Re: [hlcoders] (no subject)

2003-07-18 Thread Marco Leise
C++ code written a C style is usually (but not always!) slow than C
code. However C++ code written with proper OO design can be a lot
faster, as it can expose much more elegant ways of solving a problem.
Ok, thanks for clearing that for me. I program in Delphi (even slower) and
wasn't sure how C++ object orientation compares to it and the good old C :)
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[hlcoders] AMX developers

2003-07-18 Thread Alfred
Can I have one of the AMX guys contact me (I could only find dejyl's
email on their homepage and he has yet to respond). We (Valve) have
found a problem with AMX that we really want them to fix :)
- Alfred

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Re: [hlcoders] (no subject)

2003-07-18 Thread Alfred
Marco Leise wrote:

As long as all the interface is in C++ noone will ever think there is some
old stuff burried somewhere. Though I have heard that C++ code is naturally
slower than C code. So I appreciate every bit of C or ASM code :)
C++ code written a C style is usually (but not always!) slow than C
code. However C++ code written with proper OO design can be a lot
faster, as it can expose much more elegant ways of solving a problem.


Interesting.  That seems to imply that the engine is entirely C++ now.
You're finally rid of the remnants of Quake I code!  :)
um, in parts no :( But its mostly gone :) It only lives on in small
parts of the engine, I believe the game dll/client dll to be all C++
(Leon could verify this).
Jeffrey "botman" Broome

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Re: [hlcoders] (no subject)

2003-07-18 Thread Marco Leise
As long as all the interface is in C++ noone will ever think there is some
old stuff burried somewhere. Though I have heard that C++ code is naturally
slower than C code. So I appreciate every bit of C or ASM code :)

Interesting.  That seems to imply that the engine is entirely C++ now.
You're finally rid of the remnants of Quake I code!  :)
um, in parts no :( But its mostly gone :) It only lives on in small
parts of the engine, I believe the game dll/client dll to be all C++
(Leon could verify this).
Jeffrey "botman" Broome

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Re: [hlcoders] (no subject)

2003-07-18 Thread Alfred

Interesting.  That seems to imply that the engine is entirely C++ now.
You're finally rid of the remnants of Quake I code!  :)
um, in parts no :( But its mostly gone :) It only lives on in small
parts of the engine, I believe the game dll/client dll to be all C++
(Leon could verify this).
Jeffrey "botman" Broome

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Re: [hlcoders] (no subject)

2003-07-18 Thread botman
> We have also changed the method in which we pass around function pointers
> (we now use C++ interface classes) so I want to get people familar with
> this.

Interesting.  That seems to imply that the engine is entirely C++ now.
You're finally rid of the remnants of Quake I code!  :)

Jeffrey "botman" Broome

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Re: [hlcoders] (no subject)

2003-07-18 Thread Alfred
Nope, nothing like Titan. I just want to provide an engine API for 3rd
party programs to use, that would be similar but different to the game
dll one. We have also changed the method in which we pass around
function pointers (we now use C++ interface classes) so I want to get
people familar with this.
The discussion will be along the line of "what can we get Alfred to
implement in the engine" :)
It will NOT cover implementing script engines or anything of that sort.
It will merely be a discussion about what the C++ class should look
like, and me giving a heads up on how to effectively use it.


botman wrote:

Hey Alfred, you're not trying to do any kind of Titan
(http://www.unitedadmins.com/titan.php) thing are you?  I remember you
e-mailed me about this many months ago and it almost got off the ground, but
it seems like it was massively over-engineered and was like trying to kill a
fly with a cannon.  :)
I know it's probably a little late in the game, but it would be nice if some
of the plugin capability was already embedded in the engine instead of
someone trying to hack in a "man-in-the-middle" approach.
Was that what the discussion was to be about ("stuff I want Alfred to embed
in the HL2 uber engine plugin system")?  Or was this more of a "Let's get
together and implement something external to the HL2 engine that gives the
same functionality as metamod/AdminMod"?
I would vote for more of the Unix/Linux style of making a bunch of small
tools/plugins that can work together rather than having one huge monolithic
application that includes everything plus the kitchen sink (which is keeping
more along the lines of metamod, but not along the lines of AdminMOD).
Scripting plugins, in general, are going to be a hot topic for many folks
and many people will feel that you'll need support for C++, C#, Perl, PHP,
Java, ActiveX, etc.  Server Admins will also want every single feature that
every other game offers in terms of player stats out the wazoo, web based
server control, varying levels of server admin privileges, etc. (much of the
stuff that AdminMOD already has, but it would be nice if these were more
modular so that you could pick and choose the features you wanted).
This is probably getting more detailed than you wanted to get into and might
best be better answered on the hlds_apps list, but I'm not sure how many
people are actively subscribed to the list.  I don't know if you wanted to
invite folks from hlds_linux and hlds, but doing so might cause a LOT of
unnecessary noise and might detract from productive discussions.  I'm sure
it will be difficult to determine what everyone really wants without getting
everyone involved and then it will just deteriorate into a huge argument
about which features are really needed and which features are "totally
lame".
Jeffrey "botman" Broome

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RE: [hlcoders] Emiters and Attachments

2003-07-18 Thread Ken Birdwell
I'd recommend you just delay evaluation until rendering.  Even doing what
maxor recommended won't fix the view model/world model problem.

