Re: [hlcoders] HL2dm SDK

2005-01-24 Thread Teddy
I've noticed that i get lots of prediction errors, but only while
running on a linux dedicated server. On a win32 server tho, i get none
of these errors!


On Mon, 27 Dec 2004 22:13:10 -0600, Justin Harvey [EMAIL PROTECTED] wrote:
 Thank you, I'll give that a go. Specifically I'm talking about all the
 prediction errors that show up when you turn on 'cl_showerror'.

 J.
 - Original Message -
 From: Teddy [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Monday, December 27, 2004 7:15 PM
 Subject: Re: [hlcoders] HL2dm SDK

  If you're talking about players bumping into phyiscs objects/getting
  stuck, try running CheckStuck() every frame instead of every
  CHECK_STUCK_INTERVAL (0.4 sec by default i think)
 
  On Mon, 27 Dec 2004 16:48:36 -0600, Justin Harvey [EMAIL PROTECTED]
  wrote:
  Yeah I agree, I'm pretty well set except for the whole
  physics-prediction
  issue. Maybe someone from Valve can give us a snippet/hint on that whole
  deal because I think more than few people are stumped on that one.
 
  Justin
  --
  http://www.radi-8.com


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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-20 Thread Beppo
Was nothing of all this posted on VERC?
Without trying to sound rude or something alike, but you encounter these
bugs within 2 minutes of playing the test map.
But back on topic... some already said that many out there want a base SDK
that actually works, has the basic stuff you need for a game already
implemented (ScoreBoard and stuff alike) and the bugs that some already
fixed themselves like the animations being fixed by Valve to get a
'standard' that you do not need to reinvent or even to reimplement by
copying code from a forum or something similar.
Sure you can learn a lot from doing all this yourself but the problem for
many out there is simply the time needed for all this.
I am pretty new to the HL/HL2 engine and so do not know right from the start
where to search for specific things at all and if I encounter a bug that
makes specific things unplayable then I get lost pretty fast due to me not
knowing the class hierarchy out of my pocket. In addition I do not have the
time needed to then try to fix these bugs myself cause my spare time for
this 'hobby' is already limited.
The more the MP SDK can offer to help out new folks like myself, the better.
We need examples we can enhance or even exchange later on. But to implement
these things yourself without knowing actually where the proper place would
be is another form of reinventing the wheel or even totally worthless in the
end cause the next official update will maybe have this code part
implemented properly.
So, many wait for the official release of HL2DM as base for the SDK, cause
in HL2DM everything seems to work. You have working game modes, one for team
play and one for solo, working animations with IK, working online physics,
working weapons aso aso. The only part missing would be fully online working
vehicles of different types (wheels, tracks, hovers, flying, swimming,
diving).
But maybe you guys can surprise us all by releasing an official HL2DM map
with a working buggy, jeep or whatever type of vehicle you want to use and
this all working in the SDK then too. :)
I know I'm asking for a lot, maybe too much, but with such a MP base SDK you
will get tons of new people to actually start modding.
Not everyone out there has the time and/or the skill to reinvent the wheel
or to fix base codes.
Would be great if Valve would be able to deliver such a MP SDK. Would hook
even more mod teams to this great engine, for sure!
regards,
Beppo
--
Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead
[EMAIL PROTECTED]   Sentry Studios - Infiltration
[EMAIL PROTECTED]  http://www.sentrystudios.net
http://infiltration.sentrystudios.net

- Original Message -
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, January 18, 2005 4:48 PM
Subject: Re: [hlcoders] HL2DM SDK in January or February?

Mike Blowers wrote:
Wow... Steam must have downloaded the wrong SDK for me then !
How about these issues then (just to start with)
Go Thirdperson The player has 4 arms.
The Physics is nothing like HL2DMHow many times have you been
teleported
across a level just because you happened to walk on a slope in HL2DM ?)
Exit the Jeep and the weapon comes off the jeep then flies back on again.
Exit the Jeep whilst it's leaning against a wall, and those angles are
forced on the player.
After throwing a grenade it's auto switches to another weapon, no matter
how
many grenades you have left.
How many of these issues have you posted on VERC?
As for Physics, Jay Stelly responded to a post on VERC about maxspeed
being handled improperly...
http://www.chatbear.com/board.plm?a=viewthreadt=211,1104816723,4893id=768355b=4991v=flatold
--
Jeffrey botman Broome
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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-20 Thread Chris Adams
Not everyone out there has the time and/or the skill to reinvent the
wheel
or to fix base codes.

I think a few weeks ago this was definitely the case, but the
availability of fixes now is very great. I messed up my code base
totally the other day and it took me 20 minutes to have a fully working
MP code base with scoreboard etc, using the fixes on the net.

Useful links:
http://forums.thewavelength.net
http://www.sourcewiki.org
http://www.hl2dev.tk

Admittedly though it would be nice just to use the Valve code instead of
any possibly shoddy fixes :-)

---
Chris Adams
Fragzzhost

T (07005) 964 855
F (07005) 964 857
www.fragzzhost.com


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Beppo
Sent: 20 January 2005 21:58
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HL2DM SDK in January or February?

Was nothing of all this posted on VERC?
Without trying to sound rude or something alike, but you encounter these
bugs within 2 minutes of playing the test map.

But back on topic... some already said that many out there want a base
SDK
that actually works, has the basic stuff you need for a game already
implemented (ScoreBoard and stuff alike) and the bugs that some already
fixed themselves like the animations being fixed by Valve to get a
'standard' that you do not need to reinvent or even to reimplement by
copying code from a forum or something similar.
Sure you can learn a lot from doing all this yourself but the problem
for
many out there is simply the time needed for all this.

I am pretty new to the HL/HL2 engine and so do not know right from the
start
where to search for specific things at all and if I encounter a bug that
makes specific things unplayable then I get lost pretty fast due to me
not
knowing the class hierarchy out of my pocket. In addition I do not have
the
time needed to then try to fix these bugs myself cause my spare time for
this 'hobby' is already limited.

The more the MP SDK can offer to help out new folks like myself, the
better.
We need examples we can enhance or even exchange later on. But to
implement
these things yourself without knowing actually where the proper place
would
be is another form of reinventing the wheel or even totally worthless in
the
end cause the next official update will maybe have this code part
implemented properly.

So, many wait for the official release of HL2DM as base for the SDK,
cause
in HL2DM everything seems to work. You have working game modes, one for
team
play and one for solo, working animations with IK, working online
physics,
working weapons aso aso. The only part missing would be fully online
working
vehicles of different types (wheels, tracks, hovers, flying, swimming,
diving).
But maybe you guys can surprise us all by releasing an official HL2DM
map
with a working buggy, jeep or whatever type of vehicle you want to use
and
this all working in the SDK then too. :)

I know I'm asking for a lot, maybe too much, but with such a MP base SDK
you
will get tons of new people to actually start modding.
Not everyone out there has the time and/or the skill to reinvent the
wheel
or to fix base codes.

Would be great if Valve would be able to deliver such a MP SDK. Would
hook
even more mod teams to this great engine, for sure!

regards,

Beppo

--
Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead
[EMAIL PROTECTED]   Sentry Studios - Infiltration
[EMAIL PROTECTED]  http://www.sentrystudios.net
 http://infiltration.sentrystudios.net



- Original Message -
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, January 18, 2005 4:48 PM
Subject: Re: [hlcoders] HL2DM SDK in January or February?


