Re: [hlcoders] [Base 2013 SDK / Stock Prerelease 2013 SDK] VPhysics Bug - Assured vphysics.dll hang/crash when physics objects enter specific area in a map

2016-03-01 Thread Peter McKeown
Hi Ryan,

I can confirm that the issue doesn't appear if that sphere is recompiled on the 
latest build tools. I can only hope that the issue is due to the older engine 
the map was compiled for, your findings do make me confident enough that it's 
hopefully a one-off with the map. 

In my attempts to discover the cause, I managed to prevent the issue if I 
either disabled the physics shadow (thus there was no interaction at the 
physics engine level), or removed any velocity for the physics object. Like you 
said as well, phys_timescale also prevents it. These factors do imply a solver 
issue. I'll just have to disable the physics shadow in this one map to prevent 
the issue (as it's a custom map made by a player and the original author may be 
unable or unwilling to recompile it) and attempt to prevent server ops from 
spawning physics objects into the map.

If maps are simply played in a SDK2013 mod that were compiled for the older 
engine and this crash occurs, it may still indicate a bug in the physics engine 
for those with the power to fix it. It would be best for collision detection to 
fail rather than crash like this. For me though, I seem to have a way forward 
now.

Thanks a lot for your help!

Best regards :)

Peter


From: hlcoders-boun...@list.valvesoftware.com 
<hlcoders-boun...@list.valvesoftware.com> on behalf of Ryan Kistner 
<azuisl...@gmail.com>
Sent: 02 March 2016 01:58
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] [Base 2013 SDK / Stock Prerelease 2013 SDK] VPhysics 
Bug - Assured vphysics.dll hang/crash when physics objects enter specific area 
in a map

Hello Peter,

Tracing your crash puts me in
IVP_Mindist_Minimize_Solver::p_minimize_PP(IVP_Compact_Edge const*,
IVP_Compact_Edge const*, IVP_Cache_Ledge_Point*,
IVP_Cache_Ledge_Point*), which is far enough into IVP to suggest a
corrupt physics state or unsolvable interaction. In this case, I believe
the physics mesh from the displacement sphere is the source of the problem:

https://dl.dropboxusercontent.com/u/759758/kz_displacement_sphere2.jpg

I can't seem to rebuild a map with the same broken physics though. You
can confirm that Things Are Bad by setting phys_timescale 0 and trying
to walk around in the sphere area, you will collide with the mesh
sphere, confirming that it is indeed a physics mesh in play.


On 2/29/2016 3:52 PM, Peter McKeown wrote:
> Hi everyone (and hopefully Valve),
>
>
> I've been trying to track a strange crash and heap corruption issue in my 
> mod, the problem only manifested itself after re-enabling the player's 
> physics shadow. The problem is only reliably able to be produced in one area 
> in a certain map, I put this down to heap corruption, but on a hunch I tested 
> the same area in a fresh SDK mod using the prerelease beta and the same issue 
> occurs - the stack trace always ends in vphysics.dll .
>
>
> https://dl.dropboxusercontent.com/u/9880670/minimalism_crashzone.jpg
>
> [https://dl.dropboxusercontent.com/u/9880670/minimalism_crashzone.jpg]
>
>
> The hang / crash happens under the following circumstances:
>
>*   The player activates noclip and then flies into the crash sphere, and 
> then deactivates noclip while inside it. The crash is caused by the player's 
> physics shadow.
>*   A large physics object such as the airboat enters the large physics 
> crash zone near the sphere.
>*   A small physics object moves near the sphere. I tested this by placing 
> a physics object with prop_physics_create on a block next to the sphere, it 
> rested there fine. I pushed it towards the sphere and the literal instant it 
> moved, the game froze.
>*   Simply moving in that area with an active physics shadow has a chance 
> to crash the game, sometimes the crash occurs due to heap corruption.
>
> I'm almost certainly sure it's not an issue with map entities. I deleted all 
> map entities such as triggers and func_ entities to be sure. One thing that 
> may be responsible is that this map was compiled for use in SDK Base 2006. 
> The issue appears to happen on other maps too, but I haven't been able to 
> reproduce it. The other affected maps may also be SDK 2006 maps. Apart from 
> this, the maps function completely fine.
>
>
> This is the map that causes the crash. I can upload crash dumps if Valve need 
> them, but it should be possible to reproduce the crash as the issue happens 
> with the stock SDK.
>
> https://dl.dropboxusercontent.com/u/9880670/kz_bhop_minimalism.bsp
>
>
> Hopefully the problem can be resolved without changes to the SDK code. If so, 
> please update the standard SDK vphysics as well as the prerelease one - many 
> modders, myself included, are avoiding updating to the latest SDK because of 
> not wanting to inconvenience players by having to switch t

[hlcoders] [Base 2013 SDK / Stock Prerelease 2013 SDK] VPhysics Bug - Assured vphysics.dll hang/crash when physics objects enter specific area in a map

2016-02-29 Thread Peter McKeown
Hi everyone (and hopefully Valve),


I've been trying to track a strange crash and heap corruption issue in my mod, 
the problem only manifested itself after re-enabling the player's physics 
shadow. The problem is only reliably able to be produced in one area in a 
certain map, I put this down to heap corruption, but on a hunch I tested the 
same area in a fresh SDK mod using the prerelease beta and the same issue 
occurs - the stack trace always ends in vphysics.dll .


https://dl.dropboxusercontent.com/u/9880670/minimalism_crashzone.jpg

[https://dl.dropboxusercontent.com/u/9880670/minimalism_crashzone.jpg]


The hang / crash happens under the following circumstances:

  *   The player activates noclip and then flies into the crash sphere, and 
then deactivates noclip while inside it. The crash is caused by the player's 
physics shadow.
  *   A large physics object such as the airboat enters the large physics crash 
zone near the sphere.
  *   A small physics object moves near the sphere. I tested this by placing a 
physics object with prop_physics_create on a block next to the sphere, it 
rested there fine. I pushed it towards the sphere and the literal instant it 
moved, the game froze.
  *   Simply moving in that area with an active physics shadow has a chance to 
crash the game, sometimes the crash occurs due to heap corruption.

I'm almost certainly sure it's not an issue with map entities. I deleted all 
map entities such as triggers and func_ entities to be sure. One thing that may 
be responsible is that this map was compiled for use in SDK Base 2006. The 
issue appears to happen on other maps too, but I haven't been able to reproduce 
it. The other affected maps may also be SDK 2006 maps. Apart from this, the 
maps function completely fine.


This is the map that causes the crash. I can upload crash dumps if Valve need 
them, but it should be possible to reproduce the crash as the issue happens 
with the stock SDK.

https://dl.dropboxusercontent.com/u/9880670/kz_bhop_minimalism.bsp


Hopefully the problem can be resolved without changes to the SDK code. If so, 
please update the standard SDK vphysics as well as the prerelease one - many 
modders, myself included, are avoiding updating to the latest SDK because of 
not wanting to inconvenience players by having to switch to the SDK beta, and 
that problem is compounded if they have many mods where some use the beta and 
some don't. The best solution would be to have a Source SDK Base 2016, this 
would make it a matter of simply changing the appid in gameinfo.txt to get 
players on the right engine version.


Hopefully you see this and can fix the issue!


Regards,


Peter


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Re: [hlcoders] Here's a challenge!

2015-07-29 Thread Peter Urbanics
Yes, sorry.  I already received some ideas I am hoping will solve the problem, 
but I have some more important stuff to sort out before I can get back to the 
MOD.Since this will take some time, before release, I did not want to leave it 
online.
But if anybody is particularly interested to try it out than throw me a message 
and I'll gladly share it.
Br,PeterFrom: pmckeown2...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Tue, 28 Jul 2015 18:34:39 +0100
Subject: Re: [hlcoders] Here's a challenge!




Link is 404'ing, did  you delete the upload?

From: purban...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Tue, 28 Jul 2015 06:32:35 +0200
Subject: Re: [hlcoders] Here's a challenge!




Thank you Boncey.Probably not the problem, but I'll check those anyway.
Br,Peter

From: bon...@thewarpdimension.com
Date: Tue, 28 Jul 2015 01:31:40 +
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Here's a challenge!

Have you made sure that radius culling is off before compiling, as that only 
compiles your camera radius and can easily catch you off guard. Also make sure 
to realign your skyboxes to grid. (Click on them in 2D, Right Click - Snap To 
Grid). Hope this helps!
On Sat, Jul 25, 2015 at 7:58 AM Peter Urbanics purban...@hotmail.com wrote:



Hi All,
Some of you might remember me previously asking for help in building my already 
finished MOD:http://www.moddb.com/mods/hangover
2 people volunteered at some point, to help but as the ancient Chinese saying 
goes: they both disappeared like gray mule in the fog.
I packed up the whole thing: the version that now runs with the new SDK in 
Hammer but won't compile for some unknown reason, throwing up bullshit 
errors.Nothing has changed and these maps compiled with the old SDK about 2-3 
yeas ago.Please, anybody who think they have what it takes to compile a few 
levels, check it out and help figuring out what is 
missing:https://www.dropbox.com/s/ds39022nzw1ywf1/Hangover%20save%20-%202015%2001%2029.zip?dl=0unpack
 password is: release_this_!!!I would simply like to smack 4-5 graffiti onto 
some walls, build and release it, hoping some of the original watchers are 
still alive and would like to check it out.
Thanks in advance,Peter   
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Re: [hlcoders] Here's a challenge!

2015-07-29 Thread Peter Urbanics
And I explained that these are the original versions. I have not touched the 
MOD since the last compile (waited 2 years for the graffiti) with the previous 
SDK. People have tested it. I also still have them compiled. :-)So the fact 
that zips do not build with the orange box tools from 2012 does not uncover 
the problem.  They should.
If they REALLY don't, then there is some other problem and not the 
MAX_MAP_PLANES as those levels have not changed.Look at the file dates, for 
example.This is why I say that MAX_MAP_PLANES error is bullshit, now. The 
solution should not be modifying the levels by splitting them up into smaller 
chunks.
But anyway I decided now to try the Proper way of turning some into models 
hoping that brings the now too high MAX_MAP_PLANES count under the limit.Let's 
see if that works.
Thanks,Peter
Date: Wed, 29 Jul 2015 17:40:49 +0900
From: omegal...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Here's a challenge!

I'm still standing by what I said before, You either saved over top of your 
VMF's from 2012, and went over the limit again, or you lost your modified 
versions.
The vmf's in your zips do not build with the orange box tools from 2012, or the 
ones that released with the SDK in the end of 2007. let alone the binaries in 
the 2013 sdk.
So, the only way to really fix it, is to split your maps up into even smaller 
chunks, or just delete brushes (or make models for props instead of brushes, 
you could probably use one of the third party tools to do that.. for example: 
https://developer.valvesoftware.com/wiki/VMF_to_SMD (i've never used it, i 
don't know how well it works))

below is cropped output from what I told you months ago.
Begin Paste (this only includes the output from the 2012 version of vbsp fyi, 
but I had same issues with the other tools. The episode1 vbsp has even smaller 
MAX_MAP_PLANES ;))


All three of these VMF's give the exact same error.
With 2012 vbsp, 2007 vbsp, 2013 vbsp, CSGO's VBSP. none of them work.

06/23/2012  05:47 PM16,065,220 hangover_00.vmf
06/23/2012  05:47 PM16,065,220 hangover_00_386.vmf
01/08/2015  11:50 AM16,072,948 hangover_00_387.vmf



 
D:\dev\Hangover\source_from_C_root\Hangover\mapsrcvbsp -game 
d:\dev\hangover\steamapps_sourcemods\Hangover -?
Valve Software - vbsp.exe (Oct 31 2012)
VBSP: Unknown option -?

Command line: vbsp -game d:\dev\hangover\steamapps_sourcemods\Hangover 
-?

usage  : vbsp [options...] mapfile
example: vbsp -onlyents c:\hl2\hl2\maps\test
snip


D:\dev\Hangover\source_from_C_root\Hangover\mapsrcvbsp -game 
d:\dev\hangover\steamapps_sourcemods\Hangover hangover_00.vmf
Valve Software - vbsp.exe (Oct 31 2012)
8 threads
materialPath: d:\dev\hangover\steamapps_sourcemods\Hangover\materials
Loading D:\dev\Hangover\source_from_C_root\Hangover\mapsrc\hangover_00.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Brush 2088334: MAX_MAP_PLANES
Side 5
Texture: TOOLS/TOOLSNODRAW


On Wed, Jul 29, 2015 at 5:06 PM, Peter McKeown pmckeown2...@hotmail.com wrote:



Well, I'd like to try and help you. No promises on a solution, but I'll take a 
look at it.

From: purban...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Wed, 29 Jul 2015 09:24:01 +0200
Subject: Re: [hlcoders] Here's a challenge!




Yes, sorry.  I already received some ideas I am hoping will solve the problem, 
but I have some more important stuff to sort out before I can get back to the 
MOD.Since this will take some time, before release, I did not want to leave it 
online.
But if anybody is particularly interested to try it out than throw me a message 
and I'll gladly share it.
Br,PeterFrom: pmckeown2...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Tue, 28 Jul 2015 18:34:39 +0100
Subject: Re: [hlcoders] Here's a challenge!




Link is 404'ing, did  you delete the upload?

From: purban...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Tue, 28 Jul 2015 06:32:35 +0200
Subject: Re: [hlcoders] Here's a challenge!




Thank you Boncey.Probably not the problem, but I'll check those anyway.
Br,Peter

From: bon...@thewarpdimension.com
Date: Tue, 28 Jul 2015 01:31:40 +
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Here's a challenge!

Have you made sure that radius culling is off before compiling, as that only 
compiles your camera radius and can easily catch you off guard. Also make sure 
to realign your skyboxes to grid. (Click on them in 2D, Right Click - Snap To 
Grid). Hope this helps!
On Sat, Jul 25, 2015 at 7:58 AM Peter Urbanics purban...@hotmail.com wrote:



Hi All,
Some of you might remember me previously asking for help in building my already 
finished MOD:http://www.moddb.com/mods/hangover
2 people volunteered at some point, to help but as the ancient Chinese saying 
goes: they both

Re: [hlcoders] Here's a challenge!

2015-07-29 Thread Peter McKeown
Well, I'd like to try and help you. No promises on a solution, but I'll take a 
look at it.

From: purban...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Wed, 29 Jul 2015 09:24:01 +0200
Subject: Re: [hlcoders] Here's a challenge!




Yes, sorry.  I already received some ideas I am hoping will solve the problem, 
but I have some more important stuff to sort out before I can get back to the 
MOD.Since this will take some time, before release, I did not want to leave it 
online.
But if anybody is particularly interested to try it out than throw me a message 
and I'll gladly share it.
Br,PeterFrom: pmckeown2...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Tue, 28 Jul 2015 18:34:39 +0100
Subject: Re: [hlcoders] Here's a challenge!




Link is 404'ing, did  you delete the upload?

From: purban...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Tue, 28 Jul 2015 06:32:35 +0200
Subject: Re: [hlcoders] Here's a challenge!




Thank you Boncey.Probably not the problem, but I'll check those anyway.
Br,Peter

From: bon...@thewarpdimension.com
Date: Tue, 28 Jul 2015 01:31:40 +
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Here's a challenge!

Have you made sure that radius culling is off before compiling, as that only 
compiles your camera radius and can easily catch you off guard. Also make sure 
to realign your skyboxes to grid. (Click on them in 2D, Right Click - Snap To 
Grid). Hope this helps!
On Sat, Jul 25, 2015 at 7:58 AM Peter Urbanics purban...@hotmail.com wrote:



Hi All,
Some of you might remember me previously asking for help in building my already 
finished MOD:http://www.moddb.com/mods/hangover
2 people volunteered at some point, to help but as the ancient Chinese saying 
goes: they both disappeared like gray mule in the fog.
I packed up the whole thing: the version that now runs with the new SDK in 
Hammer but won't compile for some unknown reason, throwing up bullshit 
errors.Nothing has changed and these maps compiled with the old SDK about 2-3 
yeas ago.Please, anybody who think they have what it takes to compile a few 
levels, check it out and help figuring out what is 
missing:https://www.dropbox.com/s/ds39022nzw1ywf1/Hangover%20save%20-%202015%2001%2029.zip?dl=0unpack
 password is: release_this_!!!I would simply like to smack 4-5 graffiti onto 
some walls, build and release it, hoping some of the original watchers are 
still alive and would like to check it out.
Thanks in advance,Peter   
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Re: [hlcoders] Here's a challenge!

2015-07-29 Thread Peter Urbanics
The idea I received is to change a few solid/func_detail constructions to 
models as the MAX_MAP_PLANES is too high.Reason: maybe the newer vbsp compiler 
generates more planes somehow compared to the SDK 2-3 years ago and this is 
the reason the same levels compiled with the previous SDK but now they don't 
anymore.
So I plan to use Proper and convert some stuff to models to solve this.
Tell me if you come up with anything else I should try or fix.I'll send you the 
link to the MOD files separately.
Thanks,Peter
From: pmckeown2...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Wed, 29 Jul 2015 09:06:04 +0100
Subject: Re: [hlcoders] Here's a challenge!




Well, I'd like to try and help you. No promises on a solution, but I'll take a 
look at it.

From: purban...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Wed, 29 Jul 2015 09:24:01 +0200
Subject: Re: [hlcoders] Here's a challenge!




Yes, sorry.  I already received some ideas I am hoping will solve the problem, 
but I have some more important stuff to sort out before I can get back to the 
MOD.Since this will take some time, before release, I did not want to leave it 
online.
But if anybody is particularly interested to try it out than throw me a message 
and I'll gladly share it.
Br,PeterFrom: pmckeown2...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Tue, 28 Jul 2015 18:34:39 +0100
Subject: Re: [hlcoders] Here's a challenge!




Link is 404'ing, did  you delete the upload?

From: purban...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Tue, 28 Jul 2015 06:32:35 +0200
Subject: Re: [hlcoders] Here's a challenge!




Thank you Boncey.Probably not the problem, but I'll check those anyway.
Br,Peter

From: bon...@thewarpdimension.com
Date: Tue, 28 Jul 2015 01:31:40 +
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Here's a challenge!

Have you made sure that radius culling is off before compiling, as that only 
compiles your camera radius and can easily catch you off guard. Also make sure 
to realign your skyboxes to grid. (Click on them in 2D, Right Click - Snap To 
Grid). Hope this helps!
On Sat, Jul 25, 2015 at 7:58 AM Peter Urbanics purban...@hotmail.com wrote:



Hi All,
Some of you might remember me previously asking for help in building my already 
finished MOD:http://www.moddb.com/mods/hangover
2 people volunteered at some point, to help but as the ancient Chinese saying 
goes: they both disappeared like gray mule in the fog.
I packed up the whole thing: the version that now runs with the new SDK in 
Hammer but won't compile for some unknown reason, throwing up bullshit 
errors.Nothing has changed and these maps compiled with the old SDK about 2-3 
yeas ago.Please, anybody who think they have what it takes to compile a few 
levels, check it out and help figuring out what is 
missing:https://www.dropbox.com/s/ds39022nzw1ywf1/Hangover%20save%20-%202015%2001%2029.zip?dl=0unpack
 password is: release_this_!!!I would simply like to smack 4-5 graffiti onto 
some walls, build and release it, hoping some of the original watchers are 
still alive and would like to check it out.
Thanks in advance,Peter   
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Re: [hlcoders] Here's a challenge!

2015-07-28 Thread Peter McKeown
Link is 404'ing, did  you delete the upload?

From: purban...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Tue, 28 Jul 2015 06:32:35 +0200
Subject: Re: [hlcoders] Here's a challenge!




Thank you Boncey.Probably not the problem, but I'll check those anyway.
Br,Peter

From: bon...@thewarpdimension.com
Date: Tue, 28 Jul 2015 01:31:40 +
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Here's a challenge!

Have you made sure that radius culling is off before compiling, as that only 
compiles your camera radius and can easily catch you off guard. Also make sure 
to realign your skyboxes to grid. (Click on them in 2D, Right Click - Snap To 
Grid). Hope this helps!
On Sat, Jul 25, 2015 at 7:58 AM Peter Urbanics purban...@hotmail.com wrote:



Hi All,
Some of you might remember me previously asking for help in building my already 
finished MOD:http://www.moddb.com/mods/hangover
2 people volunteered at some point, to help but as the ancient Chinese saying 
goes: they both disappeared like gray mule in the fog.
I packed up the whole thing: the version that now runs with the new SDK in 
Hammer but won't compile for some unknown reason, throwing up bullshit 
errors.Nothing has changed and these maps compiled with the old SDK about 2-3 
yeas ago.Please, anybody who think they have what it takes to compile a few 
levels, check it out and help figuring out what is 
missing:https://www.dropbox.com/s/ds39022nzw1ywf1/Hangover%20save%20-%202015%2001%2029.zip?dl=0unpack
 password is: release_this_!!!I would simply like to smack 4-5 graffiti onto 
some walls, build and release it, hoping some of the original watchers are 
still alive and would like to check it out.
Thanks in advance,Peter   
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Re: [hlcoders] Here's a challenge!

2015-07-27 Thread Peter Urbanics
Thank you Boncey.Probably not the problem, but I'll check those anyway.
Br,Peter

From: bon...@thewarpdimension.com
Date: Tue, 28 Jul 2015 01:31:40 +
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Here's a challenge!

Have you made sure that radius culling is off before compiling, as that only 
compiles your camera radius and can easily catch you off guard. Also make sure 
to realign your skyboxes to grid. (Click on them in 2D, Right Click - Snap To 
Grid). Hope this helps!
On Sat, Jul 25, 2015 at 7:58 AM Peter Urbanics purban...@hotmail.com wrote:



Hi All,
Some of you might remember me previously asking for help in building my already 
finished MOD:http://www.moddb.com/mods/hangover
2 people volunteered at some point, to help but as the ancient Chinese saying 
goes: they both disappeared like gray mule in the fog.
I packed up the whole thing: the version that now runs with the new SDK in 
Hammer but won't compile for some unknown reason, throwing up bullshit 
errors.Nothing has changed and these maps compiled with the old SDK about 2-3 
yeas ago.Please, anybody who think they have what it takes to compile a few 
levels, check it out and help figuring out what is 
missing:https://www.dropbox.com/s/ds39022nzw1ywf1/Hangover%20save%20-%202015%2001%2029.zip?dl=0unpack
 password is: release_this_!!!I would simply like to smack 4-5 graffiti onto 
some walls, build and release it, hoping some of the original watchers are 
still alive and would like to check it out.
Thanks in advance,Peter   
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[hlcoders] Here's a challenge!