-Original Message-
From: zmeko [mailto:[EMAIL PROTECTED]
Sent: Friday, July 18, 2003 3:25 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Emiters and Attachments


if I was to call the when the player press fire, is it too early in the
rendering loop? Anyways, I might was well use offsets as mazor recommended.

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Re: [hlcoders] (no subject)

2003-07-18 Thread botman
> On a similar note, anyone who wants to help design a 3rd party (aka
> MetaMod) api for HL2 (and its mods) should join the hlds_apps mailing
> list (http://list.valvesoftware.com/mailman/listinfo/hlds_apps), I am
> about to start a discussion about what people want (and how it will look
> in general).

Hey Alfred, you're not trying to do any kind of Titan
(http://www.unitedadmins.com/titan.php) thing are you?  I remember you
e-mailed me about this many months ago and it almost got off the ground, but
it seems like it was massively over-engineered and was like trying to kill a
fly with a cannon.  :)

I know it's probably a little late in the game, but it would be nice if some
of the plugin capability was already embedded in the engine instead of
someone trying to hack in a "man-in-the-middle" approach.

Was that what the discussion was to be about ("stuff I want Alfred to embed
in the HL2 uber engine plugin system")?  Or was this more of a "Let's get
together and implement something external to the HL2 engine that gives the
same functionality as metamod/AdminMod"?

I would vote for more of the Unix/Linux style of making a bunch of small
tools/plugins that can work together rather than having one huge monolithic
application that includes everything plus the kitchen sink (which is keeping
more along the lines of metamod, but not along the lines of AdminMOD).

Scripting plugins, in general, are going to be a hot topic for many folks
and many people will feel that you'll need support for C++, C#, Perl, PHP,
Java, ActiveX, etc.  Server Admins will also want every single feature that
every other game offers in terms of player stats out the wazoo, web based
server control, varying levels of server admin privileges, etc. (much of the
stuff that AdminMOD already has, but it would be nice if these were more
modular so that you could pick and choose the features you wanted).

This is probably getting more detailed than you wanted to get into and might
best be better answered on the hlds_apps list, but I'm not sure how many
people are actively subscribed to the list.  I don't know if you wanted to
invite folks from hlds_linux and hlds, but doing so might cause a LOT of
unnecessary noise and might detract from productive discussions.  I'm sure
it will be difficult to determine what everyone really wants without getting
everyone involved and then it will just deteriorate into a huge argument
about which features are really needed and which features are "totally
lame".

Jeffrey "botman" Broome

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Re: [hlcoders] Emiters and Attachments

2003-07-18 Thread zmeko
if I was to call the when the player press fire, is it too early in the
rendering loop? Anyways, I might was well use offsets as mazor recommended.
Ken Birdwell wrote:

It's not really clear from your email, but you should only use attachments
on the client.  They're fairly useless on the server since they're not frame
accurate. On the client they are frame accurate, though they're calculated
only AFTER the model has been drawn.  On HL1, everything connected to
attachment points were tagged as being partially transparent, which would
guarentee the correct evaluation order.
For player attachment points, their weapon's attachment points can/will
override any built-in player attachment point calculations.  This is so that
the same attachment point index can be used when connecting to either a view
model or world model, even though they're in radically different places.
All undefined attachment points default to the model's "origin", which in
the case of the player is in the very center of their bounding box, 36 units
off the ground.  If your seeing this, you may be using the wrong index.
Attachment point indexes are 1 off when networking, so refer to attachment
points 1-4 on the server when you're trying to connect to the model's
attachment point 0-3.  Yes, this is confusing.
I'm not sure exactly what your bug is, but it's either "wrong index", which
is an easy fix, or you're asking for the value too soon in the rendering
loop, which is a harder problem.




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Re: [hlcoders] Emiters and Attachments

2003-07-18 Thread zmeko
when i was reading the archives i found a link to the 9 way blending
code on TAE mod's site and i found another post where adrian said that
they release the server side version of it? also the 9 way blending code
i have has not even a single presents of that function.
Tony "omega" Sergi wrote:

If you have the 9way blending code, you should already have
SV_StudioSetupBones.
So get rid of the 9way blending part of it. The blending code supports 9
blends as well as the normal 3. take out the support for the 9, save off the
attachment locations.
-omega
Blackened Interactive - http://www.blackened-interactive.com
Omega Wing - http://owing.blackened-interactive.com
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of zmeko
Sent: July 18, 2003 5:48 PM
To: [EMAIL PROTECTED]
yep, i guess that too but took a look at the 9 way blending code and i
found no new  instances of  SV_StudioSetupBones.
Cale Dunlap wrote:


*thinks he's talking about the blending code*

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of zmeko
Sent: Thursday, July 17, 2003 9:19 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Emiters and Attachments
what code?

