Re: [hlcoders] (no subject)

2010-11-29 Thread Jeffrey botman Broome

Go away or we will beat you with a crowbar.

Jeffrey botman Broome


On 11/29/2010 8:15 AM, gageat...@yahoo.com wrote:

http://goo.gl/xhMQs



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Re: [hlcoders] (no subject)

2010-11-12 Thread Jeffrey botman Broome

Thanks.  I was running low on V1agr4

Jeffrey botman Broome


On 11/12/2010 6:11 AM, gageat...@yahoo.com wrote:

http://goo.gl/FXEbq



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Re: [hlcoders] Starting...

2010-11-11 Thread Jeffrey botman Broome

http://developer.valvesoftware.com/wiki/Category:Source_SDK_FAQ

http://developer.valvesoftware.com/wiki/Category:Programming

Jeffrey botman Broome


On 11/11/2010 9:22 AM, Yannick Milhahn wrote:

Hey Guys,
my Source Mod is running.
I got this 0xC005 Error, I just forgot to build the server.dll, 
too. (Shame on me!)


After this crappy start I played around with some values and create a 
map.

All work fine, but I can´t find any good tutorials in the Internet.

One of my problem is:
How I start a new game with the New Game button?

Are there any good tutorials for noobs like me?
What are my next steps?

Thx
Yannick

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Re: [hlcoders] Source SDK Skeleton

2010-11-08 Thread Jeffrey botman Broome

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] Remember June 2006?

2010-10-29 Thread Jeffrey botman Broome

Any ETA would be meaningless, Valve Time, remember...  :)

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


Jeffrey botman Broome

On 10/29/2010 1:52 PM, Dan L wrote:

Can we at least get an ETA for
2009 sdk?


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Re: [hlcoders] TFC conc grenade effects - how to?

2010-10-29 Thread Jeffrey botman Broome

I thought Valve never released the source to TFC or CS.

GoldSrc downloads can be found here...

http://www.fileplanet.com/32334/0/0/0/1/section/SDKs_/_Source_Code

On 10/29/2010 6:01 PM, Andreas Grimm wrote:

where can i find the hl1 source? :-O

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joel R.
Sent: Saturday, October 30, 2010 12:49 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] TFC conc grenade effects - how to?

The source code is in the hl1 source

On Fri, Oct 29, 2010 at 5:23 PM, Andreas Grimml...@gmx.net  wrote:


Hello,

I have a question about the TFC conc grenade effect:
http://www.youtube.com/watch?v=cMQAo9i0jGw

After grenade detonation the viewangle circles around and the weapon seems
to move around, too ...

My firdst question: Is the same effect in Source games possible?

And: Does anyone know which values I have to change there?
For the player: Is it the viewangle vector only or something else, too?
For the weapon: I have no idea how to move the viewmodel of the weapon like
this :D

A few tips would be great :)

Andreas


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Re: [hlcoders] Remember June 2006?

2010-10-28 Thread Jeffrey botman Broome
Epic's great support of UDK is mainly because that's what Epic does.  
Epic is an engine company and that's mostly all they do.  They make an 
engine that's used by dozens of licensees. They release this same engine 
in a stripped down format called UDK and apply some license restrictions 
on what you can and can't do with it.  Epic makes money by supporting 
the UDK because it will be used by future licensees.  The more Epic 
supports UDK, the more licensees they get and the more money they make 
when the people license the engine.  This is what UDK is for.  It is to 
drive new business to Epic.


Valve, on the other hand, doesn't make a dime from the SDK.  You can 
argue that some mod team will create the next Counter-Strike and Valve 
will buy them out and make billions off of the game, but to my 
knowledge, that's only really happened once, with Counter-Strike (and 
maybe Garry's Mod).  :)


Valve releases SDK tools (however broken they may be) as sort of a bonus 
for customers who've bought their games and want to fiddle around with 
things themselves.  I'm sure that the tools Valve uses internally are a 
little better than what's released in the SDK, but I'm also sure that 
the internal tools contain licensed code from 3rd parties that can't be 
released to the public.  So mod people are stuck with either using 
Valve's SDK tools, or re-implementing the tools themselves.


Yeah, it sucks when you spend months and months re-implementing 
something or trying to figure out a work around for some problem, only 
to have Valve change things in the next engine release which breaks 
everything you've spent months on trying to fix.   I'm pretty sure Valve 
isn't intentionally trying to break your mod and that's just one of the 
things you have to deal with when you haven't licensed the engine source 
code.


Like I said above, Valve doesn't make anything from the SDK, so there's 
really not a whole lot of incentive for them to constantly run the SDK 
tools through their QA people so that they can find and fix bugs.  It's 
just not cost effective for them to do this.  If you were paying for the 
SDK, you could probably expect a little better support and quality 
control for it, but since it's free, you're actually getting more than 
you paid for.



Jeffrey botman Broome


On 10/28/2010 2:14 PM, Tobias Kammersgaard wrote:

I hope to hear from other people on this list, that feels the same way, or
want to share their opinion on this matter.


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Re: [hlcoders] Does Valve (America) offers internships?

2010-09-01 Thread Jeffrey botman Broome

 WHAT?  Are you calling someone on the internets a liar?

How dare you sir.  How dare you.  :)


On 8/31/2010 7:22 PM, Andrew Ritchie wrote:

Liar

On Tue, Aug 31, 2010 at 7:17 PM, Minh Leminh...@telus.net  wrote:



now in FixKorea?

Unfortunately, yes.


On 8/31/2010 6:23 AM, WRNM wrote:


Oh, sorry I went serious =_=. BTW Just for curiosity, Are you the 'Minh
Le' now in FixKorea?

Richard

  Date: Tue, 31 Aug 2010 00:41:29 -0700

From: minh...@telus.net
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Does Valve (America) offers internships?

   I don't believe there is a branch in Siberia. I was just poking fun at
you because I found it amusing that you put America in brackets next to
Valve. Everyone knows there is only one Valve, and its location is Mt.
Olympus.


On 8/30/2010 8:08 PM, Trevor 'Drak' wrote:


I think he was kidding, because you added (America)

--
From: WRNMassaultar...@hotmail.com
Sent: Monday, August 30, 2010 10:53 PM
To:hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Does Valve (America) offers internships?

  U. Is there a branch/studio in Siberia?

  Date: Mon, 30 Aug 2010 10:12:22 -0700

From: minh...@telus.net
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Does Valve (America) offers internships?

   You might wanna try Valve (Siberia)...

On 8/30/2010 6:35 AM, WRNM wrote:



Hey guys,

I don't really know if this is the right place or not but I'm


wondering   if Valve provides any chances for internships?


I am currently a sophomore student majoring in Math. I can do some
programming but I'm better in 3D/2D Art stuff.

Just looking for some game development work experience, and of


course   I'm happy to do it for free.


Please let me know if there's anything I can do about it.

Thanks,


Richard



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Re: [hlcoders] Does Valve (America) offers internships?

2010-09-01 Thread Jeffrey botman Broome

 WHAT?  Are you calling somone on the internets a liar?

How dare you sir.  How dare you.  :)


On 8/31/2010 7:22 PM, Andrew Ritchie wrote:

Liar

On Tue, Aug 31, 2010 at 7:17 PM, Minh Leminh...@telus.net  wrote:



now in FixKorea?

Unfortunately, yes.


On 8/31/2010 6:23 AM, WRNM wrote:


Oh, sorry I went serious =_=. BTW Just for curiosity, Are you the 'Minh
Le' now in FixKorea?

Richard

  Date: Tue, 31 Aug 2010 00:41:29 -0700

From: minh...@telus.net
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Does Valve (America) offers internships?

   I don't believe there is a branch in Siberia. I was just poking fun at
you because I found it amusing that you put America in brackets next to
Valve. Everyone knows there is only one Valve, and its location is Mt.
Olympus.


On 8/30/2010 8:08 PM, Trevor 'Drak' wrote:


I think he was kidding, because you added (America)

--
From: WRNMassaultar...@hotmail.com
Sent: Monday, August 30, 2010 10:53 PM
To:hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Does Valve (America) offers internships?

  U. Is there a branch/studio in Siberia?

  Date: Mon, 30 Aug 2010 10:12:22 -0700

From: minh...@telus.net
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Does Valve (America) offers internships?

