Re: [hlcoders] + command line parameters

2009-07-15 Thread Sykes
+1 on the stuffcmds being present in the valve.rc! *we* had the same problem in our mod! 2009/7/15 Saul Rennison saul.renni...@gmail.com: Ensure you haven't deleted valve.rc. Try executing stuffcmds in the Console and see if it works. Sent from my iPhone On 15 Jul 2009, at 13:37, atomy

Re: [hlcoders] Source SDK Beta Concluded

2009-06-16 Thread Sykes
So just to deviate from the usual whining that accompanies releases.. great work Tony :D keep the good stuff flowing :o) loving the updates.. it has helped our MOD *ALOT* S. 2009/6/16 Matt Hoffman lord.matt.hoff...@gmail.com: It crashes hammer every time you try to use it. I've got a chatroom

Re: [hlcoders] Implementing head tracking

2009-06-14 Thread Sykes
nice stuff :D not sure about all the additional gesture recognition but the head movement + perspective stuff look great... similar to those ol' wii control + ir led glasses hack 2009/6/14 Steve Henderson steven.j.hender...@gmail.com: You can get Torben's code, which is the excellent work in

[hlcoders] replay

2009-06-12 Thread Sykes
Might sound ambitious.. but Im wondering if anyone has any ideas/experience in client side action replay under the hl2 sdk? cheers s. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] replay

2009-06-12 Thread Sykes
yea kinda.. last moments before death and all that :D though im understand there is some facilities to accomodate server side playback.. all ideas welcome 2009/6/12 botman botman.hlcod...@gmail.com: On 6/12/2009 7:25 AM, Sykes wrote: Might sound ambitious.. but Im wondering if anyone has any

Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Sykes
automatically updated using a content server network and torrenting for additional bandwidth. It's already in its beta stages and is used for my own mod's demos, but I'll go public in a matter of months, and then this should be a problem of the past. Sortie. - Original Message - From: Sykes sy

Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Sykes
that it was a waste of time. Paul On Mon, Jun 1, 2009 at 8:28 AM, Sykes sy...@ladnet.org wrote: So I know steam-works is the official solution to distributing your mod DLL's/content. This seems great if you are a major MOD or game publisher. however for the small outfit MOD maker.. has anyone

Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Sykes
Message - From: Sykes sy...@ladnet.org To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Monday, June 01, 2009 4:28 PM Subject: [hlcoders] Dll updates : ways to update your clients So I know steam-works is the official solution to distributing your mod DLL's

Re: [hlcoders] linux server : +map not loading map on startup?

2009-05-07 Thread Sykes
...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Sykes Sent: May-06-09 8:00 AM To: Discussion of Half-Life Programming Subject: [hlcoders] linux server : +map not loading map on startup? For our MOD the linux srcds +map commandline option is NOT starting

[hlcoders] linux server : +map not loading map on startup?

2009-05-06 Thread Sykes
For our MOD the linux srcds +map commandline option is NOT starting the map when the server loads. I've check with -game hl2mp and +map works fine.. so i know its specific to our mod/server config perhaps... i have to manually enter the map name of map in the console to kick things off, after

Re: [hlcoders] how to disable intellisense fromgrayingoutproprocessor conditional blocks?

2009-05-06 Thread Sykes
Not sure if it helps.. But for deep coding sessions, I just run the server and client .vcproj files in their own VC instances. this sorts out the preprocessor shinanigens once and for all :D s. 2009/5/6 Jonas 'Sortie' Termansen hlcod...@maxsi.dk: That's what I said, it's a useful workaround,

Re: [hlcoders] linux compile - mod won't load issue

2009-04-18 Thread Sykes
for the replies to those that did. S. Ps. expect AHL2 soon 2009/4/15 Sykes sy...@ladnet.org So still no feedback on this.. does ANYONE know if there are some engine hook code i should check. i've done lots of compiles and tests.. and it would appear that if i omit the HL2MP code the linux .so's

Re: [hlcoders] linux compile - mod won't load issue

2009-04-15 Thread Sykes
our mod's timescales :o( (or does someone have a contact in valve?) Im sure its something really stupid that if I can get some direction on would help enourmously! S. 2009/4/6 Sykes sy...@ladnet.org Right... So i've build a slackware 11 distro install (yep vmwared)... and this failed also

Re: [hlcoders] linux compile - mod won't load issue

2009-04-06 Thread Sykes
makin all this effort is it worth going OB? s. 2009/4/5 Sykes sy...@ladnet.org Thanks for the feed back .. will be trying this next.. 2009/4/5 frikazoyd frikaz...@gmail.com Yeah I set up a specific linux distro with the *exact* glibc and gcc versions (not multiple versions) required. It's