 Mike Blowers wrote:

 Wow... Steam must have downloaded the wrong SDK for me then !

 How about these issues then (just to start with)

 Go Thirdperson The player has 4 arms.

 The Physics is nothing like HL2DMHow many times have you been
 teleported
 across a level just because you happened to walk on a slope in HL2DM
?)

 Exit the Jeep and the weapon comes off the jeep then flies back on
again.

 Exit the Jeep whilst it's leaning against a wall, and those angles
are
 forced on the player.

 After throwing a grenade it's auto switches to another weapon, no
matter
 how
 many grenades you have left.

 How many of these issues have you posted on VERC?

 As for Physics, Jay Stelly responded to a post on VERC about maxspeed
 being handled improperly...


http://www.chatbear.com/board.plm?a=viewthreadt=211,1104816723,4893id=
768355b=4991v=flatold

 --
 Jeffrey botman Broome

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




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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-20 Thread Beppo
Thanks for the links Chris, appreciated.
And I have to second you here ;)
Admittedly though it would be nice just to use the Valve code instead of
any possibly shoddy fixes :-)
--
Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead
[EMAIL PROTECTED]   Sentry Studios - Infiltration
[EMAIL PROTECTED]  http://www.sentrystudios.net
http://infiltration.sentrystudios.net

- Original Message -
From: Chris Adams [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, January 20, 2005 11:41 PM
Subject: RE: [hlcoders] HL2DM SDK in January or February?

Not everyone out there has the time and/or the skill to reinvent the
wheel
or to fix base codes.
I think a few weeks ago this was definitely the case, but the
availability of fixes now is very great. I messed up my code base
totally the other day and it took me 20 minutes to have a fully working
MP code base with scoreboard etc, using the fixes on the net.
Useful links:
http://forums.thewavelength.net
http://www.sourcewiki.org
http://www.hl2dev.tk
Admittedly though it would be nice just to use the Valve code instead of
any possibly shoddy fixes :-)
---
Chris Adams
Fragzzhost
T (07005) 964 855
F (07005) 964 857
www.fragzzhost.com
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Beppo
Sent: 20 January 2005 21:58
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HL2DM SDK in January or February?
Was nothing of all this posted on VERC?
Without trying to sound rude or something alike, but you encounter these
bugs within 2 minutes of playing the test map.
But back on topic... some already said that many out there want a base
SDK
that actually works, has the basic stuff you need for a game already
implemented (ScoreBoard and stuff alike) and the bugs that some already
fixed themselves like the animations being fixed by Valve to get a
'standard' that you do not need to reinvent or even to reimplement by
copying code from a forum or something similar.
Sure you can learn a lot from doing all this yourself but the problem
for
many out there is simply the time needed for all this.
I am pretty new to the HL/HL2 engine and so do not know right from the
start
where to search for specific things at all and if I encounter a bug that
makes specific things unplayable then I get lost pretty fast due to me
not
knowing the class hierarchy out of my pocket. In addition I do not have
the
time needed to then try to fix these bugs myself cause my spare time for
this 'hobby' is already limited.
The more the MP SDK can offer to help out new folks like myself, the
better.
We need examples we can enhance or even exchange later on. But to
implement
these things yourself without knowing actually where the proper place
would
be is another form of reinventing the wheel or even totally worthless in
the
end cause the next official update will maybe have this code part
implemented properly.
So, many wait for the official release of HL2DM as base for the SDK,
cause
in HL2DM everything seems to work. You have working game modes, one for
team
play and one for solo, working animations with IK, working online
physics,
working weapons aso aso. The only part missing would be fully online
working
vehicles of different types (wheels, tracks, hovers, flying, swimming,
diving).
But maybe you guys can surprise us all by releasing an official HL2DM
map
with a working buggy, jeep or whatever type of vehicle you want to use
and
this all working in the SDK then too. :)
I know I'm asking for a lot, maybe too much, but with such a MP base SDK
you
will get tons of new people to actually start modding.
Not everyone out there has the time and/or the skill to reinvent the
wheel
or to fix base codes.
Would be great if Valve would be able to deliver such a MP SDK. Would
hook
even more mod teams to this great engine, for sure!
regards,
Beppo
--
Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead
[EMAIL PROTECTED]   Sentry Studios - Infiltration
[EMAIL PROTECTED]  http://www.sentrystudios.net
http://infiltration.sentrystudios.net

- Original Message -
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, January 18, 2005 4:48 PM
Subject: Re: [hlcoders] HL2DM SDK in January or February?

Mike Blowers wrote:
Wow... Steam must have downloaded the wrong SDK for me then !
How about these issues then (just to start with)
Go Thirdperson The player has 4 arms.
The Physics is nothing like HL2DMHow many times have you been
teleported
across a level just because you happened to walk on a slope in HL2DM
?)
Exit the Jeep and the weapon comes off the jeep then flies back on
again.
Exit the Jeep whilst it's leaning against a wall, and those angles
are
forced on the player.
After throwing a grenade it's auto switches to another weapon, no
matter
how
many grenades you have left

Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread DOOManiac
I get the impression that most people are wanting the standard things
to be there already for them, like scoreboards and teamplay systems
(including voice icons and chat coloring and stuff), rather than coding
their own.
For some beginners (I consider myself once, so perhaps I can speak for
them, since I'm a dumbass) I also think a lot of it has to do with just
fear of putting work into something now, and not knowing what to do to
merge the code later.
I just want a fully working spectator mode cause I don't feel like
fixing the broken one. heh
--
Russell DOOManiac Weed
--
[EMAIL PROTECTED]
--
Alfred Reynolds wrote:
The code for HL2DM won't be until February at the earliest. I am
interested as to why people want it. It doesn't contain anything more
that the current SDK.
The only real difference is has some HL2 weapons predicted (the current
SDK has all its weapons predicted also) and it has a some more examples
to work from. If you want to make a HL2DM clone or get more examples
then it will be useful, otherwise...
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
January or February?

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] The one million
dollar question. Will Valve release HL2DM this month ??, any news
about it??

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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Ben Davison
I think it has todo with so much stuff that is broken or non
functional in the current SDK that has to-do with it.

I would rather have most of the grunt work done for me then having
to reimplement basic stuff like scoreboards or team menus. While I do
admit implementing it yourself is a great way to learn the ins and
outs of the engine, i'm sure most people would like a fully functional
base to work from.


On Tue, 18 Jan 2005 02:56:20 -0600, DOOManiac
[EMAIL PROTECTED] wrote:

 I get the impression that most people are wanting the standard things
 to be there already for them, like scoreboards and teamplay systems
 (including voice icons and chat coloring and stuff), rather than coding
 their own.

 For some beginners (I consider myself once, so perhaps I can speak for
 them, since I'm a dumbass) I also think a lot of it has to do with just
 fear of putting work into something now, and not knowing what to do to
 merge the code later.

 I just want a fully working spectator mode cause I don't feel like
 fixing the broken one. heh

 --
 Russell DOOManiac Weed
 --
 [EMAIL PROTECTED]
 --

 Alfred Reynolds wrote:
  The code for HL2DM won't be until February at the earliest. I am
  interested as to why people want it. It doesn't contain anything more
  that the current SDK.
 