   You might wanna try Valve (Siberia)...

On 8/30/2010 6:35 AM, WRNM wrote:



Hey guys,

I don't really know if this is the right place or not but I'm


wondering   if Valve provides any chances for internships?


I am currently a sophomore student majoring in Math. I can do some
programming but I'm better in 3D/2D Art stuff.

Just looking for some game development work experience, and of


course   I'm happy to do it for free.


Please let me know if there's anything I can do about it.

Thanks,


Richard



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Re: [hlcoders] Simple queue

2010-07-28 Thread Jeffrey botman Broome

 No!!!  Things are supposed to go in the head and *out* the tail.

The other way around is just gross.  :)


On 7/28/2010 4:43 AM, Tony omega Sergi wrote:

Yeah, that works.
Just add new items to tail, and then retrieve (and remove) from head.
-Tony


On Wed, Jul 28, 2010 at 6:30 PM, Janekjan...@gmail.com  wrote:


You can use a CUtlVector and use standard function like addtotail...

J.

2010/7/28 Eddie Cameronedd...@grapefruitgames.com


Hi guys,

I need to use a simple FIFO queue in my mod, but am stuck as to how this

is

used in the SDK. I can only find a priority queue(from CUtl), which I

can't

get to work properly.
Is there any standard queue in the SDK? Or is there a way to make the
priority queue act like a normal queue?
My C++ is a bit rusty so I'm probably missing something obvious.

Thanks for the help!
Eddie
grapefruitgames.com
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Re: [hlcoders] Discussion, edman747 has invited you to open a Google mail account

2010-07-21 Thread Jeffrey botman Broome

 It doesn't.  It just wants to be loved.


On 7/21/2010 12:56 PM, Dexter wrote:

I am not sure if the hlcoders list really wants a gmail account XD

On Wed, Jul 21, 2010 at 11:46 AM, edman747edman...@gmail.com  wrote:


I've been using Gmail and thought you might like to try it out. Here's an
invitation to create an account.


  You're Invited to Gmail!

edman747 has invited you to open a Gmail account.

Gmail is Google's free email service, built on the idea that email can be
intuitive, efficient, and fun. Gmail has:

  *Less spam*
Keep unwanted messages out of your inbox with Google's innovative
technology.

*Lots of space*
Enough storage so that you'll never have to delete another message.

*Built-in chat*
Text or video chat with edman747 and other friends in real time.

*Mobile access*
Get your email anywhere with Gmail on your mobile phone.

You can even import your contacts and email from Yahoo!, Hotmail, AOL, or
any other web mail or POP accounts. Learn
morehttp://mail.google.com/mail/help/switch/
.

Once you create your account, edman747 will be notified of your new Gmail
address so you can stay in touch. Learn
morehttp://mail.google.com/mail/help/intl/en/about.htmlor get
started
http://mail.google.com/mail/a-c2638ca622-768acb02d5-eAKKQVAvzcrruCuq1NbhOGA9fEk
!
Sign up
http://mail.google.com/mail/a-c2638ca622-768acb02d5-eAKKQVAvzcrruCuq1NbhOGA9fEk
Learn
morehttp://mail.google.com/mail/help/intl/en/about.html

Google Inc. | 1600 Ampitheatre Parkway | Mountain View, California 94043
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Re: [hlcoders] (no subject)

2010-07-13 Thread Jeffrey botman Broome

Look at the lines above that in the Output window.

The linker is complaining that there is a function being referenced 
(that you have added) that's not been defined in any of the C++ code.


Perhaps you accedentally deleted a function?  Or perhaps you created a 
new .cpp file and forgot to include that in the Visual Studio project?  
Maybe there is a function inside a #if (like a function on the client or 
on the server) that isn't being compiled into your final .obj object file.


On 7/13/2010 10:09 AM, adam chance wrote:

Thats all there is.




From: Mark Chandlerlo...@iinet.net.au
To: Discussion of Half-Life Programminghlcoders@list.valvesoftware.com
Sent: Monday, 12 July, 2010 17:52:59
Subject: Re: [hlcoders] (no subject)

Whats the rest of the error message?
'
On 7/13/2010 12:48 AM, adam chance wrote:
   

When I Build my Mod (Debug), I get this error:

2.\Debug_episodic/Server.dll : fatal error LNK1120: 1 unresolved externals

What do I do?
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Re: [hlcoders] Source Engine 2!!!

2010-06-18 Thread Jeffrey botman Broome
This may help...

http://www.youtube.com/watch?v=fKK933KK6Gg

:)


On 6/18/2010 6:36 AM, Katrina Payne wrote:
 Reply follows inline

 On Friday, June 18, 2010 04:40:24 am Bob Somers wrote:

 Yeah, no offense, but I don't think you fully understand the
 differences between the CPU/GPU.
  
 Yeah, I do not think I do either.



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Re: [hlcoders] Source Engine 2!!!

2010-06-18 Thread Jeffrey botman Broome
...and iPhone/iPad is essentially Mac OS X, so it's next!!!1!1!  :)

On 6/18/2010 4:32 PM, Harry Jeffery wrote:
 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 Buttonabut...@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 
 Bucklandadamjbuckl...@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 Jefferyharry101jeff...@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 Pidcockhaz...@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 Murphynuclearfri...@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 simmonssimmons...@gmail.com

 

Re: [hlcoders] Error: SetupArrayProps_R: array prop '(null)' is at index zero.

2010-05-27 Thread Jeffrey botman Broome
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] Error: SetupArrayProps_R: array prop '(null)' is at index zero.

2010-05-26 Thread Jeffrey botman Broome
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

2010-05-10 Thread Jeffrey botman Broome
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 
 Productionsonl...@jumpcore.comwrote:


 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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Re: [hlcoders] Compiling SDK Shaders, Pixelshaders not compiling.

2010-05-07 Thread Jeffrey botman Broome
Yep, they're still playing Counter-Strike (not Source) on their 386 PCs.  :)


On 5/7/2010 10:22 AM, Olly wrote:
 Nope, only ~5% of steam users (that took part) still use DX8.

 http://store.steampowered.com/hwsurvey

 On 7 May 2010 15:57, Ryan Shefferdarksk...@gmail.com  wrote:


 A lot of dx8 users still.

 ~Ryan

 On May 7, 2010, at 6:19 AM, Marek Sieradzki
 marek.sierad...@gmail.com  wrote:

  
 On Fri, May 7, 2010 at 1:16 PM, Christopher Fortnertin...@gmx.net
 wrote:

 Im trying to track down the problem, so far ive reached the psa.exe,
 wich gets called in the psh_prep.pl,
 this file executes the following command:

 ..\..\dx9sdk\utilities\psa /Foshader0.o /nologo
 SDK_emissive_scroll_blended_pass_dx8_ps11.psh  NIL

 wich makes psa.exe output the following error:

 assembly failed; no code produced

 Im unsure how to display debugging information about this process,
 any
 ideas about this error?
 Google isnt showing any results regarding it.

  
 Come on. Who cares about DX8 and .psh/.vsh? Just use DX9 and SM 2.0
 or higher.

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Re: [hlcoders] Dugs in sdk update

2010-05-03 Thread Jeffrey botman Broome
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] VS2010

2010-04-13 Thread Jeffrey botman Broome
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 Jeffrey botman Broome
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 Jeffrey botman Broome
I did that once (a long time ago in a galaxy far far away)...

http://hpb-bot.bots-united.com/building.html

The VGUI stuff wouldn't link with the client DLL (because of Microsoft 
compiled namespace issues).  I had to create a fake VGUI to allow the 
client to render to the display.  Singleplayer savegame stuff had to be 
overridden (because of the engine doing some name mangling magic on the 
function names that were saved/loaded, Think functions, etc).  Other 
than that, it was mostly cleaning up non-portable C++ code.  That was 
all with GoldSrc which I'm guessing would be much easier than the 
current Source codebase.  :)

On 4/13/2010 3:42 PM, Jonas 'Sortie' Termansen wrote:
 Well, what I would like to see is a MinGW port of the Source SDK - I
 just ported my own software project to it, so I think I have the
 experience to do it, but the Souce SDK is a very, very big project and
 unless Valve carefully followed the C++ standard it's gonna be
 difficult. Though, since there are Linux server files, at least
 Server.dll must follow the C++ standard to some extend. Somehow I don't
 feel comfortable being forced to use Visual Studio. I do realize,
 though, a MinGW port is not going to happen unless I do it myself and I
 don't have the time for that.