Re: [hlcoders] linux compile - mod won't load issue

2009-04-05 Thread Sykes
AM, Sykes sy...@ladnet.org wrote: I've actually managed to pull this out of the coredump after using gdb to load my mod library.. (gdb) bt #0 0x in ?? () #1 0xb727a4b3 in CModAppSystemGroup::Create () from bin/engine_i486.so #2 0xb7380c7f in CAppSystemGroup::Run () from bin

Re: [hlcoders] linux compile - mod won't load issue

2009-04-02 Thread Sykes
--00:00:00:05.542 13942-- Reading syms from /servers/srcds/bin/scenefilecache_i486.so (0x5fe5000) runs fine any ideas ? +advice +help welcome!! :D regards S 2009/3/30 Sykes sy...@ladnet.org kewl. will do man :D hl2mp works just fine though :o - must be cuz im running in mixed gcc environment

Re: [hlcoders] linux compile - mod won't load issue

2009-04-02 Thread Sykes
/dedicated_i486.so #8 0x0804909e in ?? () #9 0xb7def450 in __libc_start_main () from /lib/tls/i686/cmov/libc.so.6 #10 0x08048f11 in ?? () (gdb) quit still none the wiser - however its clear CModAppSystemGroup::Create () isnt happy when the mod .so is loaded. S. 2009/4/2 Sykes sy...@ladnet.org So

[hlcoders] linux compile - mod won't load issue

2009-03-30 Thread Sykes
Hai.. I'm looking for advice / pointers Compiled a testmod on the linux platform and the dedicated server is crashing when we load -game testmod. (the testmod is based from ep1 sdk) ./srcds_i486 -game testmod Console initialized. Segmentation fault (core dumped) gdb srcds_i486 core (back trace)

Re: [hlcoders] linux compile - mod won't load issue

2009-03-30 Thread Sykes
kewl. will do man :D hl2mp works just fine though :o - must be cuz im running in mixed gcc environment. i'll give it a whurl on the suggest slackware 11. s. 2009/3/30 Jorge Rodriguez bs.v...@gmail.com A quick Googling of your error message Cannot find new threads: generic error reveals some

Re: [hlcoders] bespoke mapcycle/list format

2009-02-25 Thread Sykes
there. I would actually suggest moving over to keyvalues because they are really easy to deal with in comparison to doing it manually. Cheers. On Mon, Feb 23, 2009 at 6:34 AM, Sykes sy...@ladnet.org wrote: I was hoping to change the format of the maplist for the server (to include extra

[hlcoders] bespoke mapcycle/list format

2009-02-23 Thread Sykes
I was hoping to change the format of the maplist for the server (to include extra parameters per line) .. is this file parsed in the engine or is there some way to override the away its parsed? thanks S. ___ To unsubscribe, edit your list preferences,

[hlcoders] player join to spectator only - not spawn

2009-01-23 Thread Sykes
Anyone got some advice on where to start.. the hl2mp code seems to inherit a nest of calls from parent classes.. I'd like a player to go straight to spectator mode on connect?! cheers ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] player join to spectator only - not spawn

2009-01-23 Thread Sykes
()-IsTeamplay() == true ) { if ( GetModelPtr() == NULL ) { ChangeTeam( TEAM_SPECTATOR ); } } } } this makes it choose the spectator team as the default on connect. hope that helps! Sykes wrote: Anyone got some advice on where

Re: [hlcoders] hl2.exe not completely exiting when quitting mod?

2009-01-20 Thread Sykes
to terminate. s. 2009/1/20 Nick xnicho...@gmail.com: you people complain too much i think On Mon, Jan 19, 2009 at 4:12 PM, Sykes sy...@ladnet.org wrote: Happening here too.. hl2.exe still sits in the background and needs to be killed. 2009/1/19 dave daveslastname hit...@firearms-source.com

Re: [hlcoders] hl2.exe not completely exiting when quitting mod?

2009-01-19 Thread Sykes
Happening here too.. hl2.exe still sits in the background and needs to be killed. 2009/1/19 dave daveslastname hit...@firearms-source.com: I've also had this problem, but only when doing a LAN game. If I join one of our development servers with other people playing, and quit the game from

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-14 Thread Sykes
In essence there need to be a few more sections source wiki that cover codebase better. the VGUI stuff isnt far off with at least a hlaf decent decription on how it all hangs together etc.. someone could write up the various aspects of the sdk, studio rendere, network, client code, etc.. I like

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-14 Thread Sykes
Have to agree with botman there.. some wise words.. though just as a comment : botman: your HL1 SDK site used to host some awesome howto's that really did aid in the learning curve perhaps this is best thing.. some practical examples? - though arguably thats what most of the sdk is anyway.. S.

