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

2010-07-26 Thread Lech
http://i671.photobucket.com/albums/vv77/Cisdaman/Stop_posting.jpg

This is probably a wise thing to do until the original poster actually
has a time to digest everything, laugh and respond...

-L

On Mon, Jul 26, 2010 at 7:48 PM, Jonathan Murphy
nuclearfri...@gmail.com wrote:
 I already took the time out to show you an example of your superfluous
 typing, please don't try to take this in circles and make our point even
 more valid than it already is.

 We shouldn't have to prove anything anyway, we have much better things to do
 with our time. Just know that it is true because it seems to be a general
 concensus (at least four or five people on this thread alone have complained
 about it). If you can find anyone defending your view point please point
 them out to us? Otherwise, take the comments on board and adjust
 accordingly.

 These are my final pieces of advise to you as a long time member of this
 list, please remember we are trying to help you.

 On Tue, Jul 27, 2010 at 10:36 AM, Katrina Payne 
 fullmetalhar...@nimhlabs.com wrote:

 I am going to assume that most of your post is surplufious hypeboles of
 inqualifiable and unverifiable claims, and you assume anybody else does the
 same
 as yours.

 Since mine are five as you say, you appear to assume that I do five of what
 you
 do.

 As that is all I can figure out from this post--without you citing
 examples.

 I know you will not however.
 ~Katrina

 On Monday, July 26, 2010 06:28:16 pm Tony omega Sergi wrote:
  I try to avoid these types of things but- I just can't at the moment.
 
  The whole thing can be summed up in three sentences:
  It takes you 5 paragraphs to get your points across.
  You go off-topic about a million different things while trying to make
 one
  point, and most of the time is irrelevant.
  This is the reason that those who have spoken are complaining, nothing
 more.
 
  -Tony
 
 
  On Tue, Jul 27, 2010 at 8:53 AM, Katrina Payne 
 fullmetalhar...@nimhlabs.com
   wrote:
 
   Well, this style that you do see, that I am working to adjust out of,
 was
   mostly only created by these accusations of wall of text.
  
   I am now at the point that I do not even really type:
   * Redundant remarks
   * Irrelevant statements (in my mind at least)
   * Keeping each paragraph along a single logical step in thought (if
 at
   all
   possible)
  
   The thing is, I have included a few other elements that cause issues.
  
   As I have found some people complaining about wall-of-texting tend to
 miss
   sentences if they are not at the start of a paragraph. To point this
 out,
 I
   tend to make these sentences their own paragraph.
  
   Personally, I blame that in the past, accusers have generally been
 fairly
   terrible about qualifying what made my wall of text, a wall of text.
   Forcing
   me mostly to guess, and adjust.
  
   It is also these other previous issues with this, that have just
 generally
   lead me to regard Wall-of-texts as not a real accusation.
  
   Generally I do read my stuff prior to posting it. I do miss a few
 things
   due to
   being in a rush, yes.
  
   Though--I just noticed that in your reply to shorten my response, I
 appear
   to
   have a few newlines in odd places. I am fairly certain my client forces
 a
   newline on my messages at column 79... though it has just occurred to
 me
 it
   might not--or that may somehow have an issue propagated elsewhere.
  
   I will note, that in threads about coding issues, I agree that text
 should
   be
   short. The code and comments in code should do most of the talking in
   those.
  
   However, this, and other threads that I have gone over board with the
   others
   in, there has been very little code applied. So what would normally be
   present
   in code and comments in the code, appears to be done in a more verbose
   manner.
  
   Thank you
   ~Katrina
  
   On Monday, July 26, 2010 05:34:35 pm Jonathan Murphy wrote:
Sorry, I typed it in a hurry and yes, you would probably write
 something
completely different to what I did, it was only an example of the
 short
   form
communication that people prefer to read in a discussion list.
   
I suppose it also isn't a blanket rule, sometimes (rarely) a wall of
 text
may be required, particularly when someone is starting a new thread
 and
trying to explain the problem they are dealing with and also when
 people
   are
posting pieces of code. Just try to be as short as possible while
maintaining your point.
   
I have the habit of reading everything I post and if I realise I'm
 not
adding anything to the conversation, I cut chunks of my post out as a
courtesy to the other members.
   
