul Rennison
saul.renni...@gmail.comwrote:
   
 Even better, I bet you could just use: 
 http://steamcommunity.com/openid/

 Thanks,
 - Saul.


 On 21 March 2010 12:32, Garry Newman garrynew...@gmail.com wrote:

  Thanks, this is what I ended up doing. It's working great right 
  now.
 
  garry
 
  On Sun, Mar 21, 2010 at 12:12 PM, Harry Jeffery
  harry101jeff...@googlemail.com wrote:
   Prehaps try linking an account on your website to a steam 
   account.
  
   For example:
  
   To verify that they own an account with gmod on it ask them to 
   put a
   small code/id in their steam community profile about-me section
   temporarily. Then you can have your website check it's existence 
   by
   parsing the user's profile in xml:
  
   http://steamcommunity.com/id/profilename/?xml=1
  
   If it exists you can then check if their account posesses the 
   game:
  
   http://steamcommunity.com/id/profilename/games/?xml=1
  
   Of course they would have to temporarily set their profile to 
   public
   for this to work. Just make it a one off thing and you should 
   have a
   pretty good way of verifying that the user owns a copy of gmod
   legitimately.
  
   On 21 March 2010 08:45, Garry Newman garrynew...@gmail.com 
   wrote:
Is there any way that another website can verify a steam login?
   
I'm quite keen to make one of my websites check whether a user 
owns
GMod before letting them download files (because at the moment 
in
the
comments there's a lot of does this work on non-steam - and I
don't
want to pay to let them download stuff).
   
I'm sure I could manually post to the steam login form and see 
if
it
succeeds - but I'm guessing that if it doesn't, it will 
eventually
ban
my web server's IP.
   
Anyone got any ideas, anyone already done something similar?
   
garry
   
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Re: [hlcoders] Steam 'Connect'

2010-03-22 Thread Harry Jeffery
Thanks, any chance of the source in a more linux friendly archive?
Both .zip or .rar would work.

On 22 March 2010 21:25, AzuiSleet azuisl...@gmail.com wrote:
 Their OpenID provider works just fine, I promise! Here's my page to test it:
 http://heronforce2.heronirc.net/

 And the source.. http://heronforce2.heronirc.net/src.7z

 If you want to get it to work you need: Pear base, Pear DB, Curl,
 php_pdo, php_pdo_sqlite, php_curl. Their server doesn't have any
 particular extensions to the specification so you're stuck parsing the
 public profile.

 On Mon, Mar 22, 2010 at 1:26 PM, Harry Jeffery
 harry101jeff...@googlemail.com wrote:
 It would have to be a callback validation approach from an official
 valve website. Like how paypal is used as a payment gateway on many
 commercial websites.

 On 22 March 2010 13:42, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote:
 I am very interested in this.

 In theory the users of my (alpha-state) digital distribution platform would 
 be able to validate their accounts, which would make it more secure for my 
 systems (previously I just scanned the working dir for the username). But 
 would it be more secure for the users? Say I have a website where people 
 have to login with their account, how can they be sure I do not receive the 
 password, but only Valve does? If Valve makes this system public, wouldn't 
 that mean more people would enter their password on fake websites? Or 
 perhaps the user is required yo enter the password on a valve site, which 
 is more secure.

 If anyone has more information on this, I would like to know. :-)

 - Original meddelelse -
 Valve is currently using Steam login shizzle on a new site which
 they're testing in closed beta (external from Steamcommunity.com ) :)

 -ScarT

 2010/3/22, David Kraeutmann da...@davidkra.net:
  It was never fully implemented.
  https://steamcommunity.com/openid/login returns main page.
 
  On Mon, Mar 22, 2010 at 12:44 AM, David Kellaway
  david.kella...@member.fsf.org wrote:
   It's a real shame the OpenID provider doesn't work properly
   (DotNetOpenAuth rejects it because it's not fully compliant with the
   spec somehow). It'd be much less of a pain than making peoples'
   profiles public, editing them, and digging through the horrible XML
   feed.
  
   Is there anyone at Valve who'd know more about this?
  
   ---
   Dave Kellaway
  
  
   On 21 March 2010 23:06, Stephen Swires stephen.swi...@gmail.com 
   wrote:
I tried logging into Stack Overflow with that as the OID provider, 
but it
wouldn't work. It'd be very cool if it did.
   
On Sun, Mar 21, 2010 at 9:43 PM, Saul Rennison
saul.renni...@gmail.comwrote:
   
 Even better, I bet you could just use: 
 http://steamcommunity.com/openid/

 Thanks,
 - Saul.


 On 21 March 2010 12:32, Garry Newman garrynew...@gmail.com wrote:

  Thanks, this is what I ended up doing. It's working great right 
  now.
 
  garry
 
  On Sun, Mar 21, 2010 at 12:12 PM, Harry Jeffery
  harry101jeff...@googlemail.com wrote:
   Prehaps try linking an account on your website to a steam 
   account.
  
   For example:
  
   To verify that they own an account with gmod on it ask them to 
   put a
   small code/id in their steam community profile about-me section
   temporarily. Then you can have your website check it's 
   existence by
   parsing the user's profile in xml:
  
   http://steamcommunity.com/id/profilename/?xml=1
  
   If it exists you can then check if their account posesses the 
   game:
  
   http://steamcommunity.com/id/profilename/games/?xml=1
  
   Of course they would have to temporarily set their profile to 
   public
   for this to work. Just make it a one off thing and you should 
   have a
   pretty good way of verifying that the user owns a copy of gmod
   legitimately.
  
   On 21 March 2010 08:45, Garry Newman garrynew...@gmail.com 
   wrote:
Is there any way that another website can verify a steam 
login?
   
I'm quite keen to make one of my websites check whether a 
user owns
GMod before letting them download files (because at the 
moment in
the
comments there's a lot of does this work on non-steam - 
and I
don't
want to pay to let them download stuff).
   
I'm sure I could manually post to the steam login form and 
see if
it
succeeds - but I'm guessing that if it doesn't, it will 
eventually
ban
my web server's IP.
   
Anyone got any ideas, anyone already done something similar?
   
garry
   
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Re: [hlcoders] Steam 'Connect'

2010-03-21 Thread Harry Jeffery
Prehaps try linking an account on your website to a steam account.

For example:

To verify that they own an account with gmod on it ask them to put a
small code/id in their steam community profile about-me section
temporarily. Then you can have your website check it's existence by
parsing the user's profile in xml:

http://steamcommunity.com/id/profilename/?xml=1

If it exists you can then check if their account posesses the game:

http://steamcommunity.com/id/profilename/games/?xml=1

Of course they would have to temporarily set their profile to public
for this to work. Just make it a one off thing and you should have a
pretty good way of verifying that the user owns a copy of gmod
legitimately.

On 21 March 2010 08:45, Garry Newman garrynew...@gmail.com wrote:
 Is there any way that another website can verify a steam login?

 I'm quite keen to make one of my websites check whether a user owns
 GMod before letting them download files (because at the moment in the
 comments there's a lot of does this work on non-steam - and I don't
 want to pay to let them download stuff).

 I'm sure I could manually post to the steam login form and see if it
 succeeds - but I'm guessing that if it doesn't, it will eventually ban
 my web server's IP.

 Anyone got any ideas, anyone already done something similar?

 garry

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Re: [hlcoders] Mails being denied from Naver.com

2010-03-21 Thread Harry Jeffery
I haven't been getting that, prehaps my spam filter is stopping it.

On 21 March 2010 22:31, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote:
 Uh, lately when I have been responding to this list, I get a bounce
 email from Naver.com in Korean/English saying my mail was rejected for
 no reason. Do anyone else get this? The offending email is
 jsw1...@naver.com mailto:jsw1...@naver.com - I suspect his email
 service thinks of hlcoders as spam. Can anyone remove him from the list
 if other people get this?

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Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-19 Thread Harry Jeffery
Hammer works fine for me to be honest. I'm not sure if vrad is
multi-threaded but if it isn't, t should be. An opensource
multi-threaded vrad would really speed up compile times for i7 users
like myself. I spend a lot more time compiling the map than setting up
the compile.

On 18 March 2010 21:54, Tobias Kammersgaard
tobias.kammersga...@gmail.com wrote:
 30 replies of bashing and license discussion. Effectiving working here bros!
 The tools aren't really the problem, Hammer is to be honest.

 - ScarT


 On 18 March 2010 22:50, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote:

 David Kraeutmann wrote:
  LGPL is useless for standalone apps. BSD-style licenses are good tho'.
 
 That is not true. What if I wanted to copy code from my GPL'd program to
 my LGPL library and the code is commited by others?

