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Yeah, I get it when ducking.
On 8/7/06, Michael Kramer [EMAIL PROTECTED] wrote:
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I made a new map with func_door_rotating, and it works fine.
On another note, it seems im getting random
] Source SDK Update Is Released - the patch file
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[ Picked text/plain from multipart/alternative ] Any word on shaders yet
Mike?
Matt
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[ Picked text/plain from multipart/alternative ]
Any word on shaders yet Mike?
Matt
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--Mike Durand,
I am wondering the same thing as MattWhere is the updated
shader code? This topic has been one of the most discussed threads @
hl2coding and while we have managed to do some good things we are unable to
write more complex shaders such as DOF because of the lack of
] On Behalf Of Matt
Stafford
Sent: Monday, August 07, 2006 5:29 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Update Is Released - the patch file
--
[ Picked text/plain from multipart/alternative ] Any word on shaders yet
Mike?
Matt
for you patience.
-Mike
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt
Stafford
Sent: Monday, August 07, 2006 5:29 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Update Is Released - the patch file
--
[ Picked
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I made a new map with func_door_rotating, and it works fine.
On another note, it seems im getting random ASSERTS from GameMovement.cpp,
anyone else getting these? After I get the error, the player begins to move
around randomly
--
@list.valvesoftware.com
Sent: Saturday, August 05, 2006 11:12 PM
Subject: Re: [hlcoders] Source SDK Update Is Released - the patch file
--
[ Picked text/plain from multipart/alternative ]
I think if the episodic stuff proves successful there won't even really
be a
HL3 engine. Source
One trick I noticed just now is that Valve gratuitously renamed
vgui_TeamFortressViewport.cpp to baseviewport.cpp so if you've modified
vgui_TeamFortressViewport.cpp you'll want to diff that to the baseline and
apply to the new file.
At 2006/08/05 11:11 PM, you wrote:
Gah, no, you had it right
Of Benjamin
Davison
Sent: Sunday, August 06, 2006 3:02 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Update Is Released - the patch file
--
[ Picked text/plain from multipart/alternative ] Has anybody worked out
the new toolsframework? At the moment it seems to me like
Hi Mike,
It seems that there is no any update for the plugin support and the
shared weapon information that we need by the mods to code 3rd party bots.
Regards,
The Storm
Mike Durand wrote:
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Hi
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That was on the to-do lost.
On 8/5/06, THE STORM [EMAIL PROTECTED] wrote:
Hi Mike,
It seems that there is no any update for the plugin support and the
shared weapon information that we need by the mods to code 3rd party bots.
Regards,
--
[ Picked text/plain from multipart/alternative ]
Has anyone successfully compiled and used the new SDK code? I've merged all
the code into NightFall, except for a few files that I have different, and
the new DLLs do not load when I try to run the mod. Anyone experienced
similar problems?
Matt
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Try running in release mode first?
On 8/5/06, Wraiyth [EMAIL PROTECTED] wrote:
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Has anyone successfully compiled and used the new SDK code? I've merged
all
the code into NightFall, except
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Well, i'm going manually thru and diffing all the files one by one... so I
still got quite a ways to go before I can compile.
On 8/5/06, Wraiyth [EMAIL PROTECTED] wrote:
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Has anyone
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Bah, its alright, false alarm. I didn't realize my shortcut was still set to
-applaunch 220, not 215. Changed it, works fine
On 8/5/06, Rob Lach [EMAIL PROTECTED] wrote:
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Well, i'm going
public: void __thiscall ...
Thanks,
Eric
--
From: Wraiyth [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Update Is Released
Date: Sat
Whats the new paths for debugging?
The only doc's i have is this one
http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code#Setup_debugging_parameters
do i keep the same paths even though its a new engine,
and appid?
--- Wraiyth [EMAIL PROTECTED] wrote:
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It should be the same except the SDK Base folder instead of the HL2DM one
(It's working here).
On 8/5/06, Adam amckern Mckern [EMAIL PROTECTED] wrote:
Whats the new paths for debugging?
