Re: [hlcoders] Lis mon message s'il te plaît

2011-04-19 Thread Janek
All, Ignore this message if you want to avoid spamming your contact lost. I apologize for this as I didn't avoid it myself. J. Le 20 avr. 2011 à 15:49, jan...@gmail.com a écrit : Hey, Je t'ai envoyé un message protégé à

Re: [hlcoders] Simple queue

2010-07-28 Thread Janek
You can use a CUtlVector and use standard function like addtotail... J. 2010/7/28 Eddie Cameron edd...@grapefruitgames.com Hi guys, I need to use a simple FIFO queue in my mod, but am stuck as to how this is used in the SDK. I can only find a priority queue(from CUtl), which I can't get to

Re: [hlcoders] x currently playing Source SDK Base 200x

2010-07-04 Thread Janek
I confirm. Very good. Ty Valve. 2010/7/2 Andy Nemer an...@paranormalent.com Seems Valve fixed it in yesterday's update: http://store.steampowered.com/news/4012/ Awesome. Andy On 24 June 2010 05:57, Janek jan...@gmail.com wrote: OK, thank you all. Let's waitas usual. 2010/6

Re: [hlcoders] x currently playing Source SDK Base 200x

2010-06-24 Thread Janek
OK, thank you all. Let's waitas usual. 2010/6/23 Dexter dex...@linux.com Yes, I stand corrected - it's definitely something wrong with steam. With Steam.inf blank or with an appid in it, has the same behavior for every source mod. :( On Wed, Jun 23, 2010 at 3:04 PM, Matt Hoffman

[hlcoders] x currently playing Source SDK Base 200x

2010-06-23 Thread Janek
Hi all, Is there a solution to display in steamfriends (chat window and friends list) mod you're playing instead of this useless playername currently playing Source SDK Base 200x like in the past ? J. ___ To unsubscribe, edit your list preferences, or

Re: [hlcoders] Source Engine 2!!!

2010-06-13 Thread Janek
+1 with Harry. Migrating to an other platform (OSX) was the biggest effort : quitting Windows context for a context very closed to Linux. Now adapting code done for OSX to Linux is a minimal effort and it is definitely what we all dream about. Of course it's not done yet but the first step

[hlcoders] Picture/icon in new steam GUI

2010-05-11 Thread Janek
Hi list, I found that you must do a mod_big.tga picture to see this big icon in new steam GUI but I don't know what to do to have banner of your game present in List view and the very big one in Grid/Map view of your games. Does anybody know ? --- j...@nek

Re: [hlcoders] Picture/icon in new steam GUI

2010-05-11 Thread Janek
OK. Ty all for your answers. 2010/5/11 Tobias Kammersgaard tobias.kammersga...@gmail.com I don't believe it is. The images are loaded from Steam servers as far as I know. That's what I heard anyway. 2010/5/11, Janek jan...@gmail.com: Hi list, I found that you must do a mod_big.tga

Re: [hlcoders] Getting commands in an alias (autoexec.cfg)

2010-04-10 Thread Janek
functionality to it. For example; one thing that I did in an orange box mod was add the ability to unregister console commands, so that I could replace them with my own. -Tony On Sat, Apr 10, 2010 at 2:08 AM, Janek jan...@gmail.com wrote: Looking at this if 0 it seems you 're

Re: [hlcoders] Getting commands in an alias (autoexec.cfg)

2010-04-09 Thread Janek
to change the callback for the engine alias ConCommand so you can check the contents before it is fed to the engine. If you're trying to disallow the use of particular primitive commands in aliases, that's the way to go. On Thu, Apr 8, 2010 at 4:41 PM, Janek jan...@gmail.com wrote: Hi

Re: [hlcoders] Getting commands in an alias (autoexec.cfg)

2010-04-09 Thread Janek
In fact I found this InstallGlobalChangeCallback but can't use it coz I'm not able to get this alias as a ConCommand. There's probably somethiing different to a standard ConCommand. J. 2010/4/9 Janek jan...@gmail.com I try to find where this callback could be hook for any alias but didn't

Re: [hlcoders] Getting commands in an alias (autoexec.cfg)

2010-04-09 Thread Janek
From what I understand, alias list is stored in memory bu I don't know how to get access to this list. Is there anybody (even in Valve Software) to explain how to access it ? J. 2010/4/9 Janek jan...@gmail.com In fact I found this InstallGlobalChangeCallback but can't use it coz I'm not able

Re: [hlcoders] Getting commands in an alias (autoexec.cfg)