[hlcoders] Steam + dev annoyance

2009-01-06 Thread Sykes
Unfortunately I'm not able to always be connect to the internet whilst developing.. I've had to WASTE entire days of dev time because of this stupid offline steam ticketing system. Are there any rules of thumb on how to best work with this.. Its really starting to P**S me off, I get some work

Re: [hlcoders] Steam + dev annoyance

2009-01-06 Thread Sykes
it, select to remember your password, and when you open it w/o internet there should be the option to run in offline mode. 2009/1/6 Sykes sy...@ladnet.org Unfortunately I'm not able to always be connect to the internet whilst developing.. I've had to WASTE entire days of dev time because

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

2008-11-10 Thread Sykes
We use twitter linked to our SVN post commit hooks ;D kinda neato for announcing changes.. twitvn is the script we used ;o) 2008/11/8 botman [EMAIL PROTECTED]: Adam Buckland wrote: I'm guessing becaus he sent a twitter invite to the hlcoders email address? It won't work. hlcoders has no

Re: [hlcoders] HL1 + Linux compile

2008-10-04 Thread Sykes
... 2008/10/3 Jorge Rodriguez [EMAIL PROTECTED]: http://articles.thewavelength.net/617/ On Fri, Oct 3, 2008 at 6:55 AM, Sykes [EMAIL PROTECTED] wrote: Im sure there is some info around *somewhere* but since i've upgraded my linux servers a few times. im having problems getting a working GCC

Re: [hlcoders] HL1 + Linux compile

2008-10-04 Thread Sykes
basically its borking out looking for header files.. I think the issue is todo with the way gcc4 impliments stuff.. the build script was : mkdir gcc-build cd gcc-build ../gcc-2.95.3/configure --enable-languages=c,c++ make bootstrap then fail :D - http://sykes.pastebin.com/m31ab67d8 cheers S.

Re: [hlcoders] HL1 + Linux compile

2008-10-04 Thread Sykes
Thats good news .. thanks for that Heimo.. Think i'll give it ago.. 2008/10/4 Heimo Stieg [EMAIL PROTECTED]: for ESF we are using g++-3.4 and it is working fine =) Sykes schrieb: basically its borking out looking for header files.. I think the issue is todo with the way gcc4 impliments

Re: [hlcoders] HL1 + Linux compile

2008-10-04 Thread Sykes
H Problem is i'm not doubting the wavelength article.. is there anyway to confirm which gcc the HL1 .so's are compiled against? is it still gcc 2.x? Gcc 3.xx is clearly fine for HL2 dll's S. 2008/10/4 Sykes [EMAIL PROTECTED]: Thats good news .. thanks for that Heimo.. Think i'll give

Re: [hlcoders] HL1 + Linux compile

2008-10-04 Thread Sykes
Yea.. its what i thought.. well thanks for ur help fella :D + great article on wavelength BTW :D we're just putting together last release of action halflife :) 2008/10/4 Jorge Rodriguez [EMAIL PROTECTED]: It is possible that Valve decided to change what GCC version they build against since

[hlcoders] HL1 + Linux compile

2008-10-03 Thread Sykes
Im sure there is some info around *somewhere* but since i've upgraded my linux servers a few times. im having problems getting a working GCC 2.95.3 compiler! Has anyone successfully used a newer compiler for the old HL1 mod? - i believe the main issue is todo with the compiler version valve make

[hlcoders] Mod link updates on storefront

2006-07-14 Thread sykes
A while ago during the steam gui updates.. I remember alfred (valve) saying something about mailing valve to update mod links/screen shots for the new storefront site etc.. Is this still possible ? if so who do i contact to update my mod info ? regards James sykes Moverley

Re: [hlcoders] 3d model in a VGUI panel?

2005-07-27 Thread sykes
Totaly looking to do the same thing for our MOD. Want to make a weapon model selection GUI.. (we have replacement models for our weapons).. currently its an external app, but i'd like to incorperate it ingame.. On Wed, 27 Jul 2005 00:39:28 -0700, Skyler York wrote It's absolutely possible.

[hlcoders] Steam gui : menu/options cusomtisation

2005-07-21 Thread sykes
Can anyone point me in the right direction on information on the steam ingame menu's and options.. im wondering if there can be any customization.. for example could it be extended to cope with game relative stuff ? thanks ___ To unsubscribe, edit