  
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Re: [hlcoders] Discussion, Joel R. has invited you to open a Google mail account

2009-12-12 Thread Lech
If his account is anything like mine, he should still have 90 some
invites left...

On Fri, Dec 11, 2009 at 6:49 PM, Daniel Glenn ackartdasfu...@gmail.com wrote:
 Christ guys, I'm sure he just clicked the wrong button and wasn't intending
 on offering the entire list an invitation.

 On Fri, Dec 11, 2009 at 6:35 PM, Igor Krucko padawan3...@hotmail.comwrote:


 No thanks.
 No more offers like these, please.

 We all know Gmail.
 I suggest to stick to the theme (theme being HLcoders),
 or else we might just as welll start sending pictures of birds we've seen
 in our backyards.

 Thank you.
 - Igor

  From: r2d2r...@gmail.com
  Date: Fri, 11 Dec 2009 17:46:05 +0100
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Discussion,   Joel R. has invited you to open a
 Google        mail account
 
  I'm pretty sure the mailing list bot will be pretty happy with your
  offering...
 
  2009/12/11 Joel R. joelru...@gmail.com
 
   shit, wrong person, ignore.
  
   On Fri, Dec 11, 2009 at 10:06 AM, Didrole didr...@gmail.com wrote:
  
SPAM
   
2009/12/11 Joel R. joelru...@gmail.com
   
 I've been using Gmail and thought you might like to try it out.
 Here's
 an invitation to create an account.


 ---

 Joel R. has invited you to open a free Gmail account.

 To accept this invitation and register for your account, visit

 http://mail.google.com/mail/a-7ab4886b1-4403d80fb7-81761ab28c15aa81

 Once you create your account, Joel R. will be notified with
 your new email address so you can stay in touch with Gmail!

 If you haven't already heard about Gmail, it's a new search-based
   webmail
 service that offers:

 - Over 2,700 megabytes (two gigabytes) of free storage
 - Built-in Google search that instantly finds any message you want
 - Automatic arrangement of messages and related replies into
  conversations
 - Powerful spam protection using innovative Google technology
 - No large, annoying ads--just small text ads and related pages
 that
   are
  relevant to the content of your messages

 To learn more about Gmail before registering, visit:
 http://mail.google.com/mail/help/benefits.html

 And, to see how easy it can be to switch to a new email service,
 check
 out our new switch guide: http://mail.google.com/mail/help/switch/

 We're still working every day to improve Gmail, so we might ask for
   your
 comments and suggestions periodically.  We hope you'll like Gmail.
  We
 do.  And, it's only going to get better.

 Thanks,

 The Gmail Team

 (If clicking the URLs in this message does not work, copy and paste
   them
 into the address bar of your browser).

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Re: [hlcoders] Garry's Mod - gamemode contest

2009-12-02 Thread Lech
Whoever remakes Build Bridge/To The Top automatically wins 1st place!


On Wed, Dec 2, 2009 at 9:29 AM, Garry Newman garrynew...@gmail.com wrote:
 I don't know whether this will be considered spam, but I thought I'd let the
 list know about this contest incase anyone's interested (to my mind it's
 probably the 2nd most logical place to post this)

 The basic facts are this. Coding a gamemode for GMod, using Lua. Best 5
 gamemodes win a prize. Top prize is $5,000.

 I'm sure a lot of people here know C++, and the Source engine, but don't
 really know Lua.. To be totally honest if you could code a mod you will find
 it insanely easy to code one in Lua. Many of the functions are named the
 same, you don't have to code common things like class or round based systems
 because they're already done.

 You can read more about it here: http://frettacontest.facepunchstudios.com/

 garry
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Re: [hlcoders] Replacing rain particles with updated real particles?

2009-11-22 Thread Lech
I think there's rain/snow on some of the newest TF2 maps, no?

On Sun, Nov 22, 2009 at 4:40 PM, Michael Corsaro corsa...@gmail.com wrote:
 Also, keep in mind that L4D2 uses a newer version of the particle systems.
 I'm not sure if Valve even plans on updating the old systems for Tf2 or for
 the SDK.

 On Sun, Nov 22, 2009 at 3:34 PM, Matt Hoffman
 lord.matt.hoff...@gmail.comwrote:

 Tom: Wouldn't particle systems overflow the edges of the brush?