2010-04-09 Thread Janek
into the engine. Doesn't look like there is a way to access aliases from outside the engine. On 9 April 2010 16:35, Janek jan...@gmail.com wrote: From what I understand, alias list is stored in memory bu I don't know how to get access to this list. Is there anybody (even in Valve Software

[hlcoders] Getting commands in an alias (autoexec.cfg)

2010-04-08 Thread Janek
Hi, In Source, you can write alias in autoexec.cfg file ala : alias name_of_alias cmd1; cmd2; cmd3. I'd like to be able to check each command in the alias when this alias is executed. I thought it was possible by studying pszCurrentBinding in int CInput::KeyEvent( int down, ButtonCode_t code,

[hlcoders] list of entities client side

2010-01-27 Thread Janek
Hi all, I'm trying to list whole entities seen client side. For that I used ClientEntityList() (cl_entitylist) but browsing it I was able to see that this list is dynamically filled with entities that we are seeing second after second. Do you know if it is possible to browse the whole list of

Re: [hlcoders] list of entities client side

2010-01-27 Thread Janek
from the server to the client side as they come into the clients PVS. I think this also depends on the transmit flags the entity has. -- From: Janek jan...@gmail.com Sent: Thursday, January 28, 2010 1:15 AM To: Discussion of Half-Life

[hlcoders] Knowing if we're playing a demo Server side

2010-01-23 Thread Janek
Hi List, I would like to determine if I'm currently playing a demo server side. Client side you can use engine-Is PlayingDemo(), but it is only client side. Is there a way to get this state server side only. It's due to a portion of code I have to execute in a function which is server side only.

Re: [hlcoders] Knowing if we're playing a demo Server side

2010-01-23 Thread Janek
I'm thinking that it's probably a stupid question as playing demo, server shoudn't be sollicited, should it ? J. 2010/1/23 Janek jan...@gmail.com Hi List, I would like to determine if I'm currently playing a demo server side. Client side you can use engine-Is PlayingDemo(), but it is only

Re: [hlcoders] Modifying Font tall on the fly

2009-12-09 Thread Janek
No idea ? This tall parameter should be somewhere. J. 2009/12/7 Janek jan...@gmail.com Hi all, In ClientScheme.res we can specify a font codename and specify its features for a specific resolution by using keyvalues for name, tall, weight... In our codeline we're refering to this font

Re: [hlcoders] Modifying Font tall on the fly

2009-12-09 Thread Janek
: HFont font = vgui::surface()-CreateFont(); Assert(font); if ( !vgui::surface()-SetFontGlyphSet( font, strName, iTall, iWeight, 0, 0, iFlags ) { // Error reporting etc } garry On Wed, Dec 9, 2009 at 11:21 AM, Janek jan...@gmail.com wrote: In fact I would like to understand how

[hlcoders] Modifying Font tall on the fly

2009-12-07 Thread Janek
Hi all, In ClientScheme.res we can specify a font codename and specify its features for a specific resolution by using keyvalues for name, tall, weight... In our codeline we're refering to this font using SetFont function. All features specified in ClientScheme.res are used for it. I would like

Re: [hlcoders] Servers list showing no server when Show Map List is checked

2009-10-04 Thread Janek
, and it only shows one server per map. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Janek Sent: Sunday, October 04, 2009 5:43 PM To: Discussion of Half-Life Programming Subject: [hlcoders] Servers list

[hlcoders] Servers list outside of mods

2009-09-07 Thread Janek
Hi all, I have a problem with list of servers in Internet tab when using the servers list panel outside of the mod. For a reason I ignore, I can't see my server. When I'm launching my mod and look at servers list in Internet tab, I can see it with tag increased_maplayers. When I don't start my

Re: [hlcoders] Servers list outside of mods

2009-09-07 Thread Janek
[FIXED]. My steam.inf was an empty file instead of including appID=218. Adding this line fixed the problem. J. 2009/9/7 Janek jan...@gmail.com Hi all, I have a problem with list of servers in Internet tab when using the servers list panel outside of the mod. For a reason I ignore, I can't

[hlcoders] Axis Ranges

2009-08-17 Thread Janek
Hi all, I would like to know what are the axis range in terms of units : is it -4096 to 4095 (if I'm refering to MAX_TRACE_LENGTH which is set to 4096) or higher than than lik -16384 to 16383... ? I'm very interesting in knowing the real range of each axis. Thank you in advance for ya help.

