GCF support is missing?
The more I see of this, the more I'm starting to suspect that this is
going to become a UDK-like product (ie licensing of engine binaries,
for use in games, rather than the full engine source)...
On 21 July 2010 13:01, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote:
A
Personally, I think Valve didn't release the HL2 code to show that
Source isn't based on HL2, and is as flexible as any other engine, but
Tom's right, I'd speak to Valve before you release any HL2 code
publicly.
On 21 July 2010 16:06, Tom Edwards t_edwa...@btinternet.com wrote:
You're on
Isn't the L4D2 engine Source 2009? I was under the impression that
Valve named the engine after the year it's product is released. Hence
why Source 2007 is the OB engine...
On 21 July 2010 17:33, Stephen Swires stephen.swi...@gmail.com wrote:
Alien Swarm is based on L4D2, not Source 2009. If
Gmail invites were quite the sought-after items back in the day :P
On 21 Jul 2010, at 19:00, Tobias Kammersgaard
tobias.kammersga...@gmail.com wrote:
I would like a Gmail account
pause not
- ScarT
On 21 July 2010 19:56, Dexter dex...@linux.com wrote:
I am not sure if
Pretty much AFAIK. That and they get fragmented.
On 21 Jul 2010, at 20:34, Ryan Sheffer darksk...@gmail.com wrote:
They should drop the GCF in all source games, but it doesn't seem like this
is going to happen. Why the GCF hate all of the sudden? Too slow to read from
or something?
~Ryan
Anyone from Valve reading this.. *hint* *wink* *nudge*
:P
Sent from my iPhone
On 19 Jul 2010, at 11:29, Byron Mallett byrona...@gmail.com wrote:
Only problem is that the source for the shaders isn't available, so I have
no idea how to interface them into my code. Here's hoping the shader
From a post I saw on Garry Newmans blog, it appears they use make
files (as he was compiling on Windows). If you look at the
Portal/Steam for Mac release photo, however, Xcode is clearly visible
in the dock. My guess is that Valve uses a system similar to the
chromium project utilising scripts to
are still struggling to even play TF2 with their current
machines. So yes, I'm retarded because I thought ahead of your small
mind.
On Fri, Jun 18, 2010 at 2:06 PM, Adam Buckland
adamjbuckl...@gmail.comwrote:
That's the plan. He's hoping to do something similar to id tech 5's
Hey everyone
I'm trying to decipher how shaders work in the Source Engine, but
there's one thing that has me stumped. I've been looking at the
Aftershock effect and in aftershock_helper.cpp, but lines 106-109 have
me a little confused:
pShaderShadow-EnableTexture( SHADER_SAMPLER0, true ); //
That's the plan. He's hoping to do something similar to id tech 5's
megatexture technology for geometry. It's called sparse voxel octree
technology
Basically(from what I understand), the idea is to make the voxels very
very small to allow for high fidelity, but to only load the depth of
the
, I'm retarded because I thought ahead of your small mind.
On Fri, Jun 18, 2010 at 2:06 PM, Adam Buckland
adamjbuckl...@gmail.comwrote:
That's the plan. He's hoping to do something similar to id tech 5's
megatexture technology for geometry. It's called sparse voxel octree
technology
, Jun 18, 2010 at 2:06 PM, Adam Buckland
adamjbuckl...@gmail.comwrote:
That's the plan. He's hoping to do something similar to id tech 5's
megatexture technology for geometry. It's called sparse voxel octree
technology
Basically(from what I understand), the idea is to make the voxels
very very
with
their current machines. So yes, I'm retarded because I thought ahead of
your small mind.
On Fri, Jun 18, 2010 at 2:06 PM, Adam Buckland adamjbuckl...@gmail.com
wrote:
That's the plan. He's hoping to do something similar to id tech 5's
megatexture technology for geometry. It's called sparse
gamers
might use.
Personally I'd just use arch-linux and optimize my system...a lot.
As
long as nVidia release decent linux drivers it's all good.