 If I released my Maxsi Compile tool under the GNU LGPLv3, then you are
 allowed to copy its code to GNU LGPLv3 libraries. This would not be
 permitted if I released it under GNU GPLv3. All my programs are
 currently under GNU LGPLv3 (because of licensing issues with
 implementing them in Source, just to be safe) and I frequently move code
 between the actual .exe files and my shared library Maxsi Engine. I
 would not be able to do that with code commited by others if I released
 it under GNU GPLv3 - so that's a bit of a problem. If I am wrong about
 any of this, feel free to correct me with properly sourced material.

 Whether to use GPL or LGPL is a matter of strategy and I am leaning
 towards GPL here.

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Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-19 Thread Harry Jeffery
Oh, Thanks. I should probably RTFM more.

On 19 March 2010 15:53, Tobias Kammersgaard
tobias.kammersga...@gmail.com wrote:
 Both VRad and VVis are multi-threaded.

 -threads # on the commandline to specific the number of threads.

 - ScarT


 On 19 March 2010 16:49, Harry Jeffery harry101jeff...@googlemail.comwrote:

 Hammer works fine for me to be honest. I'm not sure if vrad is
 multi-threaded but if it isn't, t should be. An opensource
 multi-threaded vrad would really speed up compile times for i7 users
 like myself. I spend a lot more time compiling the map than setting up
 the compile.

 On 18 March 2010 21:54, Tobias Kammersgaard
 tobias.kammersga...@gmail.com wrote:
  30 replies of bashing and license discussion. Effectiving working here
 bros!
  The tools aren't really the problem, Hammer is to be honest.
 
  - ScarT
 
 
  On 18 March 2010 22:50, Jonas 'Sortie' Termansen hlcod...@maxsi.dk
 wrote:
 
  David Kraeutmann wrote:
   LGPL is useless for standalone apps. BSD-style licenses are good tho'.
  
  That is not true. What if I wanted to copy code from my GPL'd program to
  my LGPL library and the code is commited by others?
 
  If I released my Maxsi Compile tool under the GNU LGPLv3, then you are
  allowed to copy its code to GNU LGPLv3 libraries. This would not be
  permitted if I released it under GNU GPLv3. All my programs are
  currently under GNU LGPLv3 (because of licensing issues with
  implementing them in Source, just to be safe) and I frequently move code
  between the actual .exe files and my shared library Maxsi Engine. I
  would not be able to do that with code commited by others if I released
  it under GNU GPLv3 - so that's a bit of a problem. If I am wrong about
  any of this, feel free to correct me with properly sourced material.
 
  Whether to use GPL or LGPL is a matter of strategy and I am leaning
  towards GPL here.
 
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Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-18 Thread Harry Jeffery
As Steam + Source engine is moving to mac and possibly/hopefully linux
in the near future I'd recommend keeping this as cross-platform as
possible. Advanced Windows 7 features such as the task-bar
progress-bar aren't that important to be honest.

On 18 March 2010 08:53, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote:
 Thanks Cory for your suggestions, they are quite useful!

 I have been thinking the UI through and done some concept art in paint. I 
 realized you never use/need to change most settings in VBCT. Instead I have 
 been focusing on those that you really do need and designed them to be 
 useful. None of this is implemented yet but I managed to get the batch 
 compiling working perfectly yesterday. What I propose is this:

 - To make things simpler I will make the main screen only contain this: 1) a 
 dropdown list of all mods in gameconfig.txt for both ep1 and orangebox, 2) a 
 dropdown list of all .vmf files in mapsrc for the mod, 3) a dropdown list of 
 all configuration, 4) a big Compile Map button and Cancel Compile, 5) a 
 progress bar and the option to watch the compile output, and 6) various 
 buttons to show the user friendly advanced buttons.
 - Most of the time you just want to compile a single map for instant testing 
 ingame. So instead of having to browse for a map manually, I will make the 
 program scan all mapsrc\ folders and make it default to the most recently 
 saved .vmf file, as this is most likely the one you want to compile.
 - I will also show all recent .vmf files newer than their .bsp counterpart 
 under the title You probably want to compile these:
 - The user is also likely to the same compile flags for most compiles. So I 
 will use configurations such as Debug (HDR only), Release (LDR+HDR), Final 
 Release (Both -final) and so on. The user will be able to edit this list.
 - The program will assume all the default values for which mod to use, what 
 map to compile, and with what configuration. This will allow the mapper a one 
 click compile in most cases, as well as allowing him to easily change it.
 - The user will be able to add maps to the compile queue while compiling 
 other maps and be able to watch the progress for them seperately.
 - It will be possible to change what tools will be called and add new ones.
 - And there will be a progress bar showing how the compile comes along in the 
 Win7 superbar.

 And more, there are just some of my ideas for the ideal interface, and it 
 isn't hard to make.
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Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-18 Thread Harry Jeffery
Yeah, that's what I've been doing with some personal projects I have
been working on and it works pretty well.

On 18 March 2010 18:43, Alexander Hirsch 1ze...@googlemail.com wrote:
 You can really have both.
 Use the preprocessor to have stuff like
 #if PLATFORM == WINDOWS
  //Windows-specific code
 #elif PLATFORM == POSIX
  //POSIX code
 #elif PLATFORM == LOL_OS
  //lol code
 #endif

 On Thu, Mar 18, 2010 at 7:37 PM, Harry Jeffery
 harry101jeff...@googlemail.com wrote:
 As Steam + Source engine is moving to mac and possibly/hopefully linux
 in the near future I'd recommend keeping this as cross-platform as
 possible. Advanced Windows 7 features such as the task-bar
 progress-bar aren't that important to be honest.

 On 18 March 2010 08:53, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote:
 Thanks Cory for your suggestions, they are quite useful!

 I have been thinking the UI through and done some concept art in paint. I 
 realized you never use/need to change most settings in VBCT. Instead I have 
 been focusing on those that you really do need and designed them to be 
 useful. None of this is implemented yet but I managed to get the batch 
 compiling working perfectly yesterday. What I propose is this:

 - To make things simpler I will make the main screen only contain this: 1) 
 a dropdown list of all mods in gameconfig.txt for both ep1 and orangebox, 
 2) a dropdown list of all .vmf files in mapsrc for the mod, 3) a dropdown 
 list of all configuration, 4) a big Compile Map button and Cancel Compile, 
 5) a progress bar and the option to watch the compile output, and 6) 
 various buttons to show the user friendly advanced buttons.
 - Most of the time you just want to compile a single map for instant 
 testing ingame. So instead of having to browse for a map manually, I will 
 make the program scan all mapsrc\ folders and make it default to the most 
 recently saved .vmf file, as this is most likely the one you want to 
 compile.
 - I will also show all recent .vmf files newer than their .bsp counterpart 
 under the title You probably want to compile these:
 - The user is also likely to the same compile flags for most compiles. So I 
 will use configurations such as Debug (HDR only), Release (LDR+HDR), Final 
 Release (Both -final) and so on. The user will be able to edit this list.
 - The program will assume all the default values for which mod to use, what 
 map to compile, and with what configuration. This will allow the mapper a 
 one click compile in most cases, as well as allowing him to easily change 
 it.
 - The user will be able to add maps to the compile queue while compiling 
 other maps and be able to watch the progress for them seperately.
 - It will be possible to change what tools will be called and add new ones.
 - And there will be a progress bar showing how the compile comes along in 
 the Win7 superbar.

 And more, there are just some of my ideas for the ideal interface, and it 
 isn't hard to make.
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-15 Thread Harry Jeffery
It doesn't help that Sony is run by a megalomaniac who insists on
giving the PS3 8 cores even though the designers believed having only
6 would be more practical/efficient.

To get something done right it generally needs to be collaborative.
Take open source software and Valve as examples. Anyways, I'm sure
there are some real PS3 developers reading this mailing list now that
valve have stolen some PS3 devs from Naughty Dog.

On 15 March 2010 14:07, Marek Sieradzki marek.sierad...@gmail.com wrote:
 And PS3 game devs I use bare driver and not OpenGL from what I've
 heard. Porting to PS3 is totally different thing than porting to Mac.

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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-15 Thread Harry Jeffery
I need to read google news less. _

On 15 March 2010 19:20, Adam Buckland adamjbuckl...@gmail.com wrote:
 Oh dear. How many people read that article? Elan Ruskin and Alex
 Vlachos have been at Valve since 2006. That writer doesn't have a clue

 On 15 Mar 2010, at 18:25, Harry Jeffery
 harry101jeff...@googlemail.com wrote:

 It doesn't help that Sony is run by a megalomaniac who insists on
 giving the PS3 8 cores even though the designers believed having only
 6 would be more practical/efficient.

 To get something done right it generally needs to be collaborative.
 Take open source software and Valve as examples. Anyways, I'm sure
 there are some real PS3 developers reading this mailing list now that
 valve have stolen some PS3 devs from Naughty Dog.

 On 15 March 2010 14:07, Marek Sieradzki marek.sierad...@gmail.com
 wrote:
 And PS3 game devs I use bare driver and not OpenGL from what I've
 heard. Porting to PS3 is totally different thing than porting to Mac.