2015-07-25 Thread Peter Urbanics
Hi All,
Some of you might remember me previously asking for help in building my already 
finished MOD:http://www.moddb.com/mods/hangover
2 people volunteered at some point, to help but as the ancient Chinese saying 
goes: they both disappeared like gray mule in the fog.
I packed up the whole thing: the version that now runs with the new SDK in 
Hammer but won't compile for some unknown reason, throwing up bullshit 
errors.Nothing has changed and these maps compiled with the old SDK about 2-3 
yeas ago.Please, anybody who think they have what it takes to compile a few 
levels, check it out and help figuring out what is 
missing:https://www.dropbox.com/s/ds39022nzw1ywf1/Hangover%20save%20-%202015%2001%2029.zip?dl=0unpack
 password is: release_this_!!!I would simply like to smack 4-5 graffiti onto 
some walls, build and release it, hoping some of the original watchers are 
still alive and would like to check it out.
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[hlcoders] Please help breathe life into a finished SP MOD!

2015-06-16 Thread Peter Urbanics
Hi All,
I made a MOD 2-3 years ago, then waited for a few graffiti and now with the 
newer SDK it won't compile anymore.Is there somebody who would be willing to 
take a look and tell me what is this bullshit error? And how to solve it so it 
compiles again?This MOD: http://www.moddb.com/mods/hangover
I would simply like to smack those 4-5 graffiti onto some walls, build and 
release it, hoping some of the original watchers are still alive and would like 
to check it out.
Please help me! I'll share the whole source package so you can try it out 
yourself and hopefully find a solution.I believe posting error messages would 
not result in any progress at this stage.
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Re: [hlcoders] Solution to laggy first-person spectating

2015-05-30 Thread Peter McKeown
You do not seem to understand what I'm talking about. m_iv_angEyeAngles will 
not be interpolated if ShouldInterpolate() returns false. Please study 
carefully how the game's interpolation system works. m_angEyeAngles will not 
appear smoothly updated to a spectator if m_iv_angEyeAngles is not being 
interpolated due to ShouldInterpolate() returning false.

Date: Sun, 31 May 2015 02:37:01 +0100
From: st...@swires.me
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Solution to laggy first-person spectating

Your fix is a hack, not a fix, let's get that right for a start. If you look at 
the code around it, you'll see that m_iv_angEyeAngles sets up interpolation on 
m_angEyeAngles, which is a networked copy of a player's eye angles which is 
sent to everyone but the local player. In C_HL2MPPlayer, the interpolated 
version is used in ::PreThink and ::EyeAngles also has an override. This makes 
eye angles in spectator interpolated (ie. smooth) and is Valve's way of 
implementing this. You probably derived from CBasePlayer or 
CBaseMultiplayerPlayer and didn't set this up, which again isn't an engine 
thing.


On Sun, May 31, 2015 at 2:31 AM, Peter McKeown pmckeown2...@hotmail.com wrote:



I'm not seeing how what you posted is relevant, the declaration of 
m_angEyeAngles is fine, but no interpolated variables are processed for a 
spectated player if ShouldInterpolate() returns false, which it does in some 
cases when spectating a player in first person. I haven't tracked down exactly 
why since this is a simple fix, most likely their viewmodels (which are 
visible, the spectator target is not rendered in first person) is chain 
requiring interpolation and that keeps m_angEyeAngles going.

Date: Sun, 31 May 2015 02:25:52 +0100
From: st...@swires.me
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Solution to laggy first-person spectating

It's not a bug with the code base and that isn't the proper way to fix it. This 
is how Valve's games handle it: 
https://github.com/ValveSoftware/source-sdk-2013/search?utf8=%E2%9C%93q=m_iv_angEyeAngles

On Sun, May 31, 2015 at 2:21 AM, Peter McKeown pmckeown2...@hotmail.com wrote:



Greetings everyone,

There is a bug with the codebase where in 
some situations the first person spectating of other players can become 
very laggy, as interpolation for m_angEyeAngles stops.

This bug 
is present in TF2's code as well as I've seen it there too. The
 issue is that the player's ShouldInterpolate() doesn't take into 
account if the local player is spectating this player or not, causing it
 to no longer have it's interpolated variables (like m_iv_angEyeAngles) 
processed. I've been hunting this bug for a while in my mod and finally 
solved it, and I figured I'd share the solution here:

In c_baseplayer.cpp, go to the ShouldInterpolate() function, and add this at 
the bottom above BaseClass::ShouldInterpolate():

if ( GetLocalPlayer()  GetLocalPlayer()-GetObserverTarget() == this )
return true;

This will fix it. Hope this helps!

Note: I didn't look too much into this, but the spectating of players is done 
via CalcView which doesn't appear to change what render-GetViewEntity() would 
return - the entity returned by this always interpolated, which would seem to 
be the intended way for this to work, but doesn't.

Regards,

Peter

  

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[hlcoders] Solution to laggy first-person spectating

2015-05-30 Thread Peter McKeown
Greetings everyone,

There is a bug with the codebase where in 
some situations the first person spectating of other players can become 
very laggy, as interpolation for m_angEyeAngles stops.

This bug 
is present in TF2's code as well as I've seen it there too. The
 issue is that the player's ShouldInterpolate() doesn't take into 
account if the local player is spectating this player or not, causing it
 to no longer have it's interpolated variables (like m_iv_angEyeAngles) 
processed. I've been hunting this bug for a while in my mod and finally 
solved it, and I figured I'd share the solution here:

In c_baseplayer.cpp, go to the ShouldInterpolate() function, and add this at 
the bottom above BaseClass::ShouldInterpolate():

if ( GetLocalPlayer()  GetLocalPlayer()-GetObserverTarget() == this )
return true;

This will fix it. Hope this helps!

Note: I didn't look too much into this, but the spectating of players is done 
via CalcView which doesn't appear to change what render-GetViewEntity() would 
return - the entity returned by this always interpolated, which would seem to 
be the intended way for this to work, but doesn't.

Regards,

Peter

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[hlcoders] Solution to laggy first-person spectating

2015-05-30 Thread Peter McKeown



Greetings everyone,

There is an intermittent bug with the codebase where in 
some situations the first person spectating of other players can become 
very laggy, as interpolation for m_angEyeAngles stops. This problem is most 
easily found when the spectator target's viewmodel is hidden and thus isn't 
requiring interpolation (meaning there is no reason to interpolate the parent 
player either).

This bug 
is present in TF2's code as well as I've seen it there too. The
 issue is that the player's ShouldInterpolate() doesn't take into 
account if the local player is spectating this player or not, causing it
 to no longer have it's interpolated variables (like m_iv_angEyeAngles) 
processed. I've been hunting this bug for a while in my mod and finally 
solved it, and I figured I'd share the solution here:

In c_baseplayer.cpp, go to the ShouldInterpolate() function, and add this at 
the bottom above BaseClass::ShouldInterpolate():

if ( GetLocalPlayer()  GetLocalPlayer()-GetObserverTarget() == this )
return true;

This will fix it. Hope this helps!

Note: I didn't look too much into this, but the spectating of players is done 
via CalcView which doesn't appear to change what render-GetViewEntity() 
returns - the entity returned by this always interpolated, which would seem to 
be the intended way for this to work, but doesn't in practice.

Regards,

Peter


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Re: [hlcoders] Solution to laggy first-person spectating

2015-05-30 Thread Peter McKeown
I'm not seeing how what you posted is relevant, the declaration of 
m_angEyeAngles is fine, but no interpolated variables are processed for a 
spectated player if ShouldInterpolate() returns false, which it does in some 
cases when spectating a player in first person. I haven't tracked down exactly 
why since this is a simple fix, most likely their viewmodels (which are 
visible, the spectator target is not rendered in first person) is chain 
requiring interpolation and that keeps m_angEyeAngles going.

Date: Sun, 31 May 2015 02:25:52 +0100
From: st...@swires.me
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Solution to laggy first-person spectating

It's not a bug with the code base and that isn't the proper way to fix it. This 
is how Valve's games handle it: 
https://github.com/ValveSoftware/source-sdk-2013/search?utf8=%E2%9C%93q=m_iv_angEyeAngles

On Sun, May 31, 2015 at 2:21 AM, Peter McKeown pmckeown2...@hotmail.com wrote:



Greetings everyone,

There is a bug with the codebase where in 
some situations the first person spectating of other players can become 
very laggy, as interpolation for m_angEyeAngles stops.

This bug 
is present in TF2's code as well as I've seen it there too. The
 issue is that the player's ShouldInterpolate() doesn't take into 
account if the local player is spectating this player or not, causing it
 to no longer have it's interpolated variables (like m_iv_angEyeAngles) 
processed. I've been hunting this bug for a while in my mod and finally 
solved it, and I figured I'd share the solution here:

In c_baseplayer.cpp, go to the ShouldInterpolate() function, and add this at 
the bottom above BaseClass::ShouldInterpolate():

if ( GetLocalPlayer()  GetLocalPlayer()-GetObserverTarget() == this )
return true;

This will fix it. Hope this helps!

Note: I didn't look too much into this, but the spectating of players is done 
via CalcView which doesn't appear to change what render-GetViewEntity() would 
return - the entity returned by this always interpolated, which would seem to 
be the intended way for this to work, but doesn't.

Regards,

Peter

  

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Re: [hlcoders] Solution to laggy first-person spectating

2015-05-30 Thread Peter McKeown
Apologies for the double post, encountered an error in Outlook.

From: pmckeown2...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Sun, 31 May 2015 02:27:42 +0100
Subject: [hlcoders] Solution to laggy first-person spectating







Greetings everyone,

There is an intermittent bug with the codebase where in 
some situations the first person spectating of other players can become 
very laggy, as interpolation for m_angEyeAngles stops. This problem is most 
easily found when the spectator target's viewmodel is hidden and thus isn't 
requiring interpolation (meaning there is no reason to interpolate the parent 
player either).

This bug 
is present in TF2's code as well as I've seen it there too. The
 issue is that the player's ShouldInterpolate() doesn't take into 
account if the local player is spectating this player or not, causing it
 to no longer have it's interpolated variables (like m_iv_angEyeAngles) 
processed. I've been hunting this bug for a while in my mod and finally 
solved it, and I figured I'd share the solution here:

In c_baseplayer.cpp, go to the ShouldInterpolate() function, and add this at 
the bottom above BaseClass::ShouldInterpolate():

if ( GetLocalPlayer()  GetLocalPlayer()-GetObserverTarget() == this )
return true;

This will fix it. Hope this helps!

Note: I didn't look too much into this, but the spectating of players is done 
via CalcView which doesn't appear to change what render-GetViewEntity() 
returns - the entity returned by this always interpolated, which would seem to 
be the intended way for this to work, but doesn't in practice.

Regards,

Peter


  

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Re: [hlcoders] Please help me build my MOD

2015-04-15 Thread Peter Urbanics
It is just stock HL2 and I already have the SDK 2013 code there.What I am 
having trouble with is compiling the levels.They stop with a trivial but stupid 
error that should not happen as these same levels compiled with the previous 
SDK perfectly.
Br,Peter

Date: Tue, 14 Apr 2015 12:08:15 -0500
From: wazanato...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Please help me build my MOD

Is it just a stock hl2 mod or does it require some actual code changes? I guess 
what I mean is do you just need someone to compile the sdk 2013 code for you?
On Apr 14, 2015 1:43 AM, Peter Urbanics purban...@hotmail.com wrote:



Hi All,
Is there anybody out there with wizard like MOD building skills who has some 
extra time to help?
I finished a MOD more than two years ago, except for some graffiti I was 
waiting for.It all built without an error back then.  Times passed and now I 
had to change to the new SDK and after that it won't build anymore.
I am a designer and have no clue what to do to fix it.
I could share the whole thing if somebody with expertise would be willing to 
take a look.
It is this: http://www.moddb.com/mods/hangoverI would just like to build and 
release so people who watched it back then could play it.
Thanks in advance,Peter
  

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[hlcoders] Please help me build my MOD

2015-04-14 Thread Peter Urbanics
Hi All,
Is there anybody out there with wizard like MOD building skills who has some 
extra time to help?
I finished a MOD more than two years ago, except for some graffiti I was 
waiting for.It all built without an error back then.  Times passed and now I 
had to change to the new SDK and after that it won't build anymore.
I am a designer and have no clue what to do to fix it.
I could share the whole thing if somebody with expertise would be willing to 
take a look.
It is this: http://www.moddb.com/mods/hangoverI would just like to build and 
release so people who watched it back then could play it.
Thanks in advance,Peter
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Re: [hlcoders] SDK2007 and Episode 1 Content

2015-03-07 Thread Peter Urbanics
H, than maybe I should start at it again and now try to get my old mod 
running and building again with the original/old SDK.
Thanks.

Date: Fri, 6 Mar 2015 15:19:21 -0500
From: rbemr...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SDK2007 and Episode 1 Content

That's not true.  Neotokyo released on Steam just recently as an SDK2006 (I 
think) mod.

On Fri, Mar 6, 2015 at 2:59 PM, Jesse Oak wazanato...@gmail.com wrote:
You can release a 2007 mod on third party sites like moddb but my understanding 
is Valve requires any mod that wishes to be on steam that they be on 2013.
On Mar 6, 2015 11:46 AM, Peter Urbanics purban...@hotmail.com wrote:



Hi Shokunin,
I don't have a solution to your problem but have something similar myself.I 
made a MOD and about finished it 2 years ago just did not release it because I 
was waiting for some last graphics.Now with the new SDK it won't compile. Some 
stupid error, because it compiled just fine before.
Is it possible to stay with the SDK2007 and release a MOD for people to play?I 
thought that we must convert to the new SDK.
br,Peter
Date: Fri, 6 Mar 2015 09:46:46 -0600
From: shokunin...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] SDK2007 and Episode 1 Content

Hello Everyone,
I'm currently beta testing a HL2 SP mod and I've been having problems with 
missing models  textures from Episode 1 but I've only noticed it from half the 
testers. I'm using SDK2007 instead of 2013 because there are hundreds of code 
changes and I'd like avoid integrating. The mod is nearly complete as well and 
its been nearly 2 years in the making!
I've verified that the SDK2007 includes EP1 content at least on my 
machine:...steamapps\common\Source SDK Base 2007\vpks\depot_213_dir.vpk

These files are missing for some of my testers.
I've also tried deleting the 213 vpks, validating the SDK2007 tool cache, and 
saw that it re-downloaded them. After having my users validate it did not pull 
down the 213 vpks.Would anyone know why my copy of SDK2007 would include EP1 
content and not others?Is there any way to modify my gameinfo.txt to trigger 
the SDK2007 to pull down the EP1 content?
Another strange note, I found that by asking my users to download 
Counter-Strike: Source it triggers an update to the SDK2007 pulling down the 
EP1 content. My mod doesn't use any content from CS:S so I'd like to avoid this 
requirement.
I'm worried a proper fix may require someone at Valve, so I'm hoping someone 
there is reading this. :) Worst case I can copy all the files I need but I'd 
like to avoid uncessary bloat.
Thanks and any help or info would be much appreciated! :)




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-- 
Ross Bemrose


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Re: [hlcoders] SDK2007 and Episode 1 Content

2015-03-07 Thread Peter Urbanics
Thanks for the suggestion, as I did not know about any benefits yet.  Just the 
problems, of getting it to run and now the inability to make the same thing 
build that worked perfectly two years ago with the SDK back then.Yeah I'm a 
designer and have about no idea what I must do to get it working.  :-)I like 
stuff that just works and lets me create.

Date: Sat, 7 Mar 2015 13:14:16 +0200
From: geotav...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SDK2007 and Episode 1 Content


  

  
  
I'd suggest to use Source SDK 2013 just to make your mod available
on all 3 platforms Win, Mac and Linux. 



On 3/7/2015 12:18 PM, Peter Urbanics
  wrote:



  
  H, than maybe I should start at it again and
now try to get my old mod running and building again with the
original/old SDK.



Thanks.

  

  
Date: Fri, 6 Mar 2015 15:19:21 -0500

From: rbemr...@gmail.com

To: hlcoders@list.valvesoftware.com

Subject: Re: [hlcoders] SDK2007 and Episode 1 Content



That's not true.  Neotokyo released on Steam
  just recently as an SDK2006 (I think) mod.




  On Fri, Mar 6, 2015 at 2:59
PM, Jesse Oak wazanato...@gmail.com
wrote:


  You can release a 2007 mod on third party
sites like moddb but my understanding is Valve
requires any mod that wishes to be on steam that
they be on 2013.
  

  On Mar 6, 2015 11:46
AM, Peter Urbanics purban...@hotmail.com
wrote:


  
Hi Shokunin,
  

  
  I don't have a solution to your
problem but have something similar
myself.
  I made a MOD and about finished it 2
years ago just did not release it
because I was waiting for some last
graphics.
  Now with the new SDK it won't
compile. Some stupid error, because it
compiled just fine before.
  

  
  Is it possible to stay with the
SDK2007 and release a MOD for people to
play?
  I thought that we must convert to the
new SDK.
  

  
  br,
  Peter
  


  Date: Fri, 6 Mar 2015 09:46:46
  -0600

  From: shokunin...@gmail.com

  To: hlcoders@list.valvesoftware.com

  Subject: [hlcoders] SDK2007 and
  Episode 1 Content

  

  Hello Everyone,



I'm currently beta testing a
  HL2 SP mod and I've been having
  problems with missing models 
  textures from Episode 1 but I've
  only noticed it from half the
  testers. I'm using SDK2007 instead
  of 2013 because there are hundreds
  of code changes and I'd like avoid
  integrating. The mod is nearly
  complete as well and its been
  nearly 2 years in the making!



I've verified that the SDK2007
  includes EP1 content at least on
  my machine:
...steamapps\common\Source SDK
  Base 2007\vpks\depot_213_dir.vpk





These files are missing

Re: [hlcoders] SDK2007 and Episode 1 Content

2015-03-06 Thread Peter Urbanics
Hi Shokunin,
I don't have a solution to your problem but have something similar myself.I 
made a MOD and about finished it 2 years ago just did not release it because I 
was waiting for some last graphics.Now with the new SDK it won't compile. Some 
stupid error, because it compiled just fine before.
Is it possible to stay with the SDK2007 and release a MOD for people to play?I 
thought that we must convert to the new SDK.
br,Peter
Date: Fri, 6 Mar 2015 09:46:46 -0600
From: shokunin...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] SDK2007 and Episode 1 Content

Hello Everyone,
I'm currently beta testing a HL2 SP mod and I've been having problems with 
missing models  textures from Episode 1 but I've only noticed it from half the 
testers. I'm using SDK2007 instead of 2013 because there are hundreds of code 
changes and I'd like avoid integrating. The mod is nearly complete as well and 
its been nearly 2 years in the making!
I've verified that the SDK2007 includes EP1 content at least on my 
machine:...steamapps\common\Source SDK Base 2007\vpks\depot_213_dir.vpk

These files are missing for some of my testers.
I've also tried deleting the 213 vpks, validating the SDK2007 tool cache, and 
saw that it re-downloaded them. After having my users validate it did not pull 
down the 213 vpks.Would anyone know why my copy of SDK2007 would include EP1 
content and not others?Is there any way to modify my gameinfo.txt to trigger 
the SDK2007 to pull down the EP1 content?
Another strange note, I found that by asking my users to download 
Counter-Strike: Source it triggers an update to the SDK2007 pulling down the 
EP1 content. My mod doesn't use any content from CS:S so I'd like to avoid this 
requirement.
I'm worried a proper fix may require someone at Valve, so I'm hoping someone 
there is reading this. :) Worst case I can copy all the files I need but I'd 
like to avoid uncessary bloat.
Thanks and any help or info would be much appreciated! :)




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Re: [hlcoders] Getting back to my MOD after 2 years‏

2015-01-09 Thread Peter Urbanics
Great thanks!You need the MOD source folder and the MOD folder from under 
Steam, right?
But which version should I pack and upload somewhere for you?- the 2 year old 
version that compiled back then correctly,- or the current version that now 
finally runs with the new SDK (maps and all content is untouched but maps do 
change slightly when resaved with current tools.) Only some config texts are 
new in this one so it works with the new SDK.
Br,Peter

Date: Fri, 9 Jan 2015 19:18:00 +0900
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
From: omegal...@gmail.com
To: purban...@hotmail.com
CC: hlcoders@list.valvesoftware.com

I can try, I guess.

On Fri, Jan 9, 2015 at 2:58 PM, Peter Urbanics purban...@hotmail.com wrote:



I woke up today and instantly was like: WTF was I thinking, he can't play the 
MOD, I only sent him the maps.:-)Do you want the whole thing? Can you 
investigate any further with that? 
I definitely could compile this 2 years ago. I have it compiled, still works 
(just without the graffities I would like to add now) and it has also been 
tested by several testers back then.
Could looking at the compiled maps shed some light how to fix this now_
I remember this:planes   65154/65536 1303080/1310720  (99.4%) 
VERY FULL!I pretty much maxed that out.I learned that the hard way and had to 
redesign stuff and split a map into two parts when I came across this 
limitation. I initially planned too much to happen inside one map.
some of this rings a bell too:clip brushes automatically get converted into 
planes that vis ignores, automaticallyBut that should not be a problem, right? 
They just get converted and ignored.
What should I try to get this working?(I added back HLCoders to the recipients, 
hoping somebody might have some idea based on your findings.)
Br,Peter

Date: Fri, 9 Jan 2015 04:44:52 +0900
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
From: omegal...@gmail.com
To: purban...@hotmail.com

Hello Peter,

So, I had written a reply to you after analyzing one of the maps, (which you 
can see below) but.. now I believe it's not what I suspected at all, since none 
of the maps work with current generation tools, which is very very odd, 
considering the limits were actually increased at one point. I mean, from the 
report in my original reply, you can definitely see that there is a HUGE amount 
of brushes that you have marked as func_detail (and fyi, clip brushes don't 
need to be func_detail at all, that actually adds additional work to the 
compile process, clip brushes automatically get converted into planes that vis 
ignores, automatically ;))

I'm honestly stumped. I don't know how these maps compiled before, but don't 
now, if they haven't been changed at all. 

because testing with the episode 1 and orange box vbsp.exe, gives the following 
results:
episode 1 vbsp (binary compiled in 2006) (hangover_00_386.vmf):
Brush 3137627: num_entities == MAX_MAP_ENTITIES
Side 5
Texture: HANGOVER/TOOLSNODRAW_WOOD

orange box (2007) vbsp(binary last built in 2012) (hangover_00_386.vmf):
Brush 2088334: MAX_MAP_PLANES
Side 5
Texture: TOOLS/TOOLSNODRAW


So, they couldn't have compiled over 2 years ago either..
and inside the zip, the VMFS are dated 2012.

I think you just need to remove a lot of brushes like the original error says 
(the only reason I questioned it, was because you said they compiled 2 years 
ago with the old tools; but they don't, as I just tested that)

and it may be useful, but the way that I quickly tested the old SDK was by 
using a launcher that I released, but didn't post anywhere:
http://www.omegaowns.us/sdk2013
I just set the sdk bin dir to the old sdk bin\ep1\bin, and bin\orangebox\bin 
respectively, then using the button command shell
do cd content\mapsrc\hangover
vbsp hangover_00_386.vmf



I guess I may not have been able to help either, my appologies.
-Tony
 

original email I was writing:

Yeah, it's as i expected, it's one (or maybe more) that are part of the creek 
visgroup that's doing it.
It probably has some invalid carving/clipping, it's creating all the planes and 
blowing out the list.


