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

2010-04-24 Thread Joshua Scarsbrook
Though it is noted that some if not all of the files are still there, it
could be down for massive changes or something


On Sun, Apr 25, 2010 at 7:51 AM, Harry Jeffery 
harry101jeff...@googlemail.com wrote:

 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.com
 wrote:
 
  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] Changing physics entities while holding them with the gravity gun

2009-10-25 Thread Joshua Scarsbrook
Could be a problem with the gravity gun code and how it picks up ents.
The problem with your code is that you are not telling the gravgun 
anything has changed

On 26/10/2009 3:22 p.m., Bob Somers wrote:
 Is it possible to alter physics entities while holding them with the
 gravity gun? In my mod, when a player is holding an object, they can
 press a button that changes the model of the object they're holding.
 I've got it working using this:

 // change the visual model
 SetModel(path/to/new/model.mdl);

 // reset the vphysics model, since the size of the object may have changed
 VPhysicsDestroyObject();
 solid_t tmpSolid;
 PhysModelParseSolid(tmpSolid, this, GetModelIndex());
 VPhysicsInitNormal(SOLID_VPHYSICS, 0, false,tmpSolid);

 It does indeed work, however when the VPhysics model is recreated,
 although the player still appears to be holding the object, they're
 not. As soon as they let go, the object is teleported back to lying on
 the ground where the player was standing when they changed it.

 Any way to fix this? Thanks.

 --Bob

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Re: [hlcoders] whats happening with this engine

2009-10-09 Thread Joshua Scarsbrook
Worth noting that most of the larger projects where developed by 
engineers(in garrysmod) aside from source has kinda gone dormant unlike 
other engines, valve still gets a lot of sales but the engine has gone 
to sleep

On 10/10/2009 10:21 a.m., BananaSandbags wrote:
 To better iterate on that though, I'm speaking of tiny sales compared to
 some Large titles, though gmod still does well all on it's own.
 http://www.garry.tv/wp-content/plugins/quickimg/image/f5db5c01d838401f39fda14271602a26.jpg
 http://www.garry.tv/wp-content/plugins/quickimg/image/f5db5c01d838401f39fda14271602a26.jpgAnd
 the demographic isn't that much of a problem, we all know how 13 year olds
 can be :/. Either way, the gameplay style attracts younger people more
 often, only because they seem to have a getter imagination than older people
 do.

 On Thu, Oct 8, 2009 at 11:42 PM, Cory de La Torregear@gmail.comwrote:


 Gmod already has tiny sales. If not for the demographic it's targeting
 13-15 year olds.


 On Thu, Oct 8, 2009 at 11:25 PM, Harry Jeffery
 harry101jeff...@googlemail.com  wrote:

  
 Cloverfield had great viral marketing. Very good film too.

 2009/10/8 Joshua Scarsbrookjscarsbr...@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 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] whats happening with this engine

2009-10-08 Thread Joshua Scarsbrook

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 Joshua Scarsbrook
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] Dynamic weapon attachments

2009-10-07 Thread Joshua Scarsbrook
Well is the achievement weapons in tf2 not a good example how, it does 
exactly what you want to do, it uses effects and works with only one 
model for both world and view.

On 7/10/2009 7:30 p.m., Jorge Rodriguez wrote:
 On Tue, Oct 6, 2009 at 1:18 AM, Minhminh...@telus.net  wrote:


 Imagine trying to make an
 animation where the player switches the gun from one hand to another, or
 he holds the gun from a different part of the gun at different part of
 the animation. This sort of stuff is easy to do when the bones are all
 animated and exported in their own local space. It gets tricky to do
 this with third person anims cuz you have to work closely with the code
 to detach the model from the hand at various points in the animation.

  
 ... or you can make a separate bone that's not part of the biped heirarchy
 that holds the weapon position, and animate it just as you would a weapon in
 a v model animation.

 That said you're still right, having w models in the v does put some
 restrictions on view model dynamics, and there are a lot more problems to
 solve than if you just have a separate v model. The plus side of it though
 is you get a lot more of a real feeling in the view without having to do a
 lot of duplication of work to model and animate things twice.




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Re: [hlcoders] ShouldCollide()

2009-09-27 Thread Joshua Scarsbrook
Well valve should have backwards compatabilty code, try the old version. 
aside from that Tony may have some sugestions for the older code, since 
it is defined in a libary then i can not change it.

Bob Somers wrote:
 So I'm looking through some previous source code we've got, and I
 noticed that gamerules.cpp used to expose a ShouldCollide function
 with this signature:

 ShouldCollide( int collisionGroup0, int collisionGroup1, CBaseEntity
 *pEnt, CBaseEntity *pPass )

 but in the newest SDK code it only exposes a function with this signature:

 ShouldCollide( int collisionGroup0, int collisionGroup1 )

 Is there any way to either (1) use the previous function signature, so
 I have access to the entities being tested for collision or (2) use
 the newer function signature, but somehow get access to the two
 entities being tested?

 Thanks.

 --Bob

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Re: [hlcoders] Water Buoyancy

2009-09-26 Thread Joshua Scarsbrook
Well look at the airboat code, it works on all types of water and it is 
done using code
pPhysAirboat-SetBuoyancyRatio( 0.0f );
PhysSetGameFlags( pPhysAirboat, FVPHYSICS_HEAVY_OBJECT );
well it uses the same code but it is zero

Ryan Horton wrote:
 I'm trying to make certain props float when they otherwise wouldn't /
 shouldn't (for example, large metal objects)
 Now, I've gotten this to work to an extent, using
 IPhysicsObject::SetBuoyancyRatio()

 However, it seems that the way this works depends upon the material used
 maybe?

 So, for example, if I do BigMetalThing-SetBuoyancyRatio( 0.085 ) in one
 type of water (the murky, poisonous canal water), it floats well, but in a
 different type of water (clear, plain water), it floats poorly.