  The only real difference is has some HL2 weapons predicted (the current
  SDK has all its weapons predicted also) and it has a some more examples
  to work from. If you want to make a HL2DM clone or get more examples
  then it will be useful, otherwise...
 
  - Alfred
 
  Original Message
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
  Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
  hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
  January or February?
 
 
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ] The one million
 dollar question. Will Valve release HL2DM this month ??, any news
 about it??
 
 
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  please visit:
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--
- Ben Davison
- http://www.shadow-phoenix.com

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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Mike Blowers

It doesn't contain anything more that the current SDK.

The only real difference is has some HL2 weapons predicted (the current
SDK has all its weapons predicted also)
and it has a some more examples to work from. If you want to make a HL2DM
clone or get more examples
then it will be useful, otherwise...
Wow... Steam must have downloaded the wrong SDK for me then !
How about these issues then (just to start with)
Go Thirdperson The player has 4 arms.
The Physics is nothing like HL2DMHow many times have you been teleported
across a level just because you happened to walk on a slope in HL2DM ?)
Exit the Jeep and the weapon comes off the jeep then flies back on again.
Exit the Jeep whilst it's leaning against a wall, and those angles are
forced on the player.
After throwing a grenade it's auto switches to another weapon, no matter how
many grenades you have left.
. bored now so that will do to start with.
I simply can't believe the mp sdk is anything more than an early beta
release at best... none of the above issues
exist in HL2DM.
In it's current state I'd suggest that any coder faces weeks of trying to
fix these basic issues, just so it's
playable let alone adding new content.
Mike.
Alfred Reynolds wrote:
 The code for HL2DM won't be until February at the earliest. I am
 interested as to why people want it. It doesn't contain anything more
 that the current SDK.

 The only real difference is has some HL2 weapons predicted (the current
 SDK has all its weapons predicted also) and it has a some more examples
 to work from. If you want to make a HL2DM clone or get more examples
 then it will be useful, otherwise...

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
 Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
 hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
 January or February?


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] The one million
dollar question. Will Valve release HL2DM this month ??, any news
about it??


 ___
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 please visit:
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--
- Ben Davison
- http://www.shadow-phoenix.com
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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Josh
Any possibility of any server plugin updates? Perhaps the ability to change
a user's origin?  It would be great if there could be a function that allows
us to modify the damage done per shot before it is processed.

Not sure if you wanted a feature request or not :P

Also, will hudmessages be fixed for CS:S?

Thanks,
Josh

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Monday, January 17, 2005 11:28 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HL2DM SDK in January or February?

The code for HL2DM won't be until February at the earliest. I am
interested as to why people want it. It doesn't contain anything more
that the current SDK.

The only real difference is has some HL2 weapons predicted (the current
SDK has all its weapons predicted also) and it has a some more examples
to work from. If you want to make a HL2DM clone or get more examples
then it will be useful, otherwise...

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
January or February?

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ] The one million
 dollar question. Will Valve release HL2DM this month ??, any news
 about it??

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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Jeffrey \botman\ Broome
Mike Blowers wrote:
Wow... Steam must have downloaded the wrong SDK for me then !
How about these issues then (just to start with)
Go Thirdperson The player has 4 arms.
The Physics is nothing like HL2DMHow many times have you been
teleported
across a level just because you happened to walk on a slope in HL2DM ?)
Exit the Jeep and the weapon comes off the jeep then flies back on again.
Exit the Jeep whilst it's leaning against a wall, and those angles are
forced on the player.
After throwing a grenade it's auto switches to another weapon, no matter
how
many grenades you have left.
How many of these issues have you posted on VERC?
As for Physics, Jay Stelly responded to a post on VERC about maxspeed
being handled improperly...
http://www.chatbear.com/board.plm?a=viewthreadt=211,1104816723,4893id=768355b=4991v=flatold
--
Jeffrey botman Broome
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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Erik Johnson
Please be very specific when talking about what is broken with the SDK.

We'll work on any problems or difficult areas that you're running in to.

Erik

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
Sent: Tuesday, January 18, 2005 5:30 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HL2DM SDK in January or February?

I think it has todo with so much stuff that is broken or non
functional in the current SDK that has to-do with it.

I would rather have most of the grunt work done for me then having
to reimplement basic stuff like scoreboards or team menus. While I do
admit implementing it yourself is a great way to learn the ins and
outs of the engine, i'm sure most people would like a fully functional
base to work from.


On Tue, 18 Jan 2005 02:56:20 -0600, DOOManiac
[EMAIL PROTECTED] wrote:

 I get the impression that most people are wanting the standard
things
 to be there already for them, like scoreboards and teamplay systems
 (including voice icons and chat coloring and stuff), rather than
coding
 their own.

 For some beginners (I consider myself once, so perhaps I can speak for
 them, since I'm a dumbass) I also think a lot of it has to do with
just
 fear of putting work into something now, and not knowing what to do to
 merge the code later.

 I just want a fully working spectator mode cause I don't feel like
 fixing the broken one. heh

 --
 Russell DOOManiac Weed
 --
 [EMAIL PROTECTED]
 --

 Alfred Reynolds wrote:
  The code for HL2DM won't be until February at the earliest. I am
  interested as to why people want it. It doesn't contain anything
more
  that the current SDK.
 
  The only real difference is has some HL2 weapons predicted (the
current
  SDK has all its weapons predicted also) and it has a some more
examples
  to work from. If you want to make a HL2DM clone or get more examples
  then it will be useful, otherwise...
 
  - Alfred
 
  Original Message
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Jose
Luis
  Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
  hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
  January or February?
 
 
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ] The one million
 dollar question. Will Valve release HL2DM this month ??, any news
 about it??
 
 
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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Ben Davison
I can't speak for most people here but the current SDK is sparse I
personally like learning the engine by doing most the basic work
myself but I think most people would like a solid base to work off,
and not have to create the basics like A round timer for example.

Erik, Can I ask what is planned for the next version of the SDK? I
know that there is going to be a physics fix by Jay Stelly. Anything
else we should expect?


On Tue, 18 Jan 2005 10:30:41 -0800, Erik Johnson [EMAIL PROTECTED] wrote:
 Please be very specific when talking about what is broken with the SDK.

 We'll work on any problems or difficult areas that you're running in to.

 Erik

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
 Sent: Tuesday, January 18, 2005 5:30 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] HL2DM SDK in January or February?

 I think it has todo with so much stuff that is broken or non
 functional in the current SDK that has to-do with it.

 I would rather have most of the grunt work done for me then having
 to reimplement basic stuff like scoreboards or team menus. While I do
 admit implementing it yourself is a great way to learn the ins and
 outs of the engine, i'm sure most people would like a fully functional
 base to work from.

 On Tue, 18 Jan 2005 02:56:20 -0600, DOOManiac
 [EMAIL PROTECTED] wrote:
 
  I get the impression that most people are wanting the standard
 things
  to be there already for them, like scoreboards and teamplay systems
  (including voice icons and chat coloring and stuff), rather than
 coding
  their own.
 
  For some beginners (I consider myself once, so perhaps I can speak for
  them, since I'm a dumbass) I also think a lot of it has to do with
 just
  fear of putting work into something now, and not knowing what to do to
  merge the code later.
 