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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-11 Thread Harry Jeffery
It also re-asserts Steams position as the best digital distribution
system available. Stopping other new platforms such as impulse that
support mac from taking control is a wise move.

On 11 March 2010 19:08, Kerry Dorsey kdor...@dorseyinc.com wrote:
 Adam, you're absolutely right...as I see it. This is much less about platform 
 game support than it is about platform distribution support. But the latter 
 is useless without the former. You accurately described the Mac dev 
 food-chain so I won't be redundant, but the other key aspect of current ports 
 to the Mac involves the code itself...native versus virtualization. The 
 latest Sims 3 port for Mac is emulated. It's PC code thrown on top of a 
 resource hungry virt environment (that's an over simplification, so don't get 
 too upset) that runs horribly on all but the latest and strongest machines. 
 So while some see support for the Mac means that it will run on all Macs, 
 that ain't so. In fact, I'm venturing a guess that EA's support costs for the 
 average Mac release is INSANE, all because of performance issues. If said 
 code were native, most of the problems probably wouldn't exist. So I see 
 Valve's decision to port, natively, their OB engine product to the Mac to be 
 an effort to a.) throw more sand in Activision's distribution eyes, (go 
 Steam!!) , develop a previously untapped market segment (Mac), and head off 
 support nightmares with a little preventative research and development.

 It shows how Valve's business model and management have matured in a very 
 short time. Good job!

 -Kerry


 On 3/11/10 10:43 AM, Adam Buckland adamjbuckl...@gmail.com wrote:

 My $0.02:

 I think a lot of people are missing the point here. Valve only ported
 the games because they had to. The real motive here is Steam.

 Selling Mac software is very different to selling PC software. For PC
 games, it makes perfect sense to put a boxed copy on a shelf where
 people can go to a shop and buy it.
 For the Mac, however, their users are much more spread out, and
 therefore putting a boxed copy on a shelf isn't such a good idea. Most
 Mac software houses realised this a long time ago and sell their
 software via digital distribution instead. Most don't even make boxed
 copies. Mac games however have never quite got there and still sell
 mainly boxed copies.

 The current state of Mac ports of games (with a few exceptions) is
 that a developer will develop a game for Windows, release it, and then
 pass their code to a third-party developer (Aspyr is an example), who
 will then port the game to OS X and sell it. The problem here is that
 it can take a team such as the one at Aspyr a year to port a game to
 OS X, by which time the game's hype is almost non-existant, and
 because the porter, the original developer, and the publisher all need
 to make a profit, the game is sold at full-price, while the prices of
 the other platforms is significantly reduced, making the OS X port
 very unattractive.

 While it make take a third-party porting company a year to port the
 game to another platform, the original developer could port the game
 much faster and for a much lower cost, especially if the Mac is a
 release platform. Problem is, they don't bother because they don't
 want to have to deal with trying desperately to distribute it
 digitally themselves.

 Valve have spotted an opportunity here. What they're doing is they're
 bringing a digital distribution platform that is mature and one that
 many developers already have experience using to the Mac. By doing
 this, they will (hopefully) entice many other developers to move their
 games to the Mac themselves because a distribution method that still
 gives them a higher-than-normal (compared to boxed copies) profit
 margin is available.

 So, why have Valve moved their games to OS X and not just Steam?
 Well, there's a number of reasons
 1) They need something to launch Steam on the Mac with!!
 2) If they didn't, other developers would have no reason to have any
 confidence in Steam for Mac.
 3) Valve now have some valuable knowledge and experience in porting to
 OS X that they can use to help other developers in porting their games
 to OS X. This is useful because while Valve are giving away techniques
 that they've spent considerable money trying to develop, more Mac
 games on Steam = more profit!

 So, to sum up, the people who are looking at existing market figures
 shouldn't be. Valve aren't trying to move in on the existing market.
 They're trying to create one.

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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-10 Thread Harry Jeffery
I'd love valve to support linux tbh. Most linux users are tech savvy
and as many of them are or have been programmers they all respect
software licenses. On windows most people are sick of paying for games
and pirate games loads. Either way, thanks for the info about the Mac
port, even though I do not think very much of Apple.

On 10 March 2010 19:55, Adam Buckland adamjbuckl...@gmail.com wrote:
 Is OpenGL being brought to the PC as an option/as standard? Or is it
 just on the Mac

 The only reason I ask is due to shaders, which are currently written
 in HLSL for DirectX

 On 10 March 2010 19:50, Alfred Reynolds alf...@valvesoftware.com wrote:
 The Orange Box era engine will be supported for mods on OSX.

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
 boun...@list.valvesoftware.com] On Behalf Of Jorge Rodriguez
 Sent: Wednesday, March 10, 2010 11:38 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Steam 2010 mod support and Source for the Mac

 It's not a question of how easy it is to port to Linux, it's a question
 of
 what kind of market there is for video games on Linux, and the answer
 to
 that is not big.

 Alfred, what engine would that be available on? Will the OSX support be
 backported to Orange Box or would it require an update to whatever
 engine
 Portal 2 is being developed on (which I presume is based on the L4D2
 engine?)

 --
 Jorge Vino Rodriguez
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Re: [hlcoders] How to start?

2010-02-20 Thread Harry Jeffery
I agree, the best way to get good with the source engine is just to
keep experiementing. No need to release anything, announce and
ambitious project or join a mod team until you are adept at the source
engine. Thats how I learnt. Just experimenting and trying new things
every day.

On 20 February 2010 19:52, Justin Krenz kre...@gmail.com wrote:
 Set a small goal for yourself and stick to it.  I'd recommend creating
 a new entity and familiarize yourself with how to basic entities.
 Then make the entity an area that can be captured by players standing
 in it, and then make multiple ones in a map and have the game end when
 a team captures all of the areas, ie capture the flag.  That's how I
 got started.

 On Sat, Feb 20, 2010 at 12:47 PM, kielor ru.kie...@gmail.com wrote:
 Hi, I'm kinda newbie to game coding, but I have good experience in
 Pawn/C++/PHP coding...
 The problem is that I don't know where to start exploring Source SDK..
 The Valve Developer Community is very good site, but there's not so much
 info in general, but mostly some specific tutorials..

 I'd like some help or advices on how to start?
 I'm planning to port a GoldSrc Counter-Strike modification to Source game, I
 know what I want to do and if it's necessary I can tell it.
 + Also I had some experience in HLSDK(movement only). There I was looking
 for some movement formulas.

 - Cheers, Alexandr.
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Re: [hlcoders] source SDK

2010-01-17 Thread Harry Jeffery
Just a quick recomendation: Don't use usernames, use steamid's.

2010/1/17 Richar P. richard_par...@hotmail.com:
 Dear Source developers.

 I would like to create a mod with Source SDK that allows to connect users 
 only with an individual password and username to my server. This data 
 (u_name; password) are stored in an SQL database. Can this be done, and if it 
 can, could you please point me to the right direction on how to go about 
 doing so?

 Thank you

 Richrard
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Re: [hlcoders] How to find SteamID

2010-01-04 Thread Harry Jeffery
That could work, using the steam API in a seperate .exe should be able
to return accurate results.

2010/1/4 Alexander Hirsch 1ze...@googlemail.com:
 First do SteamAPI_Init(), then SteamUser() and with that object you
 can call ISteamUser::GetSteamID().
 Don't forget to clean up via SteamAPI_Shutdown() :)
 The user must be logged into Steam though.

 On Mon, Jan 4, 2010 at 2:23 PM, Michael Bang michael__b...@hotmail.com 
 wrote:

 I'm sorry - I read it through again, and I can see that it's not properly 
 explained :-)

 I'm trying to read a users current SteamID, without any game being open.

 Earlier, I used the Steam.log file in the steam folder, to read the ID from, 
 but that was not reliable, since it does not update everytime the user logs 
 into a new Steam account.

 So I'm asking if there is a way to get the users SteamID, from the reg. 
 database, from another log, or if there is a way to force steam to update 
 the Steam.log-file.

 Date: Mon, 4 Jan 2010 14:15:12 +0100
 From: 1ze...@googlemail.com
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] How to find SteamID

 What?

 Anyways, you can obtain it via
 CSteamID ID;
 ToBaseMultiplayerPlayer( pPlayer )-GetSteamID( ID );
 I'm not sure how to parse it correctly, but you can obtain the
 Community ID via ID.ConvertToUint64();

 On Mon, Jan 4, 2010 at 12:57 PM, Adem Sadiku leon...@hotmail.com wrote:
  stop fucking begging me aight
 
  --
  From: Michael Bang michael__b...@hotmail.com
  Sent: Monday, January 04, 2010 12:47
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] How to find SteamID
 
 
 
 
 
 
 
  Hi there,
 
  I'm wondering if there is a reliable way to find a users current SteamID,
  without having to type status in the console, while being connected to an
  online game?
 