Re: [hlcoders] Axis Ranges

2009-08-17 Thread Janek
means the world boundaries. It's all defined in worldsize.h 2009/8/17 Tom Edwards t_edwa...@btinternet.com: Axis of what? Janek wrote: Hi all, I would like to know what are the axis range in terms of units : is it -4096 to 4095 (if I'm refering to MAX_TRACE_LENGTH which is set

Re: [hlcoders] Axis Ranges

2009-08-17 Thread Janek
) and trying to trace to (0, -16384). Janek wrote: Sorry for my bad initial demand. As specified by Harry I was speaking about x, y and z axis. Looking at worldsize.h I can see following settings which are answering my question: #define MAX_COORD_INTEGER (16384) #define MIN_COORD_INTEGER

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

2009-08-10 Thread Janek
Hi Jonathan, I'm not really friendly with particle behaviours meaning that I can't really test that your fix is working but looking at your explaination I feel confident. I would have like having an answer from Valve in order to be sure this origin is not set in any other location but nothing for

[hlcoders] $basetexturetransform rotate issue

2009-07-29 Thread Janek
Hi list, It seems like rotate feature for $basetexturetransform in vmt is not handling center like it should. And thus it doesn't as well using TextureTransform proxy. In this page http://developer.valvesoftware.com/wiki/$basetexture it is specified that center defines the point of rotation. Only

Re: [hlcoders] $basetexturetransform rotate issue

2009-07-29 Thread Janek
I forgot to mention that I did many tests, one of them being simply by modifying the rotate value in this line : $basetexturetransform center .5 .5 scale 1 1 rotate 45 translate 0 0 It is rotating but point of rotation is not center of the texture ;-( 2009/7/29 Janek jan...@gmail.com Hi list

Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-06-12 Thread Janek
Very good. Ty for the answer. J. Le 12 juin 09 à 14:55, Stephen Swires stephen.swi...@gmail.com a écrit : It is fixed and has some of the stuff like the TF2 player soft- collisions Janek wrote: Thank you guys. It is working fine now. An other question : Are the fixes done in Start

Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-06-11 Thread Janek
of Half-Life Programming Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D) Isn't the beta SDK just updated programming sources? - Original Message - From: Janek jan...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Wednesday, June 10, 2009

Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-06-10 Thread Janek
Hi list, I don't understand how to launch this OB SDK Beta (not L4D). I have accepted Source SDK Beta in my account settings but when I start Source SDK I still have the normal Source SDK (no template). Do I need to buy L4D ? J. 2009/6/10 Willem Engel | Naviscale wil...@refreshmi.nl This one

Re: [hlcoders] Velocity

2009-05-01 Thread Janek
You can use pPlayer-EyeVectors(vForward) J. 2009/5/1 Dan Clark lnx...@gmail.com Vector vecAiming = GetAutoaimVector( 0 ); SetAbsVelocity(vecAiming * m_thrust); I am trying to move a player forward with a specific thrust or speed. It doesnt seem to work inside hl2mp_player.cpp;

Re: [hlcoders] VectorRotate

2009-04-24 Thread Janek
Jay, Do you know if there is a way to have boneposition and angles once interpolated client side ? I thought calling GetBonePosition in RenderStart should do the job but it isn't ;-( J. 2009/4/23 Janek jan...@gmail.com Wonderfull :-D You did it Jay. Thank you so much. Have a good day. J

[hlcoders] VectorRotate

2009-04-23 Thread Janek
Hi all, There is something I don't understand with VectorRotate method. I did the following test : Vector vHitBoxPos; QAngle aHitBoxAngles; mstudiobbox_t *pbox = set-pHitbox(j); if ( !pbox ) continue; pPlayer-GetBonePosition( pbox-bone, vHitBoxPos, aHitBoxAngles ); Vector vBefore (10,10,10);

Re: [hlcoders] VectorRotate

2009-04-23 Thread Janek
? - Original Message - From: Janek jan...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, April 23, 2009 5:09 PM Subject: [hlcoders] VectorRotate Hi all, There is something I don't understand with VectorRotate method. I did

Re: [hlcoders] VectorRotate

2009-04-23 Thread Janek
...@list.valvesoftware.com] On Behalf Of Janek Sent: Thursday, April 23, 2009 8:31 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] VectorRotate This is the question I am thinking about. Sounds like the answer is no. I'm trying to determine which transformation

Re: [hlcoders] Hitboxes client side

2009-04-20 Thread Janek
Hi, Does anybody know if it is possible to get hitboxes synchronous with animations we see client side ? J. 2009/4/18 Janek jan...@gmail.com Hi list, Yesterday I decided to display hitboxes to see where they are client side. I added my code at the end of RenderStart thus ensuring that all