  I just want a fully working spectator mode cause I don't feel like
  fixing the broken one. heh
 
  --
  Russell DOOManiac Weed
  --
  [EMAIL PROTECTED]
  --
 
  Alfred Reynolds wrote:
   The code for HL2DM won't be until February at the earliest. I am
   interested as to why people want it. It doesn't contain anything
 more
   that the current SDK.
  
   The only real difference is has some HL2 weapons predicted (the
 current
   SDK has all its weapons predicted also) and it has a some more
 examples
   to work from. If you want to make a HL2DM clone or get more examples
   then it will be useful, otherwise...
  
   - Alfred
  
   Original Message
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Jose
 Luis
   Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
   hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
   January or February?
  
  
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ] The one million
  dollar question. Will Valve release HL2DM this month ??, any news
  about it??
  
  
   ___
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 archives, please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
  
 
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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Alfred Reynolds
We will be releasing a basic bot API for plugins (with a very simple
example). We have also extended the IPlayerInfo structure to return more
data about player. You should use the
IServerPluginHelpers::CreateMessage() function to communicate with end
users from a plugin (oh, and we added a DIALOG_ENTRY message type that
lets you prompt a user for input).

- Alfred


Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent:
Tuesday, January 18, 2005 7:08 AM To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HL2DM SDK in January or February?

 Any possibility of any server plugin updates? Perhaps the ability to
 change a user's origin?  It would be great if there could be a
 function that allows us to modify the damage done per shot before it
 is processed.

 Not sure if you wanted a feature request or not :P

 Also, will hudmessages be fixed for CS:S?

 Thanks,
 Josh

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
 Reynolds
 Sent: Monday, January 17, 2005 11:28 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] HL2DM SDK in January or February?

 The code for HL2DM won't be until February at the earliest. I am
 interested as to why people want it. It doesn't contain anything more
 that the current SDK.

 The only real difference is has some HL2 weapons predicted (the
 current SDK has all its weapons predicted also) and it has a some
 more examples to work from. If you want to make a HL2DM clone or get
 more examples then it will be useful, otherwise...

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
 Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
 hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
 January or February?

  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ] The one million
  dollar question. Will Valve release HL2DM this month ??, any news
  about it??

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 archives, please visit:
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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Ben Davison
Bot API? Is that going to be using bits of the CS:S bot code?

Also that change list mainly seems geared towards plugins, also has
valve fixed the memory eating error with hammer and steam?


On Tue, 18 Jan 2005 10:55:27 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
 We will be releasing a basic bot API for plugins (with a very simple
 example). We have also extended the IPlayerInfo structure to return more
 data about player. You should use the
 IServerPluginHelpers::CreateMessage() function to communicate with end
 users from a plugin (oh, and we added a DIALOG_ENTRY message type that
 lets you prompt a user for input).

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent:
 Tuesday, January 18, 2005 7:08 AM To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] HL2DM SDK in January or February?

  Any possibility of any server plugin updates? Perhaps the ability to
  change a user's origin?  It would be great if there could be a
  function that allows us to modify the damage done per shot before it
  is processed.
 
  Not sure if you wanted a feature request or not :P
 
  Also, will hudmessages be fixed for CS:S?
 
  Thanks,
  Josh
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
  Reynolds
  Sent: Monday, January 17, 2005 11:28 PM
  To: hlcoders@list.valvesoftware.com
  Subject: RE: [hlcoders] HL2DM SDK in January or February?
 
  The code for HL2DM won't be until February at the earliest. I am
  interested as to why people want it. It doesn't contain anything more
  that the current SDK.
 
  The only real difference is has some HL2 weapons predicted (the
  current SDK has all its weapons predicted also) and it has a some
  more examples to work from. If you want to make a HL2DM clone or get
  more examples then it will be useful, otherwise...
 
  - Alfred
 
  Original Message
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
  Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
  hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
  January or February?
 
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ] The one million
   dollar question. Will Valve release HL2DM this month ??, any news
   about it??
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread S. Hendriks
Thats very good news, i can't wait to extend those. I lack time to
investigate stuff, but i am sure when the new SDK release is there, it
will give us a lot more control over things (well as far as its needed
of course).

I heard, but did not test this yet, that the current  'bot plugins' do
not work with the CSS release. (Botman, could you confirm?) Any info on
this?

===
Stefan Hendriks
FunDynamic  RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com

===

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Alfred Reynolds
Verzonden: dinsdag 18 januari 2005 19:55
Aan: hlcoders@list.valvesoftware.com
Onderwerp: RE: [hlcoders] HL2DM SDK in January or February?


We will be releasing a basic bot API for plugins (with a very simple
example). We have also extended the IPlayerInfo structure to return more
data about player. You should use the
IServerPluginHelpers::CreateMessage() function to communicate with end
users from a plugin (oh, and we added a DIALOG_ENTRY message type that
lets you prompt a user for input).

- Alfred


Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent:
Tuesday, January 18, 2005 7:08 AM To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HL2DM SDK in January or February?

 Any possibility of any server plugin updates? Perhaps the ability to
 change a user's origin?  It would be great if there could be a
 function that allows us to modify the damage done per shot before it
 is processed.

 Not sure if you wanted a feature request or not :P

 Also, will hudmessages be fixed for CS:S?

 Thanks,
 Josh

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
 Reynolds
 Sent: Monday, January 17, 2005 11:28 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] HL2DM SDK in January or February?

 The code for HL2DM won't be until February at the earliest. I am
 interested as to why people want it. It doesn't contain anything more
 that the current SDK.

 The only real difference is has some HL2 weapons predicted (the
 current SDK has all its weapons predicted also) and it has a some more

 examples to work from. If you want to make a HL2DM clone or get more
 examples then it will be useful, otherwise...

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
 Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
 hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
 January or February?

  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ] The one million
  dollar question. Will Valve release HL2DM this month ??, any news
  about it??

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

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



 ___
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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Pavol Marko
It could be nice if you could add something to print to chat area so we
don't have to use UserMessages for that.
Also, any news about whether the GameFrame function will be changed to
be called even when the server is empty? That would be a very nice feature..
Alfred Reynolds schrieb:
We will be releasing a basic bot API for plugins (with a very simple
example). We have also extended the IPlayerInfo structure to return more
data about player. You should use the
IServerPluginHelpers::CreateMessage() function to communicate with end
users from a plugin (oh, and we added a DIALOG_ENTRY message type that
lets you prompt a user for input).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent:
Tuesday, January 18, 2005 7:08 AM To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HL2DM SDK in January or February?

Any possibility of any server plugin updates? Perhaps the ability to
change a user's origin?  It would be great if there could be a
function that allows us to modify the damage done per shot before it
is processed.
Not sure if you wanted a feature request or not :P
Also, will hudmessages be fixed for CS:S?
Thanks,
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Monday, January 17, 2005 11:28 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HL2DM SDK in January or February?
The code for HL2DM won't be until February at the earliest. I am
interested as to why people want it. It doesn't contain anything more
that the current SDK.
The only real difference is has some HL2 weapons predicted (the
current SDK has all its weapons predicted also) and it has a some
more examples to work from. If you want to make a HL2DM clone or get
more examples then it will be useful, otherwise...
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
January or February?

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] The one million
dollar question. Will Valve release HL2DM this month ??, any news
about it??