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

2010-03-18 Thread Jeffrey botman Broome
On 3/18/2010 5:12 PM, Garry Newman wrote:
 Hey guys I have an idea for a new style of pants!
 Awesome - but I don't think you should get the promotional posters
 printed on a traditional printing press - you should...

 garry


Your message got cut off.  How are we supposed to print our promotional 
posters?  :)


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

2010-03-11 Thread Jeffrey botman Broome
I'm not so sure that a Mac port makes sense financially.  According to 
NPD (October 2009)...

http://www.npd.com/press/releases/press_091005.html

12% of U.S. households owning a computer, own an Apple computer.  Lets 
assume all of those are Macs with OSX and not Apple IIs.  :)

Of those Apple users, 85% *also* own a Windows PC.  This means that many 
of those Mac customers who wanted to buy Portal or Half-Life2 or Left 4 
Dead probably already own it, which means that you aren't going to have 
much of an increase in sales by supporting OSX.  Any customers that 
bought it on PC who instead buy it on OSX just reduce the total sales 
numbers for the PC (because they are buying it for a different platform 
now).

I really like the Mac and OSX.  I've done some iPhone development on the 
Mac...

http://www.youtube.com/watch?v=c4HZT-gKDVU

...so I'm not an Apple hater or Mac hater.  I think OSX is really 
neat.  It is *very* user friendly and has a lot of really nice features 
(which Windows Vista and Windows 7 clearly borrowed from), but I just 
don't see supporting OSX as making much sense financially.

Here's the way I think things went down...

About 6 or 8 months ago, Gabe was looking to buy a new computer.  Gabe 
is a Microsoft guy from *way* back, and had never really messed around 
much with Macs, but this time he decided to get a Mac running Snow 
Leopard.  After a few minutes of playing around with it, Gabe goes 
running down the hall to grab people and tell them how AWESOME the Mac 
was!!!  Gabe said OMG! We HAVE to port our games to this 
platform!!1!11!.  Some people replied and said But Gabe, we're not 
going to be able to make any money selling games on Macs and it's going 
to cost us money to port our engine and all of our old games to OSX.  
Gabe said I don't care.  We make enough money from Left 4 Dead, 
Counter-Strike and revenue from all the Steam sales to cover it.  I want 
to see some of our games running on a Mac within a year.  So a small 
team was formed to look into what it would take to port all of the 
engine DirectX and shader stuff to OpenGL and get the engine game code 
ported to OSX.  Gabe decided they should pick something smaller that 
would appear more to Think Different type people and everyone agreed 
that Portal was the one game that would most appeal to Mac-types.

As I said above, I like OSX, but Valve's decision to support Macs still 
has me scratching my head.  Maybe Valve is doing this out of the 
goodness of their hearts, or maybe Valve sees it as more of a public 
relations benefit.  It still doesn't seem like a money making venture to 
me.  Maybe it will encourage other engine and game developers (I'm 
looking at you Epic) to support OSX, but I doubt it.

On 3/10/2010 4:49 PM, Jonas 'Sortie' Termansen wrote:
 Well, Mac support makes a lot of sense really. According to wikipedia
 Windows covers 88% of all desktop computers, and Mac OS X 6%. GNU/Linux
 only is only 1%. If you look at this pie chart
 http://en.wikipedia.org/wiki/File:Operating_system_usage_share.svg you
 can clearly see that if Valve supports Windows and Mac, they support
 almost every desktop computer able to run their games. I am really glad
 Valve are expanding the market for digital distribution to other
 platforms as well - personally I see Steam-like systems as the future of
 gaming. So whether how much I would like a linux port, I can perfectly
 see why they should focus on a Mac OS X port first.

 As for the whole no gaming on GNU/Linux thingey - the main reason
 developers don't make games for the platform is because gamers don't use
 it, and the main reason gamers doesn't use the platform is because the
 huge games don't get ports for the platform. If Valve shipped their
 Source games for GNU/Linux-based operating systems I am sure it would
 cause more gamers to use the platform, including myself.

 Again, I am really glad Valve is doing a Mac OS X port of Steam and
 Source and I appreiciate their efforts put into this.



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Re: [hlcoders] Preprocessor Trouble

2008-08-06 Thread Jeffrey botman Broome
Øystein Dale wrote:
 
 BTW, I'm not sure if I'm replying to this mailing list correctly. The
 address I'm sending to is [EMAIL PROTECTED] Can
 someone confirm or correct this?

hlcoders@list.valvesoftware.com is the correct email address.

The threaded or not-threaded issue is more than likely due to which 
email client you use (some less-than-awesome email clients don't support 
threaded emails properly when replying to emails).  You are using 
Reply to respond to messages, right?

-- 
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Re: [hlcoders] grenade code

2008-07-30 Thread Jeffrey botman Broome
Yorg Kuijs wrote:
 Been messing around for about 2 hours now and I think I almost got it
 currently using this code:
 if ( weapon_superfrag )
 {

I hope that's not the actual code, since...

if ( pointer_to_some_text_string_here )

...will always be true since the pointer will always be non-zero.

-- 
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Re: [hlcoders] Bots Server Plugins coming - woot

2008-07-25 Thread Jeffrey botman Broome
Jeremy wrote:
 To summarize, the new bot interface is going into the Orange Box engine, and
 so will be available for DOD:S, CS:S(when its updated to OB), TF2 of course,
 and whatever future Orange Box based mods/games pop up(hopefully HL2DM will
 be updated as well).
 
 If you are a fan of DOD:S or CS:S and want to help out at all, there is a
 discussion at Bots United you can check out to get more detailed info about
 this stuff.
 
 http://forums.bots-united.com/showthread.php?t=3629page=8 - near the bottom
 
 Hopefully once Tony gets the interfaces and stuff solid it won't be too long
 of a process to go from his hands into a steam update near you. In order to
 get the interfaces solid for these several games I could use some help. I
 mention that help in the bots united thread linked above. Please discuss
 further there so as not to spam the coders list.

Awesome!  It's nice to see Valve finally give some bot lovin' again like 
they did when the first SDK came out for the original Half-Life.

Way to go Valve!  You guys and gals truly are the best.  :)

I may have to get off my butt and get back to some bot coding for Source 
once again.

-- 
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Re: [hlcoders] OrangeBox Shaders

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

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

-- 
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Re: [hlcoders] Linux Orange Box

2008-06-21 Thread Jeffrey botman Broome
Garry Newman wrote:
 Valve need to come and clean my bathroom. I bought Half-Life 1 in
 2001, I pay their wages, they owe me this.

You haven't cleaned your bathroom since 2001?

Ew, you're disgusting!

-- 
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Re: [hlcoders] New Makefile problems.

2008-06-16 Thread Jeffrey botman Broome
Mike Durand wrote:
 Are you guys finding this necessary on the makefiles that were included
 in last week's beta? I did all of the editing/saving of those on my
 Linux box so I'm surprised that this is a problem.

If files were FTPed from a Windoze box to a Linux box, the FTP app would 
introduce CR/LF in place of newlines (unless FTP was set up properly to 
know that the client/server we using different text file formats).

-- 
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Re: [hlcoders] New Content Authoring Tools In Tonight's Update

2008-06-11 Thread Jeffrey botman Broome
Jake Breen wrote:
 Guess you missed this part...
 
 *I'm sure that there will be lots of questions and I'll do my best to
 answer them quickly. I'm looking update the SDK either tomorrow or
 Wednesday which will give you guys some more examples as well as make
 launching the engine tools more consistent with our other tools.*
 
 Not only that, but hoping the crash bug when saving would be fixed.

Did you use the Valve Time conversion table?  :)

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

-- 
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Re: [hlcoders] Orange Box SDK Code Update

2008-05-19 Thread Jeffrey botman Broome
Nick wrote:
 I was never convinced he worked for valve anyway. Nice guy though..
 Lack of valve email always makes me wonder..