  So
  far I've been reading the Steam.log-file, to find the SteamID, but I
  found out that it's not very reliable. It doesn't update everytime I
  log on to a new account.
  Is there any way to force steam to update the file, or even better -
  another place to find the ID?
 
  Thanks
 
  _
  Word Up! Få opdateringer fra Facebook og Arto i din Messenger. Gør det
  her!
  http://www.microsoft.com/danmark/windows/windowslive/import-friends/
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[hlcoders] CBaseViewport::RemoveAllPanels crash

2009-12-22 Thread Harry Jeffery
I'm trying to run an ep2 scratch sdk multiplayer mod but whenever a
map loads the game crashes here:


baseviewport.cpp
---
void CBaseViewport::RemoveAllPanels( void)
{
for ( int i=0; i  m_Panels.Count(); i++ )
{
vgui::VPANEL vPanel = m_Panels[i]-GetVPanel();
vgui::ipanel()-DeletePanel( vPanel );  // CRASH HERE
}
---

Unhandled exception at 0x0e44b609 in hl2.exe: 0xC005: Access
violation reading location 0x0e44b609.



I've done a full rebuild and added some null pointer checks but
nothing seems to help. Some searches revealed people having this
problem back in '05 but as always they fail to mention how they
managed to fix it leaving me frustrated without a solution. Any ideas?

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Re: [hlcoders] DoS Attack Fixer

2009-12-15 Thread Harry Jeffery
DoS attacks generally use server queries. SteamID's are not sent. Only
IP's can be detected and they cannot be connected to a specific steam
account. All you can do is block the IP.

2009/12/15 Busy orange busy.ora...@gmail.com:
 i want write same plugin for me. with one feature check db for match (to
 detect steamid player who attacks server)

 P.S. i hope D.F can help me :)
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Re: [hlcoders] DoS Attack Fixer

2009-12-15 Thread Harry Jeffery
I have an app that can bring down a server on a home connection. I
logged the packets and all it seems to do is send a few server
queries. When I replicated the queries it didn't work. No idea how the
program manages to kill the server with barely 2 queries a second but
it did.

2009/12/16 Olly oli...@gmail.com:
 You'd need a better than residential connection to bring down a server.
 Unless the guy is playing though remote desktop to his server, I don't think
 its gonna work ;o

 2009/12/16 bl4nk bl4n...@gmail.com

 That's why he said he wants to use a database to figure out which
 SteamID was being used. If you log connections to your server, you could
 easily connect an IP address to a SteamID (unless of course a proxy was
 used, which is the case most of the time).

 Harry Jeffery wrote:
  DoS attacks generally use server queries. SteamID's are not sent. Only
  IP's can be detected and they cannot be connected to a specific steam
  account. All you can do is block the IP.
 
  2009/12/15 Busy orange busy.ora...@gmail.com:
 
  i want write same plugin for me. with one feature check db for match (to
  detect steamid player who attacks server)
 
  P.S. i hope D.F can help me :)
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[hlcoders] Quake Style Movement

2009-11-14 Thread Harry Jeffery
Has anyone here got any experience with the quake 3 movement physics?
I'm trying to swap out the bhopping in source engine with strafe
jumping from the quake series but the two codebases deviate quite a
lot.

I've tried adding checks here and there, removing all speed clamps,
changing gravity, changing movement vars etc. but nothing I do gets me
anywhere near the desired result.

So, could anyone here help me out with this problem?


Cheers,


Harry

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Re: [hlcoders] Quake Style Movement

2009-11-14 Thread Harry Jeffery
Reducing friction didn't really work at all. Just made me slide all
over the place.

2009/11/14 Matt Hoffman lord.matt.hoff...@gmail.com:
 Remove friction.

 On Sat, Nov 14, 2009 at 10:45 AM, Harry Jeffery 
 harry101jeff...@googlemail.com wrote:

 Has anyone here got any experience with the quake 3 movement physics?
 I'm trying to swap out the bhopping in source engine with strafe
 jumping from the quake series but the two codebases deviate quite a
 lot.

 I've tried adding checks here and there, removing all speed clamps,
 changing gravity, changing movement vars etc. but nothing I do gets me
 anywhere near the desired result.

 So, could anyone here help me out with this problem?


 Cheers,


 Harry

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Re: [hlcoders] Quake Style Movement

2009-11-14 Thread Harry Jeffery
That's what I've been doing. It's similar in some parts but completely
different in others. My changes have made circle jumps entirely
possible but sustaining and building speed is impossible. Lowering
friction + removing speed clamps + tweaking accelerate values hasn't
worked so far. I've tried porting more movement code with no effect.

2009/11/14 Tom Edwards t_edwa...@btinternet.com:
 Why not take a look at the Quake 3 source code?

 Harry Jeffery wrote:
 Reducing friction didn't really work at all. Just made me slide all
 over the place.

 2009/11/14 Matt Hoffman lord.matt.hoff...@gmail.com:

 Remove friction.

 On Sat, Nov 14, 2009 at 10:45 AM, Harry Jeffery 
 harry101jeff...@googlemail.com wrote:


 Has anyone here got any experience with the quake 3 movement physics?
 I'm trying to swap out the bhopping in source engine with strafe
 jumping from the quake series but the two codebases deviate quite a
 lot.

 I've tried adding checks here and there, removing all speed clamps,
 changing gravity, changing movement vars etc. but nothing I do gets me
 anywhere near the desired result.

 So, could anyone here help me out with this problem?


 Cheers,


 Harry

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[hlcoders] Missing gamerules class on the client

2009-11-07 Thread Harry Jeffery
I just tried to build a brand new scratch SDK MP. It all compiles fine
but when I try to load a map I get this error:

OnGameRulesCreationStringChanged: missing gamerules class on the client


This article hasn't helped at all so far :/

http://developer.valvesoftware.com/wiki/OnGameRulesCreationStringChanged:_missing_gamerules_class_on_the_client

All files seem to be included.

Anyone know what might be wrong?

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Re: [hlcoders] BSP V21

2009-10-28 Thread Harry Jeffery
The bsp files are encrypted. The game isn't released yet. And anyway
they wouldn't have replied yet. It's like 2am where they are atm.

2009/10/28 botman botman.hlcod...@gmail.com:
 I'm sure the Valve guys really appreciate you sending them unsolicited
 email.  I bet they'll get right on that.  :)


 On 10/28/2009 8:43 AM, Saul Rennison wrote:
 That line was directed at VALVe, I sent that email to Mike Durand and Erik
 Johnson. I was wondering if anyone else has tried messing with L4D2 BSPs?

 Thanks,
 - Saul.


 2009/10/28 Olly Gingeroli...@gmail.com

 You want a file from the sdk a game that the demo hasn't even been
 relesed for yet?

 Sent from my iPhone

 On 28 Oct 2009, at 11:57, Saul Rennisonsaul.renni...@gmail.com  wrote:

 Hey,

 I've just tried decompiling *c5m1_waterfront*, to find that the BSP
 version
 has changed to 21. After putting it through my BSP lump
 introspector, I've
 found that the BSP format has changed slightly (an integer has been
 placed
 somewhere, I think in each lump header).

 Are VALVe willing to elaborate on this new BSP format, possibly with
 just
 the *bspfile.h* in the L4D2 SDK?

 Much appreciated,
 - Saul.
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 --
 Jeffrey botman Broome

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Re: [hlcoders] whats happening with this engine

2009-10-09 Thread Harry Jeffery
Cloverfield had great viral marketing. Very good film too.

2009/10/8 Joshua Scarsbrook jscarsbr...@gmail.com:
 Releasing a Game in secret is also known as viral marketing, but with
 steam the second it gets out the whole would will know and it will make
 the g mod sale look tiny

 On 9/10/2009 11:52 a.m., Adam Buckland wrote:
 Only the chosen few who believe will be able to play it...


 On 8 Oct 2009, at 22:48, Garry Newman wrote:


 I heard they're aiming to raise the bar by not only developing HL3
 in secret
 - but also releasing it in secret.
 garry

 On Thu, Oct 8, 2009 at 9:36 PM, Joshua Scarsbrookjscarsbr...@gmail.com

 wrote:


 Well what we want to know is what are the next features that are
 going
 to be added to source.
 Also an company as big as valve is going to tell the world of hl3
 at E3.

 On 9/10/2009 5:31 a.m., botman wrote:

 On 10/8/2009 11:12 AM, Jorge Rodriguez wrote:


 This list is for programming in Source, not complaining about

 Source.

 Aren't they the same thing?  ZING!  :)




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Re: [hlcoders] whats happening with this engine

2009-10-08 Thread Harry Jeffery
And I just pre-ordered L4D2 too :(

The source engine does it's job well, valve don't have the time or
manpower to make it as commercially feasible as UE3 is. Anyway, valve
are making plenty of cash with their own games on their own engine.