I figured it out by using coordon and hiding specific visgroups until I 
isolated which visgroup it's part of.
actually first i started out by replacing the first brush that it was erroring 
on, and then realized that was a stupid thing to do.
there is a brush entity doing it, but I don't know which brush it is.

with no func_detail...
brushsides   12034/65536   96272/524288   (18.4%)
planes   31312/65536  626240/1310720  (47.8%)
vertexes 11971/65536  143652/786432   (18.3%)

with func_detail.. but none of the other costly stuff like the func_breakable 
etc..
brushsides   36975/65536  295800/524288   (56.4%)
planes   65154/65536 1303080/1310720  (99.4%) VERY FULL!
vertexes 20663/65536  247956/786432   (31.5%)

so, there is a brush inside

Re: [hlcoders] Getting back to my MOD after 2 years‏

2015-01-08 Thread Peter Urbanics
I woke up today and instantly was like: WTF was I thinking, he can't play the 
MOD, I only sent him the maps.:-)Do you want the whole thing? Can you 
investigate any further with that? 
I definitely could compile this 2 years ago. I have it compiled, still works 
(just without the graffities I would like to add now) and it has also been 
tested by several testers back then.
Could looking at the compiled maps shed some light how to fix this now_
I remember this:planes   65154/65536 1303080/1310720  (99.4%) 
VERY FULL!I pretty much maxed that out.I learned that the hard way and had to 
redesign stuff and split a map into two parts when I came across this 
limitation. I initially planned too much to happen inside one map.
some of this rings a bell too:clip brushes automatically get converted into 
planes that vis ignores, automaticallyBut that should not be a problem, right? 
They just get converted and ignored.
What should I try to get this working?(I added back HLCoders to the recipients, 
hoping somebody might have some idea based on your findings.)
Br,Peter

Date: Fri, 9 Jan 2015 04:44:52 +0900
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
From: omegal...@gmail.com
To: purban...@hotmail.com

Hello Peter,

So, I had written a reply to you after analyzing one of the maps, (which you 
can see below) but.. now I believe it's not what I suspected at all, since none 
of the maps work with current generation tools, which is very very odd, 
considering the limits were actually increased at one point. I mean, from the 
report in my original reply, you can definitely see that there is a HUGE amount 
of brushes that you have marked as func_detail (and fyi, clip brushes don't 
need to be func_detail at all, that actually adds additional work to the 
compile process, clip brushes automatically get converted into planes that vis 
ignores, automatically ;))

I'm honestly stumped. I don't know how these maps compiled before, but don't 
now, if they haven't been changed at all. 

because testing with the episode 1 and orange box vbsp.exe, gives the following 
results:
episode 1 vbsp (binary compiled in 2006) (hangover_00_386.vmf):
Brush 3137627: num_entities == MAX_MAP_ENTITIES
Side 5
Texture: HANGOVER/TOOLSNODRAW_WOOD

orange box (2007) vbsp(binary last built in 2012) (hangover_00_386.vmf):
Brush 2088334: MAX_MAP_PLANES
Side 5
Texture: TOOLS/TOOLSNODRAW


So, they couldn't have compiled over 2 years ago either..
and inside the zip, the VMFS are dated 2012.

I think you just need to remove a lot of brushes like the original error says 
(the only reason I questioned it, was because you said they compiled 2 years 
ago with the old tools; but they don't, as I just tested that)

and it may be useful, but the way that I quickly tested the old SDK was by 
using a launcher that I released, but didn't post anywhere:
http://www.omegaowns.us/sdk2013
I just set the sdk bin dir to the old sdk bin\ep1\bin, and bin\orangebox\bin 
respectively, then using the button command shell
do cd content\mapsrc\hangover
vbsp hangover_00_386.vmf



I guess I may not have been able to help either, my appologies.
-Tony
 

original email I was writing:

Yeah, it's as i expected, it's one (or maybe more) that are part of the creek 
visgroup that's doing it.
It probably has some invalid carving/clipping, it's creating all the planes and 
blowing out the list.


I figured it out by using coordon and hiding specific visgroups until I 
isolated which visgroup it's part of.
actually first i started out by replacing the first brush that it was erroring 
on, and then realized that was a stupid thing to do.
there is a brush entity doing it, but I don't know which brush it is.

with no func_detail...
brushsides   12034/65536   96272/524288   (18.4%)
planes   31312/65536  626240/1310720  (47.8%)
vertexes 11971/65536  143652/786432   (18.3%)

with func_detail.. but none of the other costly stuff like the func_breakable 
etc..
brushsides   36975/65536  295800/524288   (56.4%)
planes   65154/65536 1303080/1310720  (99.4%) VERY FULL!
vertexes 20663/65536  247956/786432   (31.5%)

so, there is a brush inside func_detail that is exploding the list.

and, here is nothing but point entities (so it doesn't leak..), and func_detail 
(using cordon):
brushsides   29852/65536  238816/524288   (45.6%)
planes   44436/65536  888720/1310720  (67.8%)
vertexes 13946/65536  167352/786432   (21.3%)


On Fri, Jan 9, 2015 at 3:02 AM, Peter Urbanics purban...@hotmail.com wrote:



Hi,
Yes, sure, thanks for taking the time to help.
I attached the original (2 year old saves) maps so you can also check what 
changes when resaved.(I checked the difference and noticed that some things 
change in the map when I load and save them with the current Hammer version.)
Note: If you manage to compile it and want to try out then the BSPs

Re: [hlcoders] Getting back to my MOD after 2 years‏

2015-01-08 Thread Peter Urbanics
Tried compiling and I instantly get:...brush 2088334: max_map_planes side 5 
texture: tools/toolsnodraw...
http://www.interlopers.net/errors/tells me that:Maximum:65536Description:Your 
map has too many brushsides, or, simpler said, too many brushes. The brush and 
brushside mentioned are simply the first one in the map that went over the 
limit.Solution:Reduce the amount of brushsides, for instance by simplifying 
existing brushes or removing some of them. Perhaps you can turn a couple of 
them into models?There is nothing wrong with the mentioned brush, it is the 
TOTAL amount of brushsides that is your problemThis error will cause your map 
to fail compiling completely
BUT WHY!These maps compiled without problem before.  (I even have the compiled 
versions to prove that.  :-)   )
Any idea what to check to find the problem that's causing this now?
Thanks in advance,Peter
From: purban...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Sat, 3 Jan 2015 10:55:46 +0100
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏




WOW!!!There was none. I guess that is not something new, but I did not find one 
under my backup either so I am not sure how it worked 2 years ago without that.
Well, I found one under:C:\Hangover\sp\game\mod_hl2\cfgcopied it to the mod's 
cfg folder and all is solved, had to force myself to stop playing it.:-)
Looks like all remains is to figure out again how my pipeline for the decal 
graffities was, add them and build and release.
THANKS Tom, Peter, pmckeown2012, wazanator01!!!
Br,Peter
Date: Sat, 3 Jan 2015 18:32:26 +1000
From: schumann@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏

Is there a skill.cfg with all the right damage/health values in your mod's 
directory?
On 3 January 2015 at 18:20, Peter Urbanics purban...@hotmail.com wrote:



Some more info from the console:The NPC should play these faceposer clips and 
as the console says they are missing. There is no scenes folder. Where should 
this be?
Scene 'scenes\at3_citizen_help_wave_01.vcd' missing!Scene 
'scenes\at3_npc_oh_i_knew.vcd' missing!Scene 'scenes\at3_npc_catch_pistol.vcd' 
missing!
When the zombies die (by themselves) the console says:ERROR! 
models/zombie/classic.mdl missing ACT_DIESIMPLEERROR! models/zombie/classic.mdl 
missing ACT_DIESIMPLEERROR! models/zombie/classic.mdl missing ACT_DIESIMPLE
Another bug:Crates, boxes and even glass bottles don't break now when I keep 
hitting them with the crowbar.I am able to push them around, and the glass 
bottles break when kicked or picked up and thrown but not when hit with the 
crowbar.???
There is a few of these error messages when I hit and push these things 
around:AddMultiDamage:  g_MultiDamage.GetDamageForce() == 
vec3_originAddMultiDamage:  g_MultiDamage.GetDamageForce() == vec3_originNo 
caption found for 'wood_crate.scraperough'No caption found for 
'wood_crate.scraperough'

Any idea what to try to fix these?
2. More progress:I have no idea where that scenes folder went so I copied it 
back under the MOD's folder from a backup and tried again and now the NPC 
played them nicely. VO lines, animations, lip syncing, everything seems to 
work.(Except for the captions I had for each line.)Console says:No caption 
found for 'at3_npc_help_call_01'No caption found for 'at3_npc_catch_pistol'No 
caption found for 'at3_npc_find_a_way'
So I checked these captions and found that the closecaption_english.txt in my 
resource folder was some default one not the hangover specific one, so I copied 
that back from my backup too and magically the captions appeared.:-)
3. Crowbar bug:Every time I hit some physics thing with it this appears in the 
console:AddMultiDamage:  g_MultiDamage.GetDamageForce() == veEvery time I hit 
something with the crowbar that should take damage and be thrown around.This 
appears in the console about 6 times and then not any more.
There are facecrab ragdols, cinder blocks, wooden crates and box, wood rails, 
that should move and/or break whan hit with the crowbar, but they don't, only 
the proper hit mark appears on them.I can push, pick up and throw these things 
around but they won't move when hit with the crowbar.There is even an explosive 
barrel that used to go BOOM, now it will only dent when hit or shot at, but 
wont move or blow up.
The crowbar is not all useless. There are a few headcrabs in this first area of 
the MOD I tested and those can be killed with it and than thier ragdoll body 
moved around by hitting.
4. I am not taking any damage from headcrab jumping at me. Console does not 
display any error or info.???
Please share any idea!
Thanks,Peter
From: purban...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Sat, 3 Jan 2015 08:25:00 +0100
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏




Hi,
Thanks for the explanation. Much progress was made, again!Those paths were 
commented out because I did not have a Hangover configuration in Hammer

Re: [hlcoders] Getting back to my MOD after 2 years‏

2015-01-08 Thread Peter Urbanics
OK, I'll check that, but are you sure?The description of the error Interlopers 
gives says:Description:Your map has too many brushsides, or, simpler said, too 
many brushes. The brush and brushside mentioned are simply the first one in the 
map that went over the limit.
Br,Peter

Date: Thu, 8 Jan 2015 23:33:26 +0900
From: omegal...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏

it says the brush 2088334, has an issue on side 5.. 
so.. use  go to brush and fix the brush.


On Thu, Jan 8, 2015 at 7:15 PM, Peter Urbanics purban...@hotmail.com wrote:



Tried compiling and I instantly get:...brush 2088334: max_map_planes side 5 
texture: tools/toolsnodraw...
http://www.interlopers.net/errors/tells me that:Maximum:65536Description:Your 
map has too many brushsides, or, simpler said, too many brushes. The brush and 
brushside mentioned are simply the first one in the map that went over the 
limit.Solution:Reduce the amount of brushsides, for instance by simplifying 
existing brushes or removing some of them. Perhaps you can turn a couple of 
them into models?There is nothing wrong with the mentioned brush, it is the 
TOTAL amount of brushsides that is your problemThis error will cause your map 
to fail compiling completely
BUT WHY!These maps compiled without problem before.  (I even have the compiled 
versions to prove that.  :-)   )
Any idea what to check to find the problem that's causing this now?
Thanks in advance,Peter
From: purban...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Sat, 3 Jan 2015 10:55:46 +0100
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏




WOW!!!There was none. I guess that is not something new, but I did not find one 
under my backup either so I am not sure how it worked 2 years ago without that.
Well, I found one under:C:\Hangover\sp\game\mod_hl2\cfgcopied it to the mod's 
cfg folder and all is solved, had to force myself to stop playing it.:-)
Looks like all remains is to figure out again how my pipeline for the decal 
graffities was, add them and build and release.
THANKS Tom, Peter, pmckeown2012, wazanator01!!!
Br,Peter
Date: Sat, 3 Jan 2015 18:32:26 +1000
From: schumann@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏

Is there a skill.cfg with all the right damage/health values in your mod's 
directory?
On 3 January 2015 at 18:20, Peter Urbanics purban...@hotmail.com wrote:



Some more info from the console:The NPC should play these faceposer clips and 
as the console says they are missing. There is no scenes folder. Where should 
this be?
Scene 'scenes\at3_citizen_help_wave_01.vcd' missing!Scene 
'scenes\at3_npc_oh_i_knew.vcd' missing!Scene 'scenes\at3_npc_catch_pistol.vcd' 
missing!
When the zombies die (by themselves) the console says:ERROR! 
models/zombie/classic.mdl missing ACT_DIESIMPLEERROR! models/zombie/classic.mdl 
missing ACT_DIESIMPLEERROR! models/zombie/classic.mdl missing ACT_DIESIMPLE
Another bug:Crates, boxes and even glass bottles don't break now when I keep 
hitting them with the crowbar.I am able to push them around, and the glass 
bottles break when kicked or picked up and thrown but not when hit with the 
crowbar.???
There is a few of these error messages when I hit and push these things 
around:AddMultiDamage:  g_MultiDamage.GetDamageForce() == 
vec3_originAddMultiDamage:  g_MultiDamage.GetDamageForce() == vec3_originNo 
caption found for 'wood_crate.scraperough'No caption found for 
'wood_crate.scraperough'

Any idea what to try to fix these?
2. More progress:I have no idea where that scenes folder went so I copied it 
back under the MOD's folder from a backup and tried again and now the NPC 
played them nicely. VO lines, animations, lip syncing, everything seems to 
work.(Except for the captions I had for each line.)Console says:No caption 
found for 'at3_npc_help_call_01'No caption found for 'at3_npc_catch_pistol'No 
caption found for 'at3_npc_find_a_way'
So I checked these captions and found that the closecaption_english.txt in my 
resource folder was some default one not the hangover specific one, so I copied 
that back from my backup too and magically the captions appeared.:-)
3. Crowbar bug:Every time I hit some physics thing with it this appears in the 
console:AddMultiDamage:  g_MultiDamage.GetDamageForce() == veEvery time I hit 
something with the crowbar that should take damage and be thrown around.This 
appears in the console about 6 times and then not any more.
There are facecrab ragdols, cinder blocks, wooden crates and box, wood rails, 
that should move and/or break whan hit with the crowbar, but they don't, only 
the proper hit mark appears on them.I can push, pick up and throw these things 
around but they won't move when hit with the crowbar.There is even an explosive 
barrel that used to go BOOM, now it will only dent when hit or shot at, but 
wont move or blow up.
The crowbar is not all

Re: [hlcoders] Getting back to my MOD after 2 years‏

2015-01-03 Thread Peter Urbanics
Some more info from the console:The NPC should play these faceposer clips and 
as the console says they are missing. There is no scenes folder. Where should 
this be?
Scene 'scenes\at3_citizen_help_wave_01.vcd' missing!Scene 
'scenes\at3_npc_oh_i_knew.vcd' missing!Scene 'scenes\at3_npc_catch_pistol.vcd' 
missing!
When the zombies die (by themselves) the console says:ERROR! 
models/zombie/classic.mdl missing ACT_DIESIMPLEERROR! models/zombie/classic.mdl 
missing ACT_DIESIMPLEERROR! models/zombie/classic.mdl missing ACT_DIESIMPLE
Another bug:Crates, boxes and even glass bottles don't break now when I keep 
hitting them with the crowbar.I am able to push them around, and the glass 
bottles break when kicked or picked up and thrown but not when hit with the 
crowbar.???
There is a few of these error messages when I hit and push these things 
around:AddMultiDamage:  g_MultiDamage.GetDamageForce() == 
vec3_originAddMultiDamage:  g_MultiDamage.GetDamageForce() == vec3_originNo 
caption found for 'wood_crate.scraperough'No caption found for 
'wood_crate.scraperough'

Any idea what to try to fix these?
2. More progress:I have no idea where that scenes folder went so I copied it 
back under the MOD's folder from a backup and tried again and now the NPC 
played them nicely. VO lines, animations, lip syncing, everything seems to 
work.(Except for the captions I had for each line.)Console says:No caption 
found for 'at3_npc_help_call_01'No caption found for 'at3_npc_catch_pistol'No 
caption found for 'at3_npc_find_a_way'
So I checked these captions and found that the closecaption_english.txt in my 
resource folder was some default one not the hangover specific one, so I copied 
that back from my backup too and magically the captions appeared.:-)
3. Crowbar bug:Every time I hit some physics thing with it this appears in the 
console:AddMultiDamage:  g_MultiDamage.GetDamageForce() == veEvery time I hit 
something with the crowbar that should take damage and be thrown around.This 
appears in the console about 6 times and then not any more.
There are facecrab ragdols, cinder blocks, wooden crates and box, wood rails, 
that should move and/or break whan hit with the crowbar, but they don't, only 
the proper hit mark appears on them.I can push, pick up and throw these things 
around but they won't move when hit with the crowbar.There is even an explosive 
barrel that used to go BOOM, now it will only dent when hit or shot at, but 
wont move or blow up.
The crowbar is not all useless. There are a few headcrabs in this first area of 
the MOD I tested and those can be killed with it and than thier ragdoll body 
moved around by hitting.
4. I am not taking any damage from headcrab jumping at me. Console does not 
display any error or info.???
Please share any idea!
Thanks,Peter
From: purban...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Sat, 3 Jan 2015 08:25:00 +0100
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏




Hi,
Thanks for the explanation. Much progress was made, again!Those paths were 
commented out because I did not have a Hangover configuration in Hammer before 
and un-commenting / commenting out those lines did not change anything, but now 
they make sense.Everything is there in Hammer and looks OK, so I started the 
game (the old build by the way, did not compile now)and the menu background 
scene played just fine. I believe everything worked as before if I remember 
correctly.Then started playing and all seemed good till I reached the area were 
an NPC comes out to a balcony and SHOULD PLAY some animations I have put 
together in Faceposer, but now she just runs out to the balcony and then goes 
into a pose there and stops. (There were animations, lip syncing, dialog lines, 
which don't work now.)
After this I triggered the wake up of some zombies and they, stand up, do their 
wake up sound perfectly  then just die and turn into ragdolls right on the 
spot.:-)
Any idea what could cause this? Did Faceposer change too?Do I need to go to 
Faceposer and re-export? all the stuff? Or compile the whole thing to refresh 
it with VBCT, to make it work again?
Thanks,Peter
From: pmckeown2...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Sun, 28 Dec 2014 19:04:59 +
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏




Hi again,

The FGD determines what entities are available (i.e. what shows up in the 
entity list, what keyvalues they have) and so on. Actually loading content, 
like models and textures, is done via mounting the other game's .vpks as search 
paths in the gameinfo. Have you mounted the EP2 vpks and so on? You will need 
something like this in the gameinfo (I think you already had them, but 
commented them out):

game
|all_source_engine_paths|ep2/ep2_english.vpkgame
|all_source_engine_paths|ep2/ep2_pak.vpkgame
|all_source_engine_paths|episodic

Re: [hlcoders] Getting back to my MOD after 2 years‏

2015-01-03 Thread Peter Urbanics
WOW!!!There was none. I guess that is not something new, but I did not find one 
under my backup either so I am not sure how it worked 2 years ago without that.
Well, I found one under:C:\Hangover\sp\game\mod_hl2\cfgcopied it to the mod's 
cfg folder and all is solved, had to force myself to stop playing it.:-)
Looks like all remains is to figure out again how my pipeline for the decal 
graffities was, add them and build and release.
THANKS Tom, Peter, pmckeown2012, wazanator01!!!
Br,Peter
Date: Sat, 3 Jan 2015 18:32:26 +1000
From: schumann@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏

Is there a skill.cfg with all the right damage/health values in your mod's 
directory?
On 3 January 2015 at 18:20, Peter Urbanics purban...@hotmail.com wrote:



Some more info from the console:The NPC should play these faceposer clips and 
as the console says they are missing. There is no scenes folder. Where should 
this be?
Scene 'scenes\at3_citizen_help_wave_01.vcd' missing!Scene 
'scenes\at3_npc_oh_i_knew.vcd' missing!Scene 'scenes\at3_npc_catch_pistol.vcd' 
missing!
When the zombies die (by themselves) the console says:ERROR! 
models/zombie/classic.mdl missing ACT_DIESIMPLEERROR! models/zombie/classic.mdl 
missing ACT_DIESIMPLEERROR! models/zombie/classic.mdl missing ACT_DIESIMPLE
Another bug:Crates, boxes and even glass bottles don't break now when I keep 
hitting them with the crowbar.I am able to push them around, and the glass 
bottles break when kicked or picked up and thrown but not when hit with the 
crowbar.???
There is a few of these error messages when I hit and push these things 
around:AddMultiDamage:  g_MultiDamage.GetDamageForce() == 
vec3_originAddMultiDamage:  g_MultiDamage.GetDamageForce() == vec3_originNo 
caption found for 'wood_crate.scraperough'No caption found for 
'wood_crate.scraperough'

Any idea what to try to fix these?
2. More progress:I have no idea where that scenes folder went so I copied it 
back under the MOD's folder from a backup and tried again and now the NPC 
played them nicely. VO lines, animations, lip syncing, everything seems to 
work.(Except for the captions I had for each line.)Console says:No caption 
found for 'at3_npc_help_call_01'No caption found for 'at3_npc_catch_pistol'No 
caption found for 'at3_npc_find_a_way'
So I checked these captions and found that the closecaption_english.txt in my 
resource folder was some default one not the hangover specific one, so I copied 
that back from my backup too and magically the captions appeared.:-)
3. Crowbar bug:Every time I hit some physics thing with it this appears in the 
console:AddMultiDamage:  g_MultiDamage.GetDamageForce() == veEvery time I hit 
something with the crowbar that should take damage and be thrown around.This 
appears in the console about 6 times and then not any more.
There are facecrab ragdols, cinder blocks, wooden crates and box, wood rails, 
that should move and/or break whan hit with the crowbar, but they don't, only 
the proper hit mark appears on them.I can push, pick up and throw these things 
around but they won't move when hit with the crowbar.There is even an explosive 
barrel that used to go BOOM, now it will only dent when hit or shot at, but 
wont move or blow up.
The crowbar is not all useless. There are a few headcrabs in this first area of 
the MOD I tested and those can be killed with it and than thier ragdoll body 
moved around by hitting.
4. I am not taking any damage from headcrab jumping at me. Console does not 
display any error or info.???
Please share any idea!
Thanks,Peter
From: purban...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Sat, 3 Jan 2015 08:25:00 +0100
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏




Hi,
Thanks for the explanation. Much progress was made, again!Those paths were 
commented out because I did not have a Hangover configuration in Hammer before 
and un-commenting / commenting out those lines did not change anything, but now 
they make sense.Everything is there in Hammer and looks OK, so I started the 
game (the old build by the way, did not compile now)and the menu background 
scene played just fine. I believe everything worked as before if I remember 
correctly.Then started playing and all seemed good till I reached the area were 
an NPC comes out to a balcony and SHOULD PLAY some animations I have put 
together in Faceposer, but now she just runs out to the balcony and then goes 
into a pose there and stops. (There were animations, lip syncing, dialog lines, 
which don't work now.)
After this I triggered the wake up of some zombies and they, stand up, do their 
wake up sound perfectly  then just die and turn into ragdolls right on the 
spot.:-)
Any idea what could cause this? Did Faceposer change too?Do I need to go to 
Faceposer and re-export? all the stuff? Or compile the whole thing to refresh 
it with VBCT, to make it work again?
Thanks,Peter
From: pmckeown2

Re: [hlcoders] Getting back to my MOD after 2 years‏

2015-01-02 Thread Peter Urbanics
Hi,
Thanks for the explanation. Much progress was made, again!Those paths were 
commented out because I did not have a Hangover configuration in Hammer before 
and un-commenting / commenting out those lines did not change anything, but now 
they make sense.Everything is there in Hammer and looks OK, so I started the 
game (the old build by the way, did not compile now)and the menu background 
scene played just fine. I believe everything worked as before if I remember 
correctly.Then started playing and all seemed good till I reached the area were 
an NPC comes out to a balcony and SHOULD PLAY some animations I have put 
together in Faceposer, but now she just runs out to the balcony and then goes 
into a pose there and stops. (There were animations, lip syncing, dialog lines, 
which don't work now.)
After this I triggered the wake up of some zombies and they, stand up, do their 
wake up sound perfectly  then just die and turn into ragdolls right on the 
spot.:-)
Any idea what could cause this? Did Faceposer change too?Do I need to go to 
Faceposer and re-export? all the stuff? Or compile the whole thing to refresh 
it with VBCT, to make it work again?
Thanks,Peter
From: pmckeown2...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Sun, 28 Dec 2014 19:04:59 +
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏




Hi again,

The FGD determines what entities are available (i.e. what shows up in the 
entity list, what keyvalues they have) and so on. Actually loading content, 
like models and textures, is done via mounting the other game's .vpks as search 
paths in the gameinfo. Have you mounted the EP2 vpks and so on? You will need 
something like this in the gameinfo (I think you already had them, but 
commented them out):

game
|all_source_engine_paths|ep2/ep2_english.vpkgame
|all_source_engine_paths|ep2/ep2_pak.vpkgame
|all_source_engine_paths|episodic/ep1_english.vpkgame   
|all_source_engine_paths|episodic/ep1_pak.vpk

You may also want to mount the other game's folders, as well as the vpks. The 
folders contain misc files that may be useful to your mod, such a font files 
and localisation files.

game|all_source_engine_paths|ep2game
|all_source_engine_paths|episodic
Be aware that the order you mount files matters,  with I believe the higher up 
mounts having priority over the lower ones. This means that files such as the 
ep2 models with the same name as ep1 ones will load the ep2 variant. As some of 
Valve's model animations were changed in EP2, compared to say, HL2, you might 
find missing animations if EP2 removed animations that existed in HL2 depending 
on what you are trying to accomplish. Files in the gameinfo folder (i.e. 
hangover's mod folder) will have priority over all external content as long as 
the |gameinfo_path| remains above all other mounts.