He's not listed on the Valve people page...

http://www.valvesoftware.com/people.html

...but then again, it might not be updated all that often and some 
people might request to not be on the page.

You could try sending an email to [EMAIL PROTECTED] and see if it 
bounces back.  :)

Also, if I worked at Valve, I wouldn't be able to use jeffb@ because 
Jeff Ballinger already has it.  :(

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Re: [hlcoders] XSI Mod Tool 6 and SMD Importer

2008-05-09 Thread Jeffrey botman Broome
Tom Edwards wrote:
 What's with all this replying below the quote? I keep thinking someone 
 sent an empty message. :-p

A: Because it messes up the order in which people normally read text.
Q: Why is top-posting such a bad thing?
A: Top-posting.
Q: What is the most annoying thing in e-mail?

http://en.wikipedia.org/wiki/Top-posting#Top-posting

-- 
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Re: [hlcoders] Performance : OB engine vs ep1 engine

2008-04-25 Thread Jeffrey botman Broome
Nick wrote:
 I am really shocked about this massive performance difference. I read
 about this nowhere else, I had no idea this would happen. I am only
 very thankful that I didn't bother upgrading to OB sdk. Does anyone
 know if/when these performance issues will be resolved

Probably never.  Next-gen games require next-gen hardware.  You're not 
going to be able to run more recent games with your '386 computer and 
your GeForce2 graphics card.  :)

Seriously, game developers will keep pushing the top-end hardware just 
as far as it can go.  If you don't keep upgrading your hardware every 
few years, you will be unable to run the latest and greatest games.

-- 
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Re: [hlcoders] Proper way to iterate a CUtlDict?

2008-04-15 Thread Jeffrey botman Broome
Yahn Bernier wrote:
 No, there are no remaining bugs in the code.  Well done.

I call bullshit.  There's always one more bug!  ;)

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Re: [hlcoders] feature request for tf2 and other srcds and hldsserver

2008-03-24 Thread Jeffrey botman Broome
Tom Leighton wrote:
 Dont you mean irc? Isnt iirc an abbreviation for something else? :P

I think it's Apple's version of IRC.  :)

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Re: [hlcoders] SDK Update - No More Beta

2008-03-24 Thread Jeffrey botman Broome
Steven O'Brien wrote:
 Great to hear Mike, is there any chance you could email me
 ([EMAIL PROTECTED]) details on how to obtain the steamworks
 development kit?

There is contact information on the Steamworks Getting Started webpage...

http://www.steampowered.com/steamworks/gettingstarted.php

-- 
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Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread Jeffrey botman Broome
Chrs Anderson wrote:
 DO NOT EMAIL ME

Scroll ALL the way down to the bottom each email sent to this list and 
read what it says about To unsubscribe...

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Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread Jeffrey botman Broome
Adam Donovan wrote:
 what? are you getting some form of spam at the end of my messages or 
 something..i dont see any..i can change to my domain name email I guess? 
 adam
 
 _
 Your Future Starts Here. Dream it? Then be it! Find it at www.seek.com.au
 http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fninemsn%2Eseek%2Ecom%2Eau%2F%3Ftracking%3Dsk%3Ahet%3Ask%3Anine%3A0%3Ahot%3Atext_t=764565661_r=OCT07_endtext_Future_m=EXT
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Your Future Starts Here. blah, blah, blah  :)

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Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs for Server Plugins?

2008-03-03 Thread Jeffrey botman Broome

Christopher Harris wrote:


For Valve Official games this is fine because there are so many servers, but
for mods a single RPG mod can single handedly ruin a MOD. For example zombie
master has pretty much only RPG mod servers, etc.


I think Valve would make a lot of people happy by having a pure
setting on the server (like Quake) so that people can filter out servers
that are running any kind of plugin at all.

No plugin(s) == Pure, for those that want just that.

For others that want plugins, they could just uncheck that in the server
browser and take their chances with what they connect to.

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Re: [hlcoders] Приглашение на новую почту I.UA

2008-02-26 Thread Jeffrey botman Broome

red box wrote:

Ваш друг red box отправил Вам приглашение,
дающее право завести собственный ящик в новой украинской почте www.i.ua!

Чтобы зарегистрировать свой почтовый ящик, кликните на данную ссылку:
http://passport.i.ua/reg/47aed16915292b74/

Желаем приятной работы!


Da! Commrade.  I agree.  :)

Google Russian to English translation of the above:

Red box your friend sent you an invitation,
giving the right to have its own box in the new Ukrainian www.i.ua mail!

To register your mailbox, click on this link:

Google Rocks!  :)

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N‹§Іжмrё›yзb·*.®X¬¶љЮ}кЮќЗ¬ў»в{azX¬µЄЬ†+ЮІ™^jЗЇЉИ­†ЫiящbІЫЪ–ч¬Ўыpj·њўoжj)fjеЉЛbќъ?†W(uкм

Re: [hlcoders] Free Visual Studio 2005/2008 Pro?

2008-02-19 Thread Jeffrey botman Broome

Tom Edwards wrote:

What does Professional do that Express doesn't?


Go here...

http://msdn2.microsoft.com/en-us/vs2008/products/cc149003.aspx

...and you can compare features of what's in the Professional Edition
verses the Express Edition (click Expand All for easy browsing).

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Re: [hlcoders] too many indices for index buffer...

2008-02-16 Thread Jeffrey botman Broome

Ryan Sheffer wrote:

--
[ Picked text/plain from multipart/alternative ]
Hey hlcoders.

Game crashes to a window that says:
too many indices for index buffer... tell a programer to up buffer size
*numbers  *numbers*


There was a long thread about a similar problem just a few weeks ago...

http://www.mail-archive.com/hlcoders%40list.valvesoftware.com/msg22770.html

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Re: [hlcoders] removing fake player entities from server

2008-02-05 Thread Jeffrey botman Broome

David Adams wrote:

--
[ Picked text/plain from multipart/alternative ]
ok so ive searched through the list on removing entities from a server, but
i havent been able to find a conclusion on how to do this. I am making a mod
to hl2dm and adding fake clients to the server(bots).  I am looking for a
way to remove them from the server completely.  Right now, i can get them to
dissapear from the map and scoreboard, but when they are re-added, they have
a (1) or (n) whatever by thier name as if to say the original name is taken,
and their entity index has increased, and keeps increasing every time they
are removed and added.


Im using the player-remove function and Ive also tried engine-RemoveEdict
and gEntList.CleanUpDeleteList() with no improvement.  I am finding the bots
entity index by printing player-entindex.  thanks!


Try using the kick console command to kick that player from the server.

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Re: [hlcoders] Portal

2008-02-02 Thread Jeffrey botman Broome

Ryan Sheffer wrote:

--
[ Picked text/plain from multipart/alternative ]
Having the code to add the portal gun would be great, but me thinks Valve
don't want us to make portal mods.


They don't distribute the source code to Counter-Strike, TFC, or Day of
Defeat, why would they distribute source code to Portal or TF2?

It would be nice to have details about the interface used to create
portals in the engine (the physics collision modifications and
viewport/rendering modifications) so that someone could create their own
Portal-like game.  I'm sure those are exposed from the engine in some
sort of API.  Having some sample code about how to use this would be
nice!  :)

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Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Jeffrey botman Broome

Jeremy wrote:

I think Unreal Engine 3 doesn't even push that high of a detail on
their character models. These days you generally fake most of it with
normal maps and such.


UE3 uses a high poly model to generate normal maps and a low poly model
in the game.  See the bottom of this page for an example...

http://www.unrealtechnology.com/features.php?ref=rendering

Charaters on the order of 5,000-8,000 polys is typical.

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Re: [hlcoders] Was this suppose to be here?

2008-01-29 Thread Jeffrey botman Broome

Garry Newman wrote:

You forgot please_kill_alyx_off.cpp


NO SPOLIERS PLEEZE!  KTHXS

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Re: [hlcoders] And now for something completely different.

2008-01-26 Thread Jeffrey botman Broome

Ryan Sheffer wrote:

--
  //m_flWait   = 2; who the hell did this? (sjb)


That's what source control history is for, so you can track down the
bastard that screwed up your code.  :)

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Re: [hlcoders] Confused about Prediction?