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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Jeffrey \botman\ Broome
S. Hendriks wrote:
I heard, but did not test this yet, that the current  'bot plugins' do
not work with the CSS release. (Botman, could you confirm?) Any info on
this?
I would assume this has to do with CS:S now officially supporting bots
(internally).  Bots created through plugins may (will?) confuse the CS:S
code that internally handles fake clients.
--
Jeffrey botman Broome
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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Bug
Sorry are you saying you are adding the ability to communicate with end
users in the next release or that we, just as a general note, should use
CreateMessage() to send things to users?

How does DIALOG_ENTRY take input from a user?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: 18 January 2005 18:55
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HL2DM SDK in January or February?

We will be releasing a basic bot API for plugins (with a very simple
example). We have also extended the IPlayerInfo structure to return more
data about player. You should use the
IServerPluginHelpers::CreateMessage() function to communicate with end
users from a plugin (oh, and we added a DIALOG_ENTRY message type that
lets you prompt a user for input).

- Alfred


Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent:
Tuesday, January 18, 2005 7:08 AM To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HL2DM SDK in January or February?

 Any possibility of any server plugin updates? Perhaps the ability to
 change a user's origin?  It would be great if there could be a
 function that allows us to modify the damage done per shot before it
 is processed.

 Not sure if you wanted a feature request or not :P

 Also, will hudmessages be fixed for CS:S?

 Thanks,
 Josh

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
 Reynolds
 Sent: Monday, January 17, 2005 11:28 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] HL2DM SDK in January or February?

 The code for HL2DM won't be until February at the earliest. I am
 interested as to why people want it. It doesn't contain anything more
 that the current SDK.

 The only real difference is has some HL2 weapons predicted (the
 current SDK has all its weapons predicted also) and it has a some
 more examples to work from. If you want to make a HL2DM clone or get
 more examples then it will be useful, otherwise...

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
 Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
 hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
 January or February?

  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ] The one million
  dollar question. Will Valve release HL2DM this month ??, any news
  about it??

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



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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Alfred Reynolds
When we release it you will see :)

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bug Sent:
Tuesday, January 18, 2005 12:14 PM To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HL2DM SDK in January or February?

 Sorry are you saying you are adding the ability to communicate with
 end users in the next release or that we, just as a general note,
 should use
 CreateMessage() to send things to users?

 How does DIALOG_ENTRY take input from a user?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
 Reynolds
 Sent: 18 January 2005 18:55
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] HL2DM SDK in January or February?

 We will be releasing a basic bot API for plugins (with a very simple
 example). We have also extended the IPlayerInfo structure to return
 more data about player. You should use the
 IServerPluginHelpers::CreateMessage() function to communicate with
 end users from a plugin (oh, and we added a DIALOG_ENTRY message type
 that lets you prompt a user for input).

 - Alfred


 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent:
 Tuesday, January 18, 2005 7:08 AM To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] HL2DM SDK in January or February?

  Any possibility of any server plugin updates? Perhaps the ability to
  change a user's origin?  It would be great if there could be a
  function that allows us to modify the damage done per shot before
  it is processed.
 
  Not sure if you wanted a feature request or not :P
 
  Also, will hudmessages be fixed for CS:S?
 
  Thanks,
  Josh
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
  Reynolds Sent: Monday, January 17, 2005 11:28 PM
  To: hlcoders@list.valvesoftware.com
  Subject: RE: [hlcoders] HL2DM SDK in January or February?
 
  The code for HL2DM won't be until February at the earliest. I am
  interested as to why people want it. It doesn't contain anything
  more that the current SDK.
 
  The only real difference is has some HL2 weapons predicted (the
  current SDK has all its weapons predicted also) and it has a some
  more examples to work from. If you want to make a HL2DM clone or
  get more examples then it will be useful, otherwise...
 
  - Alfred
 
  Original Message
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Jose
  Luis Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
  hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
  January or February?
 
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ] The one million
   dollar question. Will Valve release HL2DM this month ??, any news
   about it??
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
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  archives, please visit:
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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Alfred Reynolds
CS:S will work with 3rd party bots (implementing the bot API was a good
test of this). I suspect that current bot plugins don't work because
they have to use assorted hacks to work (and the release probably
invalidated some of those hacks).

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
botman Broome Sent: Tuesday, January 18, 2005 11:48 AM To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HL2DM SDK in
January or February?

 S. Hendriks wrote:
 
  I heard, but did not test this yet, that the current  'bot plugins'
  do not work with the CSS release. (Botman, could you confirm?) Any
  info on this?
 

 I would assume this has to do with CS:S now officially supporting
 bots (internally).  Bots created through plugins may (will?) confuse
 the CS:S code that internally handles fake clients.

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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Jeffrey \botman\ Broome
Alfred Reynolds wrote:
CS:S will work with 3rd party bots (implementing the bot API was a good
test of this). I suspect that current bot plugins don't work because
they have to use assorted hacks to work (and the release probably
invalidated some of those hacks).
WHAT!?!?!?!?  Plugins using HACKS!!!  WHAT YOU SAY???
All your base are belong to us!
--
Jeffrey botman Broome
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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Alfred Reynolds
I still feel dirty from reading that forum post with all the hex offsets


- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
botman Broome Sent: Tuesday, January 18, 2005 1:26 PM To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HL2DM SDK in
January or February?

 Alfred Reynolds wrote:
  CS:S will work with 3rd party bots (implementing the bot API was a
  good test of this). I suspect that current bot plugins don't work
  because they have to use assorted hacks to work (and the release
  probably invalidated some of those hacks).

 WHAT!?!?!?!?  Plugins using HACKS!!!  WHAT YOU SAY???

 All your base are belong to us!

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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread S. Hendriks
That would make sense, i did not dig into this, but i can't wait for the
'official' bot plugin to work with, feels a lot more comfortable then ;)

===
Stefan Hendriks
FunDynamic  RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com

===

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Alfred Reynolds
Verzonden: dinsdag 18 januari 2005 22:06
Aan: hlcoders@list.valvesoftware.com
Onderwerp: RE: [hlcoders] HL2DM SDK in January or February?


CS:S will work with 3rd party bots (implementing the bot API was a good
test of this). I suspect that current bot plugins don't work because
they have to use assorted hacks to work (and the release probably
invalidated some of those hacks).

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
botman Broome Sent: Tuesday, January 18, 2005 11:48 AM To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HL2DM SDK in
January or February?

 S. Hendriks wrote:
 
  I heard, but did not test this yet, that the current  'bot plugins'
  do not work with the CSS release. (Botman, could you confirm?) Any
  info on this?
 

 I would assume this has to do with CS:S now officially supporting bots

 (internally).  Bots created through plugins may (will?) confuse the
 CS:S code that internally handles fake clients.

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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread S. Hendriks
I can imagine,

Though the cBaseEntity access gained on the more 'clean' is not that
bad!?

===
Stefan Hendriks
FunDynamic  RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com

===

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Alfred Reynolds
Verzonden: dinsdag 18 januari 2005 22:30
Aan: hlcoders@list.valvesoftware.com
Onderwerp: RE: [hlcoders] HL2DM SDK in January or February?


I still feel dirty from reading that forum post with all the hex offsets


- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
botman Broome Sent: Tuesday, January 18, 2005 1:26 PM To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HL2DM SDK in
January or February?