 So I'm wanting to make it so I don't have to save custom buoyancies on a per
 material basis (assuming the material is what's causing this behavior), how
 do I go about modifying the 'buoyancy factor' so that all water entities are
 created equal?

 Thanks!

 Ryan
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Re: [hlcoders] Audio Programming-Beat counter

2009-09-25 Thread Joshua Scarsbrook
well i would say to calc the audio beat there is a calculus forumla that 
can be applyed to certin audio files, that would be fastest

botman wrote:
 What a coincidence!  I've been doing some research recently on beat 
 tracking also.  I'm not sure if it's possible through Source, but here 
 are some resources:

 http://www.owlnet.rice.edu/~elec301/Projects01/beat_sync/beatalgo.html
 http://www.gamedev.net/reference/articles/article1952.asp
 http://werner.yellowcouch.org/Papers/bpm04/
 http://code.compartmental.net/tools/minim/manual-beatdetect/

 Masataka Goto did a lot of work in psychoacoustics:
 http://staff.aist.go.jp/m.goto/

 His work on beat tracking is here...
 http://staff.aist.go.jp/m.goto/PROJ/bts.html

 The best I've seen so far was work done by Eric Scheirer
 http://en.scientificcommons.org/eric_d_scheirer

 His Temp and beat analysis of acoustic musical signals can be found 
 here (WARNING!!! Lots of complex signal processing math ahead)...

 http://www.iro.umontreal.ca/~pift6080/H09/documents/papers/scheirer_jasa.pdf


 On 9/25/2009 9:26 AM, Charkrid Pornpitackchaikul wrote:
   
 Hi guys,
I don't have any experience with audio programming.  May be someone
 can point me to the right direction. How can I write a audio beat
 counting code by Source Audio Engine? What should I look for? I traced
 the code for quite sometime but I can't find anything that seem like can
 use for capture/find wave peak data.
The thing I want to do is, I want to difference loop mixing together
 like a DJ mixing with 2 turntables. Appreciate any suggestion.

 Thanks in advance. :)
 Charkrid P.

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Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-23 Thread Joshua Scarsbrook
I recal a youtube video that rendered hl1 frame by frame, just search 
youtube for nuclear halflife hammer

Olivér Horváth wrote:
 As far as i know, no one has the full, up-to-date Half-Life 1 1.1.2.1 or
 even the 1.1.0.8 SDK all-in-all @ SDA. Does the downloadable Half-Life SDK
 2.3 has a function that processed each frame? Please let me know it, because
 I couldn't find (not mentioning that I couldn't compile it dunno why). And
 is it the same like 1.1.0.8? However it would be a pain in the ass to make a
 speedrun while alt-tabbing like a maniac cause of break.

 It would be a dream if the source code would be free and I could just simply
 put in a readkey : (

 2009/9/22 Heimo Stieg gr...@corona-bytes.net

   
 Just hit break in the debugger?

 Olivér Horváth schrieb:
 
 No, I tried it numerous times. The command pause doesn't stops anything,
 only the entities has no chance to change they speed. You can write
 messages, look at entities special effects (which is animated, and you
   
 will
 
 see it animated while in pause mode), and the biggest thing that we would
 like to allow: the client communicates with the server.

 I think I wasn't clear or something, so once again:
 I would like to achieve that there is ABSOLUTELY NO packet send/recieve
 between the server and client while there's a real breakdown mode. I
   
 think
 
 that this can't be made with pure commands. I hope that someone, maybe on
   
 of
 
 the Half-Life 1 maker should read my question, because I don't think that
 anyone else should know, that there's a possibility of stopping the
   
 network
 
 data for a period of time and also stop frame processing and advance one
 frame whenever I want it.

 By the way, I'm glad that I found a place where I can get answer for this
 question, and that you answer it.

 2009/9/22 Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com


   
 Huh? In single-player game, pause command stops *everything*, except
 
 VGUI
 
 interaction.

 2009/9/22 Olivér Horváth ol...@cubeclub.hu


 
 I think that I tried every console command, but none of them makes the
 gameplay TOTALLY freeze. This is very essential. The command pause only
 blocks the players from move, that's all, and everything else still

   
 works.

 
 I
 doubt that there would be any command that should TOTALLY blocks
 client/server communication for a period of time (of course maybe lag
 should
 work...).

 2009/9/22 Joshua Scarsbrook jscarsbr...@gmail.com


   
 Well the easyest way i see to do this is with a little script
 
 involving
 
 pause and some sort of scripting wait command if that is possable.
 something with making a command, i have never played hl1 but i am
 relativly good at hl2 scripting and programming convensions

 Saul Rennison wrote:

 
 Isn't there a command called *singlestep*? If so, then do:

 bind *key* next 1
 singlestep

 Then press *key* to advance a frame :)

 Thanks,
 - Saul.


 2009/9/21 Olivér Horváth ol...@cubeclub.hu



   
 Wow thanks for the fast response.
 Well, I already tried every cvar, but none of them makes the

 
 gameplay

 
 frame-by-frame. using the host_framerate or pause; wait; pause

 
 method

 
 won't

 
 interrupt the server-client communcation. So this is basicly only a
 visual
 frame advancing, and we would need real frame advancing. However I

 
 don't

   
 have the real, full, compilable HL source code, and the downloadable

 
 free

 
 hl
 sdk doesn't has the server_frame function or anything that processed

 
 in

   
 every frame.

 The best thing should be to have the same DemoPlayer's gui @ HL
 singleplayer.

 2009/9/21 Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com



 
 Try using the convars host_framerate and pause.