2008-01-19 Thread Jeffrey botman Broome

Drak wrote:

This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I'm still somewhat confused on the whole 'Prediction' thing.

This is what I'm trying to get at, I thought the point of it was to have the
client predict what is happening on the server-side.

Causing the player to move around like they have no latency. Which I assume,
is how weapons work. Since there both server and client side.

My question is, since I assume the gravity gun is handled both server/client
side. Why when using it, does it have a very laggy feeling. Or when using
the pick-up with the use key it feels the same. The carried prop seems to
lag a lot. Is it at possible to have this basically 'seamless' where the
prop feels like it does when playing in singleplayer?


As a follow up, I'm guessing what's happening is that objects that the
player carries are being simulated on the server and then
location/rotation are being replicated to clients.  This means that when
you pick up something and move the player's body...

1. The client sends a movement update to the server.
2. The server adjusts the location/rotation of the player.
3. The server moves any objects that are attached to the player.
4. The server then sends the object's location/rotation back down to the
client.
5. By this time, the client's player body has moved/rotated to a new
position and this process starts all over again.

The best way to eliminate this round-trip update of carried objects
would be to simulate the position of those objects on the client (make
the client authoritative) and send those updates to the server so that
the server can replicate this movement to all other clients.

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Re: [hlcoders] Confused about Prediction?

2008-01-18 Thread Jeffrey botman Broome

Drak wrote:

This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I'm still somewhat confused on the whole 'Prediction' thing.

This is what I'm trying to get at, I thought the point of it was to have the
client predict what is happening on the server-side.


Yahn did an excellent paper on prediction and lag compensation...

http://www.gamasutra.com/features/gdcarchive/2001/bernier.doc

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Re: [hlcoders] DSP in source

2008-01-17 Thread Jeffrey botman Broome

Anthony Mann wrote:

... or what version of the API is used?


Go into your Steam bin folder, right click on mss32_s.dll, select
Properties, and look at the Version tab.

Mine says File Version 7.0.4.0

Hmmm, I didn't know that Miles was owned by RAD Game Tools.  :)

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Re: [hlcoders] CUtlVector*... Memory management?

2008-01-11 Thread Jeffrey botman Broome

Minh wrote:


When Half-Life2 shuts down, does all of the memory allocations that were
created during the game get deallocated automatically, so other programs can
use them?


Yes.  Anytime a Windoze app shuts down, the OS will reclaim any memory
that was allocated and never freed.

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Re: [hlcoders] CUtlVector*... Memory management?

2008-01-11 Thread Jeffrey botman Broome

Minh wrote:

--
[ Picked text/plain from multipart/alternative ]
If you want a real quick and dirty method, I usually just open up Task
Manager and watch the memory usage of the HL2 process..


Process Explorer...

http://technet.microsoft.com/en-us/sysinternals/bb896653.aspx

...beats Task Manager by a metric buttload.

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Re: [hlcoders] Steam account phishing

2007-12-31 Thread Jeffrey botman Broome

Jeremy wrote:


These guys being the retards they are didn't even bother trying to cover it
up very well. Their steam id page (
http://steamcommunity.com/profiles/76561197995397387) shows them as mygot
douchebags. Valve should just ban the entire clan rosters steam accounts for
these idiots.

Anyways, do with this what you will.


At least they spelled everything correctly.  You gotta' give 'em credit
for that.  :)

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Re: [hlcoders] Steam account phishing

2007-12-31 Thread Jeffrey botman Broome

Nick wrote:

I am going to try to get rid of these phishers and have their accounts
banned. I will need further evidence to uncover exactly who has done
this. If you could, please send me your account name, and phone number
( for further contact), and your password. Hopefully together we can
get rid of these lamers once and for all.


Don't forget to also enclose your credit card number.  :)

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Re: [hlcoders] Get users steam lang setting

2007-12-26 Thread Jeffrey botman Broome

Ook wrote:

Strange...do German guts look different from everyone elses?


Yes.  Do to some genetic defect, Germans don't actually have blood.
When you shoot them, nothing comes out (at least that's what all the
German politicians would have you believe).

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Re: [hlcoders] nobody knows function that checks distance move everyframe ?

2007-11-28 Thread Jeffrey botman Broome

kitson foo wrote:

-- [ Picked text/plain from multipart/alternative ]

mm nobody knows how to do this or did it get missed by people  i


Distances are usually measured by storing the starting point (Origin),
then taking the ending point and subtracting the starting point from the
ending point.  This will give you are vector between the two points.
Finding the length of this vector will give you the distance.

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Re: [hlcoders] NPC hull vs. NPC size

2007-11-26 Thread Jeffrey botman Broome

Maarten De Meyer wrote:

Not me, but I'd like to hijack the opportunity to rant:

For me personally, the lack of a SOLID_OBB is the biggest flaw in Source.
We should chain ourselves to the valve offices until they expose or
implement a SOLID_OBB or something equivalent.


AABB swept collision isn't unique to Source engine.  Other engines (like
the Unreal engine) have this problem as well.  It's done mainly for
performance reasons.  Swept box tests against BSP planes is relatively
easy.  Swept OBB tests against BSP planes, not so much.

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Re: [hlcoders] NPC hull vs. NPC size

2007-11-26 Thread Jeffrey botman Broome

Nick wrote:

Valve understand this issue and might address it at a later time, if
your lucky(your not lucky). Until then, please buy orange box it is
really good. Any other rants on this subject will be immediately
forwarded to /dev/null.


Gabe, is that you?  :)

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Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread Jeffrey botman Broome

Jorge Rodriguez wrote:

--
[ Picked text/plain from multipart/alternative ]
On 11/17/07, Jeremy [EMAIL PROTECTED] wrote:

It's a bit hard to believe something so trivial as client-server
versioning



... trivial?

I don't know where you got that idea.


It could be trivial if GameRules::GetGameDescription() returned a
version number as well as a string...

GameRules::GetGameDescription(char *Description, int *Version)
{
   strcpy(Description, My Mod v.83);
   *Version = 83;
}

The client would also need some way to return the version number to the
engine so that it could check this when displaying servers (filtering
out servers that weren't running the same version as the client).

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Re: [hlcoders] Cant create source mod

2007-11-15 Thread Jeffrey botman Broome

Neuwirth Christoph wrote:

I dont have ep1

does this matter?


Yes, it does.  There is no source code SDK yet for EP2.  :)

It will be released Shortly.

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Re: [hlcoders] Cant create source mod

2007-11-15 Thread Jeffrey botman Broome

Christopher Harris wrote:

It doesn't matter, you don't need ep1 to use the source sdk. You just
need a
game that comes with it according to the steam store.


But you DO need EP2 SDK source code if you are going to create a mod for
an EP2 based game.  No source code for EP2 has been released yet.

You can use the SDK (level editor, tools), but you can't create a mod.

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Re: [hlcoders] Maximize view key needed for hammer.

2007-11-14 Thread Jeffrey botman Broome

Yahn Bernier wrote:

Obviously didn't hire me to do graphic design for web pages... :)


It's a good thing you don't write code like you write HTML!  ;)

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Re: [hlcoders] Maximize view key needed for hammer.

2007-11-12 Thread Jeffrey botman Broome

Joel R. wrote:

It be neat if they made Hammer open source, that way a bunch of us
awesome and bored programmers can improve and add features, and share
with the community.  Doesn't seem they have anyone working on Valve
Hammer anymore, and its got a plethora of bugs.


Hmmm, maybe somebody could write their own level editor and then get a
job working at Valve...

http://ourworld.compuserve.com/homepages/bernier/

:)

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Re: [hlcoders] SDK Update 11/08

2007-11-09 Thread Jeffrey botman Broome

John6000 wrote:

--
[ Picked text/plain from multipart/alternative ]
When can we expect the Orange Box, SDK C++ Code?


Shortly...

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

:)

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Re: [hlcoders] SDK Update heads up?

2007-11-02 Thread Jeffrey botman Broome

Matt Stafford wrote:

--
[ Picked text/plain from multipart/alternative ]
Yeah, I thought that the release was gonna be End of October for the code
update, and if anything changed with that timeline, we'd be notified...


I'm sure it will be coming out Shortly.  See the Valve Time to Actual
Time conversion table to determine what Shortly means...