Re: [hlcoders] Hitboxes client side

2009-04-20 Thread Janek
Message - From: Janek jan...@gmail.com To: hlcoders@list.valvesoftware.com Sent: Monday, April 20, 2009 5:23 PM Subject: Re: [hlcoders] Hitboxes client side Hi, Does anybody know if it is possible to get hitboxes synchronous with animations we see client side ? J. 2009/4/18

[hlcoders] Hitboxes client side

2009-04-18 Thread Janek
Hi list, Yesterday I decided to display hitboxes to see where they are client side. I added my code at the end of RenderStart thus ensuring that all interpolation (I checked that players are in list of entities to interpolate and they are) and simulation are done. I thought these hitboxes will

Re: [hlcoders] In a Mod in chat window and friends list

2009-03-28 Thread Janek
was playing both Natural Selection SvenCoop yesterday, and was seeing this bug. Adam Owner Nigredo Studios http://www.nigredostudios.com --- On Fri, 27/3/09, Janek jan...@gmail.com wrote: From: Janek jan...@gmail.com Subject: [hlcoders] In a Mod in chat window and friends list

[hlcoders] In a Mod in chat window and friends list

2009-03-26 Thread Janek
Hi list, For few weeks now (maybe months), when a player is joining my mod, I have a window (bottom right of my screen) informing me he is joining my mod with correct name of my mod. BUT when I'm opening my Friends list I see him playing In a Mod and if I open a chat window, it is also specified

Re: [hlcoders] Client sending info to server : alternative to engine-ClientCmd(szCmd)

2008-12-15 Thread Janek
of 8). Does anybody in here can explain why I have this result. Do I have to proceed differently ? I simply altered WriteUsercmd and ReadUsercmd to add my values. J. 2008/12/8 Janek jan...@gmail.com Thank you for the link. In fact, it confirms what I finally understood. Good :) 2008/12/7

Re: [hlcoders] Client sending info to server : alternative to engine-ClientCmd(szCmd)

2008-12-15 Thread Janek
and today i'm only sending to one of them --- the recorder :-D 2008/12/5 Janek jan...@gmail.com Hi all, I know we can send information from client to server using engine-ClientCmd(szCmd). But I would like to understand is how it is possible to send informations (short information) differently

Re: [hlcoders] Client sending info to server : alternative to engine-ClientCmd(szCmd)

2008-12-06 Thread Janek
CUserCmd sounds to be what I was looking for. Thank you very much for your help :-) 2008/12/6 Andrew Ritchie [EMAIL PROTECTED] You could mod the CUserCMD class I believe so that it is capable of holding extra data, like at the very end have a bit to indicate whether there is more data to be

[hlcoders] Client sending info to server : alternative to engine-ClientCmd(szCmd)

2008-12-05 Thread Janek
Hi all, I know we can send information from client to server using engine-ClientCmd(szCmd). But I would like to understand is how it is possible to send informations (short information) differently. In fact, like it is done to send what key you pressed for example. I don't speak about adding

Re: [hlcoders] Steam Community Group members

2008-11-09 Thread Janek
Use a ConCommand to send your data from client to server. J. Envoyé de mon iPhone Le 10 nov. 08 à 00:08, frikazoyd [EMAIL PROTECTED] a écrit : The idea is that I want each client to know if someone is in a particular group or not. Having the clients check if they are in the group is

[hlcoders] Steam Servers browser

2008-11-07 Thread Janek
Hi, Last Steam update sounds to have a bad effect in Servers list browser as now none of servers of my mod are listed when my mod is not started. I have to launch my mod to be able to see servers in servers list browser. Does any of you are experiencing the same issue with your mod ? Does Valve

Re: [hlcoders] Steam Servers browser

2008-11-07 Thread Janek
a fix will come out soon enough. Janek wrote: Hi, Last Steam update sounds to have a bad effect in Servers list browser as now none of servers of my mod are listed when my mod is not started. I have to launch my mod to be able to see servers in servers list browser

Re: [hlcoders] Steam Servers browser

2008-11-07 Thread Janek
I forgot to mention thank you alfred for taking care of this issue. J. 2008/11/7 Janek [EMAIL PROTECTED] HL2:DM (320) Ep1 engine 2008/11/7 Alfred Reynolds [EMAIL PROTECTED] We will look into it, can you please tell me the app your mod is based off (HL2, HL2:DM, SourceSDK Base, etc

Re: [hlcoders] Steam Servers browser

2008-11-07 Thread Janek
all servers are available. On Fri, Nov 7, 2008 at 11:49 AM, Janek [EMAIL PROTECTED] wrote: I forgot to mention thank you alfred for taking care of this issue. J. 2008/11/7 Janek [EMAIL PROTECTED] HL2:DM (320) Ep1 engine 2008/11/7 Alfred Reynolds [EMAIL PROTECTED] We will look