Tony "omega" Sergi wrote:





You need to get the code from this archive.
Or if someone else feels like posting it again for the 8th time or



something




like that. Heh

-omega
Blackened Interactive - http://www.blackened-interactive.com
Omega Wing - http://owing.blackened-interactive.com
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of zmeko
Sent: July 17, 2003 10:14 AM
To: [EMAIL PROTECTED]
how do i use  SV_StudioSetupBones. i search for examples of it and i
couldn't find any. i also search for sv_blending_interface_t and i only
found one instance.
Tony "omega" Sergi wrote:






You can still do that it you use SV_StudioSetupBones. Just don't




include






the






9-way blending parts.










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RE: [hlcoders] Emiters and Attachments

2003-07-18 Thread Ken Birdwell
It's not really clear from your email, but you should only use attachments
on the client.  They're fairly useless on the server since they're not frame
accurate. On the client they are frame accurate, though they're calculated
only AFTER the model has been drawn.  On HL1, everything connected to
attachment points were tagged as being partially transparent, which would
guarentee the correct evaluation order.

For player attachment points, their weapon's attachment points can/will
override any built-in player attachment point calculations.  This is so that
the same attachment point index can be used when connecting to either a view
model or world model, even though they're in radically different places.

All undefined attachment points default to the model's "origin", which in
the case of the player is in the very center of their bounding box, 36 units
off the ground.  If your seeing this, you may be using the wrong index.
Attachment point indexes are 1 off when networking, so refer to attachment
points 1-4 on the server when you're trying to connect to the model's
attachment point 0-3.  Yes, this is confusing.

I'm not sure exactly what your bug is, but it's either "wrong index", which
is an easy fix, or you're asking for the value too soon in the rendering
loop, which is a harder problem.

-Original Message-
From: Michael [mailto:[EMAIL PROTECTED]
Sent: Wednesday, July 16, 2003 5:28 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Emiters and Attachments


What i know about attachments? i know attachments are part of the model
file and i know each model can only have 4 attachment points. i know the
attachments are defined in the model's .qc. i also know that the model's
attachment data is stored in a structure called, cl_entity_t, or
cl_entity_s. i also know how to figure out the attachment point, more
specific the attachment point of the v_ model from the client in an
instance of an event system call.

Now to the problem. i want to make a flame thrower. a flame thrower that
emits particles. i've created an emiter that emits particles that  fits
my flamethrower's needs. i also made my flamethrower to emit by using
the event system ( those .sc files), the event system emits partilces
correctly in first person only. in third person the emiter is stuck
where was the last position the emiter was set in first person and it's
also near the gonad area if you just switch to thirdperson without
moving the player. now i want to solve this problem and the problem is
that i wish to set the emiter at the location of the attachment of the
player where normally the muzzle flash is, and i want to transmite this
to all clients that can see this happening.

my solution to this problem was to get the attachment point of the
player on the server and using an entity, that represents the emiter, to
place the entity origin to the attachment point and transmiting the
origin of  the entity. the problem is that none of the attachment points
i used worked, there were no offset to the player origin. i even look at
the source code for egon and i notice the beam doesn't start from the
tip of the egon world model but rather it starts from somewhere near the
end arm and close to the base of the elbow. that wouldn't work well for
my particles because they are big and the arm doesnt cover it and it
expands, the particle, in size. also this might increase the network
traffic.

i was told to take a look at HUD_AddEntity. the comment above it says
that it gets a list of visible entities. this functionlooks attractive
because it gets a list of visible entites and that means i do not have
to worrie about the extra network traffic. now if i was to use this
function i would like a way to identify my entity and add members to
entity_state_s so i can send the emiter's  emission, and i would also
like to set the entity, on server side, origin to an attachment point.


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Re: [hlcoders] (no subject)

2003-07-18 Thread Alfred
its my fault for posting from this email account, I just haven't
subscribed my valvesoftware account yet (yes, I am lazy :)
Michael A. Hobson wrote:

Erik, Alfred:

I'm sorry, I was just looking at Alfred's E-Mail headers
and saw that it wasn't coming from valvesoftware.com.
Well, that's very good news if the HL2 SDK will work
with MSVC++ 6.0  and the latest GCC.
At 02:37 PM 7/18/2003 -0700, you wrote:

For now, we're going to keep Alfred around at Valve.

-Original Message-
From: Michael A. Hobson [mailto:[EMAIL PROTECTED]
Sent: Friday, July 18, 2003 2:34 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] (no subject)
Alfred:

You don't appear to be a Valve employee.

