Re: [hlcoders] Alien Swarm

2010-07-21 Thread Adam Buckland
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

Re: [hlcoders] Alien Swarm

2010-07-21 Thread Adam Buckland
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

Re: [hlcoders] Alien Swarm

2010-07-21 Thread Adam Buckland
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

Re: [hlcoders] Discussion, edman747 has invited you to open a Google mail account

2010-07-21 Thread Adam Buckland
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

Re: [hlcoders] Alien Swarm

2010-07-21 Thread Adam Buckland
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

Re: [hlcoders] Alien Swarm

2010-07-19 Thread Adam Buckland
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

Re: [hlcoders] Compiling for mac

2010-07-13 Thread Adam Buckland
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

Re: [hlcoders] Source Engine 2!!!

2010-06-20 Thread Adam Buckland
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

[hlcoders] Shader Help

2010-06-19 Thread Adam Buckland
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 ); //

Re: [hlcoders] Source Engine 2!!!

2010-06-18 Thread Adam Buckland
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

Re: [hlcoders] Source Engine 2!!!

2010-06-18 Thread Adam Buckland
, 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

Re: [hlcoders] Source Engine 2!!!

2010-06-18 Thread Adam Buckland
, 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

Re: [hlcoders] Source Engine 2!!!

2010-06-18 Thread Adam Buckland
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

Re: [hlcoders] Source Engine 2!!!

2010-06-17 Thread Adam Buckland
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

Re: [hlcoders] Source Engine 2!!!

2010-06-17 Thread Adam Buckland
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

Re: [hlcoders] Source Engine 2!!!

2010-06-15 Thread Adam Buckland
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

Re: [hlcoders] Source Engine 2!!!

2010-06-13 Thread Adam Buckland
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

Re: [hlcoders] Source Engine 2!!!

2010-06-11 Thread Adam Buckland
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

Re: [hlcoders] Source Engine 2!!!

2010-06-11 Thread Adam Buckland
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

Re: [hlcoders] VS2010

2010-04-13 Thread Adam Buckland
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

Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-17 Thread Adam Buckland
+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

Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-15 Thread Adam Buckland
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

Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-15 Thread Adam Buckland
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

Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-11 Thread Adam Buckland
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

Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-10 Thread Adam Buckland
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

Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-10 Thread Adam Buckland
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

Re: [hlcoders] whats happening with this engine

2009-10-08 Thread Adam Buckland
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

Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-22 Thread Adam Buckland
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.

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

2009-08-20 Thread Adam Buckland
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

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

2009-08-19 Thread Adam Buckland
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

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

2009-08-19 Thread Adam Buckland
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

[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] Bug in sending attached particles to the client (A FIX)

2009-08-12 Thread Adam Buckland
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

Re: [hlcoders] Bryy wants to keep up with you on Twitter

2008-11-08 Thread Adam Buckland
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

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Adam Buckland
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.

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Adam Buckland
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

Re: [hlcoders] Linux Orange Box

2008-06-22 Thread Adam Buckland
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

Re: [hlcoders] MountFilesystem(312) failed

2008-06-16 Thread Adam Buckland
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

Re: [hlcoders] MountFilesystem(312) failed

2008-06-15 Thread Adam Buckland
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

Re: [hlcoders] any code update?

2008-06-10 Thread Adam Buckland
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

[hlcoders] GameEventManager Help

2008-06-06 Thread Adam Buckland
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

Re: [hlcoders] Orange Box SDK Code Update

2008-05-19 Thread Adam Buckland
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

Re: [hlcoders] Offline Mode...

2008-05-07 Thread Adam Buckland
- 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

Re: [hlcoders] Offline Mode...

2008-05-06 Thread Adam Buckland
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

Re: [hlcoders] Two Questions

2008-05-06 Thread Adam Buckland
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

[hlcoders] DrawSetTextureFile on CHudNumericDisplay?

2008-05-04 Thread Adam Buckland
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

Re: [hlcoders] Can't build HLMV, missing new appframework.lib

2008-05-03 Thread Adam Buckland
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

Re: [hlcoders] Additional Weapon

2008-05-03 Thread Adam Buckland
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

Re: [hlcoders] Who needs what SDKs?

2008-03-07 Thread Adam Buckland
-- [ Picked text/plain from multipart/alternative ] 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

[hlcoders] Issue with Build

2008-02-23 Thread Adam Buckland
-- [ Picked text/plain from multipart/alternative ] 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.

Re: [hlcoders] Issue with Build

2008-02-23 Thread Adam Buckland
-- [ Picked text/plain from multipart/alternative ] Awesome.. Thanks guys! -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-29 Thread Adam Buckland
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: -- [ Picked text/plain from multipart/alternative ]

Re: [hlcoders] New update.

2008-01-25 Thread Adam Buckland
-- [ Picked text/plain from multipart/alternative ] That's the problem. I am using AppID 440... Any ideas? :) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] New update.

2008-01-25 Thread Adam Buckland
-- [ Picked text/plain from multipart/alternative ] 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 :) -- ___ To unsubscribe,

[hlcoders] A request please

2008-01-24 Thread Adam Buckland
-- [ Picked text/plain from multipart/alternative ] 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! --

Re: [hlcoders] A request please

2008-01-24 Thread Adam Buckland
-- [ Picked text/plain from multipart/alternative ] How do you make it do that then? I use GMail, and it doesn't hide them :( -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] A request please

2008-01-24 Thread Adam Buckland
-- [ Picked text/plain from multipart/alternative ] Gmail on the Web -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Any Source 2007 code update?

2008-01-15 Thread Adam Buckland
-- [ Picked text/plain from multipart/alternative ] 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. --

[hlcoders] Compiling on Visual Studio 2008

2008-01-05 Thread Adam Buckland
-- [ Picked text/plain from multipart/alternative ] That wiki tut doesn't work for VS2008 pro Throws out a billion linker errors :( -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

[hlcoders] Volumetric Particle Effects

2007-12-30 Thread Adam Buckland
-- [ Picked text/plain from multipart/alternative ] 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

[hlcoders] SMG Grenade Smoke

2007-12-21 Thread Adam Buckland
-- [ Picked text/plain from multipart/alternative ] 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 -- ___ To unsubscribe, edit your

[hlcoders] Compiling with Visual C++ 2008 Express Edition

2007-11-26 Thread Adam Buckland
-- [ Picked text/plain from multipart/alternative ] C++ 2005 is still up for download should you still want it linky - http://go.microsoft.com/fwlink/?LinkId=51410clcid=0x409 :-) -- ___ To unsubscribe, edit your list preferences, or view the list

[hlcoders] Re: I am having trouble lobbing traffic cones at people

2007-11-20 Thread Adam Buckland
-- [ Picked text/plain from multipart/alternative ] Traffic wardens annoy me too, but they're people too :P -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

[hlcoders] Re: Cinematic Physics?

2007-11-12 Thread Adam Buckland
-- [ Picked text/plain from multipart/alternative ] 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