Hope this helps!

Peter

From: purban...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Sun, 28 Dec 2014 09:01:51 +0100
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏




Hi,
Great info, thanks!Some progress was made.
So I added this to the GameConfig.txt   Hangover  {   
GameDir   C:\Program Files 
(x86)\Steam\steamapps\sourcemods\HangoverHammer  
  {   GameData0 
C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\bin\halflife2.fgd TextureFormat 
5 MapFormat 4 
DefaultTextureScale   0.25  
DefaultLightmapScale  16GameExe   
C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\hl2.exe   DefaultSolidEntity
func_detail   DefaultPointEntity
info_player_start BSP   C:\Program 
Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\bin\vbsp.exe  Vis   C:\Program 
Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\bin\vvis.exe  Light C:\Program 
Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\bin\vrad.exe  GameExeDir
C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer   MapDir
C:\Hangover\mapsrcBSPDir
C:\Program Files (x86)\Steam\steamapps\sourcemods\Hangover\maps   
CordonTexture tools\toolsskybox

Re: [hlcoders] Getting back to my MOD after 2 years‏

2014-12-28 Thread Peter Urbanics
Hi,
Great info, thanks!Some progress was made.
So I added this to the GameConfig.txt   Hangover  {   
GameDir   C:\Program Files 
(x86)\Steam\steamapps\sourcemods\HangoverHammer  
  {   GameData0 
C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\bin\halflife2.fgd TextureFormat 
5 MapFormat 4 
DefaultTextureScale   0.25  
DefaultLightmapScale  16GameExe   
C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\hl2.exe   DefaultSolidEntity
func_detail   DefaultPointEntity
info_player_start BSP   C:\Program 
Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\bin\vbsp.exe  Vis   C:\Program 
Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\bin\vvis.exe  Light C:\Program 
Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\bin\vrad.exe  GameExeDir
C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer   MapDir
C:\Hangover\mapsrcBSPDir
C:\Program Files (x86)\Steam\steamapps\sourcemods\Hangover\maps   
CordonTexture tools\toolsskybox 
MaterialExcludeCount  0 }   
}
which is in:C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\bin
Then if I run the hammer.exe there, now it does not ask anymore which config to 
start with but in the options it is set to Hangover so I guess it uses that.Now 
I can finally see my custom Hangover models in the model browser.It looks like 
the ones that have custom textures are textured but the ones that use textures 
from other Half Life products are just displayed with the black-pink checker 
texture.Unfortunately now every other model (which are not Hangover custom 
stuff but probably from EP1, 2, Orange Box, like trees, logs, rocks...) are 
still missing and displayed as ERROR texts.
I tried adding some more Game Data Files directory paths in the options to the 
Hangover config but it did not change anything.It adds them to the 
GameConfig.txt like so:   GameData0 
C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 
Deathmatch\bin\base.fgd GameData1 
C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 
Deathmatch\bin\halflife2.fgdGameData2
 C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 
Deathmatch\bin\hl2mp.fgdGameData3 
C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\base.fgd
GameData4 C:\Program Files 
(x86)\Steam\steamapps\common\Half-Life 2\bin\halflife2.fgd 
  GameData5 C:\Program Files 
(x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\bin\halflife2.fgdbut after restarting Hammer and loading the same 
map file, all the same stuff is still missing.
I only have Source SDK Base 2013 Singleplayer installed now. Do I need to 
install Source SDK or Source SDK Base 2006, etc. to be able to add those 
directory paths?Is that what is required?I remember two years ago I was using 
the Source SDK and starting hammer from that one.
One more thing I tried:if I switch the game config to EP2 inside Hammer then it 
tells me to restart, then when I open the same scene the trees and logs are 
there but the Hangover MOD specific models are missing. :-)
What should I try?Please help!How do I make it load the models from both 
configs?
Thanks,Peter
From: pmckeown2...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Fri, 19 Dec 2014 22:36:53 +
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏




Hi,

Unless I've misread the problem, you said earlier you are starting Hammer with 
the Half-Life 2: Episode 2 configuration, that seems to be what the problem is. 
If you are making your own mod (with content in it's own folder in the 
SourceMods folder), you will need to create a custom Hammer configuration for 
it. You can do this within hammer, but the easiest way is to go to the SDK Base 
2013/bin folder of your choice, and open GameConfig.txt . Make a copy of one of 
the existing configs, and paste it within the file, and edit the paths and 
names  to reference your mod. Launch hammer with your game

Re: [hlcoders] Getting back to my MOD after 2 years‏

2014-12-28 Thread Peter McKeown
Hi again,

The FGD determines what entities are available (i.e. what shows up in the 
entity list, what keyvalues they have) and so on. Actually loading content, 
like models and textures, is done via mounting the other game's .vpks as search 
paths in the gameinfo. Have you mounted the EP2 vpks and so on? You will need 
something like this in the gameinfo (I think you already had them, but 
commented them out):

game
|all_source_engine_paths|ep2/ep2_english.vpkgame
|all_source_engine_paths|ep2/ep2_pak.vpkgame
|all_source_engine_paths|episodic/ep1_english.vpkgame   
|all_source_engine_paths|episodic/ep1_pak.vpk

You may also want to mount the other game's folders, as well as the vpks. The 
folders contain misc files that may be useful to your mod, such a font files 
and localisation files.

game|all_source_engine_paths|ep2game
|all_source_engine_paths|episodic
Be aware that the order you mount files matters,  with I believe the higher up 
mounts having priority over the lower ones. This means that files such as the 
ep2 models with the same name as ep1 ones will load the ep2 variant. As some of 
Valve's model animations were changed in EP2, compared to say, HL2, you might 
find missing animations if EP2 removed animations that existed in HL2 depending 
on what you are trying to accomplish. Files in the gameinfo folder (i.e. 
hangover's mod folder) will have priority over all external content as long as 
the |gameinfo_path| remains above all other mounts.

Hope this helps!

Peter

From: purban...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Sun, 28 Dec 2014 09:01:51 +0100
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏




Hi,
Great info, thanks!Some progress was made.
So I added this to the GameConfig.txt   Hangover  {   
GameDir   C:\Program Files 
(x86)\Steam\steamapps\sourcemods\HangoverHammer  
  {   GameData0 
C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\bin\halflife2.fgd TextureFormat 
5 MapFormat 4 
DefaultTextureScale   0.25  
DefaultLightmapScale  16GameExe   
C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\hl2.exe   DefaultSolidEntity
func_detail   DefaultPointEntity
info_player_start BSP   C:\Program 
Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\bin\vbsp.exe  Vis   C:\Program 
Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\bin\vvis.exe  Light C:\Program 
Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\bin\vrad.exe  GameExeDir
C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer   MapDir
C:\Hangover\mapsrcBSPDir
C:\Program Files (x86)\Steam\steamapps\sourcemods\Hangover\maps   
CordonTexture tools\toolsskybox 
MaterialExcludeCount  0 }   
}
which is in:C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\bin
Then if I run the hammer.exe there, now it does not ask anymore which config to 
start with but in the options it is set to Hangover so I guess it uses that.Now 
I can finally see my custom Hangover models in the model browser.It looks like 
the ones that have custom textures are textured but the ones that use textures 
from other Half Life products are just displayed with the black-pink checker 
texture.Unfortunately now every other model (which are not Hangover custom 
stuff but probably from EP1, 2, Orange Box, like trees, logs, rocks...) are 
still missing and displayed as ERROR texts.
I tried adding some more Game Data Files directory paths in the options to the 
Hangover config but it did not change anything.It adds them to the 
GameConfig.txt like so:   GameData0 
C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 
Deathmatch\bin\base.fgd GameData1 
C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 
Deathmatch\bin\halflife2.fgdGameData2
 C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2

Re: [hlcoders] Getting back to my MOD after 2 years‏

2014-12-19 Thread Peter McKeown
Hi,

Unless I've misread the problem, you said earlier you are starting Hammer with 
the Half-Life 2: Episode 2 configuration, that seems to be what the problem is. 
If you are making your own mod (with content in it's own folder in the 
SourceMods folder), you will need to create a custom Hammer configuration for 
it. You can do this within hammer, but the easiest way is to go to the SDK Base 
2013/bin folder of your choice, and open GameConfig.txt . Make a copy of one of 
the existing configs, and paste it within the file, and edit the paths and 
names  to reference your mod. Launch hammer with your game select and that 
should fix your missing content problem.

Hope this helps, apologies if I've gotten your problem wrong. Best regards.

Date: Fri, 19 Dec 2014 12:55:24 -0600
From: xnicho...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏

This problem could be solved by allowing developers access to the closed source 
filesystem dlls.

Or valve could actually program their closed source filesystem dlls with 
MASSIVE verbosity. I mean line by line verbosity so that mod developers know 
exactly what is happening when steam goes through each line of  gameinfo txt.


 gameinfo.txt  produces zero output. It is controlled by a blackbox 
software with no output only failure messages and obviscation..
please make it extremely verbose line by line so us developers wont have to 
spend hours trying to figure it out...



On Wed, Dec 17, 2014 at 8:28 AM, Peter Urbanics purban...@hotmail.com wrote:



Hi,
It's been a long time. :-)I wasn't lazy, just working on other stuff and have 
pretty low motivation for Hammer with this crap I am facing. :-(
--I
 start hammer.exe fromC:\Program Files (x86)\Steam\steamapps\common\Source SDK 
Base 2013 Singleplayer\binwith the Half-Life 2: Episode Two game 
configurationthan it seems like I am only missing my mod specific 
stuff:http://www.mediafire.com/view/56l5i88dw5ck44j/hangover_just_own_stuff_missing.png
How do I add those back? Why does it not find those?
My gaminfo txt looks like this:
GameInfo{ nameHangovergame  Hangover  
title   Hangover  typesingleplayer_only   
developer   Peter Urbanicsdeveloper_url   
http://sites.google.com/site/purbanics/;icon   
icon/hangover_icon // gamelogo 1 //   nodifficulty 1  // 
Hides the difficulty tab nodegraph 0 // When false, prevents 
the engine from creating nodegraphs.
FileSystem  {   SteamAppId  
243730  // Source SDK Base 2013 Singleplayer
SearchPaths {   // No /custom/ folders 
because they can interfere with mod content and shouldn't be in mod gameinfo.   
 game+mod+mod_write+default_write_path   |gameinfo_path|.   
 // Mod  gamebin 
|gameinfo_path|bin  // Mod's Binaries   
// Base Half-Life 2 Content: ep2, episodic, hl2 game_lv 
|all_source_engine_paths|hl2/hl2_lv.vpk//   
game
|all_source_engine_paths|ep2/ep2_english.vpk//  game
|all_source_engine_paths|ep2/ep2_pak.vpk//  game

|all_source_engine_paths|episodic/ep1_english.vpk// game
|all_source_engine_paths|episodic/ep1_pak.vpk   
game
|all_source_engine_paths|hl2/hl2_english.vpkgame
|all_source_engine_paths|hl2/hl2_pak.vpk
game
|all_source_engine_paths|hl2/hl2_textures.vpk   game
|all_source_engine_paths|hl2/hl2_sound_vo_english.vpk   
game
|all_source_engine_paths|hl2/hl2_sound_misc.vpk game
|all_source_engine_paths|hl2/hl2_misc.vpk   
platform
|all_source_engine_paths|platform/platform_misc.vpk 
// TODO; find out what is it and why it's here//   game 
|all_source_engine_paths|ep2//  
game|all_source_engine_paths|episodic   
game
|all_source_engine_paths|hl2platform

Re: [hlcoders] Getting back to my MOD after 2 years‏

2014-12-17 Thread Peter Urbanics
Hi,
It's been a long time. :-)I wasn't lazy, just working on other stuff and have 
pretty low motivation for Hammer with this crap I am facing. :-(
--I
 start hammer.exe fromC:\Program Files (x86)\Steam\steamapps\common\Source SDK 
Base 2013 Singleplayer\binwith the Half-Life 2: Episode Two game 
configurationthan it seems like I am only missing my mod specific 
stuff:http://www.mediafire.com/view/56l5i88dw5ck44j/hangover_just_own_stuff_missing.png
How do I add those back? Why does it not find those?
My gaminfo txt looks like this:
GameInfo{ nameHangovergame  Hangover  
title   Hangover  typesingleplayer_only   
developer   Peter Urbanicsdeveloper_url   
http://sites.google.com/site/purbanics/;icon   
icon/hangover_icon // gamelogo 1 //   nodifficulty 1  // 
Hides the difficulty tab nodegraph 0 // When false, prevents 
the engine from creating nodegraphs.
FileSystem  {   SteamAppId  
243730  // Source SDK Base 2013 Singleplayer
SearchPaths {   // No /custom/ folders 
because they can interfere with mod content and shouldn't be in mod gameinfo.   
 game+mod+mod_write+default_write_path   |gameinfo_path|.   
 // Mod  gamebin 
|gameinfo_path|bin  // Mod's Binaries   
// Base Half-Life 2 Content: ep2, episodic, hl2 game_lv 
|all_source_engine_paths|hl2/hl2_lv.vpk//   
game
|all_source_engine_paths|ep2/ep2_english.vpk//  game
|all_source_engine_paths|ep2/ep2_pak.vpk//  game

|all_source_engine_paths|episodic/ep1_english.vpk// game
|all_source_engine_paths|episodic/ep1_pak.vpk   
game
|all_source_engine_paths|hl2/hl2_english.vpkgame
|all_source_engine_paths|hl2/hl2_pak.vpk
game
|all_source_engine_paths|hl2/hl2_textures.vpk   game
|all_source_engine_paths|hl2/hl2_sound_vo_english.vpk   
game
|all_source_engine_paths|hl2/hl2_sound_misc.vpk game
|all_source_engine_paths|hl2/hl2_misc.vpk   
platform
|all_source_engine_paths|platform/platform_misc.vpk 
// TODO; find out what is it and why it's here//   game 
|all_source_engine_paths|ep2//  
game|all_source_engine_paths|episodic   
game
|all_source_engine_paths|hl2platform
|all_source_engine_paths|platform   }   }   }
-
Thanks for any ideas I should try.Br,Peter
From: purban...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Sun, 5 Oct 2014 19:56:56 +0200
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏




I think I had those lines there in the gameinfo, but I'll check that out again 
then.
Thanks,Peter

Date: Sun, 5 Oct 2014 01:14:34 -0500
From: wazanato...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏

You most likely just need to update your gameinfo.txt so that it mounts hl2 
episodic and ep2 content. 
On Oct 4, 2014 1:59 AM, Peter Urbanics purban...@hotmail.com wrote:



Thanks. Using your dll-s some progress has been made:Now I can start the MOD 
but there are a bunch of props missing already from the menu background. See 
image:http://www.mediafire.com/view/pz8y1j13qluz8rn/hangover_error1.png
Then when I try to start the game it crashes.
So I went on to start Hammer to take a look there, but the Hammer.bat 
underC:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\binjust says: \Steam\steamapps\SourceMods\hangover was unexpected 
at this time.So I start the hammer.exe and load a scene, then there again a 
bunch of objects are missing. Some of them are my own models, some are ferns, 
etc. I don't remember from which 
episode.http://www.mediafire.com/view/3tvhotpku25gtjq/hangover_error2.png
ARGH   :-)
Please help, what

Re: [hlcoders] Sound issues

2014-10-13 Thread Peter McKeown
Hi Jan

Sorry if this is late, but looking at the design of UTIL_EmitSoundSuit, it uses 
a CPASAttenuationFilter which will attempt to send the sound to all players 
within audible range, which is probably why you can hear the sound if you are 
close enough to the player. To fix it, replace the CPASAttentuationFilter with 
a CSingleUserRecipientFilter.

A CSingleUserRecipientFilter expects a CBasePlayer in the constructor, so cast 
to a player at GetContainingEntity( entity ).

Peter

Date: Mon, 13 Oct 2014 20:30:07 +0200
From: amo...@online.de
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Sound issues


  

  
  
Hi Jan,

  

  regarding your first issue I can say that Source SDK Base 2007 has
  the same issue. We had this issue in our Mod a couple of times a
  few weeks before you posted your message. I have not yet
  investigated it though.

  

  Ben

  

  On 18.08.2014 16:07, Jan Hartung wrote:



  
  
  
  
Hi list,
 
Some weird things are
going on with the sound in our SDK 2013 MP based mod. First,
there is a map with a looped sound in it, the entity is
placed in the center of the map and can be heard everywhere
(it’s a small map and the volume is high enough). Now, it
sometimes happens that when I kill a bot, this sound’s
origin jumps to the place where I currently am. It may jump
to its original position when the next round starts or stays
there for a few rounds. At times, not related to any kill,
the sound also duplicates, so you can hear it twice while
the two “copies” are out of sync.
 
The second thing is that
we got an announcer in the game, so there are sounds which
are played to every player. We loop through the players and
use UTIL_EmitSoundSuit in order to do so. The announcer
received an overhaul just recently, which also added
multiple sounds for the same event, which are set up as
rndwave in the sound script. Since then I notice, that
whenever I stand close enough to another player, I can hear
the announcer’s line, which is played to the other player.
However, UTIL_EmitSoundSuit is supposed to play a sound
audible to the player itself, judging by the function’s
comment.
 
Has anyone seen these
issues?
 
Jan

  

  


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[hlcoders] Possible 2013 Engine bug: Looping sounds stay in sound list outside of audible range

2014-10-11 Thread Peter McKeown
Hello everyone, I've found what seems to be a bug with the engine 
relating to looping sounds from ambient_generics (yellow sounds on 
snd_show 2).

When testing my mod, which is based on Source SDK 
Base 2013 Multiplayer, I noticed that some map sounds weren't playing, 
and the console was being filled with total_channels == MAX_CHANNELS 
messages. I investigated using snd_show 2 and it seems that every flavor
 sound ambient_generic that played a fire sound (as there was lots of 
torches in the map with a small fire sound next to it) was in the sound 
list (thus showing up on snd_show 2), regardless of whether or not the 
sound was actually audible - every ambient_generic playing a looping 
sound anywhere on the map is in the list. These sounds can't actually be
 heard audibly.

This isn't the same behavior that was in Source 
SDK Base 2006, as running the map there, sounds from ambient_generics 
only appear in the sound list if you get close enough to actually hear 
them. The trail in the mod code ends at engine-EmitAmbientSound(), 
so on a hunch I investigated Half-Life 2 and found this:

If the 
map d2_prison_06 is loaded, there are two constantly looping 
ambient_generics, combine_shield_loop3.wav, coming from combine shield 
walls.

If the map is loaded in Source SDK Base 2006, if you 
noclip far away enough from the map, they disappear from the sound list,
 as expected as they cannot possibly be heard.

If you load the 
map in Half-Life 2 though, which has the new engine code, no matter how 
far away you noclip, the sound is always showing in snd_show 2.


Finally,
 I investigated Team-Fortress 2's map koth_sawmill, which has looping 
ambient_generic saw sounds, and those play in the sound list regardless 
of where you are anywhere in the map, or noclipping out of the map. The 
problem is definitely with ambient sounds from ambient_generics, as 
using stopsound, ent_fire to stop the sound of ambient_generics, then 
playing the sounds again, results in the sounds returning to the sound 
list well out of audible range. The issue going from there appears to be
 with engine-EmitAmbientSound().

This normally wouldn't be a 
problem if a map has a small amount of looping ambient sounds, but if 
the map does have a lot (like flavor sounds from fire), the sound list 
rapidly gets filled up and new sounds won't play, resulting in 
total_channels == MAX_CHANNELS, or audio glitches can be heard. Has 
anyone else encountered this problem? I'm sure this isn't something I've
 caused myself, because it happens in Half-Life 2 and Team-Fortress 2 as
 well.

One other note is that the l and r columns of each 
sound seem to increase when they should be audible, and this coincides 
with them appearing in sound list in SDK 2006. In 2013 though, both l 
and r are 0, yet still playing.

Please note that noclipping 
outside the map does not cause this bug, in fact it causes sounds to 
stop being played in the 2006 engine.