Please provide us with a copy of whatever communication you
have from someone at Valve stating this:
At 11:03 AM 7/18/2003 -0700, Alfred wrote:
>The HL2 SDK (when its released) will compile under msvc 6.0 and gcc 3.2.
>I suspect with a bit of tweaking you could use mingw in windows to
>compile the dlls as well.
>
Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 649-0792
Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 649-0792
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RE: [hlcoders] (no subject)

2003-07-18 Thread Michael A. Hobson
Erik, Alfred:

I'm sorry, I was just looking at Alfred's E-Mail headers
and saw that it wasn't coming from valvesoftware.com.
Well, that's very good news if the HL2 SDK will work
with MSVC++ 6.0  and the latest GCC.
At 02:37 PM 7/18/2003 -0700, you wrote:
For now, we're going to keep Alfred around at Valve.

-Original Message-
From: Michael A. Hobson [mailto:[EMAIL PROTECTED]
Sent: Friday, July 18, 2003 2:34 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] (no subject)
Alfred:

You don't appear to be a Valve employee.

Please provide us with a copy of whatever communication you
have from someone at Valve stating this:
At 11:03 AM 7/18/2003 -0700, Alfred wrote:
>The HL2 SDK (when its released) will compile under msvc 6.0 and gcc 3.2.
>I suspect with a bit of tweaking you could use mingw in windows to
>compile the dlls as well.
>
Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 649-0792
Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 649-0792
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Re: [hlcoders] (no subject)

2003-07-18 Thread Alfred
Well, if I had multiple personality disorder it would be much easier to
produce that copy :) Feel free to email me at [EMAIL PROTECTED]
(until Erik notices that I am still here that is, hehe ;)
On a similar note, anyone who wants to help design a 3rd party (aka
MetaMod) api for HL2 (and its mods) should join the hlds_apps mailing
list (http://list.valvesoftware.com/mailman/listinfo/hlds_apps), I am
about to start a discussion about what people want (and how it will look
in general).
Florian Zschocke wrote:

"Michael A. Hobson" wrote:

Please provide us with a copy of whatever communication you
have from someone at Valve stating this:


He he, I can't wait to see that "copy". :)

Impost0r! :D

Florian.
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RE: [hlcoders] Emiters and Attachments

2003-07-18 Thread Tony \"omega\" Sergi
If you have the 9way blending code, you should already have
SV_StudioSetupBones.

So get rid of the 9way blending part of it. The blending code supports 9
blends as well as the normal 3. take out the support for the 9, save off the
attachment locations.


-omega
Blackened Interactive - http://www.blackened-interactive.com
Omega Wing - http://owing.blackened-interactive.com
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of zmeko
Sent: July 18, 2003 5:48 PM
To: [EMAIL PROTECTED]

yep, i guess that too but took a look at the 9 way blending code and i
found no new  instances of  SV_StudioSetupBones.
Cale Dunlap wrote:

>*thinks he's talking about the blending code*
>
>-Original Message-
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] On Behalf Of zmeko
>Sent: Thursday, July 17, 2003 9:19 AM
>To: [EMAIL PROTECTED]
>Subject: Re: [hlcoders] Emiters and Attachments
>
>what code?
>
>Tony "omega" Sergi wrote:
>
>
>
>>You need to get the code from this archive.
>>Or if someone else feels like posting it again for the 8th time or
>>
>>
>something
>
>
>>like that. Heh
>>
>>-omega
>>Blackened Interactive - http://www.blackened-interactive.com
>>Omega Wing - http://owing.blackened-interactive.com
>>
>>-Original Message-
>>From: [EMAIL PROTECTED]
>>[mailto:[EMAIL PROTECTED] On Behalf Of zmeko
>>Sent: July 17, 2003 10:14 AM
>>To: [EMAIL PROTECTED]
>>
>>how do i use  SV_StudioSetupBones. i search for examples of it and i
>>couldn't find any. i also search for sv_blending_interface_t and i only
>>found one instance.
>>Tony "omega" Sergi wrote:
>>
>>
>>
>>
>>
>>>You can still do that it you use SV_StudioSetupBones. Just don't
>>>
>>>
>include
>
>
>>>
>>>
>>the
>>
>>
>>
>>
>>>9-way blending parts.
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
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>>please visit:
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>>
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>>
>please visit:
>
>
>>http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>>
>>
>>
>>
>
>
>
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Re: [hlcoders] Emiters and Attachments

2003-07-18 Thread zmeko
yep, i guess that too but took a look at the 9 way blending code and i
found no new  instances of  SV_StudioSetupBones.
Cale Dunlap wrote:
*thinks he's talking about the blending code*

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of zmeko
Sent: Thursday, July 17, 2003 9:19 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Emiters and Attachments
what code?

Tony "omega" Sergi wrote:



You need to get the code from this archive.
Or if someone else feels like posting it again for the 8th time or

something


like that. Heh

-omega
Blackened Interactive - http://www.blackened-interactive.com
Omega Wing - http://owing.blackened-interactive.com
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of zmeko
Sent: July 17, 2003 10:14 AM
To: [EMAIL PROTECTED]
how do i use  SV_StudioSetupBones. i search for examples of it and i
couldn't find any. i also search for sv_blending_interface_t and i only
found one instance.
Tony "omega" Sergi wrote:




You can still do that it you use SV_StudioSetupBones. Just don't


include




the




9-way blending parts.