 2009/9/21 Olivér Horváth ol...@cubeclub.hu



   
 Hello everybody, my nickname is MESHUGGAH, a speedrun fan.
 We have a (currently in hold) Half-life 1 TAS [tool assisted]

 
 speedrun

   
 project @ SDA (speeddemosarchive.com) and we have some questions

 
 about

 
 the


   
 HL engine.
 We would like to achieve a frame-by-frame (frame advancing when

 
 you

 
 press


 
 a


   
 specific key) gameplay to abuse every bug and glitch in HL.

 
 However

 
 the

 
 full
 HL SDK (as far as I know) doesn't gives me possibility to have a

 
 custom

 
 function that would interrupt everything and making a TOTAL


 
 engine-pause


 
 whenever there's a frame advance. So my question would be this:

 Is there any possible way to play the game frame

Re: [hlcoders] In game map editing

2009-09-23 Thread Joshua Scarsbrook
Correct, this will allow you to put props on a map, you do need the vmf 
file, and yes it will save the map.
John Brennan wrote:
 Thanks for the response I appreciate it, but i swear i did an 
 exhaustive search of gmod and facepunch forums before i bugged yah.  
 All i can find is a VMF suite which allows loading of vmfs while in 
 game, but we are both referring to lua code that lets you place props 
 while in gmod and have this update the map vmf am i right?

 best
 jb

 On Tue, Sep 22, 2009 at 11:16 PM, Joshua Scarsbrook 
 jscarsbr...@gmail.com mailto:jscarsbr...@gmail.com wrote:

 Well jsut look on garrysmod.org http://garrysmod.org. anyway it
 should be bacic c++ to use it in the sdk alone


 John Brennan wrote:

 Hey Josh, forgive me for emailing you directly, but RE:

 Well this has already been done in an unpolished way using
 lua. There is a tool made by a comunatiy member that takes a
 vmf file with the bsp loaded into the engine and saves any new
 props added to it. This would
 not be hard to change for all ents.

  Do you have any idea what this is called/where i can find it?
  Been looking for a while now.
 Best
 jb





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Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-23 Thread Joshua Scarsbrook
Well for one you will need to use quakeworld engine and for 2 valve uses 
apis and wrapers, rewriting goldsrc is out of the question.
just  make a program to render the bsp using blender.

Olivér Horváth wrote:
 :D Thank you for the valuable informations! Now I'm thinking about making a
 hack...

 2009/9/23 botman botman.hlcod...@gmail.com

   
 Yes.  Get hired on at Valve as a full time employee, walk down the hall,
 poke your head into one of the Valve old timers' office and say Hey, I
 have a question about the Quiver engine.  :)

 They read this list.  If they are going to answer your question, they
 will.  If not, they won't.

 I doubt what you want is possible as it would require access to the
 Half-Life engine source code which was never publicly released (even the
 NDA released source code early on only covered the AI code that was
 eventually released publicly without requiring an NDA, as I understand it).

 You would be better off starting with the Quake source code and trying
 to implement Half-Life's C++ code on top of it.  At least then you'd
 have access to the engine source code needed to make the kind of change
 you are wanting.

 On 9/23/2009 6:58 AM, Olivér Horváth wrote:
 
 Is there any way to direct-contact the valve software's Half-Life 1
   
 engine
 
 coders?

 2009. szeptember 23. 13:57 Olivér Horváth írta,ol...@cubeclub.hu:

   
 I searched for it, and found:
 
 http://www.youtube.com/watch?v=bqo9o9OzyxA
 
 However he probably used pause; wait; pause or host_framerate which
 
 already
 
 mentioned that it won't help us. I don't have idea why would he used a
 complex, total frame advancing without client/server communication, when
 
 the
 
 purpose was to make a video. This is still a visual frame by frame
 advancing.

 2009/9/23 Joshua Scarsbrookjscarsbr...@gmail.com

 I recal a youtube video that rendered hl1 frame by frame, just search
 
 youtube for nuclear halflife hammer

 Olivér Horváth wrote:
   
 As far as i know, no one has the full, up-to-date Half-Life 1 1.1.2.1
 
 or
 
 even the 1.1.0.8 SDK all-in-all @ SDA. Does the downloadable Half-Life
 
 SDK
   
 2.3 has a function that processed each frame? Please let me know it,
 
 because
   
 I couldn't find (not mentioning that I couldn't compile it dunno why).
 
 And
   
 is it the same like 1.1.0.8? However it would be a pain in the ass to
 
 make a
   
 speedrun while alt-tabbing like a maniac cause of break.

 It would be a dream if the source code would be free and I could just
 
 simply
   
 put in a readkey : (

 2009/9/22 Heimo Stieggr...@corona-bytes.net


 
 Just hit break in the debugger?

 Olivér Horváth schrieb:

   
 No, I tried it numerous times. The command pause doesn't stops
 
 anything,
   
 only the entities has no chance to change they speed. You can write
 messages, look at entities special effects (which is animated, and
 
 you
 
 will

   
 see it animated while in pause mode), and the biggest thing that we
 
 would
   
 like to allow: the client communicates with the server.

 I think I wasn't clear or something, so once again:
 I would like to achieve that there is ABSOLUTELY NO packet
 
 send/recieve
   
 between the server and client while there's a real breakdown mode.
 
 I
 
 think

   
 that this can't be made with pure commands. I hope that someone,
 
 maybe
 
 on
   
 of

   
 the Half-Life 1 maker should read my question, because I don't think
 
 that
   
 anyone else should know, that there's a possibility of stopping the

 
 network

   
 data for a period of time and also stop frame processing and advance
 
 one
   
 frame whenever I want it.

 By the way, I'm glad that I found a place where I can get answer for
 
 this
   
 question, and that you answer it.

 2009/9/22 Rodrigo 'r2d2rigo' Diazr2d2r...@gmail.com



 
 Huh? In single-player game, pause command stops *everything*,
   
 except
 
 VGUI

   
 interaction.