On 13 June 2010 14:01, Adam Buckland adamjbuckl...@gmail.com
wrote:
A couple of things:
Elan Ruskin gave a good talk
of the major things the source
engine sucks at. Hopefully Source 2011 will make the life of modders
10x easier.
On 17 June 2010 15:11, Adam Buckland adamjbuckl...@gmail.com wrote:
Also, after looking at the Portal 2 gameplay footage from IGN:
http://www.youtube.com/watch?v=5THiN8szSKM (there's 3
of linux gamers
might use.
Personally I'd just use arch-linux and optimize my system...a lot.
As
long as nVidia release decent linux drivers it's all good.
On 13 June 2010 14:01, Adam Buckland adamjbuckl...@gmail.com
wrote:
A couple of things:
Elan Ruskin gave a good talk
CryEngine 3 does this because it's game code is scripted, and their
maps aren't compiled in the same way that the Source Engine is for
instance. Therefore when the scripts or maps are changed on the
computer, it's copied to the consoles. To do this on the Source Engine
would require a major
Guys, Valve have already revealed that the surprise is about Portal 2
(mainly to stop people expecting EP3 and being disappointed when it
doesn't arrive).
Therefore it's going to be either
Portal 2 for Linux
or Portal 2 for Wii
On 11 June 2010 08:26, Katrina Payne fullmetalhar...@nimhlabs.com
Talking of ports, does anyone have a rough release date for the Mac SDK?
On 11 June 2010 21:54, Katrina Payne fullmetalhar...@nimhlabs.com wrote:
You may be onto something there.
Perhaps just via a link to a place where we can learn more... just require us
to agree to a nondisclosure
It may be a weird reason, but I use it just because the new UI design
is easier on the eyes (especially if it's late at night!)
On 13 Apr 2010, at 08:40, Harry Pidcock haz...@tpg.com.au wrote:
I'm using the RC right now. And so far its just pointless to upgrade.
I'm going to wait till SP1
+4
The reason people are annoyed with you is that your comment wasn't
necessary at all.
You say get out more? I've been out celebrating St Paddy's day for
most of the day, and am replying from a smartphone. Good enough for
you?
On 17 March 2010 16:19, Nick xnicho...@gmail.com wrote:
Why? Valve
and management have matured in a
very short time. Good job!
-Kerry
On 3/11/10 10:43 AM, Adam Buckland adamjbuckl...@gmail.com
wrote:
My $0.02:
I think a lot of people are missing the point here. Valve only
ported the games because they had to. The real motive
Oh dear. How many people read that article? Elan Ruskin and Alex
Vlachos have been at Valve since 2006. That writer doesn't have a clue
On 15 Mar 2010, at 18:25, Harry Jeffery
harry101jeff...@googlemail.com wrote:
It doesn't help that Sony is run by a megalomaniac who insists on
giving the PS3
My $0.02:
I think a lot of people are missing the point here. Valve only ported
the games because they had to. The real motive here is Steam.
Selling Mac software is very different to selling PC software. For PC
games, it makes perfect sense to put a boxed copy on a shelf where
people can go to
Is OpenGL being brought to the PC as an option/as standard? Or is it
just on the Mac
The only reason I ask is due to shaders, which are currently written
in HLSL for DirectX
On 10 March 2010 19:50, Alfred Reynolds alf...@valvesoftware.com wrote:
The Orange Box era engine will be supported for
OS X can't open a dll file. You will have to recompile for OS X (I
assume Valve are using Xcode as their development environment, so it
won't be difficult). To answer Jonas's question, yes OS X does use .so
dynamic link libraries, but they're given the less confusing .dylib
file extension.
On 10
Only the chosen few who believe will be able to play it...
On 8 Oct 2009, at 22:48, Garry Newman wrote:
I heard they're aiming to raise the bar by not only developing HL3
in secret
- but also releasing it in secret.
garry
On Thu, Oct 8, 2009 at 9:36 PM, Joshua Scarsbrook
I still don't understand why they added support for the Novint Falcon.
Does anybody actually use it?