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Re: [hlcoders] (no subject)

2003-07-18 Thread Florian Zschocke
"Michael A. Hobson" wrote:
>
> Please provide us with a copy of whatever communication you
> have from someone at Valve stating this:

He he, I can't wait to see that "copy". :)

Impost0r! :D

Florian.
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RE: [hlcoders] (no subject)

2003-07-18 Thread Adrian Finol
 Just ran out of coffee, Anyone seen Alfred lately?

-Original Message-
From: Erik Johnson [mailto:[EMAIL PROTECTED]
Sent: Friday, July 18, 2003 2:37 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] (no subject)


For now, we're going to keep Alfred around at Valve.

-Original Message-
From: Michael A. Hobson [mailto:[EMAIL PROTECTED]
Sent: Friday, July 18, 2003 2:34 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] (no subject)


Alfred:

You don't appear to be a Valve employee.

Please provide us with a copy of whatever communication you
have from someone at Valve stating this:

At 11:03 AM 7/18/2003 -0700, Alfred wrote:
>The HL2 SDK (when its released) will compile under msvc 6.0 and gcc 3.2.
>I suspect with a bit of tweaking you could use mingw in windows to
>compile the dlls as well.
>

Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 649-0792

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RE: [hlcoders] (no subject)

2003-07-18 Thread Erik Johnson
For now, we're going to keep Alfred around at Valve.

-Original Message-
From: Michael A. Hobson [mailto:[EMAIL PROTECTED]
Sent: Friday, July 18, 2003 2:34 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] (no subject)


Alfred:

You don't appear to be a Valve employee.

Please provide us with a copy of whatever communication you
have from someone at Valve stating this:

At 11:03 AM 7/18/2003 -0700, Alfred wrote:
>The HL2 SDK (when its released) will compile under msvc 6.0 and gcc 3.2.
>I suspect with a bit of tweaking you could use mingw in windows to
>compile the dlls as well.
>

Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 649-0792

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Re: [hlcoders] (no subject)

2003-07-18 Thread Michael A. Hobson
Alfred:

You don't appear to be a Valve employee.

Please provide us with a copy of whatever communication you
have from someone at Valve stating this:
At 11:03 AM 7/18/2003 -0700, Alfred wrote:
The HL2 SDK (when its released) will compile under msvc 6.0 and gcc 3.2.
I suspect with a bit of tweaking you could use mingw in windows to
compile the dlls as well.
Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 649-0792
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Re: [hlcoders] (no subject)

2003-07-18 Thread Sniper
Ahh that sounds good.

Sniper
- Original Message -
From: "Alfred" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, July 18, 2003 2:03 PM
Subject: Re: [hlcoders] (no subject)


The HL2 SDK (when its released) will compile under msvc 6.0 and gcc 3.2.
I suspect with a bit of tweaking you could use mingw in windows to
compile the dlls as well.


Marco Leise wrote:
> I think Valve announced it somewhere, but he might know better than me.
>
> Am Fri, 18 Jul 2003 10:39:14 -0700 hat James Couzens <[EMAIL PROTECTED]>
> geschrieben:
>
>> GAH I hope it doesn't require .net that would blow.  I write all my code
>> in
>> vi currently, just multiple windows with the right header files open and
>> I'm
>> fine.  What makes you think it would require .net?  Just being so massive
>> and complex?  Or from a learning standpoint you would be best off using
>> an
>> IDE like .net to have all the classes/structure information readily
>> available?
>>
>> James
>>
>> - Original Message -
>> From: "botman" <[EMAIL PROTECTED]>
>> To: <[EMAIL PROTECTED]>
>> Sent: Friday, July 18, 2003 9:14 AM
>> Subject: Re: Re[4]: [hlcoders] (no subject)
>>
>>
>>> So if you all use MS Visual C++ or Borland C++ Builder I will probably
>>
>> have
>>
>>> to get one of these to get the SDK compiled, right?
>>> And as I don't want to spend hundrets of $/¤ or whatever just to compile
>>> the HL SDK I would steal me a copy via one of the file sharing networks
>>> as
>>> long as they exist. I just hoped to get around that. Also free IDEs are
>>> usually much smaller. Well, thanks for trying to answer anyway :-]
>>
>>
>> IDEs aren't really necessary anyway...
>>
>> http://planethalflife.com/botman/building.shtml
>>
>> I imagine Half-Life2 will require Visual Studio .NET, so if you don't
>> have a
>> copy yet and plan to do anything HL2 related, you'll probably need to get
>> your hands on a copy of .NET for it.
>>
>> Jeffrey "botman" Broome
>>
>> ___
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>> please visit:
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>>
>>
>>
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>>
>
>
>
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RE: [hlcoders] Emiters and Attachments

2003-07-18 Thread Cale Dunlap
*thinks he's talking about the blending code*

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of zmeko
Sent: Thursday, July 17, 2003 9:19 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Emiters and Attachments

what code?