 2009/9/22 Olivér Horváthol...@cubeclub.hu



   
 I think that I tried every console command, but none of them makes
 
 the
   
 gameplay TOTALLY freeze. This is very essential. The command pause
 
 only
   
 blocks the players from move, that's all, and everything else
 
 still
 
 
 works.


   
 I
 doubt that there would be any command that should TOTALLY blocks
 client/server communication for a period of time (of course 

Re: [hlcoders] In game map editing

2009-09-22 Thread Joshua Scarsbrook
Well this has already been done in an unpolished way using lua. There is 
a tool made by a comunatiy member that takes a vmf file with the bsp 
loaded into the engine and saves any new props added to it. This would 
not be hard to change for all ents.

Ryan Sheffer wrote:
 VMF files just use the standard keyvalues syntax so I don't see a problem.
 I'm sure Garry has exposed creating and exporting of KV files through lua.

 On Sun, Sep 20, 2009 at 1:02 PM, Joshua Scarsbrook 
 jscarsbr...@gmail.comwrote:

   
 True this has been done using a simple stool, the mesh building is built
 using a conblocks system and each object is a entiry, i am starting to
 think that using it in garrysmod would allow saving to a vmf, but i am
 not completely sure, i have the vmf for the conblocks map already and i
 think a modded version without the system would work fine

 Ryan Sheffer wrote:
 
 If you could use mesh builder to build the mesh ingame with an interface
   
 and
 
 such, and once done have the ability to get all vertex positions and
   
 export
 
 that correctly to a VMF file which you would then compile. Placing
   
 entities
 
 could be done the same way, in fact this has already been done for garrys
 mod.

 A project like this would be a lot of unnecessary work, but would be
   
 pretty
 
 interesting.

 On Sat, Sep 12, 2009 at 5:01 PM, Joshua Scarsbrook 
   
 jscarsbr...@gmail.comwrote:
 
   
 Hi

 Thanks for the hint about the map, i have seen one made for hl2ep2 as
 well called cb_conblocks and i finaly got a download link for it.
 http://solidfiles.com/d/BCs9, this map is just like the portal one but
 for hl2ep2

 Thanks,
 Vbitz


 Lech wrote:

 
 I believe someone already did something like this for portal:
 http://www.youtube.com/watch?v=65EDQB4OWcg

 While I don't know the exact specifics behind what else might be
 needed or how well it works, you can however see everything from
 building the map to applying game logic available from right within
 portal itself.

 -L

 On Sat, Sep 12, 2009 at 5:25 PM, Harry Jeffery
 harry101jeff...@googlemail.com wrote:


   
 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

 ___
 To unsubscribe, edit your list preferences, or view the list

   
 archives,

 
 please visit:
 http

Re: [hlcoders] How safe is it to travel into The Void

2009-09-20 Thread Joshua Scarsbrook
well thanks for the help but i have been into the void with no ill 
effects once i was done i exited normaly, using garrysmod and entiry 
debugging, and a overly complex watching station, i was able to get a 
prop and a entiry to travel down to over -100 z units.

Damian Pursey wrote:
 ^Wow, I just tried that, that's something. Either way, as much as I know
 about the void, I know it's smart to avoid it. In one map I made, I used a
 big giant room with black texture on the inside, and invisible on the
 outside (I don't know if that was necessary or not), then I made another
 room about 1 unit away from that with a sky texture. Then I used a
 light_environment and lit the map as if it had a black skybox. I'm not sure
 what you're trying to accomplish, but it might help.

 On Sun, Sep 20, 2009 at 7:57 AM, Jonas 'Sortie' Termansen hlcod...@maxsi.dk
   
 wrote:
 

   
 In portal, I once made a portal into the void using Hammer. That was
 interesting.

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Re: [hlcoders] In game map editing

2009-09-20 Thread Joshua Scarsbrook
True this has been done using a simple stool, the mesh building is built 
using a conblocks system and each object is a entiry, i am starting to 
think that using it in garrysmod would allow saving to a vmf, but i am 
not completely sure, i have the vmf for the conblocks map already and i 
think a modded version without the system would work fine

Ryan Sheffer wrote:
 If you could use mesh builder to build the mesh ingame with an interface and
 such, and once done have the ability to get all vertex positions and export
 that correctly to a VMF file which you would then compile. Placing entities
 could be done the same way, in fact this has already been done for garrys
 mod.

 A project like this would be a lot of unnecessary work, but would be pretty
 interesting.

 On Sat, Sep 12, 2009 at 5:01 PM, Joshua Scarsbrook 
 jscarsbr...@gmail.comwrote:

   
 Hi

 Thanks for the hint about the map, i have seen one made for hl2ep2 as
 well called cb_conblocks and i finaly got a download link for it.
 http://solidfiles.com/d/BCs9, this map is just like the portal one but
 for hl2ep2

 Thanks,
 Vbitz


 Lech wrote:
 
 I believe someone already did something like this for portal:
 http://www.youtube.com/watch?v=65EDQB4OWcg

 While I don't know the exact specifics behind what else might be
 needed or how well it works, you can however see everything from
 building the map to applying game logic available from right within
 portal itself.

 -L

 On Sat, Sep 12, 2009 at 5:25 PM, Harry Jeffery
 harry101jeff...@googlemail.com wrote:

   
 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

 ___
 To unsubscribe, edit your list preferences, or view the list
   
 archives,
 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




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




 
 ___
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 archives,
 
 please visit:

 
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 http

Re: [hlcoders] How safe is it to travel into The Void

2009-09-20 Thread Joshua Scarsbrook
Thanks for the help

So what you are saying is in mutliplayer games atempt to travel into the 
void will resalt in well hitting a invisable wall. anyway i can happly 
get ents to travel down there with no ill effects, i went down to 
-100 with no effects. so the void is fun to explore but there are 
still boundrys i will hit, such as objects not being rendered and 
lighting being messed up. from what you are saying with the code example 
by changing the floot i can remove void boundrys

Justin Krenz wrote:
 #define MAX_COORD_FLOAT   (16384.0f)

 Anything outside of the coordinates 16384 to -16384 is not going to
 function properly, and anything outside of this range is going to be
 clamped to the proper range when networked.  Go ahead and play in the
 void all you want like it's some magical world, but remember that in
 the end, it's still restricted to the underlying programming.