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

:)

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Re: [hlcoders] SDK Update heads up?

2007-11-02 Thread Jeffrey botman Broome

Mike Durand wrote:

This is a multi-part message in MIME format. -- [ Picked text/plain
from multipart/alternative ] No, you aren't being a pest at all. It's
a fair question since I've missed my forecast release schedule.


Thanks Mike.  We appreciate the time you put into making the SDK
available.  I'm sure we'd all much rather wait a few extra days to have
a fully working SDK rather than have a broken SDK released and then have
to wait for problems to be fixed.

In the meantime, I think I'll go play Portal again (for my 10th or 11th
time through).  :)

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Re: [hlcoders] VCPM problem

2007-10-19 Thread Jeffrey botman Broome

Keeper wrote:

Poland.  Ding Ding.

Thanks, that's what I was afraid of.

So, since there is no real difference as far as our project files go, is
there any way to trick vcpm to treat them the same?


Maybe just tell the person in Poland to not check in changes to the
project file?  Have him/her email the changes so someone else can make them.

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Re: [hlcoders] VCPM problem

2007-10-19 Thread Jeffrey botman Broome

Keeper wrote:

I am part of a mod that has coding members in two different countries.

I have no idea if this is relevant, but the encoding on the project file
keeps changing from:

?xml version=1.0 encoding=windows-1252?

to

?xml version=1.0 encoding=windows-1250?

Which causes vcpm to crash.  All I do is change it back with text editor and
it compiles fine.  Is there a setting somewhere that is causing the encoding
to change?  Anybody know where this is?


It's the code table (which language version of Windows is installed on
that machine)...

http://en.wikipedia.org/wiki/Windows-1252

1252 is (I believe) United States (and other Western English countries).
 1250 is the Eastern European version of Windows (countries such as
Poland, Hungary, czechoslovakia, etc...

http://en.wikipedia.org/wiki/Windows-1250

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Re: [hlcoders] Poor performance

2007-10-10 Thread Jeffrey botman Broome

Jeremy wrote:

--
[ Picked text/plain from multipart/alternative ]
Started playing some Portal this morning, and noticed that performance is
absolutely abysmal for me. From my experience with modding I checked the
budget graph to see what the heck was killing the framerate, and like some
of the users of our mod(FF), who have also upgraded to the latest nvidia
drivers(which claim to improve TF2 performance), it destroys the performance
in other HL2 based games.

The +showbudget graph shows swap buffers and CViewRender::Render pegged when
the game runs like ass, which is about 70% of the time for me in portal. The
rest of the time the game runs fine.

Some users of Fortress Forever have reported this same problem after
upgrading their drivers for TF2 and then trying to come back and play FF,and
even HL2DM and CS:S

http://www.omni-bot.com/_misc/testchmb_a_01.jpg

I've not observed this issue in other games using these drivers yet, but I
wanted to bring this to Valves attention in case some change in TF2 that
these drivers take advantage of could be adversely effecting older HL2
engine games or something like that


Which nVidia card are you running on?

I HATE the way nVidia tunes their drivers for specific games.  On some
 (of the more popular) cards, you see improvement, but on other nVidia
cards, you actually get worse performance.  This can be corrected for
most games by simply renaming the .exe excutable to something else (and
the driver won't recognize that game and won't tune things for that
game and will just use generic settings).  ATI rules.  Nvidia, not so
much.  :)

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Re: [hlcoders] SDK Update heads up?

2007-09-20 Thread Jeffrey \botman\ Broome

Nick wrote:

The only things I have seen is that Keeper:

1. Has exploits.
2. Knows how to use them.


Knowing about them doesn't necessarily mean that you know how to
reproduce them.


3. Is willing to give them out via email.


To Valve.  He's willing to email them privately to Valve, which is what
everyone SHOULD do if they are aware of exploits and don't wish to
spread that knowledge around so that anyone lurking on an email list can
take advantage of them.


4. Refuses to help others to fix them.
5. Refuses to make fixes available to others.


If he can't fix them, how can he make those fixes available to others?


6. Refuses to give them to Valve.


That's completely the opposite of what the email said...

If you need examples of exploits, I can e-mail you offline.


7. Refuses to let others try fixing them.

All I can say, is wow. I am guessing he is trying to sell the exploits
to others on the list via email, because from what I have seen he
wants nothing to do with fixing them, or even letting others fix them.
Very bad.


You, sir, are a moron and really aren't worth the time it took me to
compose this email.

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Re: [hlcoders] SDK Update heads up?

2007-09-14 Thread Jeffrey \botman\ Broome

[EMAIL PROTECTED] wrote:

Open http://www.steampowered.com/v/index.php?area=stats and click on View
detailed statistics by game. No mod reaches higher than 0.5% of the
official mod's playercount a short time after launch. The release of TF2
will not change this for the better or worse I'm sure.

There are many good reasons to make a mod for Source, but popularity or
playercount is not one of them and it will never be ;) Steam is a
commercial success already, so Valve has no interest in giving modders the
promotion they'd need to get the same order of magnitude of players as
their games, rather on the contrary, it'd compete with their real steam
clients ( ID etc ). Don't read an insult into this Mike, from a business
point of view, it's only logical; it's just that many modders start(ed)
out with (too) high hopes ( partly fed by Valve's promises though ).


sarcasmYeah, I'm sure the modders that made Counter Strike and Day of
Defeat would agree with you there./sarcasm

The success or failure of a mod depends on many things including;
gameplay, quality, frequent updates and bug fixes and others.

Release early and release often.  Don't set your sights too high for the
initial release (you can always add more features later and fine tune
the ones that need adjustment).  Make sure your team is willing to stick
it out for the long haul (find people who are dedicated and are going to
stick around for a while).  Find people who really care about what they
are working on and not just people who want to make teh best mod evar!!!

Success comes to those who are willing to do the hard work, be
innovative, and take criticism and learn from it.

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Re: [hlcoders] SDK Update heads up?

2007-09-14 Thread Jeffrey \botman\ Broome

[EMAIL PROTECTED] wrote:

I agree with half of your post, everything except the releasing soon and
setting low sights part. I'm tired of the release soon argument though, or
the comparisons with earlier mods like CS or DOD. The modding  gaming
scenes have changed so drastically between the early halflife days and
Source, if not only for the release of CS (and to lesser extent DOD)
itself. The principles that were valid then are no longer now imho.


I agree that things are much more complicated for modders now than they
were back in the days of QuakeC.  2D artists have to deal with bump
mapping, specular reflection, diffusion and all kinds of shaders.
Programmers and 3d artists have to deal with physical materials and
different types of collision.  Animators have to deal with more complex
skeletal construction to allow richer character interactions.  Everybody
has to deal with having higher polygon counts and rendering more
polygons in highly detailed scenes.  It can be overwhelming for the
person who knows nothing about what it takes to create a game.

But still, a game doesn't have to have all of this to be fun.  Look at
the team that did Narbacular Drop.  That game looks like crap, but it is
fun to play.  It's innovative and it can evolve into something like
Portal.  If you take a look around at some of the student projects that
people at DigiPen or The Guildhall or other game development schools
have done, you see some really interesting ideas that are hardly ever as
beautiful as Half-Life2 or Doom3 or Far Cry 2.

The point is your game doesn't have to always compete graphically with
the best commercial product that's already on the market.  If the
gameplay is good, people will play your game even if the graphics aren't
the best they could possibly be.  Over time, you'll learn how other
people do all the fancy graphics stuff and begin to apply those
techniques to your mod.

In my humble opinion, it's still better to get something out there that
people can play and slowly build up your fan base over several years
time than it is to hold back a mod for 2 or 3 years until it's done
and then release it hoping that everyone will flock to it.

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Re: [hlcoders] Multithreaded Plugin CRT

2007-09-05 Thread Jeffrey \botman\ Broome

Gren Meera wrote:

--
[ Picked text/plain from multipart/alternative ]
Hey everybody, I could REALLY use a hand with this!

I needed to make a multi-threaded plugin to handle Port IO for external
hardware.  The problem is, the MOD always crashes when unloading DLLs when
my plugin is loaded.