Re: [hlcoders] Steam Servers browser

2008-11-07 Thread Janek
. On Fri, Nov 7, 2008 at 7:30 PM, Janek [EMAIL PROTECTED] wrote: Oh I'm sorry. I did a mistake, my mod is using 215 as well and not 320. 320 is mounted. 2008/11/7 Nick [EMAIL PROTECTED] Also mods based on 215 also have the problem. http://www.empiresmod.com/ You cannot see

Re: [hlcoders] Steam Servers browser

2008-11-07 Thread Janek
Now the problem is back ;-( I will wait for Alfred informing us officially when it is really fixed. J. 2008/11/7 Janek [EMAIL PROTECTED] Problem sounds to be fixed for me now. Great job Alfred. Thank you very much. 2008/11/7 Tobias H. [EMAIL PROTECTED] I can confirm that for our mod

Re: [hlcoders] Steam Servers browser

2008-11-07 Thread Janek
spent some time grabbing more mods to make sure. - Alfred -Original Message- 2008/11/7 Janek [EMAIL PROTECTED] Problem sounds to be fixed for me now. Great job Alfred. Thank you very much. 2008/11/7 Tobias H. [EMAIL PROTECTED

Re: [hlcoders] SendTables animation problem

2008-10-06 Thread Janek
Hi all, Sorry for coming back to a so old subject but I 'm very disappointed about movement within OB engine using HL2MP base code. I did everything that was explained and published by Sergi but it doesn't fix the problem. I tested with a clean HL2MP install and movement are still bad. Does any

Re: [hlcoders] SendTables animation problem

2008-10-06 Thread Janek
Of Janek Sent: October-06-08 10:36 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] SendTables animation problem Hi all, Sorry for coming back to a so old subject but I 'm very disappointed about movement within OB engine using HL2MP base code. I did everything

Re: [hlcoders] OB Linux compiling pb with achievements_hlx and npc_talker

2008-08-13 Thread Janek
is that it is ok now. Again my config is : - Unbuntu 8.04.1 server (coz I didn't want x11 for better performance as it is running in VMWare) - gcc, g++ 4.2.3 - xerces 2.8.0 Thank you for your help PS : I confirm I can't make it compiling fine under 3.4.2. 2008/8/12 Janek [EMAIL PROTECTED] Thank

Re: [hlcoders] OB Linux compiling pb with achievements_hlx and npc_talker

2008-08-12 Thread Janek
:01 PM, Janek [EMAIL PROTECTED] wrote: Hi, I got fix from Sergi to compile my HL2MP OB SDK mod but I have 2 compiling problem that I don't know how to fix: 1) achievements_hlx.cpp It seems that there is a problem with macro DECLARE_ACHIEVEMENT as in line 48, 75, 103 (each time I

Re: [hlcoders] OB Linux compiling pb with achievements_hlx and npc_talker

2008-08-12 Thread Janek
Thank you for your answer Stephen. I also had to face similar problem. I confirm - #include: I confirm. Most of them are related to GameStats vs gamestats - cpp files missing : I fixed that in previous version (I don't remember this files) - vcpm and LD_LIBRARY_PATH : I didn't had this problem

Re: [hlcoders] Which are the other 3 mods that get access to thesteamworks sdk?

2008-08-11 Thread Janek
I saw in Steam review that they are also speaking about Minerva. Anyway, does Valve plan to extend this capability to the whole modding community ? 2008/8/11 Joel R. [EMAIL PROTECTED] On the Synergy website. ___ To unsubscribe, edit your list

[hlcoders] OB Linux compiling pb with achievements_hlx and npc_talker

2008-08-11 Thread Janek
Hi, I got fix from Sergi to compile my HL2MP OB SDK mod but I have 2 compiling problem that I don't know how to fix: 1) achievements_hlx.cpp It seems that there is a problem with macro DECLARE_ACHIEVEMENT as in line 48, 75, 103 (each time I have a DECLARE_ACHIEVEMENT). Compiler is saying (it is

Re: [hlcoders] Bizarre prediction related framerate issue in new SDK

2008-08-06 Thread Janek
Hi, Few months ago, Sergi was giving this SDK from scrath. As Maurino I'm using HL2MP SDK and I have to say that even if Sergi said that it is exactly the same fix for HL2MP and we only have to do a copy/paste, till now I didn't succeed to do the right copy/paste. For me it is definitely not as