 On Sun, Sep 20, 2009 at 2:50 PM, Joshua Scarsbrook
 jscarsbr...@gmail.com wrote:
   
 well thanks for the help but i have been into the void with no ill
 effects once i was done i exited normaly, using garrysmod and entiry
 debugging, and a overly complex watching station, i was able to get a
 prop and a entiry to travel down to over -100 z units.

 Damian Pursey wrote:
 
 ^Wow, I just tried that, that's something. Either way, as much as I know
 about the void, I know it's smart to avoid it. In one map I made, I used a
 big giant room with black texture on the inside, and invisible on the
 outside (I don't know if that was necessary or not), then I made another
 room about 1 unit away from that with a sky texture. Then I used a
 light_environment and lit the map as if it had a black skybox. I'm not sure
 what you're trying to accomplish, but it might help.

 On Sun, Sep 20, 2009 at 7:57 AM, Jonas 'Sortie' Termansen hlcod...@maxsi.dk

   
 wrote:

 
   
 In portal, I once made a portal into the void using Hammer. That was
 interesting.

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[hlcoders] How safe is it to travel into The Void

2009-09-19 Thread Joshua Scarsbrook
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] How safe is it to travel into The Void

2009-09-19 Thread Joshua Scarsbrook
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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[hlcoders] In game map editing

2009-09-12 Thread Joshua Scarsbrook
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] In game map editing

2009-09-12 Thread Joshua Scarsbrook
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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 please visit:
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Re: [hlcoders] In game map editing

2009-09-12 Thread Joshua Scarsbrook
Hi

Thanks for the hint about the map, i have seen one made for hl2ep2 as 
well called cb_conblocks and i finaly got a download link for it. 
http://solidfiles.com/d/BCs9, this map is just like the portal one but 
for hl2ep2

Thanks,
Vbitz


Lech wrote:
 I believe someone already did something like this for portal:
 http://www.youtube.com/watch?v=65EDQB4OWcg

 While I don't know the exact specifics behind what else might be
 needed or how well it works, you can however see everything from
 building the map to applying game logic available from right within
 portal itself.

 -L

 On Sat, Sep 12, 2009 at 5:25 PM, Harry Jeffery
 harry101jeff...@googlemail.com wrote:
   
 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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[hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Joshua Scarsbrook
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 contains a detailed 
expiation of what each coding file does. With all of this said I think 
that the source sdk and Valve Developers Wiki is out of date and both 
need an improvemt considering the amount of people that use them. Also 
worth noting, that it is too hard to change basic game play rules and 
they should be in a collective header file. What I propose is both 
employees of valve and the coumumatiy surrounding them do this as to 
continue communality support for years to come. Though these 
improvements would require a lot of development, I think that they would 
appeal to the entire communality.

Thanks,

Vbitz

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Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Joshua Scarsbrook
Hi
I welcome what you have said. for one the weapons defs are used to make 
premade code that can then be changed
The progruss bar needs to show total progruss
The lighting is not as it is seen inside the engine when you use that
Profiles are to test weather the map will work without added stuff.
Players fitting under the leage is something that needs alot of testing 
normaly
finaly the wiki needs more coding documatasion.
although valve considers themselfs first thay put alot of work into the sdk
also thay do not keep braking ours, thay use a seprate copy that has 
direct links with true engine heders.
also $100 bills out of the dvd drive would be useful but counterfiting 
using a dvd drive say using lightscrube is like  making a map that is 
designed on the desktop, cool but near impossable
Thanks for the feedback so far

Thanks
Vbitz

Saul Rennison wrote:
 For one there needs to be a weapon generoratoe that uses tags and xml to
 define a weapon a basic weapon to speed up development of new weapons.

 
 This would sacrifice flexibility over speed. I couldn't give a toss about
 how long it took, as long as it works and I can do what I want with it.


   
 a simple improvement would be to add a progress bar to the run map window
 

 *BuildFaceLights: 1...2...3...*etc. I'd call that a progress bar...


   
 also there needs to be a lighting render button to give a preview of the
 dev
 

 There already is in the 3D camera drop-down with *Wireframe*, *Textured*,
 etc.

 say like a dev mode, which does not load custom content.

 I don't understand what you mean by profiles. Why wouldn't you want custom
 content to load?

 Another thing would be to add crash tracking in the engine

 All crashes generate an MDMP file for you to debug with in Visual Studio /
 view with *windbg* (I think)

 A micro-engine in hammer to test whether a player can fit under a league is
   
 also a importing thing
 

 There is a page on VDC which shows what dimensions players can fit under /
 in.

 inbuilt documentation to help newcomers to mapping

 There is an entire HTML documentation for mapping in L4D... I'm sure they'll
 do it for their future multiplayer games, rather un-necessary for
 singleplayer. Plus there are hundreds of tutorials all over the internet. I
 like *interlopers.net* best for help and assistance.

 make the skeathup plug-in more available though it is hidden in the source
   
 sdk gcf
 

 I thought it was in the *sourcesdk content* folder somewhere? Corerct me if
 I'm wrong.

 Valve Developers Wiki is out of date and both need an improvemt considering
   
 the amount of people that use them
 

 It's a wiki you're free to help and edit.

 it is too hard to change basic game play rules and they should be in a
   
 collective header file
 

 I find that the Source SDK is nicely organised into folders and filters in
 Visual Studio. It's a very steep learning curve but you soon get the hang of
 where things are and what calls what, etc.

 Thanks,
 - Saul.