 On Sun, Nov 22, 2009 at 12:04 PM, Jorge Rodriguez bs.v...@gmail.com
 wrote:

  I haven't seen how they actually do it but I doubt they would use
 anything
  but particles. Either way it would be very easy for you to do it with
  particles.
 
  --
  Jorge Vino Rodriguez
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Re: [hlcoders] Do high ping players cause extra lag?

2009-10-13 Thread Lech
We require more vespene gas... CANNOT CREATE MORE UNITS.

On Tue, Oct 13, 2009 at 7:33 PM, Joel R. joelru...@gmail.com wrote:
 The ones who say, high pingers lag everyone else, play too much starcraft.


 On Tue, Oct 13, 2009 at 1:03 PM, Ryan Sheffer darksk...@gmail.com wrote:

 The only thing I would consider with a high pinging player would be spikes
 severe enough to cause a full client update to that player, which might
 fail
 and call another full client update. It is unreasonable to think this would
 happen though, but its the only thing I can think of. Other than that, I
 would go with the fact that a player with 250 ping looks laggy to players
 with 50 ping.

 On Tue, Oct 13, 2009 at 7:46 AM, Andrew Ritchie gotta...@gmail.com
 wrote:

  Extra load on servers would imply a 100 ping player and a 500 ping
 player
  require different amounts of processing.  The 2 obvious places this could
  potentially occur in Source are the think/movement calculations on each
  packet and rewinding players in prediction for the shot calculations.
  The
  former *might* be an issue if Source calculates and runs every individual
  command packet and accumulates them between tick frames.  However that'd
  not
  be any more or less packets to calculate for someone with a higher ping,
 it
  would just mean their commands arrive later.  If there's a lot of choke
 or
  backup in deliveries then it might be a case of they all arrive and are
  processed at one time.  That all boils down to the individual engines'
  handling of packets, worst case would also be if an engine waited on and
  demanded synchronized packet order which could throw a spanner in the
 works
  on a dodgey connection, and that is really dependent on the networking
  model
  the developers chose.
 
  I'm sure you already know all that, so just confirming that there's a lot
  of
  different things that could potentially cause high pings to upset a game
  server.  However if it's a consistent connection most people will just be
  complaining because prediction isn't perfect and extrapolation on high
  latency players will be more prone cause noticeable divergences from
 actual
  data from time to time.
 
  On Tue, Oct 13, 2009 at 1:23 PM, Marek Sieradzki
  marek.sierad...@gmail.comwrote:
 
   HL1 is ancient.
  
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Re: [hlcoders] In game map editing

2009-09-12 Thread Lech
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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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Lech
Breaking stuff comes with the territory... but really it's not the
tools, it's how you use them. And given how old the tech is, I'm
amazed how long Valve has managed to push the limits of the engine
without really changing the tool chain dramatically.

I'm still waiting for the day they personally blow me away by
introducing subtractive brushes, terrain layers along with a built-in
UI for creating your own sprite emitters and shaders like UT has
already had for years. As much as I sometimes love how everything is
merely a set of large corridors which tricks you into thinking it's
not, I hate trying to escape into directions that look reachable only
to hit an invisible wall.

-L

On Fri, Jul 24, 2009 at 12:21 AM, Matt
Hoffmanlord.matt.hoff...@gmail.com wrote:
 They seem to break stuff fixing other things.

 On Thu, Jul 23, 2009 at 10:11 PM, Jonathan Murphy
 nuclearfri...@gmail.comwrote:

 I certainly couldn't complain, where I work we make our level environments
 entirely in 3DSMAX... :(

 I imagine that if Valve is like most developers then they are quite adept
 enough at using their own tools that they don't see a huge need to revamp
 things into the more agile form that today's engines tool chains are moving
 towards. Sure there might be some benefit there but they seem to quite
 suffice as the quality of Valves games attest to. If it ain't broke, why
 fix
 it?


 On Fri, Jul 24, 2009 at 1:10 PM, Ryan Sheffer darksk...@gmail.com wrote:

  I remember some guy was developing an alternative to Hammer. I don't know
  what happened with that but it looked promising.
 
