[hlcoders] Re: Open Source Mods (again)

2007-01-30 Thread Nikolaos Tzimoulis
Hello (again), I've started my open source mod on sourceforge. I figured out their terrifying way of dealing with code submissions and now I'm working on a way to manage the code using diff files. I downloaded sfk (as Mike suggested) and I understand that it can be used to apply patch files to

[hlcoders] Particle prototyping

2007-01-30 Thread Matt Stafford
-- [ Picked text/plain from multipart/alternative ] Hi all, I'm starting to get into working on particle effects as of late. Just got a quick question to either Valve or anyone else who has had experience with particle creation - what is the easiest/best way to be able to prototype and test

Re: [hlcoders] Re: Open Source Mods (again)

2007-01-30 Thread Jeremy
-- [ Picked text/plain from multipart/alternative ] Not sure how well that is going to work. I don't know how patch files would deal the base SDK being changed during updates, and then users applying the patches to a slightly different codebase than the patch was built from. It's unfortunate they

Re: [hlcoders] Particle prototyping

2007-01-30 Thread Minh
For what it's worth, I managed to get quick results by using the continue-edit feature in the MS Visual Studio debugger. I could tweak the variables for my particle emitter and see my results in a matter of seconds. Do you know how to use the continue-edit feature? - Original Message -

RE: [hlcoders] VAC keeps booting me from my own listen server! :(

2007-01-30 Thread maarten
Unfortunately I can confirm this. I ported from the 8/4 code from last year to the most recent version this weekend, and ever since whenever I load a map with sv_lan 0, the engine.dll calls LevelShutdown() almost immediately. sv_lan 1 allows playing. I really hope for an answer/fix soon, since

[hlcoders] Vehicle pose parameters instability

2007-01-30 Thread maarten
This is a problem we've had over half a year, but I've only discovered this mailing list now and I think my mails to Yahn are somewhere in his spam-archives :) Ever since we ported to the newer SDK version of august last year, we've had problems with our vehicle's pose parameters. It's been a

Re: [hlcoders] Vehicle pose parameters instability

2007-01-30 Thread Minh
Yea, I have the same problem as well. The pose parameter keeps flickering to 0.0f. If you check the values of the pose parameter on the server and client, I believe you'll notice that it only flickers on the client, which leads me to believe that it's not getting sent to the client properly. It's

RE: [hlcoders] Vehicle pose parameters instability

2007-01-30 Thread Jay Stelly
I fixed a bug in Portal with CNetworkArray. The symptoms sound similar to this where a networked array would not get the correct values on the client. Because of the nature of the bug you could actually update element zero and get the values networked properly. You might try forcing element

Re: [hlcoders] Particle prototyping

2007-01-30 Thread Matt Stafford
-- [ Picked text/plain from multipart/alternative ] Didn't realize there was such a thing :P I'll have a read into it, thanks. On 1/31/07, Minh [EMAIL PROTECTED] wrote: For what it's worth, I managed to get quick results by using the continue-edit feature in the MS Visual Studio debugger. I

Re: [hlcoders] Vehicle pose parameters instability

2007-01-30 Thread Minh
Sorry, that didn't fix it for me :( - Original Message - From: Jay Stelly [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, January 30, 2007 4:11 PM Subject: RE: [hlcoders] Vehicle pose parameters instability I fixed a bug in Portal with CNetworkArray. The

Re: [hlcoders] Particle prototyping

2007-01-30 Thread Minh
Yea, it's really easy to set up and saves A LOT of time not having to restart your game everytime you make a code change. Lemme know if you need help setting it up. - Original Message - From: Matt Stafford [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, January 30,

Re: [hlcoders] Particle prototyping

2007-01-30 Thread Matt Stafford
-- [ Picked text/plain from multipart/alternative ] Well I wouldn't really have the faintest idea where to start, so I'd really appreciate a hand :) On 1/31/07, Minh [EMAIL PROTECTED] wrote: Yea, it's really easy to set up and saves A LOT of time not having to restart your game everytime you

Re: [hlcoders] VAC keeps booting me from my own listen server! :(

2007-01-30 Thread Teddy
We had the VAC problem a few weeks ago (where we had to run our servers with -insecure), but it's since resolved itself. We've never had any problems with the latest SDK causing the server to crash or shutdown. -Teddy On 1/31/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Unfortunately I can

Re: [hlcoders] Particle prototyping

2007-01-30 Thread Teddy
I did some googling, it seems it's as simple as turning it on in the options! 1. From the Tools menu, click Options. 2. In the Options dialog box, open the Debugging node, and select the Edit and Continue category. 3. To enable, select the Enable Edit and Continue check box. 4. Click OK. Note:

Re: [hlcoders] Particle prototyping

2007-01-30 Thread Matt Stafford
-- [ Picked text/plain from multipart/alternative ] Yeah I had a look around too and I came across that, but the Edit Continue checkbox is already checked by default. I know you need to screw around with Debug settings as well (debug information format has to be set to Program Database for Edit

Re: [hlcoders] VAC keeps booting me from my own listen server! :(

2007-01-30 Thread bloodykenny
I don't think this has anything to do with any particular version of the SDK, or anything to do with the SDK at all. The issue is seemingly just that Valve can't keep the VAC servers online and stable, and whenever they go down, this issue resurfaces. At 2007/01/30 10:31 PM, Teddy wrote: We

Re: [hlcoders] Particle prototyping

2007-01-30 Thread Matt Stafford
-- [ Picked text/plain from multipart/alternative ] Yeah I've done all that, but I just realized I had a warning when I compile, about /EDITANDCONTINUE being ignored due to /INCREMENTAL:NO I'll fix that up and see if it works On 1/31/07, Minh [EMAIL PROTECTED] wrote: You may also need to do the

Re: [hlcoders] Particle prototyping

2007-01-30 Thread Matt Stafford
-- [ Picked text/plain from multipart/alternative ] Got it all workin, and loving it so far. Thanks for the help :) On 1/31/07, Matt Stafford [EMAIL PROTECTED] wrote: Yeah I've done all that, but I just realized I had a warning when I compile, about /EDITANDCONTINUE being ignored due to