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

   
 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 contains a detailed
 expiation of what each coding file does. With all of this said I think
 that the source sdk and Valve Developers Wiki is out of date and both
 need an improvemt considering the amount of people that use them. Also
 worth noting, that it is too hard to change basic game play

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Joshua Scarsbrook
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 contains a detailed
 expiation of what each coding file does. With all of this said I think
 that the source sdk and Valve Developers Wiki is out of date and both
 need an improvemt considering the amount of people that use them. Also
 worth noting, that it is too hard to change basic game play rules and
 they should be in a collective header file. What I propose is both
 employees of valve and the coumumatiy surrounding them do this as to
 continue communality support for years to come. Though these
 improvements would require a lot of development, I think that they would
 appeal to the entire communality.

 Thanks,

 Vbitz

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Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Joshua Scarsbrook
Well the doc is almost done.
Lighting RENDER, not really just real time
the compile map is good and a bar is not too hard to make since valve 
was so kind as to give us the source for the compile apps
added stuff. we need the maps to work for alot of people, i have seen 
ugly custom texture problems
and the wiki, working on it right now
and finaly  adding directx 10 to source would be wonderful but i think 
that thay are doing that for ep3 and lfd2

Thanks for all the coments
 Vbitz

p.s. i have alot of stuff to work on and you are almost the first to 
complain on my grammer, no offence
p.s.s. thunderbird likes my spelling and sending it to word would take 
to long

Harry Jeffery wrote:
 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

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Joshua Scarsbrook
Well dinamic prop scaling works well for cubes but valves phys is a 
little ficle with different scales
DirectX 10 is well worth it but it needs be put in something like a mod 
to the lost coust first
Unreal Engine 3 is a really good engine from what i have seen but source 
is valves thing and having a powerful engine is not what thay want. 
there main goal for the engine is making good games not flashey ones
Anyway the SDK we use is powerful and the first cs was made with the 
goldsrc version.
Valve has alot on there plate right now and my ideas where some things 
for when thay get some extra time.
And the Doc is done :)

Thanks
Vbitz

Saul Rennison wrote:
 Dynamic model scaling
 

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


   
 DirectX 10 support
 

 The shader system supports it... it just doesn't implement it. What
 improvements would this bring that would be worth the money it would cost to
 implement?


   
 featurewise par with UE3
 

 I'm pretty darn sure that that isn't VALVe's main goal. The engine is purely
 for their game-creating needs, they've only had a handful of licensees IIRC.
 Doesn't Source Engine have a greater MOD community than UE3? It definately
 had a bigger fan-base / players.


   
 and thus earn more licenses and more money for valve in future and give
 valve greater resources to keep improving the engine.
 

 We'll see how pretty Episode 3 is when it's released. It will blow UE3 out
 of the fucking water.

 Thanks,
 - Saul.


 2009/8/29 Harry Jeffery harry101jeff...@googlemail.com

   
 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

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Joshua Scarsbrook
Well unreal 3 is not source good but it is not half bad
finaly i got the doc genned
for only the files valve added documentation too
400mb for 40files
the html was only 1mb though.
anyway valve sould put this with the sdk so it still needs hl2 to work

Matt Hoffman wrote:
 We'll see how pretty Episode 3 is when it's released. It will blow UE3 out
 of the fucking water.
   

 (I still dunno how to do a quote :p)

 Why wait for Ep3 when Ep2 already blows UE3 out of the water? If you look at
 most UT mods you can recognize them in a snap as a Ut mod for one reason.
 Their bump/normals look incredibly fugly/odd and I can tell almost any UE3
 mod from it. It's also very brown and generic, least as far as Gears of War,
 UT3, etc. Mirrors Edge is an exception but it's also liscenced from Unreal
 and not made by them.

 On Sat, Aug 29, 2009 at 3:36 PM, Joshua Scarsbrook 
 jscarsbr...@gmail.comwrote:

   
 Well the doc is almost done.
 Lighting RENDER, not really just real time
 the compile map is good and a bar is not too hard to make since valve
 was so kind as to give us the source for the compile apps
 added stuff. we need the maps to work for alot of people, i have seen
 ugly custom texture problems
 and the wiki, working on it right now
 and finaly  adding directx 10 to source would be wonderful but i think
 that thay are doing that for ep3 and lfd2

 Thanks for all the coments
  Vbitz

 p.s. i have alot of stuff to work on and you are almost the first to
 complain on my grammer, no offence
 p.s.s. thunderbird likes my spelling and sending it to word would take
 to long

 Harry Jeffery wrote:
 
 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

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Joshua Scarsbrook
A proper complete source document buld is done but it crashes some 
places and the html set is 151mb or 172,208,128 bytes, that is bigger 
then most mods it is as big as sourceforts or hl2dmpro or garrysmod 9 
but it is some nice documets on the coding. i am now compressing it to 
only 17mb though. if valve says yes then i will put it somewere.

Matt Hoffman wrote:
 It worked fine on my Intel/Geforce XP build, but does the problem you
 describe on my AMD/ATI Win7 build.

 On Sat, Aug 29, 2009 at 4:04 PM, Jorge Rodriguez bs.v...@gmail.com wrote:

   
 This is only slightly off topic, but:

 Every version of Hammer (even back to Worldcraft and before) I've ever
 worked with, the build window always stops updating about 20 or 30 seconds
 into the process. All of Hammer then freezes up until the build is
 completely done, so progress isn't visible. Does this happen to anybody
 else?

 --
 Jorge Vino Rodriguez
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Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Joshua Scarsbrook
How.

Thanks
Vbitz

Jonathan Murphy wrote:
 Lol, obvious troll, nice one Joshua.