A screenshot of a map suffering from this bug with snd_show 2 and snd_visualize 
output is available at

http://i.imgur.com/MCraGiA.jpg
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Re: [hlcoders] Getting back to my MOD after 2 years‏

2014-10-05 Thread Peter Urbanics
I think I had those lines there in the gameinfo, but I'll check that out again 
then.
Thanks,Peter

Date: Sun, 5 Oct 2014 01:14:34 -0500
From: wazanato...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏

You most likely just need to update your gameinfo.txt so that it mounts hl2 
episodic and ep2 content. 
On Oct 4, 2014 1:59 AM, Peter Urbanics purban...@hotmail.com wrote:



Thanks. Using your dll-s some progress has been made:Now I can start the MOD 
but there are a bunch of props missing already from the menu background. See 
image:http://www.mediafire.com/view/pz8y1j13qluz8rn/hangover_error1.png
Then when I try to start the game it crashes.
So I went on to start Hammer to take a look there, but the Hammer.bat 
underC:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\binjust says: \Steam\steamapps\SourceMods\hangover was unexpected 
at this time.So I start the hammer.exe and load a scene, then there again a 
bunch of objects are missing. Some of them are my own models, some are ferns, 
etc. I don't remember from which 
episode.http://www.mediafire.com/view/3tvhotpku25gtjq/hangover_error2.png
ARGH   :-)
Please help, what should I try, or post here so somebody can get an idea what 
could be wrong?
I would hate to give up so close to finally releasing the MOD I worked on so 
much and also to let down the people on on ModDB watching it.Before I put the 
MOD to sleep 2 years ago, everything was error free, working perfectly and now 
with this new SDK I can't get it to work again.
Thanks in advance,Peter
Date: Sat, 20 Sep 2014 08:57:47 -0500
From: wazanato...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏

I put together an example HL2 EP2 mod for someone a few weeks ago  you can just 
grab the .dlls from it if you want 
http://www.mediafire.com/download/7vskc88m1rqmmz4/Hl2EP2_Mod.zip Nothing is 
changed in it I just compiled the singleplayer code.
I'm not sure why .dlls are not under the EP2 folder I could have sworn that's 
where they were located. If you don't want to use mine you can also just grab 
them from the game itself and it should work.
On Sat, Sep 20, 2014 at 2:29 AM, Peter Urbanics purban...@hotmail.com wrote:






Hi,
So finally I dared to try this and got stuck going through 
these:http://steamcommunity.com/sharedfiles/filedetails/?id=232923055
at this point:-The bin folderThe 
bin folder is where your client and server .dll files will go from your 
compiled codeNavigate to 
ModSourceFolder\source-sdk-2013\sp\src\game\client\Release_mod_hl2 and copy the 
client.dll and paste it into the bin folder located in your 
steamapps\sourcmodes\modnameSame thing for 
server.dll-
There is no such thing as Release_mod_hl2 and there are no client and server 
.dll-s to be found there.
By the way I did not do the setting up the code base and compiling part in the 
beginning as you suggested.
You wrote:  If you don't need to port any code just skip pretty much the first 
half and copy paste the .dlls from the sdk 2013 single player folder for ep2 
instead.
Unfortunately I did not find any dll-s there either. The only folder that has 
those around there, is:Program Files (x86)\Steam\steamapps\common\Source SDK 
Base 2013 Singleplayer\sourcetest\bin
Are those dll-s good?Why don't I find them under ep2 as you suggested?
Please help!Thanks in advance,Peter

From: purban...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Fri, 8 Aug 2014 06:43:52 +0200
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏




Thanks for the explanation. Sounds promising!
Br,Peter

Date: Thu, 7 Aug 2014 19:01:52 -0500
From: wazanato...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏

There shouldn't be a need to convert anything, the only thing you will need to 
remake for sure is the gameinfo.txt. Map files, sound files, textures, models, 
etc should be fine.
HL2, TF2, CSS, etc were all moved to the 2013 branch, users no longer are 
required to own HL2 or it's episodes to play HL2 mods. Upon launching your mod 
they will auto install sdk 2013 singleplayer if they don't already.


On Thu, Aug 7, 2014 at 7:28 AM, Peter Urbanics purban...@hotmail.com wrote:




Thanks Jesse,
I found it: http://steamcommunity.com/sharedfiles/filedetails/?id=232923055
I'll try that out and let you know what happened ... soon.
Just to make this a bit clearer for me: I have to set up a new MOD and then 
copy all the content stuff from my old MOD into it?
Is this how it has to be done? Isn't there a convert or something?And why do I 
need to go to this new SDK 2013 anyway, can't I just get my old MOD working and 
release it for people to play who have HL2?

Thanks,Peter
Date: Thu, 7 Aug 2014 06:47:20 -0500
From: wazanato...@gmail.com

Re: [hlcoders] Getting back to my MOD after 2 years‏

2014-10-04 Thread Peter Urbanics
Thanks. Using your dll-s some progress has been made:Now I can start the MOD 
but there are a bunch of props missing already from the menu background. See 
image:http://www.mediafire.com/view/pz8y1j13qluz8rn/hangover_error1.png
Then when I try to start the game it crashes.
So I went on to start Hammer to take a look there, but the Hammer.bat 
underC:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\binjust says: \Steam\steamapps\SourceMods\hangover was unexpected 
at this time.So I start the hammer.exe and load a scene, then there again a 
bunch of objects are missing. Some of them are my own models, some are ferns, 
etc. I don't remember from which 
episode.http://www.mediafire.com/view/3tvhotpku25gtjq/hangover_error2.png
ARGH   :-)
Please help, what should I try, or post here so somebody can get an idea what 
could be wrong?
I would hate to give up so close to finally releasing the MOD I worked on so 
much and also to let down the people on on ModDB watching it.Before I put the 
MOD to sleep 2 years ago, everything was error free, working perfectly and now 
with this new SDK I can't get it to work again.
Thanks in advance,Peter
Date: Sat, 20 Sep 2014 08:57:47 -0500
From: wazanato...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏

I put together an example HL2 EP2 mod for someone a few weeks ago  you can just 
grab the .dlls from it if you want 
http://www.mediafire.com/download/7vskc88m1rqmmz4/Hl2EP2_Mod.zip Nothing is 
changed in it I just compiled the singleplayer code.
I'm not sure why .dlls are not under the EP2 folder I could have sworn that's 
where they were located. If you don't want to use mine you can also just grab 
them from the game itself and it should work.
On Sat, Sep 20, 2014 at 2:29 AM, Peter Urbanics purban...@hotmail.com wrote:






Hi,
So finally I dared to try this and got stuck going through 
these:http://steamcommunity.com/sharedfiles/filedetails/?id=232923055
at this point:-The bin folderThe 
bin folder is where your client and server .dll files will go from your 
compiled codeNavigate to 
ModSourceFolder\source-sdk-2013\sp\src\game\client\Release_mod_hl2 and copy the 
client.dll and paste it into the bin folder located in your 
steamapps\sourcmodes\modnameSame thing for 
server.dll-
There is no such thing as Release_mod_hl2 and there are no client and server 
.dll-s to be found there.
By the way I did not do the setting up the code base and compiling part in the 
beginning as you suggested.
You wrote:  If you don't need to port any code just skip pretty much the first 
half and copy paste the .dlls from the sdk 2013 single player folder for ep2 
instead.
Unfortunately I did not find any dll-s there either. The only folder that has 
those around there, is:Program Files (x86)\Steam\steamapps\common\Source SDK 
Base 2013 Singleplayer\sourcetest\bin
Are those dll-s good?Why don't I find them under ep2 as you suggested?
Please help!Thanks in advance,Peter

From: purban...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Fri, 8 Aug 2014 06:43:52 +0200
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏




Thanks for the explanation. Sounds promising!
Br,Peter

Date: Thu, 7 Aug 2014 19:01:52 -0500
From: wazanato...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏

There shouldn't be a need to convert anything, the only thing you will need to 
remake for sure is the gameinfo.txt. Map files, sound files, textures, models, 
etc should be fine.
HL2, TF2, CSS, etc were all moved to the 2013 branch, users no longer are 
required to own HL2 or it's episodes to play HL2 mods. Upon launching your mod 
they will auto install sdk 2013 singleplayer if they don't already.


On Thu, Aug 7, 2014 at 7:28 AM, Peter Urbanics purban...@hotmail.com wrote:




Thanks Jesse,
I found it: http://steamcommunity.com/sharedfiles/filedetails/?id=232923055
I'll try that out and let you know what happened ... soon.
Just to make this a bit clearer for me: I have to set up a new MOD and then 
copy all the content stuff from my old MOD into it?
Is this how it has to be done? Isn't there a convert or something?And why do I 
need to go to this new SDK 2013 anyway, can't I just get my old MOD working and 
release it for people to play who have HL2?

Thanks,Peter
Date: Thu, 7 Aug 2014 06:47:20 -0500
From: wazanato...@gmail.com
To: hlcoders@list.valvesoftware.com

Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏

I have a guide on the sdk group hub page on steam for setting up a single 
player mod. If you don't need to port any code just skip pretty much the first 
half and copy paste the .dlls from the sdk 2013 single player folder for ep2 
instead. 


On Aug 7, 2014 1:30 AM, Peter Urbanics purban...@hotmail.com wrote:







Dear HLCoders,
 
It's been

Re: [hlcoders] Getting back to my MOD after 2 years‏

2014-09-20 Thread Peter Urbanics



Hi,
So finally I dared to try this and got stuck going through 
these:http://steamcommunity.com/sharedfiles/filedetails/?id=232923055
at this point:-The bin folderThe 
bin folder is where your client and server .dll files will go from your 
compiled codeNavigate to 
ModSourceFolder\source-sdk-2013\sp\src\game\client\Release_mod_hl2 and copy the 
client.dll and paste it into the bin folder located in your 
steamapps\sourcmodes\modnameSame thing for 
server.dll-
There is no such thing as Release_mod_hl2 and there are no client and server 
.dll-s to be found there.
By the way I did not do the setting up the code base and compiling part in the 
beginning as you suggested.
You wrote:  If you don't need to port any code just skip pretty much the first 
half and copy paste the .dlls from the sdk 2013 single player folder for ep2 
instead.
Unfortunately I did not find any dll-s there either. The only folder that has 
those around there, is:Program Files (x86)\Steam\steamapps\common\Source SDK 
Base 2013 Singleplayer\sourcetest\bin
Are those dll-s good?Why don't I find them under ep2 as you suggested?
Please help!Thanks in advance,Peter

From: purban...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Fri, 8 Aug 2014 06:43:52 +0200
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏




Thanks for the explanation. Sounds promising!
Br,Peter

Date: Thu, 7 Aug 2014 19:01:52 -0500
From: wazanato...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏

There shouldn't be a need to convert anything, the only thing you will need to 
remake for sure is the gameinfo.txt. Map files, sound files, textures, models, 
etc should be fine.
HL2, TF2, CSS, etc were all moved to the 2013 branch, users no longer are 
required to own HL2 or it's episodes to play HL2 mods. Upon launching your mod 
they will auto install sdk 2013 singleplayer if they don't already.


On Thu, Aug 7, 2014 at 7:28 AM, Peter Urbanics purban...@hotmail.com wrote:




Thanks Jesse,
I found it: http://steamcommunity.com/sharedfiles/filedetails/?id=232923055
I'll try that out and let you know what happened ... soon.
Just to make this a bit clearer for me: I have to set up a new MOD and then 
copy all the content stuff from my old MOD into it?
Is this how it has to be done? Isn't there a convert or something?And why do I 
need to go to this new SDK 2013 anyway, can't I just get my old MOD working and 
release it for people to play who have HL2?

Thanks,Peter
Date: Thu, 7 Aug 2014 06:47:20 -0500
From: wazanato...@gmail.com
To: hlcoders@list.valvesoftware.com

Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏

I have a guide on the sdk group hub page on steam for setting up a single 
player mod. If you don't need to port any code just skip pretty much the first 
half and copy paste the .dlls from the sdk 2013 single player folder for ep2 
instead. 


On Aug 7, 2014 1:30 AM, Peter Urbanics purban...@hotmail.com wrote:







Dear HLCoders,
 
It's been exactly 2 years since I have not touched my MOD because I decided it 
was finished and will release it as soon as I get the last few graffiti and 
smack those on some walls.


Finally I have them, YAY!
 
http://www.moddb.com/mods/hangover
 
But as I feared all along a lot has changed in the Source world in two years 
and now after fooling around for several days and trying various, said to work 
solutions, I still can't get the MOD to run, if I manage to start Hammer, 
models are missing, the VBCT compile tool does not see the MOD, etc.


ARGH!  :-(
 
I'm confused now as there is so much different info out there (some already 
outdated) about how to convert your MOD to Source SDK 2013 or start Hammer 
differently, edit various txt files… I'm not even sure I need to convert or 
what exactly I should be doing to get this back up running. I fear I'm not 
seeing the forest from the tree and all this should be much easier.


 
It was a simple Orange Box MOD with no code modification.


Is there anybody out there with experience in sorting this kind of crap out?
Anybody willing to take a look?

 
I am so close to releasing the MOD, just need to get this sorted out.
It all worked perfectly 2 years ago, so I am sure there is not much other crap 
going on in the MOD, just this SDK change needs some love to get it running 
again.




I hope this makes sense to someone with experience in this. 
It's all gray for me. I just want to design!!!


 
Any help would be very much appreciated. 
Thanks in advance,
Peter Urbanics

  

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[hlcoders] Getting back to my MOD after 2 years‏

2014-08-07 Thread Peter Urbanics



Dear HLCoders, It's been exactly 2 years since I have not touched my MOD 
because I decided it was finished and will release it as soon as I get the last 
few graffiti and smack those on some walls.Finally I have them, YAY! 
http://www.moddb.com/mods/hangover But as I feared all along a lot has changed 
in the Source world in two years and now after fooling around for several days 
and trying various, said to work solutions, I still can't get the MOD to run, 
if I manage to start Hammer, models are missing, the VBCT compile tool does not 
see the MOD, etc.ARGH!  :-( I'm confused now as there is so much different info 
out there (some already outdated) about how to convert your MOD to Source SDK 
2013 or start Hammer differently, edit various txt files… I'm not even sure I 
need to convert or what exactly I should be doing to get this back up running. 
I fear I'm not seeing the forest from the tree and all this should be much 
easier. It was a simple Orange Box MOD with no code modification.
Is there anybody out there with experience in sorting this kind of crap 
out?Anybody willing to take a look? I am so close to releasing the MOD, just 
need to get this sorted out.It all worked perfectly 2 years ago, so I am sure 
there is not much other crap going on in the MOD, just this SDK change needs 
some love to get it running again.
I hope this makes sense to someone with experience in this. It's all gray for 
me. I just want to design!!! Any help would be very much appreciated. Thanks in 
advance,Peter Urbanics
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Re: [hlcoders] Getting back to my MOD after 2 years‏

2014-08-07 Thread Peter Urbanics
Thanks Jesse,
I found it: http://steamcommunity.com/sharedfiles/filedetails/?id=232923055I'll 
try that out and let you know what happened ... soon.
Just to make this a bit clearer for me: I have to set up a new MOD and then 
copy all the content stuff from my old MOD into it?Is this how it has to be 
done? Isn't there a convert or something?And why do I need to go to this new 
SDK 2013 anyway, can't I just get my old MOD working and release it for people 
to play who have HL2?
Thanks,Peter
Date: Thu, 7 Aug 2014 06:47:20 -0500
From: wazanato...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏

I have a guide on the sdk group hub page on steam for setting up a single 
player mod. If you don't need to port any code just skip pretty much the first 
half and copy paste the .dlls from the sdk 2013 single player folder for ep2 
instead. 

On Aug 7, 2014 1:30 AM, Peter Urbanics purban...@hotmail.com wrote:







Dear HLCoders,
 
It's been exactly 2 years since I have not touched my MOD because I decided it 
was finished and will release it as soon as I get the last few graffiti and 
smack those on some walls.

Finally I have them, YAY!
 
http://www.moddb.com/mods/hangover
 
But as I feared all along a lot has changed in the Source world in two years 
and now after fooling around for several days and trying various, said to work 
solutions, I still can't get the MOD to run, if I manage to start Hammer, 
models are missing, the VBCT compile tool does not see the MOD, etc.

ARGH!  :-(
 
I'm confused now as there is so much different info out there (some already 
outdated) about how to convert your MOD to Source SDK 2013 or start Hammer 
differently, edit various txt files… I'm not even sure I need to convert or 
what exactly I should be doing to get this back up running. I fear I'm not 
seeing the forest from the tree and all this should be much easier.

 
It was a simple Orange Box MOD with no code modification.


Is there anybody out there with experience in sorting this kind of crap out?
Anybody willing to take a look?

 
I am so close to releasing the MOD, just need to get this sorted out.
It all worked perfectly 2 years ago, so I am sure there is not much other crap 
going on in the MOD, just this SDK change needs some love to get it running 
again.



I hope this makes sense to someone with experience in this. 
It's all gray for me. I just want to design!!!

 
Any help would be very much appreciated. 
Thanks in advance,
Peter Urbanics

  

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Re: [hlcoders] Getting back to my MOD after 2 years‏

2014-08-07 Thread Peter Urbanics
Thanks for the explanation. Sounds promising!
Br,Peter

Date: Thu, 7 Aug 2014 19:01:52 -0500
From: wazanato...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏

There shouldn't be a need to convert anything, the only thing you will need to 
remake for sure is the gameinfo.txt. Map files, sound files, textures, models, 
etc should be fine.
HL2, TF2, CSS, etc were all moved to the 2013 branch, users no longer are 
required to own HL2 or it's episodes to play HL2 mods. Upon launching your mod 
they will auto install sdk 2013 singleplayer if they don't already.


On Thu, Aug 7, 2014 at 7:28 AM, Peter Urbanics purban...@hotmail.com wrote:




Thanks Jesse,
I found it: http://steamcommunity.com/sharedfiles/filedetails/?id=232923055
I'll try that out and let you know what happened ... soon.
Just to make this a bit clearer for me: I have to set up a new MOD and then 
copy all the content stuff from my old MOD into it?
Is this how it has to be done? Isn't there a convert or something?And why do I 
need to go to this new SDK 2013 anyway, can't I just get my old MOD working and 
release it for people to play who have HL2?

Thanks,Peter
Date: Thu, 7 Aug 2014 06:47:20 -0500
From: wazanato...@gmail.com
To: hlcoders@list.valvesoftware.com

Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏

I have a guide on the sdk group hub page on steam for setting up a single 
player mod. If you don't need to port any code just skip pretty much the first 
half and copy paste the .dlls from the sdk 2013 single player folder for ep2 
instead. 


On Aug 7, 2014 1:30 AM, Peter Urbanics purban...@hotmail.com wrote:







Dear HLCoders,
 
It's been exactly 2 years since I have not touched my MOD because I decided it 
was finished and will release it as soon as I get the last few graffiti and 
smack those on some walls.


Finally I have them, YAY!
 
http://www.moddb.com/mods/hangover
 
But as I feared all along a lot has changed in the Source world in two years 
and now after fooling around for several days and trying various, said to work 
solutions, I still can't get the MOD to run, if I manage to start Hammer, 
models are missing, the VBCT compile tool does not see the MOD, etc.


ARGH!  :-(
 
I'm confused now as there is so much different info out there (some already 
outdated) about how to convert your MOD to Source SDK 2013 or start Hammer 
differently, edit various txt files… I'm not even sure I need to convert or 
what exactly I should be doing to get this back up running. I fear I'm not 
seeing the forest from the tree and all this should be much easier.


 
It was a simple Orange Box MOD with no code modification.


Is there anybody out there with experience in sorting this kind of crap out?
Anybody willing to take a look?

 
I am so close to releasing the MOD, just need to get this sorted out.
It all worked perfectly 2 years ago, so I am sure there is not much other crap 
going on in the MOD, just this SDK change needs some love to get it running 
again.




I hope this makes sense to someone with experience in this. 
It's all gray for me. I just want to design!!!


 
Any help would be very much appreciated. 
Thanks in advance,
Peter Urbanics

  

___

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visit:

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Re: [hlcoders] Mods no longer show up in Steam server browser ( Right click on steam, choose Servers )

2014-07-25 Thread Peter McKeown
Excellent! Thank you for listening group members and Valve. Best regards to you 
all.

Date: Fri, 25 Jul 2014 13:11:10 +0300
From: geotav...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Mods no longer show up in Steam server browser ( Right 
click on steam, choose Servers )


  

  
  
This is fixed now in the latest steam client beta, see: 


http://steamcommunity.com/groups/SteamClientBeta/discussions/0/558749191428566603/



On 7/18/2014 4:30 AM, Peter McKeown
  wrote:



  
  This is still a problem, mods aren't showing up in
the steam server browser (not the server, the game itself isn't
being recognised as existant unless you launch the game). If you
View game info on someone playing SDK Base 2013, it says what
server they are playing and it shows the game as the mod in the
server info, but steam itself isn't showing it. It seems there
is some sort of bug in steam going on here, has anyone else
noticed this? This is only for 3rd party mods that aren't in the
steam store ( i.e. mods in the SourceMods folder ) as far as I
can tell.




  From: eric.br...@dnbrown.net

  To: hlcoders@list.valvesoftware.com

  Date: Mon, 14 Jul 2014 22:48:22 +

  Subject: Re: [hlcoders] Mods no longer show up in Steam server
  browser ( Right click on steam, choose Servers )

  

  
  So, my mod's server shows up in the server
browser for me. (just checked today 7/14)  I do have the
same behavior where when I'm playing the game, the player
status in Steam says SDK Base 2013 MultiplayerNobody
actually plays the SDK, so it makes more sense for the mod's
name to be there..




  From: pmckeown2...@hotmail.com

  To: hlcoders@list.valvesoftware.com

  Date: Mon, 14 Jul 2014 02:06:33 +0100

  Subject: Re: [hlcoders] Mods no longer show up in Steam
  server browser ( Right click on steam, choose Servers )

  

  
  Speaking of that, when playing a source
mod, Steam Friends shows they are in game in the SDK
Base the mod is based on, i.e In-Game: Source SDK Base
2013 Multiplayer, instead of saying In-Mod like it
used to.




  Date: Sun, 13 Jul 2014
  19:41:41 -0500

  From: ben.lu...@gmail.com

  To: hlcoders@list.valvesoftware.com

  Subject: Re: [hlcoders] Mods no longer show up in
  Steam server browser ( Right click on steam, choose
  Servers )

  

  Additionally, mods of Alien Swarm are
showing friends as playing mod: swarm no matter
what mod they are playing. In Steam, playing a mod
of Alien Swarm shows up as in mod: Alien Swarm.

  


I'm pretty sure the root cause is the same in
  all cases.