On 22 Aug 2009, at 21:34, Tom Edwards t_edwa...@btinternet.com wrote:
Afraid not. It's still on the original OB branch, which hasn't been
updated since Novint Falcon support was added.
It'll be interesting to see how much bandwidth you use when you
actually release, since people (myself included!) will be desperate to
get their hands on it!
On 20 Aug 2009, at 03:15, Paul Peloski paulpelo...@gmail.com wrote:
Over at BMS all our files (sources and build) are stored on a
But surely if the coder actually likes the idea for the mod and wants
to work on it, they would?
On 19 Aug 2009, at 12:38, Harry Jeffery
harry101jeff...@googlemail.com wrote:
Thing is I've always been able to get all the work done in a timely
manner on my own.
Also there's not enough
I would politely suggest that you unsubscribe from the list or opt for
the daily digest instead. There was no need for that childish display.
On 19 Aug 2009, at 20:36, Joost van kempen little_jo...@hotmail.com
wrote:
I DONT WANT THIS SPAM MAIL ANYMORE
Date: Wed, 19 Aug 2009 12:02:35
Just a quick question:
How many lines of code would you estimate, make up the Source SDK?
--
Bucky
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Aye
On 12 Aug 2009, at 05:09, Jonathan White killermonke...@gmail.com
wrote:
OK, I posted my fix for the particle dispatch (as requested) in the
Programmers portion of the SDK Known Issues Fixed entry on the
Development
Wiki. However, noting that the SDK issues list and fixed list are
I'm guessing becaus he sent a twitter invite to the hlcoders email
address?
On 8 Nov 2008, at 18:35, Matt Hoffman [EMAIL PROTECTED]
wrote:
Why is twitter showing up on HLCoders? |:
On Sat, Nov 8, 2008 at 3:12 AM, Patrick Shelley
[EMAIL PROTECTED] wrote:
We've already opted out on
Portal 2?
On 7 Jul 2008, at 16:12, Nick wrote:
More portal is better for everyone. The only way valve would benefit
from not releasing some portal code, would be if valve plans to
release more singleplayer, or some sort of multiplayer/co-op game. I
haven't heard anything about that though.
The thing is, the name should give the name of the platform that the
kit is for, and since you are not working on the HL2DM platform, you
are working with the Source engine. Don't forget, if you are working
from scratch, HL2DM doesn't even come into the equation
It should therefore be
I've kept quiet on this, but now the line has been crossed.
You are acting like 4-year-old children, and should, quite frankly, feel
ashamed of yourselves.
When a product or update is released, not everyone is going to be pleased.
If you are one of those that are not pleased, sometimes you've got
like a great base
to
build a multiplayer mod off of? :(
- Original Message -
From: Adam Buckland [EMAIL PROTECTED]
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Sunday, June 15, 2008 9:09 PM
Subject: Re: [hlcoders] MountFilesystem(312) failed
I had this problem. I think it's a bug in the Steam/GUI version of
SrcDS, since when I tried running my mod from the console (ie using
hldsupdate tool, etc) it worked fine.
On 15 Jun 2008, at 11:58, Jason Manson wrote:
Thank you for the reply. The following is what I've placed in
What AppID is your mod set at?
On 10 Jun 2008, at 08:22, Piotr Siódmak wrote:
Editors get updated so I thought it's the right moment to ask. What
about the code? Mine still compiles strangely (no dynamic shadows,
warnings in console, crashes...). Is it because I don't own an
Orange
Hey Guys
I'm currently creating a power system for a mod, and when the power reaches
zero, I want to fire a game event to deactivate the players weapons.
Currently, I create an event on the server-side, and I have a listener on
the client-side.
The server crashes when I SetInt (presumably to a
He has a Valve profile on the forums?
http://forums.steampowered.com/forums/member.php?u=442806
On 19 May 2008, at 16:59, Nick wrote:
I was never convinced he worked for valve anyway. Nice guy though..
Lack of valve email always makes me wonder..