 On Sunday, August 30, 2009, Jonas 'Sortie' Termansen hlcod...@maxsi.dk 
 wrote:
   
 There are lots of problems with compiling inside Hammer. Compiles are
 often slowed down because of Hammer using a lot of memory, plus Hammer
 is frozen while the Compile is going on. And when you finally get
 ingame, Hammer is still using the memory, and depending on your
 computer, the game will run slower than it would with Hammer closed. I
 don't recommend compiling with Hammer open and esspecially not testing
 with Hammer open.

 If you want to compile outside Hammer, I suggest you get a copy of VBCT
 by Quicksilver http://qsextreme.com/vbct/

 It's an excellent tool - although it still isn't fully polished - I
 actively use it for compiling and it has a lot of useful features. I
 just wish it was Open Source so I could polish it a bit more. ;)//
 
 I hear your pain, bro.

 Thanks,
 - Saul.


 2009/8/30 Jorge Rodriguez bs.v...@gmail.com


   
 This is only slightly off topic, but:

 Every version of Hammer (even back to Worldcraft and before) I've ever
 worked with, the build window always stops updating about 20 or 30 seconds
 into the process. All of Hammer then freezes up until the build is
 completely done, so progress isn't visible. Does this happen to anybody
 else?

 --
 Jorge Vino Rodriguez
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Re: [hlcoders] Erour in OB Mod

2009-08-25 Thread Joshua Scarsbrook
Thanks for all the help Tony, it is now working fine and i will try to 
put in the graple hook once i have made some changes
Vbitz

Tony Sergi wrote:
 No it was my fault. In basegrenade_shared.h I was making changes purely for 
 the SDK because I didn't want the scratch SDK to have grenades as 
 basecombatcharacter. But HL2MP needs it for the tripmines, and singleplayer 
 needs it for the barnacles.

 If you change the declaration in game\shared\basegrenade_shared.h to this 
 (it's kind of messy because of the #ifdefs) it'll work.

 //Tony; Compromise! in episodic single player, inherit CBaseCombatCharacter 
 for the barnacle interaction, otherwise this will never get called.
 class CBaseGrenade : 
   #if defined( HL2_EPISODIC ) || defined ( HL2MP )//Tony; HL2MP 
 needs this too for tripmine grenades.
   public CBaseCombatCharacter
   #else
   public CBaseAnimating
   #endif
   #if defined( GAME_DLL )
   , public CDefaultPlayerPickupVPhysics
   #endif
 {
   DECLARE_CLASS( CBaseGrenade, CBaseAnimating );
 public:



 -Tony

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com 
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jorge Rodriguez
 Sent: August-25-09 12:34 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Erour in OB Mod

 You have a function definition, looking similar to:

 void CBaseGrenade::HandleInteraction()
 {
 // ... blah blah
 }

 You must have copied a function from CBaseGrenade and tried to add it to
 grenade_frag.cpp because the compiler is complaining. The function is
 declared as a member of CBaseGrenade when it needs to be CHL2GrenadeFrag or
 whatever.

 This is a pretty simply C++ syntax problem. If you're getting in over your
 head with the (complicated) C++ syntax, I recommend starting with something
 simpler than what you're doing, and reading more about how C++ works.

   


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Re: [hlcoders] Erour in OB Mod

2009-08-24 Thread Joshua Scarsbrook
thanks for the help, the problem was i did not compile the server dll
silly mistake

Minh wrote:
 your network datatables are not matching on the client and server.
 Make sure you have a corresponding RecvProp (in the client table) for 
 each SendProp (in the server table)

 Joshua Scarsbrook wrote:
   
 Hi
 When i try to start the first map in hl2ep2 on my mod i get this in  the 
 console

 Initializing renderer...
 Missing RecvProp for DT_BaseGrenade - DT_BaseFlex/baseclass
 Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed.


 Please help with this
 Vbitz

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Re: [hlcoders] Erour in OB Mod

2009-08-24 Thread Joshua Scarsbrook
1grenade_frag.cpp
1.\hl2\grenade_frag.cpp(409) : error C2039: 'HandleInteraction' : is 
not a member of 'CBaseGrenade'
1c:\CeraMod\src\game\shared\basegrenade_shared.h(34) : see 
declaration of 'CBaseGrenade'

Fixed the old compile problem but now i have a new one. the base is 
having a problem somewere, this is bacic obcode.
Minh wrote:
 your network datatables are not matching on the client and server.
 Make sure you have a corresponding RecvProp (in the client table) for 
 each SendProp (in the server table)

 Joshua Scarsbrook wrote:
   
 Hi
 When i try to start the first map in hl2ep2 on my mod i get this in  the 
 console

 Initializing renderer...
 Missing RecvProp for DT_BaseGrenade - DT_BaseFlex/baseclass
 Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed.


 Please help with this
 Vbitz

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Re: [hlcoders] Erour in OB Mod

2009-08-24 Thread Joshua Scarsbrook
Thanks for the help, i traced the problem and have still not found where 
it is

Minh wrote:
 The answer is in the error msg. I couldn't put it any clearer than the 
 error msg.

 Joshua Scarsbrook wrote:
   
 1grenade_frag.cpp
 1.\hl2\grenade_frag.cpp(409) : error C2039: 'HandleInteraction' : is 
 not a member of 'CBaseGrenade'
 1c:\CeraMod\src\game\shared\basegrenade_shared.h(34) : see 
 declaration of 'CBaseGrenade'

 Fixed the old compile problem but now i have a new one. the base is 
 having a problem somewere, this is bacic obcode.
 Minh wrote:
   
 
 your network datatables are not matching on the client and server.
 Make sure you have a corresponding RecvProp (in the client table) for 
 each SendProp (in the server table)

 Joshua Scarsbrook wrote:
   
 
   
 Hi
 When i try to start the first map in hl2ep2 on my mod i get this in  the 
 console

 Initializing renderer...
 Missing RecvProp for DT_BaseGrenade - DT_BaseFlex/baseclass
 Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed.