 Alfred Reynolds wrote:
  CS:S will work with 3rd party bots (implementing the bot API was a
  good test of this). I suspect that current bot plugins don't work
  because they have to use assorted hacks to work (and the release
  probably invalidated some of those hacks).

 WHAT!?!?!?!?  Plugins using HACKS!!!  WHAT YOU SAY???

 All your base are belong to us!

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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Bug
Manip has access to CBaseEntity without any kind of hacks or cheap tricks or
modifications to the SDK... but more on that later (don't e-mail me!).

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: 18 January 2005 21:30
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HL2DM SDK in January or February?

I still feel dirty from reading that forum post with all the hex offsets


- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
botman Broome Sent: Tuesday, January 18, 2005 1:26 PM To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HL2DM SDK in
January or February?

 Alfred Reynolds wrote:
  CS:S will work with 3rd party bots (implementing the bot API was a
  good test of this). I suspect that current bot plugins don't work
  because they have to use assorted hacks to work (and the release
  probably invalidated some of those hacks).

 WHAT!?!?!?!?  Plugins using HACKS!!!  WHAT YOU SAY???

 All your base are belong to us!

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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-17 Thread Draco
Hey guys, if you are interested, my first project for Source will be
to do HLDM using the HL:S models and such. I will release the code if
and when it's done.(I'll be getting MSVC 7.1 so I can start this next
week or so)

Might be usefull


**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net

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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-17 Thread Maurino Berry
I'd be really interested in knowing this too as it will influence my
development plan.
_
Take advantage of powerful junk e-mail filters built on patented Microsoft®
SmartScreen Technology.
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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-17 Thread Alfred Reynolds
The code for HL2DM won't be until February at the earliest. I am
interested as to why people want it. It doesn't contain anything more
that the current SDK.

The only real difference is has some HL2 weapons predicted (the current
SDK has all its weapons predicted also) and it has a some more examples
to work from. If you want to make a HL2DM clone or get more examples
then it will be useful, otherwise...

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
January or February?

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ] The one million
 dollar question. Will Valve release HL2DM this month ??, any news
 about it??

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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-17 Thread Alfred Reynolds
Oh, and please tell us what areas you are having trouble coding so we
can add more/better examples for you.

- Alfred

Original Message
From: Alfred Reynolds
Sent: Monday, January 17, 2005 8:28 PM
To: 'hlcoders@list.valvesoftware.com'
Subject: RE: [hlcoders] HL2DM SDK in January or February?

 The code for HL2DM won't be until February at the earliest. I am
 interested as to why people want it. It doesn't contain anything more
 that the current SDK.

 The only real difference is has some HL2 weapons predicted (the
 current SDK has all its weapons predicted also) and it has a some
 more examples to work from. If you want to make a HL2DM clone or get
 more examples then it will be useful, otherwise...

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
 Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
 hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
 January or February?

  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ] The one million
  dollar question. Will Valve release HL2DM this month ??, any news
  about it??

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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-17 Thread Patrick Flanagan
I don't understand why everyone is clamboring for the HL2DM code to be
released. Most of the functionality you need is already in the SDK,
and I was able to reimplement all of it in my mod with minimal effort.
I think the people that are asking for it just want to start from a
fully working game, which arguably the SDK is not. You certainly don't
need the HL2DM code in order to make a mod, my team (and others I know
of) are getting along fine without it.

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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-17 Thread Christensen, Grant
Agree.  While there have been some bugs to be fixed along the way, I
have found it rewarding to be able to get things going myself, and it
has given me a far better understanding of the mechanics of the SDK.  I
have all sorts of things working now which after a little research and
planning I have found to be rather easy to implement.

Grant.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Patrick
Flanagan
Sent: Tuesday, 18 January 2005 2:39 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HL2DM SDK in January or February?

I don't understand why everyone is clamboring for the HL2DM code to be
released. Most of the functionality you need is already in the SDK,
and I was able to reimplement all of it in my mod with minimal effort.
I think the people that are asking for it just want to start from a
fully working game, which arguably the SDK is not. You certainly don't
need the HL2DM code in order to make a mod, my team (and others I know
of) are getting along fine without it.

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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-17 Thread Hasan Aljudy
 This E-Mail is intended only for the addressee. Its use is limited to that
 intended by the author at the time and it is not to be distributed without the
 author's consent. Unless otherwise stated, the State of Queensland accepts no
 liability for the contents of this E-Mail except where subsequently confirmed 
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OT: dude, your email's disclaimer is longer than your actual emails :P


On Tue, 18 Jan 2005 14:48:37 +1000, Christensen, Grant
[EMAIL PROTECTED] wrote:
 Agree.  While there have been some bugs to be fixed along the way, I
 have found it rewarding to be able to get things going myself, and it
 has given me a far better understanding of the mechanics of the SDK.  I
 have all sorts of things working now which after a little research and
 planning I have found to be rather easy to implement.

 Grant.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Patrick
 Flanagan
 Sent: Tuesday, 18 January 2005 2:39 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] HL2DM SDK in January or February?

 I don't understand why everyone is clamboring for the HL2DM code to be
 released. Most of the functionality you need is already in the SDK,
 and I was able to reimplement all of it in my mod with minimal effort.
 I think the people that are asking for it just want to start from a
 fully working game, which arguably the SDK is not. You certainly don't
 need the HL2DM code in order to make a mod, my team (and others I know
 of) are getting along fine without it.

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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Andrew Foss
When I read that, I just about had a coronary. Then I remembered: Next
year is less than a week away. :D

And now I realize that next year includes 365.25 days. drat.


On Fri, 24 Dec 2004 02:14:28 +, Ben Davison
[EMAIL PROTECTED] wrote:
 From Adrian Finol

 Hey Ben,

 Sorry but it wont be until next year. There's a couple of stuff we are
 working on that we want to get in the codebase before we release it.

 Take care.


 On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
  I guess the suprise to have the hl2dm sdk released for the holidays isn't
  going to happen :(
 
  r00t 3:16
  CQC Gaming
  www.cqc-gaming.com
 
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 - http://www.shadow-phoenix.com

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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Ben Davison
:O

I would probably take a wild guess and say we are going to get it in
the first quarter of the year :P


On Mon, 27 Dec 2004 00:53:47 -0800, Andrew Foss [EMAIL PROTECTED] wrote:
 When I read that, I just about had a coronary. Then I remembered: Next
 year is less than a week away. :D

 And now I realize that next year includes 365.25 days. drat.

 On Fri, 24 Dec 2004 02:14:28 +, Ben Davison
 [EMAIL PROTECTED] wrote:
  From Adrian Finol
 
  Hey Ben,
 
  Sorry but it wont be until next year. There's a couple of stuff we are
  working on that we want to get in the codebase before we release it.
 
  Take care.
 
 
  On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
   I guess the suprise to have the hl2dm sdk released for the holidays isn't
   going to happen :(
  
   r00t 3:16
   CQC Gaming
   www.cqc-gaming.com
  
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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Daniel Menard
Honestly im not that excited about getting my hands on the HL2dm code.
The HL2 code is already there and IMO it's plenty to figure out how it
all works. I just hope they don't start making major changes to the
code base, because my mod is already on its way and having to
accomodate changes to the codebase can be a pain.

Ofcourse people looking to mod HL2dm is a different story, but for
TCs, I think you're better off working from the barebones SDK mod.