This apparently started happening in March.




http://steamcommunity.com/groups/SteamClientBeta/discussions/0/558749191428566603/





  
  



On Sun, Jul 13, 2014 at
  3:25 PM, Peter McKeown pmckeown2...@hotmail.com
  wrote:

  

  Greetings everyone,



I apologise if this issue is already known
on hlcoders, I haven't found any reference
to it yet though - Mods no longer show up in
the Steam server browser. This includes SDK
base 2006, 2007 and 2013 MP mods. The issue
started after a Steam update and persists
(atleast for my mods) today. There has been
some forum posts about it on the Steam
forums but no one has found a solution yet.
The mod files (i.e. gameinfo.txt) match the
latest ones in the SDK github repository.
Also, servers do show up in the ingame
server browser, but not outside of it. This
seems to be a bug with Steam, if there isn't

Re: [hlcoders] Mods no longer show up in Steam server browser ( Right click on steam, choose Servers )

2014-07-17 Thread Peter McKeown
This is still a problem, mods aren't showing up in the steam server browser 
(not the server, the game itself isn't being recognised as existant unless you 
launch the game). If you View game info on someone playing SDK Base 2013, it 
says what server they are playing and it shows the game as the mod in the 
server info, but steam itself isn't showing it. It seems there is some sort of 
bug in steam going on here, has anyone else noticed this? This is only for 3rd 
party mods that aren't in the steam store ( i.e. mods in the SourceMods folder 
) as far as I can tell.

From: eric.br...@dnbrown.net
To: hlcoders@list.valvesoftware.com
Date: Mon, 14 Jul 2014 22:48:22 +
Subject: Re: [hlcoders] Mods no longer show up in Steam server browser ( Right 
click on steam, choose Servers )




So, my mod's server shows up in the server browser for me. (just checked today 
7/14)  I do have the same behavior where when I'm playing the game, the player 
status in Steam says SDK Base 2013 MultiplayerNobody actually plays the 
SDK, so it makes more sense for the mod's name to be there..

From: pmckeown2...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Mon, 14 Jul 2014 02:06:33 +0100
Subject: Re: [hlcoders] Mods no longer show up in Steam server browser ( Right 
click on steam, choose Servers )




Speaking of that, when playing a source mod, Steam Friends shows they are in 
game in the SDK Base the mod is based on, i.e In-Game: Source SDK Base 2013 
Multiplayer, instead of saying In-Mod like it used to.

Date: Sun, 13 Jul 2014 19:41:41 -0500
From: ben.lu...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Mods no longer show up in Steam server browser ( Right 
click on steam, choose Servers )

Additionally, mods of Alien Swarm are showing friends as playing mod: swarm 
no matter what mod they are playing. In Steam, playing a mod of Alien Swarm 
shows up as in mod: Alien Swarm.

I'm pretty sure the root cause is the same in all cases.
This apparently started happening in March.
http://steamcommunity.com/groups/SteamClientBeta/discussions/0/558749191428566603/




On Sun, Jul 13, 2014 at 3:25 PM, Peter McKeown pmckeown2...@hotmail.com wrote:




Greetings everyone,

I apologise if this issue is already known on hlcoders, I haven't found any 
reference to it yet though - Mods no longer show up in the Steam server 
browser. This includes SDK base 2006, 2007 and 2013 MP mods. The issue started 
after a Steam update and persists (atleast for my mods) today. There has been 
some forum posts about it on the Steam forums but no one has found a solution 
yet. The mod files (i.e. gameinfo.txt) match the latest ones in the SDK github 
repository. Also, servers do show up in the ingame server browser, but not 
outside of it. This seems to be a bug with Steam, if there isn't a solution, 
I'll report it here.


I'm using Windows 8.1 x64, and the last selected game in the game tab of the 
browser was a mod. Once it was opened, the game field is blank and it's showing 
all games now, as if mods are no longer valid in the list.


Regards,

Peter McKeown
  

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-- 
Ben Lubar


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[hlcoders] Mods no longer show up in Steam server browser ( Right click on steam, choose Servers )

2014-07-13 Thread Peter McKeown
Greetings everyone,

I apologise if this issue is already known on hlcoders, I haven't found any 
reference to it yet though - Mods no longer show up in the Steam server 
browser. This includes SDK base 2006, 2007 and 2013 MP mods. The issue started 
after a Steam update and persists (atleast for my mods) today. There has been 
some forum posts about it on the Steam forums but no one has found a solution 
yet. The mod files (i.e. gameinfo.txt) match the latest ones in the SDK github 
repository. Also, servers do show up in the ingame server browser, but not 
outside of it. This seems to be a bug with Steam, if there isn't a solution, 
I'll report it here.

I'm using Windows 8.1 x64, and the last selected game in the game tab of the 
browser was a mod. Once it was opened, the game field is blank and it's showing 
all games now, as if mods are no longer valid in the list.

Regards,

Peter McKeown
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Re: [hlcoders] Your version does not match the servers. Please restart the game.

2012-11-21 Thread Peter McKeown
Hi, thanks your your answer.

The problem does not seem to occur for mods running on SDK Base 2007, so the 
issue seems to only happen for mods running on SDK Base 2006 (the engines under 
the tool tab of Steam).

As for the appid, 320 is for Half-Life 2 Deathmatch, the appid we are using, 
215, is for Source SDK Base 2006 and must be used for a mod. Half-Life 2 
Deathmatch now runs on an unknown version of the engine and using that as the 
base for the mod would prevent players without HL2DM from playing and would 
most likely be incompatible with the mod code.

Regards,

Peter

 Date: Thu, 15 Nov 2012 15:18:02 -0600
 From: xnicho...@gmail.com
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Your version does not match the servers. Please 
 restart the game.
 
 I don't think valve is going to update or fix the sdk. The last hl2mp
 sdk update was in 2007.
 
 Unless u can post your files somewhere I doubt anyone can really help
 u fix the bug.
 Aso if you are 2006 sdk, you need to use appid 320.
 
 
 On Mon, Nov 5, 2012 at 12:09 AM, Peter McKeown pmckeown2...@hotmail.com 
 wrote:
  Hey guys, sorry to bump my own topic here, but this issue is still
  happening. Does anyone have any solution? The ideal solution would be for
  the code that does steam game version checking to ignore Source SDK Base
  2006, but if I can just modify a file to fix the issue that would be great,
  so I really hope someone can help.
 
  Peter
 
  
  From: pmckeown2...@hotmail.com
  To: hlcoders@list.valvesoftware.com
  Date: Thu, 18 Oct 2012 20:10:13 +0100
 
  Subject: Re: [hlcoders] Your version does not match the servers. Please
  restart the game.
 
  Hey guys, thank you for the responses.
 
  I've tried testing with the exact same build time dlls and the issue is
  still persisting. It is possible to join using the steam server browser,
  it's just the ingame server browser and only with listen servers, not
  dedicated ones.
 
  I've seen this issue on hlcoders before and the solution was using a
  steam.inf file with various settings, or by copying it from another game,
  but this doesn't work anymore, clients still receive the version does not
  match the servers error. This issue only started when sv_master_legacy_mode
  was changed to 0, but this is required in order to get game servers listed,
  so I'm unsure what to do to fix this.
 
  Date: Thu, 18 Oct 2012 03:16:08 -0500
  From: edman...@gmail.com
  To: amck...@yahoo.com; hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Your version does not match the servers. Please
  restart the game.
 
  very good advice.
  In English it is spelled cause
 
  On 10/18/12, Adam amckern McKern amck...@yahoo.com wrote:
   There could be a few issues - if your running nightly builds and use a
   version management system such as subversion, and your listen server is
   behind you in time (ie west  coast v's east coast) then the server time
   is
   less then the build time - this will cayuse trouble (same as ztemp
   files).
  
   You need to make sure that your client server is running the same build
   of
   the dll as you, and its clock is the same, or latter then the time stamp
   on
   the file.
  
  
   
   Owner Nigredo Studios http://www.nigredostudios.com
  
  
  
   From: Peter McKeown pmckeown2...@hotmail.com
  To: hlcoders@list.valvesoftware.com
  Sent: Thursday, 18 October 2012 8:27 AM
  Subject: [hlcoders] Your version does not match the servers. Please
   restart
   the game.
  
  
  
  Hi guys, I'm really hoping someone can help me with this because I've
   tried
   many things and none of them have solved the problem:
  
  I'm the programmer for KZMod (which runs on Source SDK Base 2006) and
   I'm
   encountering this message when trying to join listen servers via the
   server browser. The message does not occur when joining dedicated
   servers
   running the same files nor does it occur when direct connecting to
   listen
   servers. Here is some more details:
  
  Recently a change was made involving sv_master_legacy_mode, I believe
   that
   the steam master servers no longer respond to legacy requests. This in
   itself isn't a problem, since setting sv_master_legacy_mode to 0 causes
   servers to be listed on the master server (although
   sv_master_legacy_mode
   defaults to 1 on Source SDK Base 2006, so servers are by default
   unlisted?), I programmed KZMod to do this automatically so it's not an
   issue. However, with this change to sv_master_legacy_mode 0 has come
   the
   version does not match error, and having read archives of this mailing
   list, I've tried using a steam.inf with just the appID in the file by
   itself at 215, which doesn't solve the problem, I've tried manually
   modifying the PatchVersion parameter which succeeds in making dedicated
   servers inacessible depending on the number compared to the client's,
   but
   doesn't allow access

Re: [hlcoders] Your version does not match the servers. Please restart the game.

2012-11-21 Thread Peter McKeown
Simply download Hidden:Source, a mod that also uses SDK Base 2006 also has this 
bug. Just get a friend to create a listen server on it, make sure the friend 
makes it sv_master_legacy_mode 0 so it's listed, and try and join using the 
ingame server browser. You'll get a version mismatch error message.

 Date: Wed, 21 Nov 2012 12:13:52 -0600
 From: xnicho...@gmail.com
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Your version does not match the servers. Please 
 restart the game.
 
 320 was the default for the 2006 sdk. Only when 2007 was released did
 the appid change.
 
  I wonder, is there enough files for someone to download to test for you?
 I would like to see this bug in action, I have enough experience
 debugging to be able to tell you
 if it is YOUR setup bug or every setup bug..
 
 email me offlist if you could share me enough of a mod to actually test..
 
 On Wed, Nov 21, 2012 at 9:59 AM, Peter McKeown pmckeown2...@hotmail.com 
 wrote:
  Hi, thanks your your answer.
 
  The problem does not seem to occur for mods running on SDK Base 2007, so the
  issue seems to only happen for mods running on SDK Base 2006 (the engines
  under the tool tab of Steam).
 
  As for the appid, 320 is for Half-Life 2 Deathmatch, the appid we are using,
  215, is for Source SDK Base 2006 and must be used for a mod. Half-Life 2
  Deathmatch now runs on an unknown version of the engine and using that as
  the base for the mod would prevent players without HL2DM from playing and
  would most likely be incompatible with the mod code.
 
  Regards,
 
  Peter
 
  Date: Thu, 15 Nov 2012 15:18:02 -0600
  From: xnicho...@gmail.com
  To: hlcoders@list.valvesoftware.com
 
  Subject: Re: [hlcoders] Your version does not match the servers. Please
  restart the game.
 
  I don't think valve is going to update or fix the sdk. The last hl2mp
  sdk update was in 2007.
 
  Unless u can post your files somewhere I doubt anyone can really help
  u fix the bug.
  Aso if you are 2006 sdk, you need to use appid 320.
 
 
  On Mon, Nov 5, 2012 at 12:09 AM, Peter McKeown pmckeown2...@hotmail.com
  wrote:
   Hey guys, sorry to bump my own topic here, but this issue is still
   happening. Does anyone have any solution? The ideal solution would be
   for
   the code that does steam game version checking to ignore Source SDK Base
   2006, but if I can just modify a file to fix the issue that would be
   great,
   so I really hope someone can help.
  
   Peter
  
   
   From: pmckeown2...@hotmail.com
   To: hlcoders@list.valvesoftware.com
   Date: Thu, 18 Oct 2012 20:10:13 +0100
  
   Subject: Re: [hlcoders] Your version does not match the servers. Please
   restart the game.
  
   Hey guys, thank you for the responses.
  
   I've tried testing with the exact same build time dlls and the issue is
   still persisting. It is possible to join using the steam server browser,
   it's just the ingame server browser and only with listen servers, not
   dedicated ones.
  
   I've seen this issue on hlcoders before and the solution was using a
   steam.inf file with various settings, or by copying it from another
   game,
   but this doesn't work anymore, clients still receive the version does
   not
   match the servers error. This issue only started when
   sv_master_legacy_mode
   was changed to 0, but this is required in order to get game servers
   listed,
   so I'm unsure what to do to fix this.
  
   Date: Thu, 18 Oct 2012 03:16:08 -0500
   From: edman...@gmail.com
   To: amck...@yahoo.com; hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Your version does not match the servers. Please
   restart the game.
  
   very good advice.
   In English it is spelled cause
  
   On 10/18/12, Adam amckern McKern amck...@yahoo.com wrote:
There could be a few issues - if your running nightly builds and use
a
version management system such as subversion, and your listen server
is
behind you in time (ie west coast v's east coast) then the server
time
is
less then the build time - this will cayuse trouble (same as ztemp
files).
   
You need to make sure that your client server is running the same
build
of
the dll as you, and its clock is the same, or latter then the time
stamp
on
the file.
   
   

Owner Nigredo Studios http://www.nigredostudios.com
   
   
   
From: Peter McKeown pmckeown2...@hotmail.com
   To: hlcoders@list.valvesoftware.com
   Sent: Thursday, 18 October 2012 8:27 AM
   Subject: [hlcoders] Your version does not match the servers. Please
restart
the game.
   
   
   
   Hi guys, I'm really hoping someone can help me with this because I've
tried
many things and none of them have solved the problem:
   
   I'm the programmer for KZMod (which runs on Source SDK Base 2006) and
I'm
encountering this message when trying to join listen servers via

Re: [hlcoders] Your version does not match the servers. Please restart the game.

2012-11-04 Thread Peter McKeown
Hey guys, sorry to bump my own topic here, but this issue is still happening. 
Does anyone have any solution? The ideal solution would be for the code that 
does steam game version checking to ignore Source SDK Base 2006, but if I can 
just modify a file to fix the issue that would be great, so I really hope 
someone can help.

Peter

From: pmckeown2...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Thu, 18 Oct 2012 20:10:13 +0100
Subject: Re: [hlcoders] Your version does not match the servers. Please restart 
the game.





Hey guys, thank you for the responses.

I've tried testing with the exact same build time dlls and the issue is still 
persisting. It is possible to join using the steam server browser, it's just 
the ingame server browser and only with listen servers, not dedicated ones.

I've seen this issue on hlcoders before and the solution was using a steam.inf 
file with various settings, or by copying it from another game, but this 
doesn't work anymore, clients still receive the version does not match the 
servers error. This issue only started when sv_master_legacy_mode was changed 
to 0, but this is required in order to get game servers listed, so I'm unsure 
what to do to fix this.

 Date: Thu, 18 Oct 2012 03:16:08 -0500
 From: edman...@gmail.com
 To: amck...@yahoo.com; hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Your version does not match the servers. Please 
 restart the game.
 
 very good advice.
 In English it is spelled cause
 
 On 10/18/12, Adam amckern McKern amck...@yahoo.com wrote:
  There could be a few issues - if your running nightly builds and use a
  version management system such as subversion, and your listen server is
  behind you in time (ie west  coast v's east coast) then the server time is
  less then the build time - this will cayuse trouble (same as ztemp files).
 
  You need to make sure that your client server is running the same build of
  the dll as you, and its clock is the same, or latter then the time stamp on
  the file.
 
 
  
  Owner Nigredo Studios http://www.nigredostudios.com
 
 
 
  From: Peter McKeown pmckeown2...@hotmail.com
 To: hlcoders@list.valvesoftware.com
 Sent: Thursday, 18 October 2012 8:27 AM
 Subject: [hlcoders] Your version does not match the servers. Please restart
  the game.
 
 
 
 Hi guys, I'm really hoping someone can help me with this because I've tried
  many things and none of them have solved the problem:
 
 I'm the programmer for KZMod (which runs on Source SDK Base 2006) and I'm
  encountering this message when trying to join listen servers via the
  server browser. The message does not occur when joining dedicated servers
  running the same files nor does it occur when direct connecting to listen
  servers. Here is some more details:
 
 Recently a change was made involving sv_master_legacy_mode, I believe that
  the steam master servers no longer respond to legacy requests. This in
  itself isn't a problem, since setting sv_master_legacy_mode to 0 causes
  servers to be listed on the master server (although sv_master_legacy_mode
  defaults to 1 on Source SDK Base 2006, so servers are by default
  unlisted?), I programmed KZMod to do this automatically so it's not an
  issue. However, with this change to sv_master_legacy_mode 0 has come the
  version does not match error, and having read archives of this mailing
  list, I've tried using a steam.inf with just the appID in the file by
  itself at 215, which doesn't solve the problem, I've tried manually
  modifying the PatchVersion parameter which succeeds in making dedicated
  servers inacessible depending on the number compared to the client's, but
  doesn't allow access to listen servers. I've also tried copying SDK Base's
  steam.inf in or using HL2MP's, but
   this causes servers to become unlisted and recieve regular
  MasterRequestRestart messages in the console.
 
 KZMOD's GameInfo.txt searchpaths to the gameinfo path and hl2. Adding
  sourcetest to this causes MasterRequestRestart messages and unlisting,
  most likely because it's using the steam.inf from SDK Base 2006.
 
 It seems that Source SDK Base 2007 doesn't have this issue, but we are
  close to our release date and porting is really a last resort,
  additionally another popular mod, Hidden:Source also uses SDK Base 2006,
  so if anyone could advise me on any solution to this problem, I'd be very
  grateful.
 
 Regards,
 
 Peter McKeown
 Programmer, KZMod
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
 
 
 
 
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders

Re: [hlcoders] Your version does not match the servers. Please restart the game.

2012-10-18 Thread Peter McKeown

Hey guys, thank you for the responses.

I've tried testing with the exact same build time dlls and the issue is still 
persisting. It is possible to join using the steam server browser, it's just 
the ingame server browser and only with listen servers, not dedicated ones.

I've seen this issue on hlcoders before and the solution was using a steam.inf 
file with various settings, or by copying it from another game, but this 
doesn't work anymore, clients still receive the version does not match the 
servers error. This issue only started when sv_master_legacy_mode was changed 
to 0, but this is required in order to get game servers listed, so I'm unsure 
what to do to fix this.

 Date: Thu, 18 Oct 2012 03:16:08 -0500
 From: edman...@gmail.com
 To: amck...@yahoo.com; hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Your version does not match the servers. Please 
 restart the game.
 
 very good advice.
 In English it is spelled cause
 
 On 10/18/12, Adam amckern McKern amck...@yahoo.com wrote:
  There could be a few issues - if your running nightly builds and use a
  version management system such as subversion, and your listen server is
  behind you in time (ie west  coast v's east coast) then the server time is
  less then the build time - this will cayuse trouble (same as ztemp files).
 
  You need to make sure that your client server is running the same build of
  the dll as you, and its clock is the same, or latter then the time stamp on
  the file.
 
 
  
  Owner Nigredo Studios http://www.nigredostudios.com
 
 
 
  From: Peter McKeown pmckeown2...@hotmail.com
 To: hlcoders@list.valvesoftware.com
 Sent: Thursday, 18 October 2012 8:27 AM
 Subject: [hlcoders] Your version does not match the servers. Please restart
  the game.
 
 
 
 Hi guys, I'm really hoping someone can help me with this because I've tried
  many things and none of them have solved the problem:
 
 I'm the programmer for KZMod (which runs on Source SDK Base 2006) and I'm
  encountering this message when trying to join listen servers via the
  server browser. The message does not occur when joining dedicated servers
  running the same files nor does it occur when direct connecting to listen
  servers. Here is some more details:
 
 Recently a change was made involving sv_master_legacy_mode, I believe that
  the steam master servers no longer respond to legacy requests. This in
  itself isn't a problem, since setting sv_master_legacy_mode to 0 causes
  servers to be listed on the master server (although sv_master_legacy_mode
  defaults to 1 on Source SDK Base 2006, so servers are by default
  unlisted?), I programmed KZMod to do this automatically so it's not an
  issue. However, with this change to sv_master_legacy_mode 0 has come the
  version does not match error, and having read archives of this mailing
  list, I've tried using a steam.inf with just the appID in the file by
  itself at 215, which doesn't solve the problem, I've tried manually
  modifying the PatchVersion parameter which succeeds in making dedicated
  servers inacessible depending on the number compared to the client's, but
  doesn't allow access to listen servers. I've also tried copying SDK Base's
  steam.inf in or using HL2MP's, but
   this causes servers to become unlisted and recieve regular
  MasterRequestRestart messages in the console.
 
 KZMOD's GameInfo.txt searchpaths to the gameinfo path and hl2. Adding
  sourcetest to this causes MasterRequestRestart messages and unlisting,
  most likely because it's using the steam.inf from SDK Base 2006.
 
 It seems that Source SDK Base 2007 doesn't have this issue, but we are
  close to our release date and porting is really a last resort,
  additionally another popular mod, Hidden:Source also uses SDK Base 2006,
  so if anyone could advise me on any solution to this problem, I'd be very
  grateful.
 
 Regards,
 
 Peter McKeown
 Programmer, KZMod
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
 
 
 
 
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
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[hlcoders] Counter-Strike 1.6 Demo Format

2006-12-03 Thread Peter Boot

CNU

Did you have any success working out the Counter-Strike 1.6 Demo
Format  ? I am also trying to work this out .

thanks

Peter

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Re: [hlcoders] Re: Easiest way to animate characters for HL 2 movie?

2006-07-26 Thread Peter Immarco
 If you want to create custom animations, you need to take the whole
 route; Making the animation in XSI (a free Source compatible
 version is available), compiling it in a model and putting the
 whole thing in a map with Hammer.

 If you only need lip-syncing, facial expressions and existing
 animations (you can blend existing animations together), then you
 only need Faceposer (included in the HL2 SDK).


 Greets,

 Icke


Icke,

Ok understood.  I'm no animator so I'll look at Faceposer.  To move the 
characters around will I need to write code to do that (move hull, select 
animation, etc.)?  Or is there a scripting language that would allow me to do 
the bulk of it?  Like I said, I'm rusty as hell at this.  Back when I was 
working with HL 1 SDK everything I did was sub-classing the monster class and 
writing code on the back of the think timer.

Thanks.


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Re: [hlcoders] Easiest way to animate characters for HL 2 movie?

2006-07-26 Thread Peter Immarco
Michael,

Thanks, will do.

On Tue, 25 Jul 2006 15:17:48 -0600, Michael Kramer wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Check out FacePoser in the SDK.
 --

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[hlcoders] If I can't run Episode I, can I still do SDK work?

2006-07-26 Thread Peter Immarco
Hello again all,

Just a quick pre-check before I invest too much time into the SDK.  I can run 
HL2 just fine (or at least I could when I last checked before I bought Episode 
I).  I then bought Epidode I and I'm one of those lucky people that get the 
video/audio hitching and looping problem every time some kind of disk activity 
occurs.  I won't bother going into the huge amount of tech stuff I tried to get 
things work.  This isn't the place and it's boring anyhow.  But in short I 
simply gave up because the game is unplayable for me.