Tony "omega" Sergi wrote:

>You need to get the code from this archive.
>Or if someone else feels like posting it again for the 8th time or
something
>like that. Heh
>
>-omega
>Blackened Interactive - http://www.blackened-interactive.com
>Omega Wing - http://owing.blackened-interactive.com
>
>-Original Message-
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] On Behalf Of zmeko
>Sent: July 17, 2003 10:14 AM
>To: [EMAIL PROTECTED]
>
>how do i use  SV_StudioSetupBones. i search for examples of it and i
>couldn't find any. i also search for sv_blending_interface_t and i only
>found one instance.
>Tony "omega" Sergi wrote:
>
>
>
>>You can still do that it you use SV_StudioSetupBones. Just don't
include
>>
>>
>the
>
>
>>9-way blending parts.
>>
>>
>>
>>
>>
>>
>
>
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>
>
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>
>
>



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Re: [hlcoders] (no subject)

2003-07-18 Thread botman
> The HL2 SDK (when its released) will compile under msvc 6.0 and gcc 3.2.
> I suspect with a bit of tweaking you could use mingw in windows to
> compile the dlls as well.

Yeah, the "tweaking" was why I said it would require MSVC (for compiling the
client).

Jeffrey "botman" Broome

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Re: [hlcoders] (no subject)

2003-07-18 Thread Alfred
The HL2 SDK (when its released) will compile under msvc 6.0 and gcc 3.2.
I suspect with a bit of tweaking you could use mingw in windows to
compile the dlls as well.
Marco Leise wrote:
I think Valve announced it somewhere, but he might know better than me.

Am Fri, 18 Jul 2003 10:39:14 -0700 hat James Couzens <[EMAIL PROTECTED]>
geschrieben:
GAH I hope it doesn't require .net that would blow.  I write all my code
in
vi currently, just multiple windows with the right header files open and
I'm
fine.  What makes you think it would require .net?  Just being so massive
and complex?  Or from a learning standpoint you would be best off using
an
IDE like .net to have all the classes/structure information readily
available?
James

- Original Message -
From: "botman" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, July 18, 2003 9:14 AM
Subject: Re: Re[4]: [hlcoders] (no subject)

So if you all use MS Visual C++ or Borland C++ Builder I will probably
have

to get one of these to get the SDK compiled, right?
And as I don't want to spend hundrets of $/¤ or whatever just to compile
the HL SDK I would steal me a copy via one of the file sharing networks
as
long as they exist. I just hoped to get around that. Also free IDEs are
usually much smaller. Well, thanks for trying to answer anyway :-]


IDEs aren't really necessary anyway...

http://planethalflife.com/botman/building.shtml

I imagine Half-Life2 will require Visual Studio .NET, so if you don't
have a
copy yet and plan to do anything HL2 related, you'll probably need to get
your hands on a copy of .NET for it.
Jeffrey "botman" Broome

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Re: Re[4]: [hlcoders] (no subject)

2003-07-18 Thread Marco Leise
I think Valve announced it somewhere, but he might know better than me.

Am Fri, 18 Jul 2003 10:39:14 -0700 hat James Couzens <[EMAIL PROTECTED]>
geschrieben:
GAH I hope it doesn't require .net that would blow.  I write all my code
in
vi currently, just multiple windows with the right header files open and
I'm
fine.  What makes you think it would require .net?  Just being so massive
and complex?  Or from a learning standpoint you would be best off using
an
IDE like .net to have all the classes/structure information readily
available?
James

- Original Message -
From: "botman" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, July 18, 2003 9:14 AM
Subject: Re: Re[4]: [hlcoders] (no subject)

So if you all use MS Visual C++ or Borland C++ Builder I will probably
have
to get one of these to get the SDK compiled, right?
And as I don't want to spend hundrets of $/¤ or whatever just to compile
the HL SDK I would steal me a copy via one of the file sharing networks
as
long as they exist. I just hoped to get around that. Also free IDEs are
usually much smaller. Well, thanks for trying to answer anyway :-]
IDEs aren't really necessary anyway...

http://planethalflife.com/botman/building.shtml

I imagine Half-Life2 will require Visual Studio .NET, so if you don't
have a
copy yet and plan to do anything HL2 related, you'll probably need to get
your hands on a copy of .NET for it.
Jeffrey "botman" Broome

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Re: Re[4]: [hlcoders] (no subject)

2003-07-18 Thread Phantom
Depending on the use of the STL and other standard C++ things it may or may
not work, the VC6 compiler isnt as C++ complient as the VC7.1 or VC7.0
compilers and does have trouble with the STL and other things (buggy STL
impliementations for example).
Also, the VC7 compilers also produce better code than the VC6 compiler.