  On Thu, Jul 23, 2009 at 7:55 PM, Bob Somers magicbob...@gmail.com
 wrote:
 
   G typos...
  
   send = sending
   without = within
  
   --Bob
  
  
  
   On Thu, Jul 23, 2009 at 7:53 PM, Bob Somersmagicbob...@gmail.com
  wrote:
There's nothing wrong with improvement, offering suggestions, or send
your own improvements. Just be civil about it.
   
I just get really tired of one guy making a perfectly civil
suggestion, and then without hours my email box gets flooded with
people tossing in their 2 cents and bitching about things like
 here's
why the engine sucks or here's a laundry list of stuff they need to
fix.
   
Geez, if you hate it that much go mod on a different platform. Or at
least keep your bitching off the list. This is a QA mailing list,
 not
a feel-good Modders Anonymous support group.
   
*steps off soap box*
   
--Bob
   
   
   
On Thu, Jul 23, 2009 at 6:59 PM, Giancarlo Rivas
 giaym.m...@gmail.com
   wrote:
The solution is that valve hires Jed as Tools programmer.
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Re: [hlcoders] Hammer update?

2009-06-02 Thread Lech
I'm actually curious about this myself. Will the current L4D SDK (once
it's wrapped up) be included into the standard SDK or will it
continue to be a stand-alone?

-L

On Tue, Jun 2, 2009 at 6:23 AM, Christian Rudolph ch...@visualistic.de wrote:
 Hi all,

 i've played around with the VHE from the latest L4D Authoring Tools and
 noticed that the Ray-Traced Preview gets a nice update, its much faster
 and reliable. So here's my Question, are there any plans to ship this
 update in the near future to the good old SourceSDK?


 Thanks in Advanced  Best Regards
 Chris R


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Re: [hlcoders] Amateur mod team looking for skilled Lead Programmer

2008-10-14 Thread Lech
Thanks!

On Tue, Oct 14, 2008 at 4:02 PM, Tom Leighton
[EMAIL PROTECTED] wrote:
 on irc.gamesurge.net port 6667

 Channel #hlcoders

 Lech wrote:
 So, where exactly is this IRC channel located I've read so much about?

 On Tue, Oct 14, 2008 at 11:17 AM, Adam Maras (memzero)
 [EMAIL PROTECTED] wrote:

 Hop on the IRC if you haven't already! We don't mind recruiters. Soon
 I'll look into setting something up where people looking for coders can
 put out an announcement on the Steam group or something.

 // mem

 Matthew Dryden wrote:

 One big problem I have is that it seems damned near impossible to
 recruit anyone onto your team that you don't already know (not to say
 that is the best practice). I'd like to see a forum or something setup
 for this purpose. I'm in need of another programmer myself for Modular
 Combat...and I'm at a loss as to where to find one!

 Matt Hoffman wrote:

 Just like the combine is watching us?

 On Tue, Oct 14, 2008 at 8:59 AM, Yahn Bernier [EMAIL PROTECTED]


 wrote:


 But we're always reading...

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Matt
 Hoffman
 Sent: Tuesday, October 14, 2008 8:56 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Amateur mod team looking for skilled Lead
 Programmer

 Valve rarely posts on here thou, just Tony and I think he does that in
 his
 off-work time.

 On Tue, Oct 14, 2008 at 8:48 AM, botman [EMAIL PROTECTED]
 wrote:



 Tom Leighton wrote:


 I believe not, same goes for the source coding forum on SPUF. I tend


 to


 enforce the This forum is for help unofficial rule but if people
 started making informative detailed posts about their mod and why


 they


 wanted help i'm sure I wouldn't mind.

 Who's up for writing a rulebook for hlcoders?


 I think since this list is owned and maintained by Valve, it would be


 up


 to Valve to state what the rules are.  Not us.  :)

 --
 Jeffrey botman Broome

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Re: [hlcoders] Archways as a displacement?

2008-10-12 Thread Lech
That video was extremely helpful in explaining the subdivide function
a little more clearly and some of it's uses, but it didn't seem to
answer my question entirely. The displacement which makes up the
tunnel arches in Hydro appears to be using a displacement power of 3
and are bent ever so slightly to form a perfectly flat rise toward the
center.