On Mon, 27 Dec 2004 14:14:24 +, Ben Davison
[EMAIL PROTECTED] wrote:
 :O

 I would probably take a wild guess and say we are going to get it in
 the first quarter of the year :P


 On Mon, 27 Dec 2004 00:53:47 -0800, Andrew Foss [EMAIL PROTECTED] wrote:
  When I read that, I just about had a coronary. Then I remembered: Next
  year is less than a week away. :D
 
  And now I realize that next year includes 365.25 days. drat.
 
  On Fri, 24 Dec 2004 02:14:28 +, Ben Davison
  [EMAIL PROTECTED] wrote:
   From Adrian Finol
  
   Hey Ben,
  
   Sorry but it wont be until next year. There's a couple of stuff we are
   working on that we want to get in the codebase before we release it.
  
   Take care.
  
  
   On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
I guess the suprise to have the hl2dm sdk released for the holidays 
isn't
going to happen :(
   
r00t 3:16
CQC Gaming
www.cqc-gaming.com
   
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   --
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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Teddy
Do you mean we as in the royal we? Or have you been working on hl2dm
all this time?

I thought you were the guy from shadowphoenix ben, now i'm all confused


On Fri, 24 Dec 2004 02:14:28 +, Ben Davison
[EMAIL PROTECTED] wrote:
 From Adrian Finol

 Hey Ben,

 Sorry but it wont be until next year. There's a couple of stuff we are
 working on that we want to get in the codebase before we release it.

 Take care.


 On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
  I guess the suprise to have the hl2dm sdk released for the holidays isn't
  going to happen :(
 
  r00t 3:16
  CQC Gaming
  www.cqc-gaming.com
 
  ___
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  please visit:
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 - http://www.shadow-phoenix.com

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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Ben Davison
I mean we as in mod teams. :)

I havent been working on it, the original email was from Adrian Finol
a developer who works with valve.


On Tue, 28 Dec 2004 05:44:52 +1000, Teddy [EMAIL PROTECTED] wrote:
 Do you mean we as in the royal we? Or have you been working on hl2dm
 all this time?

 I thought you were the guy from shadowphoenix ben, now i'm all confused


 On Fri, 24 Dec 2004 02:14:28 +, Ben Davison
 [EMAIL PROTECTED] wrote:
  From Adrian Finol
 
  Hey Ben,
 
  Sorry but it wont be until next year. There's a couple of stuff we are
  working on that we want to get in the codebase before we release it.
 
  Take care.
 
 
  On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
   I guess the suprise to have the hl2dm sdk released for the holidays isn't
   going to happen :(
  
   r00t 3:16
   CQC Gaming
   www.cqc-gaming.com
  
   ___
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   please visit:
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  --
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  - http://www.shadow-phoenix.com
 
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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Jeffrey \botman\ Broome
Teddy wrote:
Do you mean we as in the royal we? Or have you been working on hl2dm
all this time?
I thought you were the guy from shadowphoenix ben, now i'm all confused
I think the important part of that email is...
From Adrian Finol
(Adrian works for Valve, ben was just forwarding Adrian's response.)
--
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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Knifa
I need the HL2DM code for some CTF type mods I'm going to make.
The current multiplayer source code is just like it says, It's
completley empty.. The score board doesn't even work, neither does
weapon reloading and about a hundred other things.
Honestly im not that excited about getting my hands on the HL2dm code.
The HL2 code is already there and IMO it's plenty to figure out how it
all works. I just hope they don't start making major changes to the
code base, because my mod is already on its way and having to
accomodate changes to the codebase can be a pain.
Ofcourse people looking to mod HL2dm is a different story, but for
TCs, I think you're better off working from the barebones SDK mod.
On Mon, 27 Dec 2004 14:14:24 +, Ben Davison
[EMAIL PROTECTED] wrote:

:O
I would probably take a wild guess and say we are going to get it in
the first quarter of the year :P
On Mon, 27 Dec 2004 00:53:47 -0800, Andrew Foss [EMAIL PROTECTED] wrote:

When I read that, I just about had a coronary. Then I remembered: Next
year is less than a week away. :D
And now I realize that next year includes 365.25 days. drat.
On Fri, 24 Dec 2004 02:14:28 +, Ben Davison
[EMAIL PROTECTED] wrote:

From Adrian Finol
Hey Ben,
Sorry but it wont be until next year. There's a couple of stuff we are
working on that we want to get in the codebase before we release it.
Take care.
On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:

I guess the suprise to have the hl2dm sdk released for the holidays isn't
going to happen :(
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Teddy
Uhhh whoops. Nevermind me, i'm on crack :)

Knifa: you can fix most of those things in about a day's worth of
coding. It's even easier now, thanks to this thread:
http://forums.thewavelength.net/index.php?showtopic=11025


On Mon, 27 Dec 2004 20:56:47 +, Knifa [EMAIL PROTECTED] wrote:
 I need the HL2DM code for some CTF type mods I'm going to make.
 The current multiplayer source code is just like it says, It's
 completley empty.. The score board doesn't even work, neither does
 weapon reloading and about a hundred other things.

 Honestly im not that excited about getting my hands on the HL2dm code.
 The HL2 code is already there and IMO it's plenty to figure out how it
 all works. I just hope they don't start making major changes to the
 code base, because my mod is already on its way and having to
 accomodate changes to the codebase can be a pain.
 
 Ofcourse people looking to mod HL2dm is a different story, but for
 TCs, I think you're better off working from the barebones SDK mod.
 
 
 On Mon, 27 Dec 2004 14:14:24 +, Ben Davison
 [EMAIL PROTECTED] wrote:
 
 
 :O
 
 I would probably take a wild guess and say we are going to get it in
 the first quarter of the year :P
 
 
 On Mon, 27 Dec 2004 00:53:47 -0800, Andrew Foss [EMAIL PROTECTED] wrote:
 
 
 When I read that, I just about had a coronary. Then I remembered: Next
 year is less than a week away. :D
 
 And now I realize that next year includes 365.25 days. drat.
 
 On Fri, 24 Dec 2004 02:14:28 +, Ben Davison
 [EMAIL PROTECTED] wrote:
 
 
 From Adrian Finol
 
 Hey Ben,
 
 Sorry but it wont be until next year. There's a couple of stuff we are
 working on that we want to get in the codebase before we release it.
 
 Take care.
 
 
 On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
 
 
 I guess the suprise to have the hl2dm sdk released for the holidays isn't
 going to happen :(
 
 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com
 
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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Knifa
A day's worth for someone that is actully good at coding.
I am a newb :/
Teddy wrote:
Uhhh whoops. Nevermind me, i'm on crack :)
Knifa: you can fix most of those things in about a day's worth of
coding. It's even easier now, thanks to this thread:
http://forums.thewavelength.net/index.php?showtopic=11025
On Mon, 27 Dec 2004 20:56:47 +, Knifa [EMAIL PROTECTED] wrote:

I need the HL2DM code for some CTF type mods I'm going to make.
The current multiplayer source code is just like it says, It's
completley empty.. The score board doesn't even work, neither does
weapon reloading and about a hundred other things.