I'm moving onto XNA after I've finished working on the mods I
currently code for =]

XBL Marketplace should get me a bit of cash on the side as source
modding certainly wont without betraying valve or buying a license.

2009/10/8 Richard Slaughter slau...@vault13.co.uk:
 Don't be silly, they're off in the bahamas relaxing in hammocks and
 sipping mojitos...

 Rich

 Jonathan Murphy wrote:
 Hahaha..

 I'm pretty sure most of Valve is busy finishing up what they can on L4D2.

 On Friday, October 9, 2009, botman botman.hlcod...@gmail.com wrote:

 I called 911.  The wambulance is on the way.

 On 10/7/2009 9:15 PM, Nick wrote:

 still no reply, im not surprised though

 On Thu, Aug 6, 2009 at 2:57 PM, Harry Jeffery
 harry101jeff...@googlemail.com  wrote:

 Yeah, I guess it makes much more sense if I treat it as sarcasm.
 Meh.

 2009/8/6 Tony Palomadrunkenf...@hotmail.com:

 I think you missed the sarcasm.

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry 
 Jeffery
 Sent: Thursday, August 06, 2009 2:53 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] whats happening with this engine

 They use their tools to make their games to make lots of money and
 game of the year... again.

 2009/8/6 botmanbotman.hlcod...@gmail.com:

 How else is VAVLe going to be successful unless they listen to our
 helpful comments?  It's obvious they don't know what they are doing and
 need our help.

 On 8/5/2009 5:47 PM, Garry Newman wrote:

 They're probably too busy doing actual work to respond to a list of
 scatterbrain pipe dream demands from a bunch of lazy modders.

 garry

 On Wed, Aug 5, 2009 at 11:34 PM, Nickxnicho...@gmail.com    wrote:

 I like how valve has absolutely no response to make regarding this

 subject.

 On Sun, Jul 26, 2009 at 12:21 PM, Saul 
 Rennisonsaul.renni...@gmail.com

   wrote:

 Seconded!

 Thanks,
 - Saul.


 2009/7/26 Matt Hoffmanlord.matt.hoff...@gmail.com


 I for one would also like a fix for the ATI Hammer text... jaggies.

 Or should I make a separate hlcoders email about that instead of

 including

 all my hard-earned research in this one?


 On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
 char...@resrchnet.comwrote:


 My only wish for updates to the tools is to update Faceposer to 
 work

 fully

 with Vista. Currently it is not possible to do auto-generation of 
 the
 lip-synch data in Vista, and furthermore another dev and I both had

 trouble

 on his XP machine locating a working link to the Speech SDK that

 Faceposer

 requires, all the MS links were 404, etc.

 I will just say that doing the lip synch data yourself is extremely

 lemons,

 not to mention that I am a coder not an artiste :D

 Chris

 -Original Message-
 From: --

 Jeffrey botman Broome

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Re: [hlcoders] whats happening with this engine

2009-10-08 Thread Harry Jeffery
They told us that L4D2 was coming.

Next year had better have a better announcement then we're working on
it and a leaked vid of deaf people. =[

2009/10/8 Joshua Scarsbrook jscarsbr...@gmail.com:

 Well what we want to know is what are the next features that are going
 to be added to source.
 Also an company as big as valve is going to tell the world of hl3 at E3.

 On 9/10/2009 5:31 a.m., botman wrote:
 On 10/8/2009 11:12 AM, Jorge Rodriguez wrote:

     This list is for programming in Source, not complaining about Source.

 Aren't they the same thing?  ZING!  :)




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Re: [hlcoders] whats happening with this engine

2009-10-08 Thread Harry Jeffery
What I would give for a sneak peek at Ep3.

Hell, I'd even sign an NDA.

2009/10/8 Adam Buckland adamjbuckl...@gmail.com:
 Only the chosen few who believe will be able to play it...


 On 8 Oct 2009, at 22:48, Garry Newman wrote:

 I heard they're aiming to raise the bar by not only developing HL3
 in secret
 - but also releasing it in secret.
 garry

 On Thu, Oct 8, 2009 at 9:36 PM, Joshua Scarsbrook jscarsbr...@gmail.com
 wrote:


 Well what we want to know is what are the next features that are
 going
 to be added to source.
 Also an company as big as valve is going to tell the world of hl3
 at E3.

 On 9/10/2009 5:31 a.m., botman wrote:
 On 10/8/2009 11:12 AM, Jorge Rodriguez wrote:

 This list is for programming in Source, not complaining about
 Source.

 Aren't they the same thing?  ZING!  :)




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Re: [hlcoders] terrains...finally its here:)

2009-10-02 Thread Harry Jeffery
Woah, nice work.

It's not really right for the source engine anyways, valve uses
smaller levels in BSP. Not the 100% prefab based stuff you see in the
mainstream.

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[hlcoders] Glados / TF Announcer voice scenes

2009-09-30 Thread Harry Jeffery
I'm just forwarding this from the mapper becaus the steam forums
didn't help at all:


Hey, I have a few vcd scenes in my mod and I'm trying to make them
hear-able everywhere around the map, like how ambient_generic have the
play everywhere flag.
I remember that in portal for example Glados normal speech was heard
everywhere, while the escape speech didn't and used env_microphone.
Any info is welcome, thank you.



Do you guys know if this is already implemented as a flag somewhere in
faceposer or does this need to be added with code? If so, how do you
guys reccomend I go about doing this?

Information from the mouth of valve would be especially welcomed :)

Cheers

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Re: [hlcoders] Glados / TF Announcer voice scenes

2009-09-30 Thread Harry Jeffery
Ah yes, I forgot to mention this:

We'd like to keep with the VCD's and retain the closed-captions for
the dialogue.

EmitSound() on it's own is inadequete for our needs.

2009/9/30 Jorge Rodriguez bs.v...@gmail.com:
 If it's just a regular sound, maybe you can just use EmitSound() on the
 client?

 --
 Jorge Vino Rodriguez
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Re: [hlcoders] How safe is it to travel into The Void

2009-09-20 Thread Harry Jeffery
You'd be better off making a room as large as you can using the
tools/toolsblack texture.

It looks the same but is more engine friendly.

2009/9/20 Joshua Scarsbrook jscarsbr...@gmail.com:
 Well for one going into the leak is exploring the source engine and it
 is fun, for 2 the door will stop the leak from rendering. also i have
 found render target cameras do not have the rendering problem

 Matt Hoffman wrote:
 Erm. Can you explain to me... WHY you want to go into the void? And how do
 you have a semi-sealable leak? The door won't stop the leak as it's a
 brush entity... So it's a leak



 On Sat, Sep 19, 2009 at 10:27 PM, Joshua Scarsbrook
 jscarsbr...@gmail.comwrote:


 Hi

 Using Garrysmod and Entiry Infomation Outputs i was able to send a
 normal prop down to a z of - 16000 aprox without a crash, the map i made
 is designed to work well with the void, it has a semi sealable leek that
 is a large door and a area out into the void. All of this has been done
 in hl2ep2 engine and has worked without a sign of abnormalty, no console
 spam, so i am asking here, how safe is the Void? i have already found
 that the crashing that is normal is caused by a complex map, so i do not
 know alot about the void and i want to know what problems i will
 encounter, i am thinking that if i travel down to about -10
 there could be a buffer overflow and a engine crash but aside from that,
 what problems will i encounter.

 Thanks,
 Vbitz

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Re: [hlcoders] CSS FOV since last update?

2009-09-15 Thread Harry Jeffery
I hope this is some kind of joke.

2009/9/15 Y Smith m4ngr...@gmail.com:
 Fail.

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Nick
 Sent: Tuesday, 15 September 2009 11:28 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] CSS FOV since last update?

 I need some good cheats, the last ones I used had some sort of bug and
 they got me banned from some servers. Can someone please send me links
 to good ones?

 On Mon, Sep 14, 2009 at 6:01 PM, Saul Rennison saul.renni...@gmail.com
 wrote:
 Seeing as you're referencing a command that's only available with
 cheats on I'm presuming that this is some kind of server-side mod...

 Thanks,
 - Saul.

 On 14 Sep 2009, at 23:16, Jay Croghan c...@c0ld.net wrote:

 Saul,

 Thanks for on topic reply. It really answered me question. /sarcasm

 - Jay

 Quoting Saul Rennison saul.renni...@gmail.com:

 CBasePlayer.m_iFOV?

 I, and plugins, never used the *fov* command to modify the FOV of
 players.

 Thanks,
 - Saul.


 2009/9/14 Jay Croghan c...@c0ld.net

 Howdy,

 Since the last update, the fov client command doesn't seem to be
 working with sv_cheats enabled on CS:S servers, was this on
 purpose?

 Thanks,
 Jay


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 database 4425 (20090914) __

 The message was checked by ESET Smart Security.

 http://www.eset.com



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Re: [hlcoders] CSS FOV since last update?