- Original Message -
From: "Tony "omega" Sergi" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, July 18, 2003 5:16 PM
Subject: RE: Re[4]: [hlcoders] (no subject)


If you can compile c++ code in vc.net you can compile it in vc6.
Project files can easily be converted too.
(www.codeproject.com, theres a utility on there call projconverter or
something like that; I use it to convert from .net -> vc6 projects)


-omega

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Re: Re[4]: [hlcoders] (no subject)

2003-07-18 Thread James Couzens
GAH I hope it doesn't require .net that would blow.  I write all my code in
vi currently, just multiple windows with the right header files open and I'm
fine.  What makes you think it would require .net?  Just being so massive
and complex?  Or from a learning standpoint you would be best off using an
IDE like .net to have all the classes/structure information readily
available?

James

- Original Message -
From: "botman" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, July 18, 2003 9:14 AM
Subject: Re: Re[4]: [hlcoders] (no subject)


> So if you all use MS Visual C++ or Borland C++ Builder I will probably
have
> to get one of these to get the SDK compiled, right?
> And as I don't want to spend hundrets of $/¤ or whatever just to compile
> the HL SDK I would steal me a copy via one of the file sharing networks as
> long as they exist. I just hoped to get around that. Also free IDEs are
> usually much smaller. Well, thanks for trying to answer anyway :-]

IDEs aren't really necessary anyway...

http://planethalflife.com/botman/building.shtml

I imagine Half-Life2 will require Visual Studio .NET, so if you don't have a
copy yet and plan to do anything HL2 related, you'll probably need to get
your hands on a copy of .NET for it.

Jeffrey "botman" Broome

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Re: Re[4]: [hlcoders] (no subject)

2003-07-18 Thread Marco Leise
Thanks, that is a good answer. Now that I see your HP it reminds me that I
have been there months ago. I like the small snippets with the comments on
code from the SDK :D
-> // why does this work? (dlls\controller.cpp (line 556))
So if you all use MS Visual C++ or Borland C++ Builder I will probably
have
to get one of these to get the SDK compiled, right?
And as I don't want to spend hundrets of $/¤ or whatever just to compile
the HL SDK I would steal me a copy via one of the file sharing networks
as
long as they exist. I just hoped to get around that. Also free IDEs are
usually much smaller. Well, thanks for trying to answer anyway :-]
IDEs aren't really necessary anyway...

http://planethalflife.com/botman/building.shtml

I imagine Half-Life2 will require Visual Studio .NET, so if you don't
have a
copy yet and plan to do anything HL2 related, you'll probably need to get
your hands on a copy of .NET for it.
Jeffrey "botman" Broome

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RE: Re[4]: [hlcoders] (no subject)

2003-07-18 Thread Tony \"omega\" Sergi
If you can compile c++ code in vc.net you can compile it in vc6.
Project files can easily be converted too.
(www.codeproject.com, theres a utility on there call projconverter or
something like that; I use it to convert from .net -> vc6 projects)


-omega
Blackened Interactive - http://www.blackened-interactive.com
Omega Wing - http://owing.blackened-interactive.com

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of botman
Sent: July 18, 2003 12:14 PM
To: [EMAIL PROTECTED]

> So if you all use MS Visual C++ or Borland C++ Builder I will probably
have
> to get one of these to get the SDK compiled, right?
> And as I don't want to spend hundrets of $/€ or whatever just to compile
> the HL SDK I would steal me a copy via one of the file sharing networks as
> long as they exist. I just hoped to get around that. Also free IDEs are
> usually much smaller. Well, thanks for trying to answer anyway :-]

IDEs aren't really necessary anyway...

http://planethalflife.com/botman/building.shtml

I imagine Half-Life2 will require Visual Studio .NET, so if you don't have a
copy yet and plan to do anything HL2 related, you'll probably need to get
your hands on a copy of .NET for it.

Jeffrey "botman" Broome

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Re: Re[4]: [hlcoders] (no subject)

2003-07-18 Thread botman
> So if you all use MS Visual C++ or Borland C++ Builder I will probably
have
> to get one of these to get the SDK compiled, right?
> And as I don't want to spend hundrets of $/¤ or whatever just to compile
> the HL SDK I would steal me a copy via one of the file sharing networks as
> long as they exist. I just hoped to get around that. Also free IDEs are
> usually much smaller. Well, thanks for trying to answer anyway :-]

IDEs aren't really necessary anyway...

http://planethalflife.com/botman/building.shtml

I imagine Half-Life2 will require Visual Studio .NET, so if you don't have a
copy yet and plan to do anything HL2 related, you'll probably need to get
your hands on a copy of .NET for it.