I guess what I'm asking exactly is: how is it possible to neatly bend
a displacement along a vertex without it wrinkling? I think I've tried
everything fwithout much luck and was wondering if there is a way to
manually edit the vertices in the top/front/side views instead of
simply painting them in just the 3D viewport.


On Sat, Oct 11, 2008 at 11:49 PM, bl4nk [EMAIL PROTECTED] wrote:
 http://www.louisfortier.ca/upload/displacement_tut.7z
 There's a good video tutorial on displacements. It's a 20.8mb download,
 so it should go by relatively fast.

 I got the link from this thread on the NS2 forums:
 http://www.unknownworlds.com/ns2/forums/index.php?showtopic=102859

 They're currently having some web problems so I had to pull it off
 of the WayBack machine, but that thread should be there still when they
 resolve their issues with their website.


 Matt Hoffman wrote:
 All a displacement face has to be is four sided, so a default arch should
 work. Then just select the outer faces, create a displacement, hit
 Sub-Division if you wish and check that?

 --You could try smoothing groups too.

 On Sat, Oct 11, 2008 at 9:00 PM, Lech [EMAIL PROTECTED] wrote:


 Recently upon inspecting TF2 hydro in an attempt to find a way to
 create a nicer archway, I noticed that some of the tunnel entrances
 had a nicely smoothed archway that capped the entrance. At first they
 look like complex BSP arrangements or props, but upon closer
 inspection with mat_wireframe 1 it appears that they're sculpted
 entirely out of displacements. Now I'm a bit curious as to how it's
 possible to create a similar displacement since all attempts I've made
 at replicating it have been pretty ugly and very challenging. Is there
 an easier way to do this?

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Re: [hlcoders] Archways as a displacement?

2008-10-12 Thread Lech
Alright I think I figured it out after reexamining Hydro more closely.
What I thought looked like a power of 3 was actually 2 BSP volumes
with displacements set at the power of 2 which makes more sense now.
After attempting a couple of tests, working with lower quality power
of 2 displacements for this purpose makes more sense to handle
manually since there are less vertices to manage and smoothing groups
can finish it off.

Originally I planned to create this using over a dozen smaller BSP
volumes which would have probably driven performance into the ground,
but this is a much better alternative to creating custom frames and
archways. If you guys want the details on this I'll post them later,
but I think it's possible to figure out just by that explanation.

Thanks for the help.

On Sat, Oct 11, 2008 at 11:49 PM, bl4nk [EMAIL PROTECTED] wrote:
 http://www.louisfortier.ca/upload/displacement_tut.7z
 There's a good video tutorial on displacements. It's a 20.8mb download,
 so it should go by relatively fast.

 I got the link from this thread on the NS2 forums:
 http://www.unknownworlds.com/ns2/forums/index.php?showtopic=102859

 They're currently having some web problems so I had to pull it off
 of the WayBack machine, but that thread should be there still when they
 resolve their issues with their website.


 Matt Hoffman wrote:
 All a displacement face has to be is four sided, so a default arch should
 work. Then just select the outer faces, create a displacement, hit
 Sub-Division if you wish and check that?

 --You could try smoothing groups too.

 On Sat, Oct 11, 2008 at 9:00 PM, Lech [EMAIL PROTECTED] wrote:


 Recently upon inspecting TF2 hydro in an attempt to find a way to
 create a nicer archway, I noticed that some of the tunnel entrances
 had a nicely smoothed archway that capped the entrance. At first they
 look like complex BSP arrangements or props, but upon closer
 inspection with mat_wireframe 1 it appears that they're sculpted
 entirely out of displacements. Now I'm a bit curious as to how it's
 possible to create a similar displacement since all attempts I've made
 at replicating it have been pretty ugly and very challenging. Is there
 an easier way to do this?

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



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[hlcoders] Archways as a displacement?

2008-10-11 Thread Lech
Recently upon inspecting TF2 hydro in an attempt to find a way to
create a nicer archway, I noticed that some of the tunnel entrances
had a nicely smoothed archway that capped the entrance. At first they
look like complex BSP arrangements or props, but upon closer
inspection with mat_wireframe 1 it appears that they're sculpted
entirely out of displacements. Now I'm a bit curious as to how it's
possible to create a similar displacement since all attempts I've made
at replicating it have been pretty ugly and very challenging. Is there
an easier way to do this?

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visit:
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