Honestly im not that excited about getting my hands on the HL2dm code.
The HL2 code is already there and IMO it's plenty to figure out how it
all works. I just hope they don't start making major changes to the
code base, because my mod is already on its way and having to
accomodate changes to the codebase can be a pain.
Ofcourse people looking to mod HL2dm is a different story, but for
TCs, I think you're better off working from the barebones SDK mod.
On Mon, 27 Dec 2004 14:14:24 +, Ben Davison
[EMAIL PROTECTED] wrote:


:O
I would probably take a wild guess and say we are going to get it in
the first quarter of the year :P
On Mon, 27 Dec 2004 00:53:47 -0800, Andrew Foss [EMAIL PROTECTED] wrote:


When I read that, I just about had a coronary. Then I remembered: Next
year is less than a week away. :D
And now I realize that next year includes 365.25 days. drat.
On Fri, 24 Dec 2004 02:14:28 +, Ben Davison
[EMAIL PROTECTED] wrote:

From Adrian Finol

Hey Ben,
Sorry but it wont be until next year. There's a couple of stuff we are
working on that we want to get in the codebase before we release it.
Take care.
On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:


I guess the suprise to have the hl2dm sdk released for the holidays isn't
going to happen :(
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Justin Harvey
Yeah I agree, I'm pretty well set except for the whole physics-prediction
issue. Maybe someone from Valve can give us a snippet/hint on that whole
deal because I think more than few people are stumped on that one.
Justin
--
http://www.radi-8.com
- Original Message -
From: Teddy [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, December 27, 2004 4:18 PM
Subject: Re: [hlcoders] HL2dm SDK

Uhhh whoops. Nevermind me, i'm on crack :)
Knifa: you can fix most of those things in about a day's worth of
coding. It's even easier now, thanks to this thread:
http://forums.thewavelength.net/index.php?showtopic=11025
On Mon, 27 Dec 2004 20:56:47 +, Knifa [EMAIL PROTECTED] wrote:
I need the HL2DM code for some CTF type mods I'm going to make.
The current multiplayer source code is just like it says, It's
completley empty.. The score board doesn't even work, neither does
weapon reloading and about a hundred other things.
Honestly im not that excited about getting my hands on the HL2dm code.
The HL2 code is already there and IMO it's plenty to figure out how it
all works. I just hope they don't start making major changes to the
code base, because my mod is already on its way and having to
accomodate changes to the codebase can be a pain.

Ofcourse people looking to mod HL2dm is a different story, but for
TCs, I think you're better off working from the barebones SDK mod.


On Mon, 27 Dec 2004 14:14:24 +, Ben Davison
[EMAIL PROTECTED] wrote:


:O

I would probably take a wild guess and say we are going to get it in
the first quarter of the year :P


On Mon, 27 Dec 2004 00:53:47 -0800, Andrew Foss [EMAIL PROTECTED]
wrote:


When I read that, I just about had a coronary. Then I remembered: Next
year is less than a week away. :D

And now I realize that next year includes 365.25 days. drat.

On Fri, 24 Dec 2004 02:14:28 +, Ben Davison
[EMAIL PROTECTED] wrote:


From Adrian Finol

Hey Ben,

Sorry but it wont be until next year. There's a couple of stuff we
are
working on that we want to get in the codebase before we release it.

Take care.


On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16
[EMAIL PROTECTED] wrote:


I guess the suprise to have the hl2dm sdk released for the holidays
isn't
going to happen :(

r00t 3:16
CQC Gaming
www.cqc-gaming.com

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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Teddy
If you're talking about players bumping into phyiscs objects/getting
stuck, try running CheckStuck() every frame instead of every
CHECK_STUCK_INTERVAL (0.4 sec by default i think)

On Mon, 27 Dec 2004 16:48:36 -0600, Justin Harvey [EMAIL PROTECTED] wrote:
 Yeah I agree, I'm pretty well set except for the whole physics-prediction
 issue. Maybe someone from Valve can give us a snippet/hint on that whole
 deal because I think more than few people are stumped on that one.

 Justin
 --
 http://www.radi-8.com
 - Original Message -
 From: Teddy [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Monday, December 27, 2004 4:18 PM
 Subject: Re: [hlcoders] HL2dm SDK

  Uhhh whoops. Nevermind me, i'm on crack :)
 
  Knifa: you can fix most of those things in about a day's worth of
  coding. It's even easier now, thanks to this thread:
  http://forums.thewavelength.net/index.php?showtopic=11025
 
 
  On Mon, 27 Dec 2004 20:56:47 +, Knifa [EMAIL PROTECTED] wrote:
  I need the HL2DM code for some CTF type mods I'm going to make.
  The current multiplayer source code is just like it says, It's
  completley empty.. The score board doesn't even work, neither does
  weapon reloading and about a hundred other things.
 
  Honestly im not that excited about getting my hands on the HL2dm code.
  The HL2 code is already there and IMO it's plenty to figure out how it
  all works. I just hope they don't start making major changes to the
  code base, because my mod is already on its way and having to
  accomodate changes to the codebase can be a pain.
  
  Ofcourse people looking to mod HL2dm is a different story, but for
  TCs, I think you're better off working from the barebones SDK mod.
  
  
  On Mon, 27 Dec 2004 14:14:24 +, Ben Davison
  [EMAIL PROTECTED] wrote:
  
  
  :O
  
  I would probably take a wild guess and say we are going to get it in
  the first quarter of the year :P
  
  
  On Mon, 27 Dec 2004 00:53:47 -0800, Andrew Foss [EMAIL PROTECTED]
  wrote:
  
  
  When I read that, I just about had a coronary. Then I remembered: Next
  year is less than a week away. :D
  
  And now I realize that next year includes 365.25 days. drat.
  
  On Fri, 24 Dec 2004 02:14:28 +, Ben Davison
  [EMAIL PROTECTED] wrote:
  
  
  From Adrian Finol
  
  Hey Ben,
  
  Sorry but it wont be until next year. There's a couple of stuff we
  are
  working on that we want to get in the codebase before we release it.
  
  Take care.
  
  
  On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16
  [EMAIL PROTECTED] wrote:
  
  
  I guess the suprise to have the hl2dm sdk released for the holidays
  isn't
  going to happen :(
  
  r00t 3:16
  CQC Gaming
  www.cqc-gaming.com
  
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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Justin Harvey
Thank you, I'll give that a go. Specifically I'm talking about all the
prediction errors that show up when you turn on 'cl_showerror'.
J.
- Original Message -
From: Teddy [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, December 27, 2004 7:15 PM
Subject: Re: [hlcoders] HL2dm SDK

If you're talking about players bumping into phyiscs objects/getting
stuck, try running CheckStuck() every frame instead of every
CHECK_STUCK_INTERVAL (0.4 sec by default i think)
On Mon, 27 Dec 2004 16:48:36 -0600, Justin Harvey [EMAIL PROTECTED]
wrote:
Yeah I agree, I'm pretty well set except for the whole
physics-prediction
issue. Maybe someone from Valve can give us a snippet/hint on that whole
deal because I think more than few people are stumped on that one.
Justin
--
http://www.radi-8.com

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Re: [hlcoders] HL2dm SDK

2004-12-23 Thread Ben Davison
From Adrian Finol

Hey Ben,

Sorry but it wont be until next year. There's a couple of stuff we are
working on that we want to get in the codebase before we release it.

Take care.


On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
 I guess the suprise to have the hl2dm sdk released for the holidays isn't
 going to happen :(

 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com

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