 Please help with this
 Vbitz

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Re: [hlcoders] Erour in OB Mod

2009-08-24 Thread Joshua Scarsbrook
I aggre that it is a simple sort of problem and fixing it should be no 
problem but i have not made a single mod to this code other then leting 
it compile under vs2008 express. i do have full media for vs2005 
professenal and will install it if the problem is not resolved.
Thanks
Vbitz

Jorge Rodriguez wrote:
 You have a function definition, looking similar to:

 void CBaseGrenade::HandleInteraction()
 {
 // ... blah blah
 }

 You must have copied a function from CBaseGrenade and tried to add it to
 grenade_frag.cpp because the compiler is complaining. The function is
 declared as a member of CBaseGrenade when it needs to be CHL2GrenadeFrag or
 whatever.

 This is a pretty simply C++ syntax problem. If you're getting in over your
 head with the (complicated) C++ syntax, I recommend starting with something
 simpler than what you're doing, and reading more about how C++ works.

   


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[hlcoders] Erour in OB Mod

2009-08-23 Thread Joshua Scarsbrook
Hi
When i try to start the first map in hl2ep2 on my mod i get this in  the 
console

Initializing renderer...
Missing RecvProp for DT_BaseGrenade - DT_BaseFlex/baseclass
Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed.


Please help with this
Vbitz

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Re: [hlcoders] Trying to Create a Zipline

2009-08-22 Thread Joshua Scarsbrook
Hi
Thanks for the help Justin. Physics for a droping player would lag like 
there is no end to the lag. aside from that i have read 
gamemovement.cpp, also worth noting i have used hl2 graples befor and i 
have smachball. i can see where the movement types are defined and will 
try to make a new one. i will try to make a sort of rope thay pigey 
backs off a crossbow bolt that is effected by like 3 times normal phys
Thanks
Vbitz

Justin Krenz wrote:
 I coded the grappling hook for Smashball.  It's coded as a movement
 type in gamemovement.cpp and does not use the physics engine at all so
 that client-side prediction works.  You should absolutely avoid the
 physics engine if you're doing anything that controls the player's
 movement.

 On Thu, Aug 20, 2009 at 2:32 PM, Ben Mearsbenmea...@gmail.com wrote:
   
 Have you heard about the mod Smashball ? You can download it from the Mods
 section of Steam. They have a grappling hook type weapon that sounds pretty
 close to what you're trying to do. Maybe somebody from that team could help
 you (but maybe they won't want to divulge their secrets either, ha ha)

 On Thu, Aug 20, 2009 at 11:20 AM, Joshua Scarsbrook
 jscarsbr...@gmail.comwrote:

 
 Hi
 I am trying to create a mod with weapons that shot ziplines for players
 to move from one point to another. i was woundering how i would go about
 creating one. I have been learning c++ for quite a while now and have
 spent the last year working on 3d programmig. I know i will need 3
 entries and a weapon. The weapon will use the crossbow for it's model
 and the entires will use the little coke can or a harpoon. I was
 wondering what code i would need to use and where.
 Thanks in Advance
 Vbitz

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Re: [hlcoders] Where to begin?

2009-08-21 Thread Joshua Scarsbrook
Hi
Good to see another programmer here. you are going to run into a copple 
problems with this. you have the power to use alot of calls but the 
renderer is hardcoded in the engine. you can only mod the game logic. 
number2 you will need the directx sdk. you need c++ 2005 express at the 
very least.
Hope this Helps
Vbitz

Fred Baba wrote:
 Hello all,
 I'm a fairly experienced programmer (Java, C++, Lisp, some OpenGL),
 but new to the HL/Source Engine development scene. I have a game idea,
 but I'm currently at a loss as to where to begin. I considered just
 building the game from the ground up and pulling in elements of the
 SDK as needed, but this seemed like a suboptimal approach.
 Furthermore, I've found the Valve documentation to be less than
 useful, since it doesn't provide a conventional API reference as far
 as I can tell (though I built my own in Doxygen from the source, but
 it's not that great). I also considered sucking it up and reading
 through the source for Forsaken
 (http://www.moddb.com/mods/forsaken/downloads/forsaken-assets-source-code)
 in its entirety. I'm less interested in modding HL2 and more
 interested in a standalone game leveraging the SDK. This may not even
 be the write place to post this, nonetheless any assistance would be
 greatly appreciated.

 Thanks,
 Fred Baba

 p.s. I use the gnu tool chain under Mac OS X. I have a strong aversion
 to Visual Studio...

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Re: [hlcoders] Lines of code in Source SDK?

2009-08-20 Thread Joshua Scarsbrook
Based on the Question I would say that you also need to include stuff in 
the source for the mapping tools. The question needs to be more 
detailed. But based on Bucky's question i would say that it would be 
andrews figere that is most acurate as a baseline. you need to remember 
that if you are using this to show how big the project you are taking on 
is then you need to know you do not need to mod every file, only the 
stuff that changes the things you need.

Hope that helps
Vbitz

Andrew Ritchie wrote:
 400k+  Depending on what you define as code it could be much more but
 there's atleast that.  Only within the Client and Server projects, and it's
 always up for debate how much of it is functionally part of each project.

 On Wed, Aug 19, 2009 at 1:34 AM, Adam Buckland adamjbuckl...@gmail.comwrote:

   
 Just a quick question:

 How many lines of code would you estimate, make up the Source SDK?

 --

 Bucky

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[hlcoders] Trying to Create a Zipline

2009-08-20 Thread Joshua Scarsbrook
Hi
I am trying to create a mod with weapons that shot ziplines for players 
to move from one point to another. i was woundering how i would go about 
creating one. I have been learning c++ for quite a while now and have 
spent the last year working on 3d programmig. I know i will need 3 
entries and a weapon. The weapon will use the crossbow for it's model 
and the entires will use the little coke can or a harpoon. I was 
wondering what code i would need to use and where.
Thanks in Advance
Vbitz

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