It dies in random destructors from many different DLLs, but usually it's the
destructor of some global CUtlVector, such as the destructor of
CCollisionEvent g_Collisions.


Is your plugin only doing game engine API access through the main
thread? (i.e. you shouldn't be calling any engine functions from
anything except for your main plugin DLL thread since the engine isn't
thread safe).

Changing your DLL to be thread safe (i.e. setting Multi-threaded Debug
DLL) won't make the engine be thread safe.

You will probably need so mechanism of signaling between your Port IO
threads and your main thread and funnel all engine API access through
your main thread (i.e. the only thing the threads should do it I/O and
then send that stuff to your main thread who would in turn call engine
functions).

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Re: [hlcoders] Music during map loading

2007-08-13 Thread Jeffrey \botman\ Broome

Tony omega Sergi wrote:

--
[ Picked text/plain from multipart/alternative ]
you use FMOD..
to start playing a track..
then stop it or fade it out..


...and just in case you can't find FMOD in the Half-Life SDK...

http://www.fmod.org/

:)

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Re: [hlcoders] Music during map loading

2007-08-11 Thread Jeffrey \botman\ Broome

Nick wrote:

I would also like to know how this is done.


FMOD?  Start up a thread, let it run while loading a map.  Fade to
silence when the map starts running.

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Re: [hlcoders] entities in sphere

2007-07-25 Thread Jeffrey \botman\ Broome

Oliver wrote:

--
[ Picked text/plain from multipart/alternative ]
Thanks for the good suggestions.  We are only interested in two types of
entities.  Is there a way to create a mask that filters out everything
except for entities that are class X or class Y?


You could have these entities add themselves to a global linked list
when they are created and remove themselves when they are destroyed.

Then just loop through your linked list and do the distance calculation
yourself instead of having the engine iterate through all entities.

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Re: [hlcoders] entities in sphere

2007-07-23 Thread Jeffrey \botman\ Broome

Oliver wrote:

--
[ Picked text/plain from multipart/alternative ]
CONTEXT: In our mod, users create event-driven worlds.  Events exist such as
InRadius15 (i.e. for object O, when any object is in 15 units, the
InRadius15 event is triggered).

PROBLEM: The code to hook these events is not as optimized as we would
prefer.  On maps where a large number of objects have code for their
InRadiusXX events, there is a noticeable 'chug' effect with each think tick.

QUESTION: Is UTIL_EntitiesInSphere(...) the quickest way to get a list of
entities within a particular radius of a vector?


Rather than doing the UTIL_EntitiesInSphere() check every Think tick,
you could create a timer interval so that you only do this check every
so often (every 0.1 seconds or every 0.5 seconds, etc.).

Doing the UTIL_EntitiesInSphere() check every tick would cause the
engine to have to interate through all entities every tick.

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Re: [hlcoders] Recent Steam Problems

2007-07-02 Thread Jeffrey \botman\ Broome

[EMAIL PROTECTED] wrote:

Steam for Linux??? As in, a Steam client for Linux? So people can run
Steam and Steam games under Linux?


Steam is a delivery service.  Steam != HL client.

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Re: [hlcoders] Phoneme extraction

2007-06-08 Thread Jeffrey \botman\ Broome

Nate Nichols wrote:

Hi,

I was wondering if anyone knew how the automatic phoneme extraction in
FacePoser works.  I always kind of assumed that it was an easy SAPI
call, but after poking around through the SAPI documentation, I'm
starting to think this is something Valve wrote themselves.

Does anyone know what the phoneme extractor is actually doing?  I
assume it's some kind of sliding window of recognition using the text
you give it, but if anyone has any more specific thoughts or ideas I
would love to hear them.

Or, better yet, is Valve considering opening any of this code up?


My guess is that they are doing an untrained dictation mode transcription.

You can find several examples of SAPI code on the net, for example...

http://www.ccir.ed.ac.uk/~jad/phonemes.html

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Re: [hlcoders] hl1mp source modding?

2007-05-21 Thread Jeffrey \botman\ Broome

Jared Wellman wrote:

Hey guys,

I am pretty much going to be taking down my server, so how would I go about 
unsubscribing from these emails?


Look down there at the very bottom of every single email that goes to
this list (the part that says To unsubscribe...)  ;)

|
|
|
V




-Original Message-

From: [EMAIL PROTECTED]
Sent: May 21, 2007 10:43 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] hl1mp source modding?

Ouch. That bites. Anyone know if there are any plans to release one?



Sorry Ooks, there isn't an sdk kit available for hl1:Source or hl1mp.





Does anyone have any info on mod making for Half-Life Deathmatch:Source? I
created a mod from scratch, and noticed DLLs for CS, hl2, hl2mp, and
even
tf2, but nothing for hl1 source, or hl1mp source.



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Re: [hlcoders] npc_turret_floor Spwaning Problems

2007-04-30 Thread Jeffrey \botman\ Broome

Mukkan Yhtio wrote:

I have written the following code the spawn the npc_turret_floor entity.


No, you haven't, you've written code to spawn npc_floor_turret, not
npc_turret_floor...


   CNPC_FloorTurret *pEntity = (CNPC_FloorTurret*) CreateEntityByName(
npc_floor_turret );


After calling CreateEntityByName(), you might want to check if the
returned pointer is NULL...

   CNPC_FloorTurret *pEntity = (CNPC_FloorTurret*) CreateEntityByName(
npc_floor_turret );
   if( pEntity )
   {
  pEntity-Spawn();
  pEntity-SetLocalOrigin( local_origin );
  pEntity-SetLocalAngles( local_angles );
  pEntity-AddSpawnFlags( 0x0020 );
   }

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Re: [hlcoders] Base Bot

2007-04-23 Thread Jeffrey \botman\ Broome

Mark Chandler wrote:

Is there any base multiplayer bot code out there?


I haven't looked in a long while, but if there is, you'd probably find
it here...

http://bots-united.com/

...check their Forums.

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Re: [hlcoders] Get system time

2007-04-06 Thread Jeffrey \botman\ Broome

Giancarlo Rivas wrote:

--
[ Picked text/plain from multipart/alternative ]
Hi, I wanted to get the local time of the system to save a file with that
data but noticed time() shouldn't be used (USE_VCR_MODE), so what's the
alternate way to get the value?, couldn't find any alternate call.


GetLocalTime()?


SYSTEMTIME st;
GetLocalTime( st );

int Year = st.wYear;
int Month = st.wMonth;
int DayOfWeek = st.wDayOfWeek;
int Day = st.wDay;
int Hour = st.wHour;
int Min = st.wMinute;
int Sec = st.wSecond;
int MSec = st.wMilliseconds;

...then sprintf() it to a string to be printed out or used as a filename.

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Re: [hlcoders] Problem with bounding boxes and narrow models

2007-03-26 Thread Jeffrey \botman\ Broome

Minh wrote:


So , my question is, is it possible to have the bounding box rotate
as the model rotates? as this seems to be the only solution I see...
or I can just make my dog ridiculously fat...


Nope.  IIRC the bounding boxes are AABB (axis-aligned bounding boxes)
and can't rotate as the entity rotates.  This is the same problem that
people have with players trying to go prone and have a long, low, skinny
bounding box that rotates when the player rotates (can't be done).

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Re: [hlcoders] Downloadables Bug? VALVE?

2007-03-21 Thread Jeffrey \botman\ Broome

Jay Croghan wrote:

You know, 99.99% of other games have just such options. But Valve
believe they know what's best for us it would seem.


Really?  I've never seen any other game that has these options (and I've
seen a lot of game).  Can you show me some screen shots of other games
that allow the end user to customize what the HUD displays?

99.99% huh?  Are you sure about that?  :)

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Re: [hlcoders] Where'd Mike Durand go?

2007-03-07 Thread Jeffrey \botman\ Broome

Alfred Reynolds wrote:

He has been busy preparing for GDC (which he is now at).


...and whatever happened to that Alfred guy that used to make Admin Mod?

;)

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Re: [hlcoders] Inverse Vector

2007-02-14 Thread Jeffrey \botman\ Broome

Jay C. wrote:

Hey,

Anyone know the quickest way to inverse a Vector?

I tried x,y and z *= -1 but that wasn't correct.


What do you mean by inverse?