Re: [hlcoders] Bizarre prediction related framerate issue in new SDK

2008-08-06 Thread Janek
) ), RecvPropDataTable( hl2mpnonlocaldata, 0, 0, REFERENCE_RECV_TABLE(DT_HL2MPNonLocalPlayerExclusive) ), Again I really have doubt on the fact there are missing variables or not. Feel free to comment and add your 2cents especially if there's something missing (yes again :-D). J. 2008/8/6 Janek [EMAIL

Re: [hlcoders] Performance : OB engine vs ep1 engine

2008-06-16 Thread Janek
, DT_BaseEntity ) (baseentity.cpp) Before implementing any solution in my codeline, I would like to understand coz atm it is a mystery for me. J. 2008/4/25 Janek [EMAIL PROTECTED]: Just to clarify. The problem I was refering to is not a real performance issue. The problem is only related to laggy player

Re: [hlcoders] Performance : OB engine vs ep1 engine

2008-06-16 Thread Janek
, 2008 at 10:04 AM, Olly [EMAIL PROTECTED] wrote: I think j is talking about the jittery viewmodels, as that is also an issue for us too. 2008/6/16 Janek [EMAIL PROTECTED]: Tony, There are things which make me not understanding how your code can fix the jittery movement issue

Re: [hlcoders] Tools and SDK Updates Live Now

2008-06-14 Thread Janek
On Fri, Jun 13, 2008 at 5:37 PM, Janek [EMAIL PROTECTED] wrote: Thank you very much for letting us know its status Mike :-) 2008/6/13 Mike Durand [EMAIL PROTECTED]: That one is on the list of fixes Tony has made that I have not had time to merge over yet

Re: [hlcoders] Tools and SDK Updates Live Now

2008-06-13 Thread Janek
Mike, Do you plan to include fix for jittery movement in HL2MP codeline ? Sergi said it was due to network tables which were missing variables. [EMAIL PROTECTED] 2008/6/13 Spencer 'voogru' MacDonald [EMAIL PROTECTED]: Come to think of it, it might be a better idea to just use a networked

Re: [hlcoders] Tools and SDK Updates Live Now

2008-06-13 Thread Janek
Of Janek Sent: Friday, June 13, 2008 8:12 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Tools and SDK Updates Live Now Mike, Do you plan to include fix for jittery movement in HL2MP codeline ? Sergi said it was due to network tables which were missing variables. [EMAIL

Re: [hlcoders] SDK Beta Now Available

2008-06-12 Thread Janek
Hi, I didn't see any modification in the new codeline relevant to the jittery movement. And you ? [EMAIL PROTECTED] 2008/6/12 Paul Peloski [EMAIL PROTECTED]: I was able to merge the new code in the SDK with our mod. I didn't find that we were missing any libs or headers. I merged by

Re: [hlcoders] SDK Beta Now Available

2008-06-12 Thread Janek
No compiling error due to this. But it is really annoying. Also, I was speaking about hl2mp codeline. 2008/6/12 Mike Durand [EMAIL PROTECTED]: I'm glad to add them, although in my testing I didn't need them to compile any of the game DLLs. Are you getting compiler errors due to this? -Mike

Re: [hlcoders] Source SDK Base OB needs updating?

2008-06-12 Thread Janek
wow I never knew about this negative use of steamAppID. Thank you so much for the information. 2008/6/12 Tim Baker [EMAIL PROTECTED]: I changed it now, but I've been mounting it non-negative since March 2007 without issue. I must have looked at the one wiki article that doesn't mention it:

Re: [hlcoders] Orange Box SDK Code Update???

2008-05-17 Thread Janek
Personnaly, the 2 main concerns I have are the following : - fixing perdiction error causing jittering movements - providing us with a working linux version My mod is already transfered to OB engine, but this two issues prevent me from releasing. [EMAIL PROTECTED] 2008/5/17 Stephen Micheals

Re: [hlcoders] Orange Box SDK Code Update???

2008-05-17 Thread Janek
@Benjamin and Tom I saw this post as it was an answer to a question from me. But this fix is for sratch sdk (different in hl2mp) and also I prefer a fix frm Valva as there could have other less noticeable prediction issue. 2008/5/17 Mikie [EMAIL PROTECTED]: For the last four years, Valve has

Re: [hlcoders] Performance : OB engine vs ep1 engine

2008-04-25 Thread Janek
As it is slightly different in HL2MP SDK and as there is still no linux version of SDK I will wait next update of Valve. It is probably the best things to do to avoid back changes. Anyway, thank you very much for the information Tony. [EMAIL PROTECTED] 2008/4/25 Tony omega Sergi [EMAIL