2009-09-15 Thread Harry Jeffery
The FOV in CoD4 is 65. You can imagine what kind of advantage you can
gain from raising it to 100.
That's nearly double the area you can see.

2009/9/15 Jorge Rodriguez bs.v...@gmail.com:
 Jay,

 I'm not sure if this is even a coding question, which is why you probably
 got all of the snarky replies.

 I'm not a Valve employee, but it think I would be accurate if I said that
 the reason fov is considered a cheat is because players used to set it to
 ridiculously large values to be able to see other players who were directly
 behind them, or zoom in to be able to see players far away, even without a
 scope or binoculars.

 It shouldn't be restricted entirely, but rather capped to a certain value
 range, like 80 to 120 or so. Can we stop bickering now?

 --
 Jorge Vino Rodriguez
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Re: [hlcoders] In game map editing

2009-09-12 Thread Harry Jeffery
Or go fullbright and apply a drawdistance of 1024 units to keep the
fps friendly.

2009/9/12 Andrew Ritchie gotta...@gmail.com:
 VMF != BSP

 You CAN reference brushes and things back to the VMF from a BSP but I'd
 suggest you go and do a little more reading and file browsing to see why
 what you are suggesting would require the elimination of seperate file
 formats and if you want it in real time either an massive overhaul of the
 RAD calculation or full transition to dynamic lighting.

 On Sat, Sep 12, 2009 at 11:07 PM, Joshua Scarsbrook
 jscarsbr...@gmail.comwrote:

 Well the vmf file contains alot of data and it is easy to draw the
 brushs but you can still not do lighting without alot of extra work on
 valves part. from what i know we can have a map load draw brushs and put
 colsision physics on it, is that not something that can be doen with the
 sdk, anyway the uses of this are opening map editing to more less
 knolageable players wanting to make a map.
 Andrew Ritchie wrote:
  What would the difference between this and normal hammer be?  The only
 thing
  you could do was run game logic, you'd still have to run the compilers
  each time to see the resulting changes.  There are rough features in
 place
  that make it appear like at some point Source was able to talk back to
  Hammer, especially with the Source BSP format having precompiled brush
 data
  in it.  However the advantages of the feature you want and hammer is
  nothing, except ingame you'd have to reload the map all the time.
 
  On Sat, Sep 12, 2009 at 10:45 PM, Matt Hoffman
  lord.matt.hoff...@gmail.comwrote:
 
 
  Because this totally doesn't go against the BSP/Compile mindset?
 
  On Sat, Sep 12, 2009 at 2:43 PM, Joshua Scarsbrook 
 jscarsbr...@gmail.com
 
  wrote:
 
  Hi
 
  I was wondering if it is possable to make a version of hammer that
 works
  ingame and renders the vmf as somesort of mesh and then allows you to
  edit it using ingame tools.
 
  Thanks,
  Vbitz
 
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Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Harry Jeffery
Well please run a spellcheck on it, format it into neat paragraphs and
get someone to proof read it before you post it.

That first message here nearly killed me.


The lighting is not as it is seen inside the engine when you use that
That's probably because your computer really wouldn't be able to
calculate the lightmaps in realtime. What do you think vrad spends
those minutes doing?

The progruss bar needs to show total progruss
Once you know the process of compiling a map you can easily tell how
far through you are. I can at least. No need for a progress bar.

Profiles are to test weather the map will work without added stuff.
Why would you even want the map to work without added stuff? That's
what modding is about. ADDING STUFF.

Players fitting under the leage is something that needs alot of testing
normaly
Err no, It's like 58 or 64 units isn't it? It can be measured in hammer easily.

finaly the wiki needs more coding documatasion
Sure it does, but that's not valve's no.1 priority. Why don't you go
out there, learn the source engine and add some useful stuff to it
yourself?

also thay do not keep braking ours, thay use a seprate copy that has direct 
links with true engine heders.
Well actually wait what??? Nope, we have the same thing they do.
We just don't get access to the engine itself. We have everything we
need to make a game like TF2/L4D without engine access anyways.


Tony,
I for one am actually satisfied with the source SDK, you're doing a
great job. The only thing I'd like in future is for valve to add more
functionality to the engine itself. Dynamic model scaling, DirectX 10
support and other stuff that would put the engine at a commercial and
featurewise par with UE3 and thus earn more licenses and more money
for valve in future and give valve greater resources to keep improving
the engine.

2009/8/29 Joshua Scarsbrook jscarsbr...@gmail.com:
 Hi

 Well the only other engine i liked is irrlicht but source is much beter
 for indie projects. i hope valve does not mind that i am making my own
 help file for the sdk, it will take forever to make but it will be
 preaty cool, it is working right now. with the ok from valve i will put
 it on the Valve Devlopers Wiki.

 Hope theres no repeat of last time
 Thanks Vbitz


 Logan Baldock wrote:
 Meh, I like it the way it is actually. I got into modding using the same
 methods that are there right now, and it just works. Unlike some other
 engines.

 You also have to take into account VALVe's priorities are:

    1. VALVe
    2. Everyone else

 The Source SDK is basically just ripped from their *src/* folder which
 contains the engine, VPhysics, Havok, etc. They aren't going to re-organise
 the entire code base just to suit 20 people who want to save 1 hour per week
 with the improvement it results in.
 Thanks,
 - Saul.


 2009/8/29 Paul Peloski paulpelo...@gmail.com



 The SDK is improving all the time, but only to the extent necessary for
 Valve to make awesome games. While an XML-based weapon system might be what
 *you* need, or maybe what *you think the community needs*, it's not what
 Valve needed. I suggest if that if you have list of massive improvements
 that *you get to work on them*, or pick an engine that already has the
 features and tools you need.

 Paul

 On Sat, Aug 29, 2009 at 3:37 PM, Joshua Scarsbrook jscarsbr...@gmail.com


 wrote:

 Hi Tony

 I think that the source sdk is a bit out dated; I think that with the
 realece of hl2ep3 or just after it, there needs to be a massive
 improvement in the source software development kit. For one there needs
 to be a weapon generator that uses tags and xml to define a weapon a
 basic weapon to speed up development of new weapons.  For two there
 needs to be a technical improvement to hammer. Hammer as said by many
 members of the community is out dated and needs to be improved; a simple
 improvement would be to add a progress bar to the run map window, also
 there needs to be a lighting render button to give a preview of the dev.
 In addition, there needs to be profiles added to the engine, say like a
 dev mode, which does not load custom content. Another thing would be to
 add crash tracking in the engine, the report bug system is not
 implicated enough and most map devs will understand technical details. A
 micro-engine in hammer to test whether a player can fit under a league
 is also a importing thing. A defeat visleef system would be a very
 powerful improvement to show things the player would be seeing and only
 that. The hammer editor is treated very much like a cad program and
 should be made easier to understand and with inbuilt documentation to
 help newcomers to mapping, the doc would be placed as tooltips and info
 in the entries window. In addition, it would be important make the
 skeathup plug-in more available though it is hidden in the source sdk
 gcf. In addition, improvements need to be made to the documentation of
 the source sdk, such as a separate wiki that 

Re: [hlcoders] Source control solution?

2009-08-24 Thread Harry Jeffery
Agreed. I think the Wiki should have a tutorial for setting up source
control with tortoise svn and prehaps xp-dev.com as an example host.

I'm still trying to figure it all out. SVN really isn't something I'm used to.

At the moment I'm thinking of having it like this:

root
root-trunk
root-branches
root-branches-sdk
root-branches-mod
root-branches-mod-trunk
root-branches-mod-branches

When there is an SDK update I put it into the sdk branch and merge it
into the main trunk. From there I merge the sdk update into the mod's
trunk and into it's branches.

Problem is I'm at a bit of a loss as to if this is how I should do it
and how to set it all up.

2009/8/24 Jorge Rodriguez bs.v...@gmail.com:
 For the love of God don't use SourceSafe. It's an abomination that will be
 sent to the hell fires on judgment day. CVS isn't quite that bad but it's a
 real pain to use anyway. Subversion, Perforce, and git are pretty much your
 choices.

 --
 Jorge Vino Rodriguez
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Re: [hlcoders] Source control solution?

2009-08-24 Thread Harry Jeffery
Cheers, thought I would have seen it in the Wiki before.


2009/8/24 Kohan Venets idr...@hotmail.com:

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

 :)

 -Kohan



 Date: Mon, 24 Aug 2009 17:32:58 +0100
 From: harry101jeff...@googlemail.com
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source control solution?

 Agreed. I think the Wiki should have a tutorial for setting up source
 control with tortoise svn and prehaps xp-dev.com as an example host.

 I'm still trying to figure it all out. SVN really isn't something I'm used 
 to.

 At the moment I'm thinking of having it like this:

 root
 root-trunk
 root-branches
 root-branches-sdk
 root-branches-mod
 root-branches-mod-trunk
 root-branches-mod-branches

 When there is an SDK update I put it into the sdk branch and merge it
 into the main trunk. From there I merge the sdk update into the mod's
 trunk and into it's branches.