Vect * -1 will give you a vector that points in the opposite direction
of the original vector.

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Re: [hlcoders] How to Vectors work?

2007-01-19 Thread Jeffrey \botman\ Broome

Chris Harris wrote:

--
[ Picked text/plain from multipart/alternative ]
I suggest to get a book dealing with Linear Algebra... Though be warned it
is Calculus 2 and 3 topics so it may be hard or not (depends). Linear
Algebra is the math of vectors and it basically an invaluable tool for doing
3d engine work. Many natural phenomena that you may need to do are possible
with some simple equations from the book.


GameDev.net has some excellent articles on Math and Physics...

http://www.gamedev.net/reference/list.asp?categoryid=28

...see the Subcategory: Vectors section

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Re: [hlcoders] Compiling Source SDK with MinGW

2007-01-09 Thread Jeffrey \botman\ Broome

James Smith wrote:

--
[ Picked text/plain from multipart/alternative ]
I've been playing around with the source sdk and have been trying to compile
it with MinGW and MSYS. Most of the compile errors I encounter are from the
pre-processor directives identifying that _WIN32 must mean I'm compiling
with an MS compiler, which I have to modify and add a smarter check to.
Although I think those problems are just the tip of the iceberg. So I was
wondering if other's have looked into building a release that's a bit more
compatible MinGW and other alternative compilers and ultimately(IDEs). I'm
pretty new to the scene so I don't know if I'm asking a question other's
have already answered or not.


You will have more problems during linking than you did during
compiling.  The compiled game code that you create must link against
libraries that you don't have the source code to (for example the VGUI2
library).  These libraries use Microsoft C++ name mangling for exporting
function names and unfortunetly, this name mangling isn't compatible
with any other compiler/linker.  You can not convert the MSVC libraries
easily to COFF format (or any other linker format) without having access
to the source code to rebuild the libraries.

Even if you can get everything to compile, you won't be able to link
everything to generate the final DLL(s).  Good luck!  :)

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Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-17 Thread Jeffrey \botman\ Broome

Frazer wrote:

For those who may not be following other forums - check this thread out on
the mani forum.

http://www.mani-admin-plugin.com/index.php?option=com_smfItemid=26topic=33
03.15


For anyone who has'nt seen this, Valve have added the command :

cl_restrict_server_commands

Which makes it impossible for any plugin to carry out changes to client
variables...

This means rate hackers will now have free reign as we cannot change
their rates, we probably won't even be able to detect what they are set
to. It also means you cannot set sounds, skins or anything else which
involves client exec.

To me this seems analogous to blocking JavaScript in my web browser.  If
I don't want some server admin screwing with my settings, I should have
the ability to control what someone else does to my machine.

You, as a server operator, are free to prevent anyone from joining your
server, so assuming you have the ability to retrieve the value of this
cvar from the client, you would be able to control who plays on your server.

It sounds like Valve gave customers the ability to restrict an exploit
in their game.  I would bet there are an order of magnitude more servers
running straight vanilla CS or DoD code on them than there are servers
running plugins that modify customer's settings.  If Valve wants to
protect a customer's machine from being modified by some unknown server
that they connect to, why shouldn't that be the default option?  People
that want to connect to servers that modify the customer's settings can
be told how to disable this cvar.

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Re: [hlcoders] gmail thread handling errors

2006-11-16 Thread Jeffrey botman Broome

Jorge Rodriguez wrote:

GMail doesn't do threading per se, it does conversations which are a
different idiom and implemented in a different way. GMail looks at
message IDs but I don't think it always honors it in its conversations.
I think it also takes contextual clues such as subject line and quantity
of quoted text.


The folks at Google are smart enough to know that most people are idiots
and design software to handle that fact.  This is the way that all
software should be written, smart enough to make up for dumb users.  :)

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Re: [hlcoders] November SDK - Final

2006-11-10 Thread Jeffrey botman Broome

Paul Peloski wrote:

--
[ Picked text/plain from multipart/alternative ]
I'd like it if discussion happened in public. I'd like to know what kind of
changes are planned. I think off-list talk should be reserved for exploits.
What bot enhancements are planned exactly and will it apply to Valve's
Source games as well the SDK?


Wiki discussion?  That way you don't have to involve anyone who doesn't
care about it and would rather not be spammed with it.  :)

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Re: [hlcoders] Half-Life 1 Demo (.dem file) Protocol

2006-10-09 Thread Jeffrey botman Broome

CNU wrote:

Could anyone be so kind to tell me where I can find some specifications for
the demo files used by Counter-Strike 1.6 (I suppose all games based on
Half-Life 1.6 use the same format?). Is the engine using the same format as
some early version of Quake?


The demo file format (to the best of my knowledge) was never released
for HL1 or HL2, so if you can't find anything from google.com then
you're on your own.

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Re: [hlcoders] Making Half-Life 1 MOD, need help

2006-09-21 Thread Jeffrey \botman\ Broome

Ackart wrote:

--
[ Picked text/plain from multipart/alternative ]
Hey, there is nothing wrong with Half Life 1. Don't let the Sourceheads get
to you, they've been blinded by their fancy displacements and normal
mapping. =P

Anyway, check out this site ( http://hlci.thewavelength.net/ ). It should
help you out quite a bit.


Here's a HL1 FAQ that I put together years ago.  Many of the links
(toward the middle of the page are still good, however, many of those
sites no longer exist and the FAQ isn't still being updated).

http://botman.planethalflife.gamespy.com/MOD_FAQ.shtml

...but there's still lots of common questions and problems listed there
that you might want to read through.

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Re: [hlcoders] Making Half-Life 1 MOD, need help

2006-09-21 Thread Jeffrey \botman\ Broome

Jeffrey botman Broome wrote:


Here's a HL1 FAQ that I put together years ago.  Many of the links
(toward the middle of the page are still good, however, many of those
sites no longer exist and the FAQ isn't still being updated).

http://botman.planethalflife.gamespy.com/MOD_FAQ.shtml


Dh!  Sent this too soon.  To access some of the now defunct URLs,
try using the Internet Archive...

http://www.thewavelength.net/oldsite/2dart/tutorials/texturetutorial.html

...pick the archived pages from around 2002 or 2003 since Wavelength
updated alot of thier stuff in 2004 when HL shifted to Steam.

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Re: [hlcoders] Making Half-Life 1 MOD, need help

2006-09-21 Thread Jeffrey \botman\ Broome

Jeffrey botman Broome wrote:

Dh!  Sent this too soon.  To access some of the now defunct URLs,
try using the Internet Archive...

http://www.thewavelength.net/oldsite/2dart/tutorials/texturetutorial.html


Damn, I can't seem to be able to copy and paste a link...

http://www.archive.org/index.php

:)

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Re: [hlcoders] Re: hlcoders digest, Vol 1 #2746 - 6 msgs

2006-09-18 Thread Jeffrey \botman\ Broome

[EMAIL PROTECTED] wrote:

Ich bin erst am Montag, den 2/10
wieder im Büro.

I'm out of office and back on monday
october 2

Tom Halbleib


Can someone at VALVe remove this guy from the list?  Danke.

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Re: [hlcoders] Source SDK Update - 9/14/2006

2006-09-14 Thread Jeffrey \botman\ Broome

Benjamin Davison wrote:

--
[ Picked text/plain from multipart/alternative ]
How do I set something to be in the 'path' ?


In WindowsXP: Start-Settings-Control Panel-System (Advanced Tab) -
Environment Variables.  Scroll down to 'Path' and double click on it.
Add your new directory to the end (with ';' for separators).

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Re: [hlcoders] Steam HL1 custom menu

2006-09-11 Thread Jeffrey \botman\ Broome

Vyacheslav Dzhura wrote:

Hello!

  Is it possible to make custom menues for generic Steam Half-Life?
  For example I want to modify multiplayer create server menu so that
  it displays thumbs for maps, or actually resembles chapter selection
  window?


From what I remember, there isn't any way to customise the menu
interface in HL1.  You can declare the mod to be single player or
multiplayer, but this simply enables or disables items in the menu (it
doesn't remove them from the menu).

The was a way to customise the text that was displayed by changing the
app's resource strings, but you can't add new elements or remove
existing elements (other than making them blank).

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