The only doc's i have is this one
As promised, here is the patch file from the last clean SDK to the new clean
SDK:
http://tinyurl.com/mjht6
One note, near the very top of the patch it contains my mod name, which you'll
need to edit. Aside from that, any conflicts you get are your fault... :)
The update is a staggering 365245
Believe it or not, it appears that the SDK codebase update is out.
Incidentally, I've heard reports that NORAD is on alert after detecting
flying pigs in North American airspace. So this seems like a propitious time
to ask: so when is HL3 coming out?
-John Sheu
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When all games before HL3 are finished
On 8/5/06, John Sheu [EMAIL PROTECTED] wrote:
Believe it or not, it appears that the SDK codebase update is out.
Incidentally, I've heard reports that NORAD is on alert after detecting
flying pigs in
Depending on how well ep1,ep2,ep3 the rumors are hl3 might not
even be completed.
On 8/5/06, John Sheu [EMAIL PROTECTED] wrote:
Believe it or not, it appears that the SDK codebase update is out.
Incidentally, I've heard reports that NORAD is on alert after detecting
flying pigs in North
I'm probably 20% through merging my codebase. Some of these changes from Valve
I just don't fathom. Boggle... so pointless...
bool CPropCombineBall::CreateVPhysics()
{
SetSolid( SOLID_BBOX );
- SetCollisionBounds( Vector(-m_flRadius, -m_flRadius, -m_flRadius),
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lol
On 8/5/06, [EMAIL PROTECTED] [EMAIL PROTECTED]
wrote:
I'm probably 20% through merging my codebase. Some of these changes from
Valve I just don't fathom. Boggle... so pointless...
bool CPropCombineBall::CreateVPhysics()
{
Is there any purpose to the src/utils/hlmviewer directory anymore? There used
to be some .cpp and such in there but they've all been removed now.
At 2006/08/05 03:54 PM, [EMAIL PROTECTED] wrote:
I'm probably 20% through merging my codebase. Some of these changes from
Valve I just don't
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[ Picked text/plain from multipart/alternative ]
Episode 1 2 and 3 are Half-life 3...according to Gabe, so wouldn't we be
waiting for Half-Life 4...?
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Half-Life 4 was a disappointment, and the graphics in Half-Life 5 aren't all
that much better. I'm holding out for Half-Life 6, which is supposed to
finally have native support for those new holographic monitors and smellovision.
At 2006/08/05 08:12 PM, Michael Kramer wrote:
--
[ Picked
On 8/5/06, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
Half-Life 4 was a disappointment, and the graphics in Half-Life 5 aren't all
that much better. I'm holding out for Half-Life 6, which is supposed to
finally have native support for those new holographic monitors and smellovision.
Bah.
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What's the proper way to apply the patch? WinMerge dosen't seem to want to
use patch/diff files at all and TSVN complains that the file is bad (no
Index line).
On 8/5/06, [EMAIL PROTECTED] [EMAIL PROTECTED]
wrote:
As promised, here is the
http://developer.valvesoftware.com/wiki/Diff_And_Patch
Cygwin is the easiest.
Windows without Cygwin is like a bowling ball without a liquid center.
At 2006/08/05 09:25 PM, Skillet wrote:
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What's the proper way to apply the patch? WinMerge
--
From: Eric Van Huss [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Source SDK Update Is Released
Date: Sat, 05 Aug 2006 13:27:22 -0700
[ Converted text/html to text/plain
the materialsystem folder.
Regards,
- Original Message -
From: Mike Durand [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, August 05, 2006 8:48 PM
Subject: RE: [hlcoders] Source SDK Update Is Released
Hi Sylvain-
Did these shader projects build for you
on a previous
engine.
- Original Message -
From: Jeremy Swigartmailto:[EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com
Sent: Saturday, August 05, 2006 11:12 PM
Subject: Re: [hlcoders] Source SDK Update Is Released - the patch file
This is a multi-part message in MIME format.
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Hi Everyone-
The new SDK is released and should be available now for update via
Steam. I'll be monitoring the list this weekend and will be glad to
answer any questions and provide any help that I
This is a cryptographically signed message in MIME format.