On Mon, May 19, 2008 at 9:27 AM, Tobias
-
Message: 4
Date: Tue, 6 May 2008 07:56:02 +0100
From: Adam Buckland [EMAIL PROTECTED]
Subject: Re: [hlcoders] Offline Mode...
To: Discussion of Half-Life Programming
hlcoders@list.valvesoftware.com
Message-ID: [EMAIL PROTECTED]
Content-Type: text/plain; charset=US-ASCII; format=flowed
I agree, there's been a number of times that I've been offline and
wanted to work on my mod, but the sdk base refuses to load into the
debugger if you're offline.
On the other hand, I can see why Valve don't want it to work. With
other games you have to put a cd into the drive to play the
Hey
Answered to the best of my knowledge (others please contribute/correct):
1) All the stuff is actually there. There should be a mess in the uppper
right corner, but is not arranged correctly. You can use the Vgui Editor to
arrange them correctly (Ctrl-Alt-Shift-B?)
And the HL2DM that is sold
Hey guys
Any chance you could help me out with this one?
I'm trying to recreate the ammo and healh HUD elements from TF2, but I can
create the background on a regular vgui::Panel (see bottom-right of
screenie), but it doesn't work on CHudNumericDisplay (see the health HUD
element). Is this a
I'm guessing there's some third-party proprietory code in there that Valve
don't have permission to distribute
2008/5/3 Tobias Kammersgaard [EMAIL PROTECTED]:
Appframework.lib shipped with every previous version of the SDK, why stop
doing that all of a sudden?
/Tobias ScarT Kammersgaard
This might be total rubbish, but would the bucket position already being
taken by another weapon be the problem?
2008/5/3 Michael Mylenski [EMAIL PROTECTED]:
I followed this code
http://developer.valvesoftware.com/wiki/Dual_Pistols_%28CSS_Style%29
Then i created a new .txt file for it, and
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As far as I am aware, If you own a full professional edition of Visual
Studio (2005 or 2008), you do not require any additional SDKs (they were
installed when you installed Visual Studio)This is also the case if you are
using Visual C++ Express
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Hi Guys,
I've been trying to compile the Single player OB code, and whenever I try to
compile the code I get the output below. I've changed the output directory
to the correct folder, and the Copying to destination folder build step is
present.
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Awesome.. Thanks guys!
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Actually, on another note, there's the achievement manager code in the
SDK code. Does this mean that mod authors will be able to incorporate
achievements in their mods?
On 29 Jan 2008, at 22:21, Benjamin Davison wrote:
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That's the problem. I am using AppID 440...
Any ideas? :)
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When I compile the code its not putting it into the bin folder of my mod,
and when loading it from steam or VS2005, it loads Source engine 7...
Anyone got any ideas?
Thanks :)
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Hey Guys!
Could you possibly not leave the original messages in your replies please?
:)
I'm kind of fed up of having to fish through a 7 page message to find about
7/8 lines of writing
Thanks!
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How do you make it do that then?
I use GMail, and it doesn't hide them :(
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Gmail on the Web
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Guys
Give Mike a break. He's already pointed out that they're waiting for a Steam
update to be able to release it. Perhaps there's been a delay on that or
something. Valve's a lot smaller than people think.
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That wiki tut doesn't work for VS2008 pro
Throws out a billion linker errors
:(
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Hey
I'm trying to make a smoke grenade, but the CSimpleEmitter isn't volumetric
The Source engine features page at the Valve Developer wiki features
volumetric smoke
Is there a way to make volumetric smoke for my grenade, and how would I go
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Hi
Bit of a noob question for you from a learner...
How can I alter the smoke from the SMG grenade (such as colour, smoke,
opacity, etc)?
Thanks in advance
Bucky
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C++ 2005 is still up for download should you still want it
linky - http://go.microsoft.com/fwlink/?LinkId=51410clcid=0x409
:-)
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Traffic wardens annoy me too, but they're people too
:P
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If they are using endorphin, it may not be so hard for a mod version after
all, since there is a free learning edition available. If they're using an
XSI plugin, then it depends who wrote the plugin for the program and whether
the learning
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