 Problem is I'm at a bit of a loss as to if this is how I should do it
 and how to set it all up.

 2009/8/24 Jorge Rodriguez bs.v...@gmail.com:
  For the love of God don't use SourceSafe. It's an abomination that will be
  sent to the hell fires on judgment day. CVS isn't quite that bad but it's a
  real pain to use anyway. Subversion, Perforce, and git are pretty much your
  choices.
 
  --
  Jorge Vino Rodriguez
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Re: [hlcoders] Source control solution?

2009-08-24 Thread Harry Jeffery
Just finished sorting out my SVN. I now have all my code safe. I've
just got to learn to update the sdk using tortoise svn as the wiki
ignores that part and I cant find the svn command line tool anywhere.

I think I love SVN.

2009/8/24 Stephen Micheals stephen.miche...@gmail.com:
 http://code.google.com/p/tortoisegit/

 its working very well so far.



 On Mon, Aug 24, 2009 at 1:34 PM, joshua simmonssimmons...@gmail.com wrote:
 Linus doesn't have much to do with git anymore, he just bootstrapped it 
 really.

 Git's windows support certainly is a talking point, and I do believe
 it needs to be a core concern rather than a third party port, that
 said a lot of people still use it on windows, whether they're
 masochistic or it's getting better I can't really say.

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Re: [hlcoders] Source control solution?

2009-08-24 Thread Harry Jeffery
 Also, if anyone needs SVN/git/whatever hosting, write me (it'll be
 most probably free ;) )

At the moment I'm getting my svn hosted @ www.xp-dev.com

It's pretty nice, free, closed source, unlimited users and has a size of 500mb.

It should be enough for the code. For the mod's content I can't say it
would be, but I'm not keeping the mod's content under svn... yet.

I'll drop you an email if I do take the plunge there as well. (Which I
probably will)

2009/8/24 David Kraeutmann da...@davidkra.net:
 TortoiseGIT was the worst git GUI I ever encountered.
 Also, if anyone needs SVN/git/whatever hosting, write me (it'll be
 most probably free ;) )

 On 8/24/09, Harry Jeffery harry101jeff...@googlemail.com wrote:
 Just finished sorting out my SVN. I now have all my code safe. I've
 just got to learn to update the sdk using tortoise svn as the wiki
 ignores that part and I cant find the svn command line tool anywhere.

 I think I love SVN.

 2009/8/24 Stephen Micheals stephen.miche...@gmail.com:
 http://code.google.com/p/tortoisegit/

 its working very well so far.



 On Mon, Aug 24, 2009 at 1:34 PM, joshua simmonssimmons...@gmail.com
 wrote:
 Linus doesn't have much to do with git anymore, he just bootstrapped it
 really.

 Git's windows support certainly is a talking point, and I do believe
 it needs to be a core concern rather than a third party port, that
 said a lot of people still use it on windows, whether they're
 masochistic or it's getting better I can't really say.

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 Sent from my mobile device

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Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-21 Thread Harry Jeffery
CSS hasn't been updated yet. :/


2009/8/21 Christopher Harris char...@resrchnet.com:
 It is funny how all the exploits were fixed within a day of posting the link
 to the coders list.

 Chris

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
 Sent: Friday, August 21, 2009 7:05 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Fragments memory corruption in the Source Engine
 (exploit; arbitary memory access)

 Don't accept console commands from players with no entity? How does
 the engine know when a CBasePlayer has been made for the player when
 it doesn't have access to it? :3

 Thanks,
 - Saul.

 On 21 Aug 2009, at 08:57, AzuiSleet azuisl...@gmail.com wrote:

 The solutions for some of them are very simple, but haven't been
 implemented. Some easy solutions off the top of my head: Don't accept
 console commands from a client if their player entity is NULL, also
 don't
 accept NaN as viewangles.

 On Fri, Aug 21, 2009 at 1:01 AM, Christopher Harris
 char...@resrchnet.comwrote:

 I agree.

 Chris

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Spencer
 'voogru' MacDonald
 Sent: Friday, August 21, 2009 12:43 AM
 To: 'Discussion of Half-Life Programming'
 Subject: Re: [hlcoders] Fragments memory corruption in the Source
 Engine
 (exploit; arbitary memory access)

 Not really.

 I've personally seen valve fix stuff like this once they were made
 aware of
 it. I'm wondering if this guy even alerted valve to it before
 releasing it.

 I don't mind him publicly disclosing stuff, but giving out pre-
 packaged
 binaries with the exploit that any 13 year old could figure out how
 to use
 is a little silly in my opinion.

 It's enough to describe the exploit and the specifics related to it.

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joel R.
 Sent: Friday, August 21, 2009 12:21 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Fragments memory corruption in the Source
 Engine
 (exploit; arbitary memory access)

 Public disclosure is the only way to get something fixed.

 On Thu, Aug 20, 2009 at 11:09 PM, Adam amckern McKern
 amck...@yahoo.comwrote:

 Dont you just love public disclosure by black hats?

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

 --- On Fri, 21/8/09, 1nsane 1nsane...@gmail.com wrote:

 From: 1nsane 1nsane...@gmail.com
 Subject: Re: [hlcoders] Fragments memory corruption in the Source
 Engine
 (exploit; arbitary memory access)
 To: Discussion of Half-Life Programming 
 hlcoders@list.valvesoftware.com

 Received: Friday, 21 August, 2009, 12:55 PM

 And there's still some left.

 But hey, now this is super public!

 On Thu, Aug 20, 2009 at 10:49 PM, AzuiSleet azuisl...@gmail.com
 wrote:

 These exploits are already public, and have been floating around
 for
 years
 before anyway.

 On Thu, Aug 20, 2009 at 8:43 PM, Matt Hoffman
 lord.matt.hoff...@gmail.comwrote:

 Is it really a good idea to post the link? Not everyone on this
 list
 has
 the
 best intentions, nor do I think anyone can do anything about it?
 (Correct
 me
 if I'm wrong)

 Wouldn't it work better directly mailed to Valve?

 On Thu, Aug 20, 2009 at 7:37 PM, Saul Rennison 
 saul.renni...@gmail.com
 wrote:

 Luigi has found yet another exploit in Valve's up-to-date,
 unexploitable engine :D



 Thanks,
 - Saul.

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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Harry Jeffery
H I really should get my code under svn before the next sdk update
is released.

2009/8/19 Jed j...@wunderboy.org:
 2 x 500GB in RAID 1 config + eSata 500GB external with Always Sync
 works for me :)

 - Jed

 2009/8/19 Garry Newman garrynew...@gmail.com:
 I've got offsite SVN and a windows home server.

 Windows Home Server is defo worth looking into just for day to day
 stuff. I could throw any of my computers out of the window right now
 and still be able to browse its hard drive via WHS.

 garry

 On Wed, Aug 19, 2009 at 7:21 AM, Nickxnicho...@gmail.com wrote:
 Please, everyone backup your mod data to different hard drives. It was
 a western digital btw, only 7 months old.

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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Harry Jeffery
I never understood having multiple coders unless it's a large scale
project. From experience usually only one is enough per mod.

2009/8/19 David Kraeutmann da...@davidkra.net:
 We use git, so every coder has a backup.
 + additional encrypted ftp backup

 On 8/19/09, Logan Baldock p3wner...@gmail.com wrote:
 Harry Jeffery wrote:
 H I really should get my code under svn before the next sdk update
 is released.

 2009/8/19 Jed j...@wunderboy.org:

 2 x 500GB in RAID 1 config + eSata 500GB external with Always Sync
 works for me :)

 - Jed

 2009/8/19 Garry Newman garrynew...@gmail.com:

 I've got offsite SVN and a windows home server.

 Windows Home Server is defo worth looking into just for day to day
 stuff. I could throw any of my computers out of the window right now
 and still be able to browse its hard drive via WHS.

 garry

 On Wed, Aug 19, 2009 at 7:21 AM, Nickxnicho...@gmail.com wrote:

 Please, everyone backup your mod data to different hard drives. It was
 a western digital btw, only 7 months old.

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 DVD backups for me :/

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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Harry Jeffery
Thing is I've always been able to get all the work done in a timely
manner on my own.

Also there's not enough competent source engine programmers to go
around. A lot of well thought out and well made mods fail because they
just could not get a coder. I just see it as pointless for a mod to
have several coders it doesn't need when there are mods that have a
great team just no coder.

2009/8/19 David Kraeutmann da...@davidkra.net:
 I'm the lead dev at Empires, FYI

 On 8/19/09, Harry Jeffery harry101jeff...@googlemail.com wrote:
 I never understood having multiple coders unless it's a large scale
 project. From experience usually only one is enough per mod.