Re: [hlcoders] Performance : OB engine vs ep1 engine

2008-04-25 Thread Janek
Just to clarify. The problem I was refering to is not a real performance issue. The problem is only related to laggy player movement due to prediction issue. TF2 is working quite well in my 6600GT so OB engine is not requiring so much additional power. 2008/4/25 Andrew Ritchie [EMAIL PROTECTED]:

[hlcoders] Performance : OB engine vs ep1 engine

2008-04-24 Thread Janek
Hi, I just finished porting my mod from ep1 engine to OB engine. I wanted to post a quick feedback about performances I had under ep1 engine and OB engine. My mod is based on HL2MP SDK. It is clear that performance under new engine are very bad from what I see: - movement are jittery - fps drops

Re: [hlcoders] Performance : OB engine vs ep1 engine

2008-04-24 Thread Janek
Recommended: Pentium 4 processor (3.0GHz, or better), 1GB RAM, DirectX(R) 9 level Graphics Card, Windows(R) Vista/XP/2000, Mouse, Keyboard, Internet Connection Make sense? :) -Tony On Thu, Apr 24, 2008 at 4:01 AM, Janek [EMAIL PROTECTED] wrote: Hi, I just finished porting my mod from

Re: [hlcoders] Performance : OB engine vs ep1 engine

2008-04-24 Thread Janek
]: Somebody with very similar problems fixed them by uninstalling the nVidia Firewall only a few hours ago. Do you have it? Janek wrote: Hi, I just finished porting my mod from ep1 engine to OB engine. I wanted to post a quick feedback about performances I had under ep1 engine and OB engine

Re: [hlcoders] Performance : OB engine vs ep1 engine

2008-04-24 Thread Janek
] wrote: There is a Stuttering problem with it (Affects movement). It seems to lag with this. Janek wrote: Yeah, I saw this message but I don't have NVIDIA Forceware Network Access Manager installed so I don't had to uninstall it. The problem is very different. I really think HL2MP

Re: [hlcoders] Performance : OB engine vs ep1 engine

2008-04-24 Thread Janek
Tony, you could maybe post what is missing in those tables. :-D 2008/4/24 Janek [EMAIL PROTECTED]: I was also thinking on a prediction error reading an other thread speaking about that. Thank you for the information Tony. Sad fix is not published yet. 2008/4/24 Tony omega Sergi [EMAIL

[hlcoders] OB SDK HL2MP

2008-04-23 Thread Janek
Hi all, I encountered a weird issue with HL2MP of OB SDK. I can't change my name typing : name toto generates a call to ClientSettingsChanged in gamerules but name I get is still the old one. It is like name can't be changed. I also see that there is no more entry field in Options (multiplayer)

Re: [hlcoders] OB SDK HL2MP

2008-04-23 Thread Janek
by using setinfo name name in the console - but I'm not sure that you're meant to be able to. garry On Wed, Apr 23, 2008 at 2:02 PM, Janek [EMAIL PROTECTED] wrote: Hi all, I encountered a weird issue with HL2MP of OB SDK. I can't change my name typing : name toto generates a call

Re: [hlcoders] OB SDK HL2MP

2008-04-23 Thread Janek
I just tested and it just gives syntax of the command. No list. 2008/4/23 Tobias Kammersgaard [EMAIL PROTECTED]: In the GoldSrc you just type setinfo, and it'll output a list of values set. Whether it's all of them or not, I do not know. /ScarT On 23/04/2008, Janek [EMAIL PROTECTED] wrote

[hlcoders] OB SDK and Linux

2008-04-23 Thread Janek
Hi, Any news on when Linux version of OB SDK will be released ? -- --- [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] MountFileSystem( 312 ) failed...

2008-03-26 Thread Janek
. Not sure if the fix will be an update to the Ep1 engine or an update to Steam at this point. I'll advise the list when I have an ETA on the fix. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Janek Sent: Tuesday, March 25, 2008 10:38

[hlcoders] MountFileSystem( 312 ) failed...

2008-03-25 Thread Janek
Hi, This morning, launching my mod (which was working yesterday), I discovered this Engine Error panel : MountFileSystem( 312 ) failed: SteamMountFileSystemSystem(296,312,0xfebc74=,0xfebd74) failed with error 5: No Steam Content Servers are available Is it really only due to No Steam Content

Re: [hlcoders] MountFileSystem( 312 ) failed...

