Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-18 Thread Minh
ouch, u should consider setting up an SVN repo. Nick wrote: > Please, everyone backup your mod data to different hard drives. It was > a western digital btw, only 7 months old. > > ___ > To unsubscribe, edit your list preferences, or view the list archiv

[hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-18 Thread Nick
Please, everyone backup your mod data to different hard drives. It was a western digital btw, only 7 months old. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlco

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

2009-08-18 Thread Andrew Ritchie
400k+ Depending on what you define as code it could be much more but there's atleast that. Only within the Client and Server projects, and it's always up for debate how much of it is functionally part of each project. On Wed, Aug 19, 2009 at 1:34 AM, Adam Buckland wrote: > Just a quick question

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

2009-08-18 Thread Heimo Stieg
SLOCDirectory SLOC-by-Language (Sorted) 565656 gamecpp=565656 117182 public cpp=117182 73020 utils cpp=72680,ansic=340 41096 vgui2 cpp=41096 17651 materialsystem cpp=17642,perl=9 11450 tier1 cpp=11450 9284mathlib cp

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

2009-08-18 Thread Spencer 'voogru' MacDonald
Over 9000. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Adam Buckland Sent: Tuesday, August 18, 2009 8:35 PM To: Discussion of Half-Life Programming Subject: [hlcoders] Lines of code in Source SDK? Just a qu

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

2009-08-18 Thread Olly
I did a line count a while back, and it was about 1.5million 2009/8/19 Adam Buckland > Just a quick question: > > How many lines of code would you estimate, make up the Source SDK? > > -- > > Bucky > > ___ > To unsubscribe, edit your list preferences,

[hlcoders] Lines of code in Source SDK?

2009-08-18 Thread Adam Buckland
Just a quick question: How many lines of code would you estimate, make up the Source SDK? -- Bucky ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Prediction table questions

2009-08-18 Thread Ryan Sheffer
And my two cents I guess, don't predict physics simulation on the client. There is a massive deviation between the client and server physics. This is just something we have to deal with, the physics engine is too random. On Tue, Aug 18, 2009 at 5:56 AM, Marek Sieradzki wrote: > There are 2 things

[hlcoders] Creating a physics entity?

2009-08-18 Thread Dark Cheshire Cat
The VPhysicsNormalInit tip did it, but thank you all very much for your help. I had looked at the rollermine code, but I didn't want to establish proper AI for the entity, so basing my entity directly off it it was out, and I was having trouble determining the impact of specific lines on the physic

Re: [hlcoders] Prediction table questions

2009-08-18 Thread Marek Sieradzki
There are 2 things to add. 1. You have to watch out for precision in sendtable/sendproxy. Sometimes small differences in networked variables lead to huge differences in final simulated variable. 2. Simulation has to be deterministic. If you use Random() change it to SharedRandom() which has seed b

Re: [hlcoders] Creating a physics entity?

2009-08-18 Thread Tom Edwards
If you want something perfectly spherical: http://developer.valvesoftware.com/wiki/Prop_sphere Dark Cheshire Cat wrote: > Greetings, > I have been a fan of the game and level design in general for some time. > I am getting my feet wet in regards to HL2 coding. My current project > necessitate

Re: [hlcoders] hlcoders Digest, Vol 18, Issue 24

2009-08-18 Thread Christopher Vella
I think what he meant was where could he find tutorials for coding. Try http://developer.valvesoftware.com/wiki/Category:Programming Chris > How about simply reading how they wrote the Rollermine in the code? > > Greetings, > > I have been a fan of the game and level design in general for so