--
Thanks alot for this update! On the release note there's one line that I
need more explanation..
Mod makers should always use its SteamAppId (215) in their single
player and multi-player mods.
Does that mean I have to open
You should use 215 instead of 220. If you use 320 (HL2DM) then you can
either keep it as is OR move to 215 if you don't depend on HL2DM
specific content. 215 is owned by anyone that has any Valve Source
engine product, 320 is only owned if the user owns Half-Life 2:
Deathmatch (i.e a lot fewer
or something else?
For the code change, valve wild prodide more info about it?
Thanks
- Original Message -
From: Mike Durand [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, August 04, 2006 6:15 PM
Subject: [hlcoders] Source SDK Update Is Released
This is a multi-part
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Update Is Released
My mapper cannot open HAMMER keep crashing on our mod.
Is they are something todo with the FDG file or something else?
For the code change, valve wild prodide more info about it?
Thanks
- Original Message
, August 04, 2006 3:40 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Update Is Released
My mapper cannot open HAMMER keep crashing on our mod.
Is they are something todo with the FDG file or something else?
For the code change, valve wild prodide more info about
-
From: Mike Durand [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, August 04, 2006 6:57 PM
Subject: RE: [hlcoders] Source SDK Update Is Released
At what point does Hammer crash? Does the splash screen for Hammer come
up? Does it crash when the SDK Launcher is starting up
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Yay, I was hoping that I would wake up this morning to see this :)
Good to see that it came, its made my weekend now.
Matt
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Subject: Re: [hlcoders] Source SDK Update Is Released
Ah my mapper deform the word!
here his word :
it just eats up all the comps resources and hardly responds. it happens
when ive loaded up a map also, the camera view doesnt work
Hope this help, so he cannot really use it his
, 2006 4:06 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Update Is Released
Ah my mapper deform the word!
here his word :
it just eats up all the comps resources and hardly responds. it happens
when ive loaded up a map also, the camera view doesnt work
Hope this help
Also, information on the video cards.
-Mike
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Friday, August 04, 2006 4:18 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Source SDK Update Is Released
Could you let me know
:
Also, information on the video cards.
-Mike
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Friday, August 04, 2006 4:18 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Source SDK Update Is Released
Could you let me know
: Friday, August 04, 2006 4:18 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Source SDK Update Is Released
Could you let me know the memory size and CPU speed of the machines.
I'll try to duplicate this on a comparable machine here.
-Mike
-Original Message-
From
That's great. After we switched to using 320 to use the Episode 1
engine, our players complained of having to download HL2 DM to play.
Does 215 allow those with the HL2 Demo to play? I'm curious if I have
to program some extra detection with this to make sure that griefers
can't use the HL2
*,int) (?_V_memmove@@[EMAIL PROTECTED])
I dont know if someone can help on this!
- Original Message -
From: Mike Durand [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, August 04, 2006 8:28 PM
Subject: RE: [hlcoders] Source SDK Update Is Released
Hi Justin-
SteamAppId
@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Update Is Released
That's great. After we switched to using 320 to use the
Episode 1
engine, our players complained of having to download HL2 DM to play.
Does 215 allow those with the HL2 Demo to play? I'm curious if I
have to program some extra
This is a cryptographically signed message in MIME format.
--
I am still confused on this a bit.for example. we're making a mod
based on HL2DM so will players still need HL2DM?
Gus
Alfred Reynolds wrote:
You should use 215 instead of 220. If you use 320 (HL2DM) then you can
either keep it
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I compiled a unchanged version of the new sp code, have run the sdk base
once, and when I try to run my mod, I get an error noise when it starts to
load. after the vid.
On 8/5/06, Gus [EMAIL PROTECTED] wrote:
This is a cryptographically signed
@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Update Is Released
This is a cryptographically signed message in MIME format.
--
I am still confused on this a bit.for example. we're making a mod based
on HL2DM so will players still need HL2DM?
Gus
Alfred Reynolds wrote:
You should use 215 instead
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