[hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Joshua Scarsbrook
Hi Tony I think that the source sdk is a bit out dated; I think that with the realece of hl2ep3 or just after it, there needs to be a massive improvement in the source software development kit. For one there needs to be a weapon generator that uses tags and xml to define a weapon a basic

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Saul Rennison
For one there needs to be a weapon generator that uses tags and xml to define a weapon a basic weapon to speed up development of new weapons. This would sacrifice flexibility over speed. I couldn't give a toss about how long it took, as long as it works and I can do what I want with it. a

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Paul Peloski
The SDK is improving all the time, but only to the extent necessary for Valve to make awesome games. While an XML-based weapon system might be what *you* need, or maybe what *you think the community needs*, it's not what Valve needed. I suggest if that if you have list of massive improvements that

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Saul Rennison
You also have to take into account VALVe's priorities are: 1. VALVe 2. Everyone else The Source SDK is basically just ripped from their *src/* folder which contains the engine, VPhysics, Havok, etc. They aren't going to re-organise the entire code base just to suit 20 people who want to

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread botman
I think that it needs to make $100 bills shoot out of the DVD drive. I think that would appeal to the entire community. :) On 8/29/2009 4:37 PM, Joshua Scarsbrook wrote: Hi Tony I think that the source sdk is a bit out dated; I think that with the realece of hl2ep3 or just after it, there

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Matt Hoffman
I don't think that's quite true Saul. Our copy seems to differer from theirs because they keep breaking ours and not theirs. :p On Sat, Aug 29, 2009 at 2:54 PM, Saul Rennison saul.renni...@gmail.comwrote: You also have to take into account VALVe's priorities are: 1. VALVe 2. Everyone

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Logan Baldock
Meh, I like it the way it is actually. I got into modding using the same methods that are there right now, and it just works. Unlike some other engines. You also have to take into account VALVe's priorities are: 1. VALVe 2. Everyone else The Source SDK is basically just ripped from

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Joshua Scarsbrook
Hi I welcome what you have said. for one the weapons defs are used to make premade code that can then be changed The progruss bar needs to show total progruss The lighting is not as it is seen inside the engine when you use that Profiles are to test weather the map will work without added stuff.

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Joshua Scarsbrook
Hi Well the only other engine i liked is irrlicht but source is much beter for indie projects. i hope valve does not mind that i am making my own help file for the sdk, it will take forever to make but it will be preaty cool, it is working right now. with the ok from valve i will put it on

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Heimo Stieg
Valve won't have a problem with that ( as long as everything is correct ) That's what the wiki is for... Joshua Scarsbrook schrieb: Hi Well the only other engine i liked is irrlicht but source is much beter for indie projects. i hope valve does not mind that i am making my own help file

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Harry Jeffery
Well please run a spellcheck on it, format it into neat paragraphs and get someone to proof read it before you post it. That first message here nearly killed me. The lighting is not as it is seen inside the engine when you use that That's probably because your computer really wouldn't be able

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Saul Rennison
The progruss bar needs to show total progruss I'm sure you can figure out how much it's done. But an ETA would be welcomed. The lighting is not as it is seen inside the engine when you use that I'm pretty sure there's a *Ray-traced* option in L4D which is exactly what it says on the tin.

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Saul Rennison
Dynamic model scaling http://developer.valvesoftware.com/wiki/Prop_scalable DirectX 10 support The shader system supports it... it just doesn't implement it. What improvements would this bring that would be worth the money it would cost to implement? featurewise par with UE3 I'm pretty

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Joshua Scarsbrook
Well the doc is almost done. Lighting RENDER, not really just real time the compile map is good and a bar is not too hard to make since valve was so kind as to give us the source for the compile apps added stuff. we need the maps to work for alot of people, i have seen ugly custom texture

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Matt Hoffman
We'll see how pretty Episode 3 is when it's released. It will blow UE3 out of the fucking water. (I still dunno how to do a quote :p) Why wait for Ep3 when Ep2 already blows UE3 out of the water? If you look at most UT mods you can recognize them in a snap as a Ut mod for one reason. Their

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Joshua Scarsbrook
Well dinamic prop scaling works well for cubes but valves phys is a little ficle with different scales DirectX 10 is well worth it but it needs be put in something like a mod to the lost coust first Unreal Engine 3 is a really good engine from what i have seen but source is valves thing and

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Joshua Scarsbrook
Well unreal 3 is not source good but it is not half bad finaly i got the doc genned for only the files valve added documentation too 400mb for 40files the html was only 1mb though. anyway valve sould put this with the sdk so it still needs hl2 to work Matt Hoffman wrote: We'll see how pretty

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Jorge Rodriguez
This is only slightly off topic, but: Every version of Hammer (even back to Worldcraft and before) I've ever worked with, the build window always stops updating about 20 or 30 seconds into the process. All of Hammer then freezes up until the build is completely done, so progress isn't visible.