2008-03-25 Thread Janek
I found it is due to the fact I'm trying to mount content of HL2MP using: filesystem-MountSteamContent(320); Is there something explaining this problem in new update from SourceSDK ? [EMAIL PROTECTED] 2008/3/25, Janek [EMAIL PROTECTED]: Hi, This morning, launching my mod (which

Re: [hlcoders] SDK Update - No More Beta

2008-03-25 Thread Janek
Mike, filesystem-MountFileSystem(SteamAppID) is broken. It caused an engine error : MountFileSystem( 312 ) failed: SteamMountFileSystemSystem(296,312,0xfebc74=,0xfebd74) failed with error 5: No Steam Content Servers are available If I remove my line : filesystem-MountFileSystem(320) it is

Re: [hlcoders] MountFileSystem( 312 ) failed...

2008-03-25 Thread Janek
Yes my mod is still ep1 coz I'm based on hl2mp. 2008/3/25, Tony omega Sergi [EMAIL PROTECTED]: is your mod still ep1? On Tue, Mar 25, 2008 at 9:56 AM, Janek [EMAIL PROTECTED] wrote: I found it is due to the fact I'm trying to mount content of HL2MP using: filesystem

Re: [hlcoders] SDK Update - No More Beta

2008-03-25 Thread Janek
, this happens. You need to compile release to mount content, its a known bug. Janek wrote: Mike, filesystem-MountFileSystem(SteamAppID) is broken. It caused an engine error : MountFileSystem( 312 ) failed: SteamMountFileSystemSystem(296,312,0xfebc74=,0xfebd74) failed with error 5

Re: [hlcoders] MountFileSystem( 312 ) failed...

2008-03-25 Thread Janek
My mod is based on ep1 (215). Maybe it is only broken in ep1 but is still ok for Orange box engine. 2008/3/25, Janek [EMAIL PROTECTED]: Yes my mod is still ep1 coz I'm based on hl2mp. 2008/3/25, Tony omega Sergi [EMAIL PROTECTED]: is your mod still ep1? On Tue, Mar 25, 2008 at 9:56

[hlcoders] Graphic card HL2MP Gift and Source SDK Base/Source SDK

2008-02-24 Thread Janek
-- [ Picked text/plain from multipart/alternative ] Hi, A little question. I have a friend who get HL2MP via special offer with ATI graphic card. He said me that he can't run third-tier mod which are using Source SDK Base coz he can't install Source SDK Base. In Tools he can't see Source SDK

Re: [hlcoders] Graphic card HL2MP Gift and Source SDK Base/Source SDK

2008-02-24 Thread Janek
, and its Valve's decision :-) /ScarT On 24/02/2008, Janek [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hi, A little question. I have a friend who get HL2MP via special offer with ATI graphic card. He said me that he can't run third-tier mod which

Re: [hlcoders] Disconnect : Client timed out in debug mode

2008-02-11 Thread Janek
-- [ Picked text/plain from multipart/alternative ] Garry, it works absolutely great. Thank you very much. You make my day. [EMAIL PROTECTED] 2008/2/11, Garry Newman [EMAIL PROTECTED]: Try adding -insecure to the command line garry On Mon, Feb 11, 2008 at 6:19 PM, Janek [EMAIL PROTECTED

Re: [hlcoders] Re: Beta SourceSDK does not start

2008-02-11 Thread Janek
is fixed. Ty 2008/2/11, Mike Durand [EMAIL PROTECTED]: It's a bug. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Janek Sent: Monday, February 11, 2008 8:58 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Re: Beta SourceSDK does

[hlcoders] Disconnect : Client timed out in debug mode

2008-02-11 Thread Janek
-- [ Picked text/plain from multipart/alternative ] Hi all, I have this message after 20 seconds making it impossible to debug. Do you know what can cause this problem ? Thank you in advance for your help. -- --- [EMAIL PROTECTED] --

Re: [hlcoders] Re: Beta SourceSDK does not start

2008-02-11 Thread Janek
simple. On Feb 9, 2008 1:00 PM, Janek [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I thought that as I was able to dl OB source SDK which is downloading hl2 for OB and source base SDK 2 (appID=218 even if it is not working atm), I would have

[hlcoders] Re: Beta SourceSDK does not start

2008-02-09 Thread Janek
-- [ Picked text/plain from multipart/alternative ] Can anyone of you respond to this mail so that I know if you received it ? Thank you in advance and I apologize for this thing which can be seen as a spam. 2008/2/8, Janek [EMAIL PROTECTED]: Nobody knows ??? 2008/2/7, Janek [EMAIL

Re: [hlcoders] Re: Beta SourceSDK does not start

2008-02-09 Thread Janek
code you need an OB engine, currently that is either HL2:EP2 hl2.exe or TF2 hl2.exe. and their respective AppID's. The dlls will crash on the older engine (ConCommand changes, etc). Janek wrote: -- [ Picked text/plain from multipart/alternative ] Can anyone of you respond to this mail so

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