 2009/8/19 David Kraeutmann da...@davidkra.net:
 We use git, so every coder has a backup.
 + additional encrypted ftp backup

 On 8/19/09, Logan Baldock p3wner...@gmail.com wrote:
 Harry Jeffery wrote:
 H I really should get my code under svn before the next sdk update
 is released.

 2009/8/19 Jed j...@wunderboy.org:

 2 x 500GB in RAID 1 config + eSata 500GB external with Always Sync
 works for me :)

 - Jed

 2009/8/19 Garry Newman garrynew...@gmail.com:

 I've got offsite SVN and a windows home server.

 Windows Home Server is defo worth looking into just for day to day
 stuff. I could throw any of my computers out of the window right now
 and still be able to browse its hard drive via WHS.

 garry

 On Wed, Aug 19, 2009 at 7:21 AM, Nickxnicho...@gmail.com wrote:

 Please, everyone backup your mod data to different hard drives. It
 was
 a western digital btw, only 7 months old.

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 DVD backups for me :/

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 Sent from my mobile device

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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Harry Jeffery
For a full conversion 3-4 (maybe even 5) coders is acceptable but the
majority of mods really don't need as many coders as they try to get.

Generally I learn the bit of the SDK I'm about to work on, for a bit
before I start work instead of learning the whole thing.

By doing gameplay and logic first (the bit I'm best at IMHO) I can get
a fun and playable mod. While the 2D and 3D artists are at work during
the art pass on the mod I can get to grips with visual coding;
particles and vgui for example.

I generally look through the code for 30 mins and test some things
out. If I cant find what I'm looking for I ask for a pointer in the
source coding forums or on here. That usually solves the problem for
me.


2009/8/19 ZuM eduardo...@gmail.com:
 Well, one coder to develop a total conversion mod for a game in my opinion
 is a small number. There are a lot of ground to cover and also most of the
 people work full-time and develop the mods on their free time, so it's not
 unreasonable to have 4-5 coders...

 Also this way everybody can specialise on some parts of the SDK instead of
 being a Jack-of-all-trades.

 2009/8/19 Harry Jeffery harry101jeff...@googlemail.com

 @ Richard

 I learn by reading through the code and experimenting. Sometimes there
 are previous implementations I can use for reference. If someone wants
 to help a newbie by mentoring them that's great. I just feel that
 while being mentored the newbie should concentrate on becoming
 competent with the engine by prehaps making a smaller experimental mod
 rather than tagging along with a mod team that already has a coder.
 Learning by doing is far better than watching.

 @ Adam

 Sure, they would. That's how I started working for Nightmare House 2.
 It was on the verge of death because Hen couldn't get a coder to
 finish the work he needed done who wasn't asking for money. While
 working on that mod I learnt a lot.

 I'm also working on a fully fledged surf mod (CSS style surfing) It
 uses a point system similar to those found in skateboarding games.
 Implementing something like that only took me a couple of days at most
 on my own and I'm not exactly a highly skilled coder.

 Anyway, my point is all these new mods start asking for 2-3 coders
 right off the bat and trying to pull a big team together. From
 experience it's far better to have just 1 coder to get the gameplay
 working and then maybe bring in a second for bugfixing and polish if
 necessary.

 I just feel mods having several unnecessary coders sets a bad example
 to newbies and is a bit unfair on mods with a great team that just
 cannot get hold of a coder to do some simple changes to the game. By
 having each mod take only what it needs from the hl2 modding community
 it would give other mods with lots of potential a better chance of
 being completed and released.

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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Harry Jeffery
Can an admin ban/remove this kiddy who thought he was grown up enough
to be in the hlcoders mail list?

2009/8/19 ZuM eduardo...@gmail.com:
 OH, PLEASE GOD SOMEONE REMOVE HIM!

 As said before, if you don't want this spam mail, REMOVE YOURSELF FROM THE
 LIST PLEASE.

 2009/8/19 Joost van kempen little_jo...@hotmail.com


 I DONT WANT THIS SPAM MAIL ANYMORE

  From: adamjbuckl...@gmail.com
  To: hlcoders@list.valvesoftware.com
  Date: Wed, 19 Aug 2009 21:02:56 +0100
  Subject: Re: [hlcoders] My harddrive died overnight. No warning. I lost
 tons  of data.
 
  I would politely suggest that you unsubscribe from the list or opt for
  the daily digest instead. There was no need for that childish display.
 
  On 19 Aug 2009, at 20:36, Joost van kempen little_jo...@hotmail.com
  wrote:
 
  
   I DONT WANT THIS SPAM MAIL ANYMORE
  
   Date: Wed, 19 Aug 2009 12:02:35 -0700
   From: gear@gmail.com
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] My harddrive died overnight. No warning. I
   lost tons    of data.
  
   Stay on Topic.
  
   On Wed, Aug 19, 2009 at 8:16 AM, Harry Jeffery 
   harry101jeff...@googlemail.com wrote:
  
   For a full conversion 3-4 (maybe even 5) coders is acceptable but
   the
   majority of mods really don't need as many coders as they try to
   get.
  
   Generally I learn the bit of the SDK I'm about to work on, for a bit
   before I start work instead of learning the whole thing.
  
   By doing gameplay and logic first (the bit I'm best at IMHO) I can
   get
   a fun and playable mod. While the 2D and 3D artists are at work
   during
   the art pass on the mod I can get to grips with visual coding;
   particles and vgui for example.
  
   I generally look through the code for 30 mins and test some things
   out. If I cant find what I'm looking for I ask for a pointer in the
   source coding forums or on here. That usually solves the problem for
   me.
  
  
   2009/8/19 ZuM eduardo...@gmail.com:
   Well, one coder to develop a total conversion mod for a game in my
   opinion
   is a small number. There are a lot of ground to cover and also
   most of
   the
   people work full-time and develop the mods on their free time, so
   it's
   not
   unreasonable to have 4-5 coders...
  
   Also this way everybody can specialise on some parts of the SDK
   instead
   of
   being a Jack-of-all-trades.
  
   2009/8/19 Harry Jeffery harry101jeff...@googlemail.com
  
   @ Richard
  
   I learn by reading through the code and experimenting. Sometimes
   there
   are previous implementations I can use for reference. If someone
   wants
   to help a newbie by mentoring them that's great. I just feel that
   while being mentored the newbie should concentrate on becoming
   competent with the engine by prehaps making a smaller
   experimental mod
   rather than tagging along with a mod team that already has a
   coder.
   Learning by doing is far better than watching.
  
   @ Adam
  
   Sure, they would. That's how I started working for Nightmare
   House 2.
   It was on the verge of death because Hen couldn't get a coder to
   finish the work he needed done who wasn't asking for money. While
   working on that mod I learnt a lot.
  
   I'm also working on a fully fledged surf mod (CSS style surfing)
   It
   uses a point system similar to those found in skateboarding games.
   Implementing something like that only took me a couple of days
   at most
   on my own and I'm not exactly a highly skilled coder.
  
   Anyway, my point is all these new mods start asking for 2-3 coders
   right off the bat and trying to pull a big team together. From
   experience it's far better to have just 1 coder to get the
   gameplay
   working and then maybe bring in a second for bugfixing and
   polish if
   necessary.
  
   I just feel mods having several unnecessary coders sets a bad
   example
   to newbies and is a bit unfair on mods with a great team that just
   cannot get hold of a coder to do some simple changes to the
   game. By
   having each mod take only what it needs from the hl2 modding
   community
   it would give other mods with lots of potential a better chance of
   being completed and released.
  
   ___
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   --
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Re: [hlcoders] Axis Ranges

2009-08-17 Thread Harry Jeffery
He means the world boundaries.

It's all defined in worldsize.h

2009/8/17 Tom Edwards t_edwa...@btinternet.com:
 Axis of what?

 Janek wrote:
 Hi all,

 I would like to know what are the axis range in terms of units : is it -4096
 to 4095 (if I'm refering to MAX_TRACE_LENGTH which is set to 4096) or higher
 than than lik -16384 to 16383... ?
  I'm very interesting in knowing the real range of each axis.

 Thank you in advance for ya help.

 ---
 j...@nek
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Re: [hlcoders] Barnacle weapon

2009-08-09 Thread Harry Jeffery
I think it used a rope for the visuals but for moving the player I have no idea.

2009/8/9 Gabriel ga29sm...@yahoo.com:
 I am trying to implement a barnacle like weapon like the weapon in
 Hl:OP in my mod. Does any one know the extendable tougue was made,
 since I am sure it was not just a long cillinder modeled in.

 Gabriel Smith






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Re: [hlcoders] Game_HL2-SDK Project

2009-08-07 Thread Harry Jeffery
Try refreshing sdk content.

2009/8/7 Gabriel Smith ga29sm...@yahoo.com:
 Every time I create a mod of EP2 there is no Game_HL2-SDK project file and 
 many folders are missing in the mod's sourcemods folder. Is this now the norm 
 or am I just having the biggest bug in my life?

  Gabriel Smith




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