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Matt Hoffman
It worked fine on my Intel/Geforce XP build, but does the problem you describe on my AMD/ATI Win7 build. On Sat, Aug 29, 2009 at 4:04 PM, Jorge Rodriguez bs.v...@gmail.com wrote: This is only slightly off topic, but: Every version of Hammer (even back to Worldcraft and before) I've ever

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Joshua Scarsbrook
A proper complete source document buld is done but it crashes some places and the html set is 151mb or 172,208,128 bytes, that is bigger then most mods it is as big as sourceforts or hl2dmpro or garrysmod 9 but it is some nice documets on the coding. i am now compressing it to only 17mb

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Saul Rennison
I hear your pain, bro. Thanks, - Saul. 2009/8/30 Jorge Rodriguez bs.v...@gmail.com This is only slightly off topic, but: Every version of Hammer (even back to Worldcraft and before) I've ever worked with, the build window always stops updating about 20 or 30 seconds into the process. All

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Harry Pidcock
Joshua can you please edit your messages so people may understand correctly what you are doing. People will generally ignore your messages if they are too hard to interpret. -- From: Joshua Scarsbrook jscarsbr...@gmail.com Sent: Sunday, August

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Jonas 'Sortie' Termansen
There are lots of problems with compiling inside Hammer. Compiles are often slowed down because of Hammer using a lot of memory, plus Hammer is frozen while the Compile is going on. And when you finally get ingame, Hammer is still using the memory, and depending on your computer, the game will

[hlcoders] Creating a Custom Player Class

2009-08-29 Thread Bob Somers
Hello all. So I'm trying to create a custom player by deriving it from CSDKPlayer, like so: class CMyPlayer : public CSDKPlayer { // player things }; I've got both the server and client players skeleton class build, I've linked the class to the player entity with LINK_ENTITY_TO_CLASS, and

Re: [hlcoders] Creating a Custom Player Class

2009-08-29 Thread Stephen Swires
The official way to do this with the template is to copy all the SDK stuff and rename it to what you want On Sun, Aug 30, 2009 at 1:31 AM, Bob Somers magicbob...@gmail.com wrote: Hello all. So I'm trying to create a custom player by deriving it from CSDKPlayer, like so: class CMyPlayer :

Re: [hlcoders] Creating a Custom Player Class

2009-08-29 Thread Bob Somers
So just do a global find/replace on CSDKPlayer to CMyPlayer? --Bob On Sat, Aug 29, 2009 at 5:35 PM, Stephen Swiresstephen.swi...@gmail.com wrote: The official way to do this with the template is to copy all the SDK stuff and rename it to what you want On Sun, Aug 30, 2009 at 1:31 AM, Bob

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Jonathan Murphy
Lol, obvious troll, nice one Joshua. On Sunday, August 30, 2009, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: There are lots of problems with compiling inside Hammer. Compiles are often slowed down because of Hammer using a lot of memory, plus Hammer is frozen while the Compile is going

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Joshua Scarsbrook
How. Thanks Vbitz Jonathan Murphy wrote: Lol, obvious troll, nice one Joshua. On Sunday, August 30, 2009, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: There are lots of problems with compiling inside Hammer. Compiles are often slowed down because of Hammer using a lot of memory,

Re: [hlcoders] Creating a Custom Player Class

2009-08-29 Thread Jonathan Murphy
I don't have an SDK with me but there should be a set of macros used to declare a factory for new entities. On Sunday, August 30, 2009, Bob Somers magicbob...@gmail.com wrote: So just do a global find/replace on CSDKPlayer to CMyPlayer? --Bob On Sat, Aug 29, 2009 at 5:35 PM, Stephen

Re: [hlcoders] Creating a Custom Player Class

2009-08-29 Thread Jonathan Murphy
After looking on the SDK do you have DECLARE_CLASS(CMyPlayer, CSDKPlayer); In the header declaration. On Sunday, August 30, 2009, Jonathan Murphy nuclearfri...@gmail.com wrote: I don't have an SDK with me but there should be a set of macros used to declare a factory for new entities. On

Re: [hlcoders] Creating a Custom Player Class

2009-08-29 Thread Bob Somers
Yep. It also looks like LINK_ENTITY_TO_CLASS is the macro that creates the factory. --Bob On Sat, Aug 29, 2009 at 6:06 PM, Jonathan Murphynuclearfri...@gmail.com wrote: After looking on the SDK do you have DECLARE_CLASS(CMyPlayer, CSDKPlayer); In the header declaration. On Sunday,

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Tony Sergi
I'm going to answer one of the things directly right now; I already made it super easy to add new weapons as it is (with the template) You copy and paste 2 files, rename the class and edit the attributes in the .txt file, edit the enum and the alias table. And if you want a custom ammo type, you

Re: [hlcoders] Creating a Custom Player Class

2009-08-29 Thread Bob Somers
Issue solved. Here's the fix for the sake of the mailing list archives. On first glance it looks like the assertion is raised because the factory does not exist. Actually, it's raised because a factory for that entity *already* exists. This is because CSDKPlayer and C_SDKPlayer are linking

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Saul Rennison
Good response, Tony. Just wondering if you're in a position to answer any other of the questions? Thanks, - Saul. On 30 Aug 2009, at 03:00, Tony Sergi to...@valvesoftware.com wrote: I'm going to answer one of the things directly right now; I already made it super easy to add new weapons as