So, if I can't get Episode I to run, does that mean any work I try to do with 
the SDK is similarly doomed?  My test maps will be pretty dang simple, both in 
texture usage and polygon complexity, so I'm hoping that the problem I'm having 
won't affect my SDK work.  Is that a safe assumption?

Thanks.


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Re: [hlcoders] If I can't run Episode I, can I still do SDK work?

2006-07-26 Thread Peter Immarco
On Wed, 26 Jul 2006 13:27:05 +0200, Robbie Groenewoudt wrote:
�--
�[ Picked text/plain from multipart/alternative ]
�It don't really see why Episode One and the SDK are related. The
�SDK hasn't even got support yet for the things in Ep1. So you can
�still work...

�Anyway, here's a standardlist to do when having problems:
�- Defrag your harddisks
�- Install newest videocard-drivers
�- Also newest soundcard drivers
�- Clean spyware (MS Antispyware/Defender, whatever it's called)
�- Remove the directory SteamApps/yourusername/episode one and
�restart Episode One

�On 7/26/06, Peter Immarco [EMAIL PROTECTED]�wrote:


Robbie,

Great, that's good news!  Regarding those steps, yep, did all that and MUCH 
more.  I did every test/trick I could find except adjusting the RAM timings 
because my Dell doesn't seem to have that in the BIOS.  If you read the Steam 
forums you'll see that there's just a small percentage of us that can't get 
around the problem.  I'm betting somewhere in the future there will be a Steam 
update that covers this so I'll just wait.

In the meantime I'll have fun with Hammer and the SDK. :)


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[hlcoders] Easiest way to animate characters for HL 2 movie?

2006-07-25 Thread Peter Immarco
Hello,

I did a lot of coding with the C/C++ HL 1 SDK but I haven't touched the HL 2 
SDK (I'm assuming that SDK is out, mea culpa if I'm wrong).  I want to make an 
HL 2 movie using the in-game characters.  What is the easiest way to make such 
a movie with the characters speaking the lines I have and the voice audio files 
I supply, using the facial expressions I want them to have?  Do I have to go 
the full animation route, or is there a tool or method that would allow me to 
do this simply?  Would Gary's Mod help here?

Any advice would be appreciated.

Thanks.


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Re: [hlcoders] Pure Virtual method called server crash

2005-03-03 Thread Peter Bortas

Something like this, GNU make assumed:


  dependencies:
$(CC) $(CFLAGS) -MM -MG \
  `find . '(' -name '*.c' -o -name '*.cpp' -o -name '*.S' ')' -print -o 
-name ignore_this -prune` \
  | sed -e '[EMAIL PROTECTED] :]*: *\([^ ]*/\)[^ /[EMAIL PROTECTED]@' \
  | sed -e '[EMAIL PROTECTED](VPATH)/\([^ :]*\):@\1:@' \
  dependencies

  Makefile: dependencies

  depend:
@rm -f dependencies  $(MAKE) dependencies

  include dependencies


(Untested on HL2, but should work with minimal changes.)

--
Peter Bortas  http://peter.bortas.org



Alfred Reynolds [EMAIL PROTECTED] writes:

 Ahh, technically correct, the best kind ;-) Yup, I should have said
 make. A program like ctags could do this for you (once you integrate
 it into the makefile) but I typically just do a full rebuild each time
 for linux.

 -Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Luke Graham
 Sent: Tuesday, March 01, 2005 8:41 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Pure Virtual method called server crash

 On Tue, 1 Mar 2005 20:21:25 -0800, Alfred Reynolds
 [EMAIL PROTECTED] wrote:
 Do a full rebuild (i.e delete the obj/ dir), GCC doesn't track header
 changes well (or at all actually).

 Just being pedantic, but gcc doesnt track changes, make does.

 - Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Matthew
 Lewis
 Sent: Tuesday, March 01, 2005 7:18 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Pure Virtual method called server crash

 I installed all the patches from the latest SDK and recompiled on my
 linux system. Now when I start the linux server it instantly crashes
 with the error Pure virtual method called... teminate called without
 active exception. The core file shows the the error is occuring when
 the InvokeMethod function is executed
 (game_shared/igamesystem.cpp::264):

 void IGameSystem::PreClientUpdateAllSystems()
 {
InvokeMethod( IGameSystem::PreClientUpdate ); }

 The linux server was working prior to the latest SDK update. Any
 ideas?

 (RH8.0-2.4.28/gcc-3.4.3)

 --
 No virus found in this outgoing message.
 Checked by AVG Anti-Virus.
 Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 2/28/2005

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Re: [hlcoders] Debugging a Linux server?

2005-01-15 Thread Peter Bortas
DOOManiac [EMAIL PROTECTED] writes:

 Anyone have luck w/ debugging a Linux server?

I've read this thread I think a run_in_debugger-script of some sort
will save you a lot of time. I used to use something like this when
debugging Science  Industry, but I don't have a dedicated server
installed right now, so it's untested.

-8-
#!/bin/sh

# Peter Bortas, 2005
#
# You are welcome to do whatever you want with this script.
#
# Valve should feel especially welcome to include something similar in
# the next SDK release to avoid having the how do a debug question
# pop up all the time.

# Ignore some signals that we don't want the debugger to stop on.
echo .gdbinit handle SIGPIPE nostop noprint pass
echo .gdbinit handle SIGUSR1 nostop noprint pass
echo .gdbinit handle SIGUSR2 nostop noprint pass
echo .gdbinit handle SIGLWP nostop noprint pass
echo .gdbinit handle SIG38 nostop noprint pass
echo .gdbinit handle SIG39 nostop noprint pass

# Check where the script is so it can be run from anywhere.
hlds_l_path=`dirname $0`

# Make sure the server finds additional shared objects
if [ ${LD_LIBRARY_PATH} ]; then
LD_LIBRARY_PATH=${hlds_l_path}:${LD_LIBRARY_PATH}
else
LD_LIBRARY_PATH=${hlds_l_path}
fi
export LD_LIBRARY_PATH

hlds_bin=${hlds_l_path}/srcds_i486

echo .gdbinit run $@
echo Executing in gdb: $hlds_bin $@
gdb $hlds_bin

rm .gdbinit
-8-

Save it in the same directory as the hlds binary. Call it
hlds_debug or something, run chmod a+x on it and then just use it as
you would the normal server binary:

  /usr/steam/hlds_l/hlds_debug -game espionage -norestart

The server will start automaticly and run until you send a break or it
fails to the debugger.

--
Peter Bortas  http://peter.bortas.org


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[hlcoders] HL2 SDK Steam Install

2004-12-02 Thread Peter Immarco
When I booted my computer today, Steam put up a message with a link to install 
the HL 2 SDK.  I clicked on the link, and my modem chunked away for several 
minutes on my broadband connection.  During that time there were no status 
messages from Steam and when the modem activity stopped, no completion message.

So, does the Steam install work?  Did it install anything?  I looked in my 
/Valve directory and didn't see anything noteworthy.

Can anyone shed some light on this?  Is there a way to manually install the SDK 
without Steam?

Thanks.


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RE: [hlcoders] Does HL2 have built-in metamod-like functionality?

2004-12-01 Thread Peter Holcroft
I had a look in the SDK and couldn't see any sign of this. Could we have an
update on it please Alfred?

Pete.

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlcoders-
 [EMAIL PROTECTED] On Behalf Of Alfred Reynolds
 Sent: 17 October 2004 03:49
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] Does HL2 have built-in metamod-like functionality?

 Nope, its release it tied with the SDK and I don't know the timing on
 it.

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Lyme
 Marionette Sent: Saturday, October 16, 2004 11:19 AM To:
 [EMAIL PROTECTED] Subject: Re: [hlcoders] Does HL2 have
 built-in metamod-like functionality?

  [ Converted text/html to text/plain ]
  Alfred can you give a ballpark timeline for when this will be
  availible even in a basic form? There are alot of servers that
  are screaming for controls to enforce server policy. Thanks.
  Alfred Reynolds wrote:
 
  It will be true (just as soon as I write it). Details will be sent to
  the list when something is available.
 
  - Alfred
 
  Original Message
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Pavol
  Marko
  Sent: Tuesday, October 12, 2004 10:34 AM To:
  [EMAIL PROTECTED] Subject: [hlcoders] Does HL2 have
  built-in metamod-like functionality?
 
 
 
  Hello,
 
  I remember someone stating that the HL2 engine will have built-in
  metamod like functionality a while back. Is this actually true? Or is
  it only a myth?
 
  Thanks
  PM
 
 
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  ===References:===
1. mailto:[EMAIL PROTECTED]
2. mailto:[EMAIL PROTECTED]
3. mailto:[EMAIL PROTECTED]
4. http://list.valvesoftware.com/mailman/listinfo/hlcoders
5. http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
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RE: [hlcoders] Does HL2 have built-in metamod-like functionality?

2004-12-01 Thread Peter Holcroft
No matter I found it. I didn't realise I had to extract the HL1 single
player thingy.


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlcoders-
 [EMAIL PROTECTED] On Behalf Of Peter Holcroft
 Sent: 01 December 2004 09:12
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] Does HL2 have built-in metamod-like functionality?

 I had a look in the SDK and couldn't see any sign of this. Could we have
 an
 update on it please Alfred?

 Pete.

  -Original Message-
  From: [EMAIL PROTECTED] [mailto:hlcoders-
  [EMAIL PROTECTED] On Behalf Of Alfred Reynolds
  Sent: 17 October 2004 03:49
  To: [EMAIL PROTECTED]
  Subject: RE: [hlcoders] Does HL2 have built-in metamod-like
 functionality?
 
  Nope, its release it tied with the SDK and I don't know the timing on
  it.
 
  Original Message
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Lyme
  Marionette Sent: Saturday, October 16, 2004 11:19 AM To:
  [EMAIL PROTECTED] Subject: Re: [hlcoders] Does HL2 have
  built-in metamod-like functionality?
 
   [ Converted text/html to text/plain ]
   Alfred can you give a ballpark timeline for when this will be
   availible even in a basic form? There are alot of servers that
   are screaming for controls to enforce server policy. Thanks.
   Alfred Reynolds wrote:
  
   It will be true (just as soon as I write it). Details will be sent to
   the list when something is available.
  
   - Alfred
  
   Original Message
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Pavol
   Marko
   Sent: Tuesday, October 12, 2004 10:34 AM To:
   [EMAIL PROTECTED] Subject: [hlcoders] Does HL2 have
   built-in metamod-like functionality?
  
  
  
   Hello,
  
   I remember someone stating that the HL2 engine will have built-in
   metamod like functionality a while back. Is this actually true? Or is
   it only a myth?
  
   Thanks
   PM
  
  
   ___
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   archives, please visit:
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   archives, please visit:
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   ===References:===
 1. mailto:[EMAIL PROTECTED]
 2. mailto:[EMAIL PROTECTED]
 3. mailto:[EMAIL PROTECTED]
 4. http://list.valvesoftware.com/mailman/listinfo/hlcoders
 5. http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
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RE: [hlcoders] Running serverplugin_empty

2004-12-01 Thread Peter Holcroft
Also even in a DS it doesn't look for the file in the correct places.
Filemon output:

srcds.exe:864   QUERY INFORMATION
C:\hlserver\source\bin\bin\serverplugin_empty.dll   PATH NOT FOUND
Attributes: Error
srcds.exe:864   QUERY INFORMATION
C:\hlserver\source\bin\bin\serverplugin_empty.dll   PATH NOT FOUND
Attributes: Error
srcds.exe:864   QUERY INFORMATION
C:\hlserver\source\bin\bin\serverplugin_empty.dll   PATH NOT FOUND
Attributes: Error
srcds.exe:864   QUERY INFORMATION
C:\hlserver\source\bin\bin\serverplugin_empty.dll   PATH NOT FOUND
Attributes: Error
srcds.exe:864   QUERY INFORMATION
C:\hlserver\source\bin\bin\serverplugin_empty.dll   PATH NOT FOUND
Attributes: Error
srcds.exe:864   QUERY INFORMATION
C:\hlserver\source\bin\bin\serverplugin_empty.dll   PATH NOT FOUND
Attributes: Error
srcds.exe:864   QUERY INFORMATION
C:\HLServer\source\bin\serverplugin_empty.dll   FILE NOT FOUND
Attributes: Error
srcds.exe:864   QUERY INFORMATION
C:\HLServer\source\bin\serverplugin_empty.dll   FILE NOT FOUND
Attributes: Error
srcds.exe:864   QUERY INFORMATION
C:\HLServer\source\bin\serverplugin_empty.dll   FILE NOT FOUND
Attributes: Error
srcds.exe:864   QUERY INFORMATION
C:\HLServer\source\bin\serverplugin_empty.dll   FILE NOT FOUND
Attributes: Error
srcds.exe:864   QUERY INFORMATION
C:\HLServer\source\bin\serverplugin_empty.dll   FILE NOT FOUND
Attributes: Error
srcds.exe:864   QUERY INFORMATION
C:\HLServer\source\bin\serverplugin_empty.dll   FILE NOT FOUND
Attributes: Error
srcds.exe:864   QUERY INFORMATION
C:\HLServer\source\bin\bin\serverplugin_empty.dll   PATH NOT FOUND
Attributes: Error
srcds.exe:864   QUERY INFORMATION
C:\HLServer\source\bin\serverplugin_empty.dll   FILE NOT FOUND
Attributes: Error
srcds.exe:864   QUERY INFORMATION
C:\HLServer\source\bin\serverplugin_empty.dll   FILE NOT FOUND
Attributes: Error
srcds.exe:864   QUERY INFORMATION
C:\HLServer\source\bin\bin\serverplugin_empty.dll   PATH NOT FOUND
Attributes: Error
svchost.exe QUERY INFORMATION
C:\HLSERVER\SOURCE\BIN\SERVERPLUGIN_EMPTY.DLL   FILE NOT FOUND
Attributes: Error

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlcoders-
 [EMAIL PROTECTED] On Behalf Of Alfred Reynolds
 Sent: 02 December 2004 04:56
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] Running serverplugin_empty

 Okay, we have identified the problem. Right now you can't load a plugin
 if you run under steam, we are working on a fix. In the mean time you
 will need to use a dedicated server using the hldsupdatetool to run the
 plugin.

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Dustin
 Sent: Wednesday, December 01, 2004 6:54 PM To:
 [EMAIL PROTECTED] Subject: Re: [hlcoders] Running
 serverplugin_empty

  I am also having problems with the plugin system.
 
  First, got a clean compile of serverplugin_empty.dll Next, placed it
  in mod\bin\ Next, created a folder: mod\addons\ Next, created a file
  named plugins.vdf inside the mod\addons\ folder Next, started the mod
  with -dev
 
  Got the message on load: Plugins: found file plugins.vdf
 
  But, trying any command in the plugin: menu, empty_version,
  plugin_empty, etc...all just return a unknown command error
 
 
  - Original Message -
  From: covert [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Wednesday, December 01, 2004 8:20 PM
  Subject: RE: [hlcoders] Running serverplugin_empty
 
 
   [ Converted text/html to text/plain ]
  
   the only message I see in the console is
  
   Plugins: found file serverplugin_empty.vdf
  
  
  
   I am running the server via the run_mod.bat file
  
  
  
   c:\program files\valve\steam\steam.exe -applaunch 220 -dev -game
   c:\myhl2mod\test -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9
  
  
  
   As for running the dll in the debuger I am having a hard time
   working out how to launch so the debuger reconsises the symbols
   since it is being launched by steam.
  
  
  
   On Wed, 1 Dec 2004 17:21:58 -0800, Alfred Reynolds wrote:
SPAN Run with -dev on the command line and if you don't see
any errors SPAN about failing to load the plugin then it
should be running. If you SPAN run SPAN under the debugger
put a breakpoint on GameFrame() to check it is SPAN being
SPAN called. SPAN
SPAN - Alfred
SPAN
SPAN Original Message
SPAN From: [EMAIL PROTECTED]
SPAN [mailto:[EMAIL PROTECTED] On
Behalf Of covert SPAN Sent: Wednesday, December 01, 2004 5:14
PM To: SPAN [EMAIL PROTECTED] Subject: RE:
[hlcoders] Running SPAN serverplugin_empty SPAN
SPAN [ Converted text/html to text/plain ]
SPAN
SPAN I have started my own mod. I copied the
serverplugin_empty.dll SPAN file SPAN from
c:\myhl2mod\bin to c:\myhl2mod\test\bin (my mod is called
SPAN test) SPAN and I have also created a directory
called c:\myhl2mod\test\addons SPAN with a

Re: [hlcoders] So, what do you think of Half-Life2?

2004-11-30 Thread Peter Immarco
On Mon, 29 Nov 2004 18:10:31 -0600, botman\ wrote:
Tony omega Sergi wrote:
If I remember correctly, that's simply because hl2 leads directly
into hl3, like a two-part movie, kinda like kill bill vol 1 and
vol2, it was all the same movie, but split into two films for the
sake of time.


I must have missed the part where Alyx says...

Gordon... it's your baby! :)

--
Jeffrey botman Broome

Jeffrey,

It's right after the scene where the G-Man says Gordon... I'm your father! :)




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Re: [hlcoders] A Half-life wiki?

2004-10-31 Thread Peter Immarco
On Sat, 30 Oct 2004 16:37:10 -0400, Dave Sanders wrote:
 Out of curiousity,  does there happen to be a half-life wiki around
 for coders / mappers / modelers, etc?  Like
 http://wiki.beyondunreal.com for the Unreal crowd.

 Its something we might consider, if it doesn't already exist.  I
 think what challenges folks, especially hobbyists with Real Life
 always in the way, is real This is how you start documentation.
 It would be great if some of the pro's could, collaboratively
 through the wiki, build this sort of documentation - along with
 tutorials and reference.

 Does this idea have any legs?  Would people on this list and in the
 community actually want to spend time writing / editing / testing
 content for the community?

 I'll watch the debate on the list, if there is any, but if you are
 interested in such a thing, let me know off-list too.  I'll weigh
 it in my head a bit, as I could host such a thing fairly cheaply...
 OR if anyone on list knows anyone at any of the big HL or HL2
 sites, that would be willing to host it, like Beyond Unreal does,
 I'd be willing to set it up and maintain it...  hopefully with a
 lot of help from you all.  (Of if Valve wanted to give me server
 space and put a stamp of legitimacy on it :)

 Thanks
 D

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I will be setting up a Wiki that tells people how to set up a HL2 Wiki.

Thanks.


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RE: [hlcoders] A Half-life wiki?

2004-10-30 Thread Peter Holcroft
I would definitely contribute and I am absolutely certain others would too.
It just needs someone to host the site. I did consider starting one for HL1
but it's a bit late for that really. I think now is a good time to start a
HL2 coders Wiki.

Pete.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dave Sanders
Sent: 30 October 2004 21:37
To: [EMAIL PROTECTED]
Subject: [hlcoders] A Half-life wiki?

Out of curiousity,  does there happen to be a half-life wiki around
for coders / mappers / modelers, etc?  Like
http://wiki.beyondunreal.com for the Unreal crowd.

Its something we might consider, if it doesn't already exist.  I think
what challenges folks, especially hobbyists with Real Life always in
the way, is real This is how you start documentation.  It would be
great if some of the pro's could, collaboratively through the wiki,
build this sort of documentation - along with tutorials and reference.

Does this idea have any legs?  Would people on this list and in the
community actually want to spend time writing / editing / testing
content for the community?

I'll watch the debate on the list, if there is any, but if you are
interested in such a thing, let me know off-list too.  I'll weigh it
in my head a bit, as I could host such a thing fairly cheaply... OR if
anyone on list knows anyone at any of the big HL or HL2 sites, that
would be willing to host it, like Beyond Unreal does, I'd be willing
to set it up and maintain it...  hopefully with a lot of help from you
all.  (Of if Valve wanted to give me server space and put a stamp of
legitimacy on it :)

Thanks
D

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RE: [hlcoders] A Half-life wiki?

2004-10-30 Thread Peter Holcroft
Sometimes the coding you do isn't that complicated and doesn't really
deserve a whole article to talk about it. Say someone decoded one message in
CS, you're hardly going to write up an article on it. But if you can just
add this tiny snippet of information to a wiki then others can too. I don't
think it would take long until every message is decoded and easy for
everyone to see. Of course you can be almost guaranteed that every message
in CS has been decoded by some coder, but you'll not find the details of
them with Google at the moment.

A lot of people just can't be bothered to write a huge article. Adding
content to a wiki is so easy I'm sure there would be a lot more
contributors.

It would be good if VERC could host the wiki as we know we can trust them to
do a good job of it.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael Shimmins
Sent: 31 October 2004 01:46
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] A Half-life wiki?

The Wiki could even be a reference on common HL2 functions, that people
could write up at their leisure. That's something TWL and V-ERC don't
have.

Sorry, either I misunderstood you, or you misunderstood me.

What I meant to say was that why cant placed like TWL be a general reference
for common HL2 function that people have written at their leisure.  Any
registered member can currently submit articles on TWL.  The only difference
that I see between a Wiki and this setup is the ability for anyone to edit
the content of their article.

Michel

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bruce Bahamut
Andrews
Sent: Sunday, 31 October 2004 1:25 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] A Half-life wiki?

Because they probably don't want a dead part of their site with twits
erasing stuff all the time.

Unless they had assurances that this project would actually go somewhere
most websites would be reluctant.

- Bruce Bahamut Andrews



Michael Shimmins wrote:

But my point is *why* can't TWL have that?  The mechanism is in place to do
it, people just don't.

Michael

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of NuclearFriend
Sent: Sunday, 31 October 2004 12:01 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] A Half-life wiki?

The Wiki could even be a reference on common HL2 functions, that
people could write up at their leisure. That's something TWL and V-ERC
don't have.

Btw, BlueWolf said hl2db.com would host it. [EMAIL PROTECTED]


On Sat, 30 Oct 2004 20:37:08 -0400, Dave Sanders [EMAIL PROTECTED] wrote:


The main difference is that a wiki is more open, in that anyone can
come in and continually refine and update pages at will.  A good
example of this would be if someone wrote a page up for a particular
tool, and then the tool gets an update.  The page's instructions may
not be relevant any longer, but the article is often stuck talking
about the old version - which may be confusing to readers who find it
later who are trying to follow the tutorial.

Of course, this DOES open up the downsides of wiki's where people can
put up ill written  content, or just go around and destroy pages.
Someone mentioned Wikipedia, which is a great example of the power of
a wiki, but also has a large team of guardian angels which maintain
the content against n'er do wells.  (Just go look up the history for
George W Bush or John Kerry on wikipedia to see this - people
routinely knock out these pages and the angels have to restore them
sometimes hourly.)

One of my favorite wiki software packages is the Twiki package
(Twiki.org) as it allows you to host multiple sites easily within on
wiki, and allows regular users to create variables on the fly.  It
uses the variables in a hierarchical way to allow people to customize
settings at various levels.  (Simple irrelevant example: the entire
wiki site may declare a background color, then declare a different one
for the individual twiki web, then allow the individual user to
declare their own.)  This of course can also make it very confusing
and overwhelming too.

But just about any wiki would work... and really, it doesn't need to
be overly complex.  Let me do another round of state of the wiki
software that I haven't done in a while, and see what I can find that
will get us out of the gate quickly.  Since there does appear to be at
least some interest, I'll likely just get a domain and a cheap linux
web host to host it, and maybe accept donations or run google ads if
it takes off, to cover my costs.

Give me a few weeks, and I'll see what I can pull together.

D




On Sat, 30 Oct 2004 15:03:52 -0500, Jorge Rodriguez
[EMAIL PROTECTED] wrote:


I support such a wiki, and I would certainly contribute if not for great
sites like The Wavelength http://www.thewavelength.net and others that
already have most of the information needed to start an HL mod. The
subject of an HL wiki has been talked about before, but 

RE: [hlcoders] What MSVC version do you use/have?

2004-10-21 Thread Peter Holcroft
MSVC.NET 2003

Most of the HL coders I know are using .net 2003, I am surprised at the
number of VC6 users. Perhaps it's simply because the bare SDK gives fewer
problems for VC6 rather than the cost?

It should be noted that Microsoft Visual C++ Toolkit 2003 is free for
download:

http://msdn.microsoft.com/visualc/vctoolkit2003/

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: 21 October 2004 03:34
To: [EMAIL PROTECTED]
Subject: [hlcoders] What MSVC version do you use/have?

I just want to do a quick straw poll of how many people on this list
DON'T have access to MSVC.NET or above for their MOD development (we
hope to only release MSVC.NET project files with the SDK)?

- Alfred

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Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-07-24 Thread peter
I think a Valve employee should do Find in Files on 
gpGlobals-maxClients.




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Re: [hlcoders] pvPrivateData

2004-07-09 Thread peter
It may not be an issue to you, but retreiving resources in ns from v.vuser4.z
for players is sometimes incorrect. This is because when a player is first
person spectating another player, this value is replaced with the value of the
person they are spectating (so that they can see how much resources they have).
iuser1 == 4 when a player is in first person spectate mode and the windows
offset for resources in NS3b4a is 0x190.

Quoting Brian A. Stumm [EMAIL PROTECTED]:


 So in phpua we would like to track personal score related information that
 is present on the scoreboard in some hl mods. For example Resources in
 nsp, Score in dod or money in cstrike/czero. We've got nsp and cstrike but
 I need to know the offset to this private data for dod... Here's what we
 are using now.

 float pScore = 0.0;
 if (strcmp(game_dir, nsp) == 0) {
pScore = pPlayer-v.vuser4.z;
 } else if (strcmp(game_dir, cstrike) == 0 || strcmp(game_dir, czero) == 0
 ) {
pScore = (float)*((int*)pPlayer-pvPrivateData + OFFSET_CS_MONEY);
 }
 sprintf(temp_player[P_SCORE][i], %f, pScore);

 Anyone now the offset for dod to get this personal score data?


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Re: [hlcoders] UserMsg 57..... ?

2004-05-27 Thread peter
In NS everyone in the server gets dropped. But it only happens in the Ready
Room, which is when everyone in the game returns to one room at the end of the
round. So it still could be pvs/pas related.

Peter.

 Tom Grim wrote:

  If I recall correctly, yes, everyone on the NS server
  dropped. This occured a lot back in the playtesting
  when steam started. I'm unsure if Charlie has
  determined what caused it, but the last post he made
  here mentioning it said that he wasn't 100% sure it
  was cleared up.
  Unfortunately, I only have access to Charlie's betas
  as a playtester and not the code, so I can't confirm
  anything. However, I must say that multiple people
  dropping appears to be a side-effect of it.
 
 
 
  --- Ben Banfield [EMAIL PROTECTED] wrote:
 
 I have this behaviour. I have never seen it drop
 everyone.  This led me
 into thinking it could be a pvs/pas message for a
 while or broadcast as
 that goes to unreliable iirc.
 
 50% was me being lazy writing.  However, iirc ns
 drops all however i'm
 not sure.
 
 Cale Dunlap wrote:
 
 
 When it happens in FA its completely random, it
 
 does not discriminate
 
 between teams and such, and no its not always 50%
 
 of the players, sometimes
 
 only 3 to 5 on a 28 player server will drop,
 
 sometimes 20 will drop. They
 
 all drop at the same time too.
 
 -Cale
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On
 
 Behalf Of Jeffrey botman
 
 Broome
 Sent: Wednesday, May 26, 2004 2:31 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] UserMsg 57. ?
 
 Ben Banfield wrote:
 
 
 
 Sorry for the double post but I've come off like
 
 I'm flaming people and
 
 valve.  Thats not what I've been trying to do.
 
 I'm simply a bit
 
 exasperated and am just looking for more
 
 information to hunt this down
 
 or for this bug to not cause half the clients on
 
 the server to quit.
 
 
 Hmmm, that might be useful (half the clients on
 
 the server quit).  Does
 
 this happen to several clients at the same time?
 
 I know it's probably
 
 hard to tell, but do people on the server see 50%
 
 of the players
 
 suddenly go away?  If so, then that might help to
 
 track it down.  If
 
 it's a teamplay MOD are all of those players on
 
 the same team?  Adding
 
 some stats tracking debug code to the server could
 
 help to identify when
 
 this happens.
 
 Perhaps you can log (in memory) what's currently
 
 happening for each
 
 player (in a circular buffer in memory) and when
 
 you see a large number
 
 of players suddenly disappear from the server,
 
 dump this log of data to
 
 a text file.  Then you can go back and look at
 
 what network messages had
 
 been recently sent or what type of activity was
 
 occuring when a large
 
 number of players suddenly disappeared.
 
 P.S. I don't think it sounded like you were
 
 flaming anyone.
 
 --
 Jeffrey botman Broome
 
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RE: [hlcoders] UserMsg 57..... ?

2004-05-26 Thread peter
There seems to be quite a lot of different reasons for this occuring with it
happpening in many mods to everyone on the server at the same time, and also to
individuals with weird routers.

But why is it always UserMsg 57? I think the only person who can answer this is
someone at valve by looking up their source code. With it being a problem in
many mods it would be time well spent.

If its happening for different reasons, then perhaps some more specific error
messages might be useful too.

Peter.

Quoting McCormack, Chris [EMAIL PROTECTED]:

 check the hlmappers fourm. This msg is related to dodgy firmware in certain
 routers.

 Chris

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Cale Dunlap
 Sent: 26 May 2004 06:09
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] UserMsg 57. ?


 I'd check for messages being sent a LOT at the same time (Think functions
 especially). It seems as though this '57' deal had something do with
 overflows. I was doing checks and junk in the Think function of our game
 rules for when a server changed a cvar (allow_spectators, mp_specteam, etc)
 and found that if I just moved those to the InitHUD function it stops (or at
 least lessens) the players from being dropped. It has its downsides though,
 because now for everybody to get the new cvar value the server has to either
 be restarted or every player has to reconnect (since its in the InitHUD
 function).

 -Cale

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ben Banfield
 Sent: Tuesday, May 25, 2004 6:08 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] UserMsg 57. ?

 Its not just FA and NS that have had this.  My mod, BG has had it (and
 still does) and i remember Kuja saying DPB had it too.  Is it possible
 this is a steam or sdk bug as the chance of 4 wildly different mods
 causing the same error are extremely low imho.  If we we're mismatching
 wouldn't we be having different usermsg number's each time ( or am I
 misunderstanding something here ).  I'd love to see a resolution to this
 as well.

 Thanks

 Ben

 Cale Dunlap wrote:

  Oh.
  Crap.
 
  Ok, I'll check out all the messages and make sure they're parsed
 correctly.
  Thanks Alfred!
 
  -Cale
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
 Reynolds
  Sent: Monday, May 24, 2004 12:43 AM
  To: [EMAIL PROTECTED]
  Subject: RE: [hlcoders] UserMsg 57. ?
 
  There is no usermsg 57, the engine defined ones stop at 56 (and mod
  created ones start at 64). Sounds like you are corrupting your network
  steam (by mismatching what the server sends and how the client parses it
  typically).
 
  - Alfred
 
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Cale Dunlap
 Sent: Sunday, May 23, 2004 5:26 PM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] UserMsg 57. ?
 
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 What is UserMsg #57. I've determined it to be within the engine.. Its
 causing crashes in FA right now and I'm having a difficult
 time figuring out
 why. If I can find out what the message contains I can
 probably figure out
 where its being sent from. The error steam has been giving is
 UserMsg 57
 not present on client.
 
 Valve guys help out pzl? *puppy dog face*
 
 -Cale


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RE: [hlcoders] CS:CZ Metamod

2004-03-23 Thread peter
Using strings mp.dll I got the following list. I compiled a new version of
metamod and it seems to work with czero now.

ambient_generic
ammo_338magnum
ammo_357sig
ammo_45acp
ammo_50ae
ammo_556nato
ammo_556natobox
ammo_57mm
ammo_762nato
ammo_9mm
ammo_buckshot
armoury_entity
beam
bodyque
button_target
cycler
cycler_prdroid
cycler_sprite
cycler_weapon
cycler_wreckage
env_beam
env_beverage
env_blood
env_bombglow
env_bubbles
env_debris
env_explosion
env_fade
env_funnel
env_global
env_glow
env_laser
env_lightning
env_message
env_rain
env_render
env_shake
env_shooter
env_snow
env_sound
env_spark
env_sprite
fireanddie
func_bomb_target
func_breakable
func_button
func_buyzone
func_conveyor
func_door
func_door_rotating
func_escapezone
func_friction
func_grencatch
func_guntarget
func_healthcharger
func_hostage_rescue
func_illusionary
func_ladder
func_monsterclip
func_mortar_field
func_pendulum
func_plat
func_platrot
func_pushable
func_rain
func_recharge
func_rot_button
func_rotating
func_snow
func_tank
func_tankcontrols
func_tanklaser
func_tankmortar
func_tankrocket
func_trackautochange
func_trackchange
func_tracktrain
func_train
func_traincontrols
func_vehicle
func_vehiclecontrols
func_vip_safetyzone
func_wall
func_wall_toggle
func_water
func_weaponcheck
game_counter
game_counter_set
game_end
game_player_equip
game_player_hurt
game_player_team
game_score
game_team_master
game_team_set
game_text
game_zone_player
gibshooter
grenade
hostage_entity
info_bomb_target
info_hostage_rescue
info_intermission
info_landmark
info_map_parameters
info_null
info_player_deathmatch
info_player_start
info_target
info_teleport_destination
info_vip_start
infodecal
item_airtank
item_antidote
item_assaultsuit
item_battery
item_healthkit
item_kevlar
item_longjump
item_security
item_sodacan
item_suit
item_thighpack
light
light_environment
light_spot
momentary_door
momentary_rot_button
monster_hevsuit_dead
monster_mortar
monster_scientist
multi_manager
multisource
path_corner
path_track
player
player_loadsaved
player_weaponstrip
soundent
spark_shower
speaker
target_cdaudio
test_effect
trigger
trigger_auto
trigger_autosave
trigger_camera
trigger_cdaudio
trigger_changelevel
trigger_changetarget
trigger_counter
trigger_endsection
trigger_gravity
trigger_hurt
trigger_monsterjump
trigger_multiple
trigger_once
trigger_push
trigger_relay
trigger_teleport
trigger_transition
weapon_ak47
weapon_aug
weapon_awp
weapon_c4
weapon_deagle
weapon_elite
weapon_famas
weapon_fiveseven
weapon_flashbang
weapon_g3sg1
weapon_galil
weapon_glock18
weapon_hegrenade
weapon_knife
weapon_m249
weapon_m3
weapon_m4a1
weapon_mac10
weapon_mp5navy
weapon_p228
weapon_p90
weapon_scout
weapon_sg550
weapon_sg552
weapon_shield
weapon_smokegrenade
weapon_tmp
weapon_ump45
weapon_usp
weapon_xm1014
weaponbox
world_items
worldspawn




Quoting [EMAIL PROTECTED]:

 I bought cscz but I'm never going to have time to play it... can you help me
 justify spending the money by posting an official list of the new entities?
 ;] I could only find func_rain and func_snow in the mp.dll as fully new
 ents.

 Will Day may not get to adding them anywhere soon and I'd really like to have
 a working metamod for my mod.

  -David BAILOPAN Anderson
  http://www.amxmodx.org/


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RE: [hlcoders] registered user msgs

2004-01-02 Thread Peter Holcroft
With metamod installed the command is: meta game

Here are the HL engine ones:

#define SVC_BAD 0
#define SVC_NOP 1
#define SVC_DISCONNECT  2
#define SVC_EVENT   3
#define SVC_VERSION 4
#define SVC_SETVIEW 5
#define SVC_SOUND   6
#define SVC_TIME7
#define SVC_PRINT   8
#define SVC_STUFFTEXT   9
#define SVC_SETANGLE10
#define SVC_SERVERINFO  11
#define SVC_LIGHTSTYLE  12
#define SVC_UPDATEUSERINFO  13
#define SVC_DELTADESCRIPTION14
#define SVC_CLIENTDATA  15
#define SVC_STOPSOUND   16
#define SVC_PINGS   17
#define SVC_PARTICLE18
#define SVC_DAMAGE  19
#define SVC_SPAWNSTATIC 20
#define SVC_EVENT_RELIABLE  21
#define SVC_SPAWNBASELINE   22
#define SVC_TEMPENTITY  23
#define SVC_SETPAUSE24
#define SVC_SIGNONNUM   25
#define SVC_CENTERPRINT 26
#define SVC_KILLEDMONSTER   27
#define SVC_FOUNDSECRET 28
#define SVC_SPAWNSTATICSOUND29
#define SVC_INTERMISSION30
#define SVC_FINALE  31
#define SVC_CDTRACK 32
#define SVC_RESTORE 33
#define SVC_CUTSCENE34
#define SVC_WEAPONANIM  35
#define SVC_DECALNAME   36
#define SVC_ROOMTYPE37
#define SVC_ADDANGLE38
#define SVC_NEWUSERMSG  39
#define SVC_PACKETENTITIES  40
#define SVC_DELTAPACKETENTITIES 41
#define SVC_CHOKE   42
#define SVC_RESOURCELIST43
#define SVC_NEWMOVEVARS 44
#define SVC_RESOURCEREQUEST 45
#define SVC_CUSTOMIZATION   46
#define SVC_CROSSHAIRANGLE  47
#define SVC_SOUNDFADE   48
#define SVC_FILETXFERFAILED 49
#define SVC_HLTV50
#define SVC_DIRECTOR51
#define SVC_VOICEINIT   52
#define SVC_VOICEDATA   53
#define SVC_SENDEXTRAINFO   54
#define SVC_TIMESCALE   55

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Brian A.
Stumm
Sent: 02 January 2004 20:08
To: [EMAIL PROTECTED]
Subject: [hlcoders] registered user msgs


Anyone know how I got this list? Memory tells me I had some program that
ran against the game dll to produce this list but I can't remember if
thats right and if it is where I got the program :(

If anyone recognizes a list like this can you point me to a resource? Here
is a sampling of this list that I got for the tfc mod, I'm looking for
similar for dod now...

Game registered user msgs:msgid   size
   VoiceMask64  8
   ReqState 65  0
   SelAmmo  66  4
   CurWeapon67  3
   Geiger   68  1
   Flashlight   69  2
   FlashBat 70  1
   Health   71  1
   Damage   72 12
   Battery  73  4
   SecAmmoVal   74  2
   SecAmmoIcon  75 -1
   Train76  1
   Items77  4
   Concuss  78  1

 8SNIP

   VGUIMenu117 -1
   BuildSt 118  2
   RandomPC119  1
56 game user msgs


TIA for any help :)


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Re: [hlcoders] i needed to post this; opinions please;)

2003-11-04 Thread Peter Bortas
Marco Leise [EMAIL PROTECTED] writes:

 JPG support? That's great. But what about the lossless PNG format?
 It supports full color with alpha channel, too and can be extremly
 small! Let me guess, there is no free decoder available?

There are several free PNG decoders available. Most people use libpng
URL:http://www.libpng.org/pub/png/libpng.html, but if you don't like
that the PNG standard is pretty easy to write your own decoder
for. Especially when compared to the complexity of JPEG.

--
Peter Bortas  http://peter.bortas.org


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[hlcoders] Re: [hlcoders] Valve´s programmers need more sleep?

2002-11-10 Thread Peter Immarco

- Original Message -
From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, November 07, 2002 4:37 PM
Subject: [hlcoders] Valve´s programmers need more sleep?


snip

Valve's programmers need more sheep?



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[hlcoders] Model viewer that writes animation sequences to AVI's

2002-10-17 Thread Peter Immarco
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A long time ago I hacked a version of the Half Life model viewer modified by Bouma, 
Dunn, and Schonefeld, to process a MDL file and write each of the model's animation 
sequences to a separate AVI file.  Recently one of the other members of this forum 
asked me for a copy so I sent it to him.  I figured I'd make it available to anyone 
else who wanted it.

NOTE:  It is a quick hack, there is no warranty and it is buggy!  Use it at your own 
risk.  But if you really need it then fine, here it is.  Send me your email address 
and I'll send a copy to you.  If someone would like to provide an FTP site to 
warehouse it, then that would be great, I don't have one available.

Thanks.

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[hlcoders] Breaking the bone controller limit?

2002-10-17 Thread Peter Immarco
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Has anybody ever figured out, if its possible, to exceed the limit of 4 bone 
controllers in HL, possibley from a server or client DLL coding standpoint?  If so I'd 
like to know how.

Thanks.

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[hlcoders] Need to find a really dog model

2002-10-17 Thread Peter Immarco
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Does anyone know where I can find a really good dog model for use with HL?  
Something with a few good bone controllers (neck, eyes) and some decent animations?  
If it costs a few bucks that's alright.

Thanks.

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[hlcoders] Dual usage of a bone controller

2002-10-16 Thread Peter Immarco

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Hello,

I'm talking with a graphics artist that has made many terrifice 3D models that support 
skeletal animation.  Although I have written extensive code in the past with the HL 
SDK, that used the up to 4 bone controllers that a HL model supports, I'm a graphics 
and animation ignoramus so I need help asking the graphics artist the right questions, 
or giving him the correct information.

The character the graphics artist is designing will have a neck bone that allows the 
characters head to both:

1) Rotate left to right like the standard HL human model does
2) But also move the head up and down along the Y axis.  Think of someone nodding 
their head yes.

What confuses me is, how would that bone be controllable from the HL SDK?  All the 
bone controllers I've seen map the movement of a single bone to a single operation, 
not more than one operation.  Do I need to have the artist do something different in 
the model's skeletal structure?  Or is this simply a simple 3D model bone labeling 
trick or, a DLL coding trick that I am unaware of?  If it is the latter please point 
me to an example(s) so I can know how to code it.

Hopefully this makes sense and someone can help me communicate the proper language to 
the graphics artist.

thx

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[hlcoders] HL v SDK 2.3 - First Person mode?

2002-10-16 Thread Peter Immarco

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The what's new doc for HL SD version 2.3 says it added a first person mode.  This 
confuses me because HL's default mode is a first person shooter?  So what does this 
mean?

Thanks.

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[hlcoders] HL SDK v 2.3 checksum testing?

2002-10-16 Thread Peter Immarco

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What program can I use to verify the MD5 checksum for the HL SDK v 2.3 full 
installation file I've downloaded?

Thanks.
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Re: [hlcoders] Half-Life 2??????

2002-10-16 Thread Peter Immarco


- Original Message -
From: Philip (Fiber) [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, October 16, 2002 1:49 AM
Subject: RE: [hlcoders] Half-Life 2??



  -glue-
  ah, that has to be fake. I don't think anyone would shell out 248.99$
 for
  an
  Xbox and the game, just to get their fix.

 [Phil] But I'm willing to shell out $1k (NZD) for a PS2 and PS2 Linux
 Kit. Hell, I'm not even going to pay for an Xbox based on principle (if
 it was given to me on the other hand)


The XBox SDK and kit is $10,000 USD.



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Re: [hlcoders] Dual usage of a bone controller

2002-10-16 Thread Peter Immarco

Ken,

No I don't want to control more than one bone (or multiple axes for the same
bone) with a single bone controller, I just didn't know that you could
assign more than one bone controller to the same bone, but for multiple
axes.  Your answer was perfect, big thanks.


- Original Message -
From: Ken Birdwell [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, October 16, 2002 7:56 PM
Subject: RE: [hlcoders] Dual usage of a bone controller


 From your description, I'm not sure why you want to control them with a
 single bonecontroller.  It seems that you should just set up two
 bonecontrollers, one that controls the Z axis (or whatever it really is)
of
 the neck bone, and one that controls the X axis (or whatever) of the neck
 bone.

 $controller 0 Bip01Neck ZR -45 45
 $controller 1 Bip01Neck YR -30 30

 If you really want a single controller to modify both at the same time,
you
 can do that as well, though they'll move as a single unit.

 $controller 0 Bip01Neck ZR -45 45
 $controller 0 Bip01Neck YR -30 30

 For controllers, it's:  $controller input channel type start stop

 input channel can be 0 through 3, or mouth.  type can be X, Y, Z,
XR,
 YR, or ZR.



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[hlcoders] Config vars for improved graphics?

2002-10-16 Thread Peter Immarco

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I remember hearing somewhere that there were 2 or more config vars you could set to 
improve the graphics resolution of the HL engine over the default values.  I think 
one had to do with raising Texture sizes from 256 to 512 or 1024, and there were one 
or two others.

Can anyone tell me what the correct config file command line syntax would be to set 
those, and what those variable names were?  If you have a good URL that explains that 
would be great.

Thanks.

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[hlcoders] Rope attached to NPC?

2002-10-12 Thread Peter Immarco
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Let's say in my game I want the player to be able to lasso an NPC, and have the 
attachment be persistent.  That is, once roped, the NPC cannot get free of the rope 
until the player let's go.  For argument's sake imagine the rope is around the NPC's 
waist, once attached.  I know that:

- I'll need a HUD animation to show the player's hand gripping the rope.
- When the NPC tries to run away or move closer to the player, I'll have to change the 
rope entity to make it look loose or drawn taut.  In addition, I assume that in the 
NPC think code I'll have to check for the rope being attached, and, if as the NPC I'm 
at the end of the rope, to halt my movement, to simulate the rope preventing my 
walking or running away.

My main questions are:

How do I create and draw the rope entity?  Is there a convenient way to show the rope 
in a taut and loose state?

Also is there any way I could detect collisions between the rope and objects in the 
map, so I could bend it properly around an intervening tree for example, or will that 
be too huge a headache to bother with?

Lastly, how will I position or draw each end of the rope so it that the NPC-end looks 
like its realistically wrapped around the waist of the NPC, and the player-end is 
gripped realistically by the player's hand in the HUD animation?

If anyone has a good idea/strategy or sample/example on how to make this happen I'd 
love to hear about it.  Details please.

Thanks.

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