Jeffrey "botman" Broome

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Re: Re[4]: [hlcoders] (no subject)

2003-07-18 Thread Marco Leise
???
I know what an IDE is. I know what a compiler is. I tried the free DevC++
IDE with it's free compiler.. what was the name? minglib or something. Well
it did not work. I tried some other free compilers but they did not work
either.
So if you all use MS Visual C++ or Borland C++ Builder I will probably have
to get one of these to get the SDK compiled, right?
And as I don't want to spend hundrets of $/¤ or whatever just to compile
the HL SDK I would steal me a copy via one of the file sharing networks as
long as they exist. I just hoped to get around that. Also free IDEs are
usually much smaller. Well, thanks for trying to answer anyway :-]
Marco

Hello Marco,

Friday, July 18, 2003, 6:10:11 PM, you wrote:
ML> I never even programmed in C. But
ML> maybe you know a IDE and compiler that work with the SDK? I tried
DevC++,
ML> but it presented me with a bunch of error messages. Do I have to buy
one of
ML> Microsoft or Borlands products?
What do you mean by "IDE compiler" ? :) IDE means "Integrated
development environment" MS Visual C++, Borland C++ Builder\ Delphi\
Kylix\ JBuilder are all IDE :)
Best regards,
Slava
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Re: Re[2]: [hlcoders] (no subject)

2003-07-18 Thread David Petkofsky
I like to use the VisualC++ tools. And I have a question for all you HL
coders out there My mod team (for HL2) is looking for some coders
experianced in the HL1 SDK. you can find out about our mod at our website,
www.cw-meltingpoint.com, and if you're interested, please e-mail me at
[EMAIL PROTECTED]

   -Thanks
- Original Message -
From: "Marco Leise" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, July 18, 2003 11:10 AM
Subject: Re: Re[2]: [hlcoders] (no subject)


> > maybe they've found "[EMAIL PROTECTED]" ? :P
> Why split the lists? The QuArK map editor has a single list for all of
it's
> supported games :) (ten or so)
> Good to know that the HL2 code will have a comparable structure so noone
> who worked with the HL1 SDK has to learn it from scratch.
> And yes, I get alot of messages without message too. Like they want to
fake
> traffic on this list. ;)
> I'm on the list to read some interesting stuff about people who invent
> flamethrowers with the new particle system, people who discuss the cheat
> protection and how bad it is while posting links to hacks *g*. Honestly I
> never took a deep look into the code. I never even programmed in C. But
> maybe you know a IDE and compiler that work with the SDK? I tried DevC++,
> but it presented me with a bunch of error messages. Do I have to buy one
of
> Microsoft or Borlands products?
> ___
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Re[4]: [hlcoders] (no subject)

2003-07-18 Thread Vyacheslav Djura
Hello Marco,

Friday, July 18, 2003, 6:10:11 PM, you wrote:
ML> I never even programmed in C. But
ML> maybe you know a IDE and compiler that work with the SDK? I tried DevC++,
ML> but it presented me with a bunch of error messages. Do I have to buy one of
ML> Microsoft or Borlands products?

What do you mean by "IDE compiler" ? :) IDE means "Integrated
development environment" MS Visual C++, Borland C++ Builder\ Delphi\
Kylix\ JBuilder are all IDE :)

Best regards,
 Slava

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Re: Re[2]: [hlcoders] (no subject)

2003-07-18 Thread Marco Leise
maybe they've found "[EMAIL PROTECTED]" ? :P
Why split the lists? The QuArK map editor has a single list for all of it's
supported games :) (ten or so)
Good to know that the HL2 code will have a comparable structure so noone
who worked with the HL1 SDK has to learn it from scratch.
And yes, I get alot of messages without message too. Like they want to fake
traffic on this list. ;)
I'm on the list to read some interesting stuff about people who invent
flamethrowers with the new particle system, people who discuss the cheat
protection and how bad it is while posting links to hacks *g*. Honestly I
never took a deep look into the code. I never even programmed in C. But
maybe you know a IDE and compiler that work with the SDK? I tried DevC++,
but it presented me with a bunch of error messages. Do I have to buy one of
Microsoft or Borlands products?
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Re[2]: [hlcoders] (no subject)

2003-07-18 Thread Vyacheslav Djura
Hello Tony, Botman and others :)

ToS> What confuses me about it is that I see no text in it except quotes of blank
yeah, also there was someone who've sent blank reply to digest :\ or am I
wrong? :)

b> I feel like everyone has moved on somewhere else and no one wants to play anymore
maybe they've found "[EMAIL PROTECTED]" ? :P

Best regards,
 Slava

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RE: [hlcoders] (no subject)

2003-07-18 Thread Tony \"omega\" Sergi
What confuses me about it is that I see no text in it except quotes of blank
replies.


-omega
Blackened Interactive - http://www.blackened-interactive.com
Omega Wing - http://owing.blackened-interactive.com
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of botman
Sent: July 18, 2003 9:12 AM
To: [EMAIL PROTECTED]

> On Thu, 17 Jul 2003 20:53:23 -0700 Chris Foss <[EMAIL PROTECTED]> wrote:
>
> > I  agree, but perhaps it's better off in CHud::VidInit...
> > - Original Message -
> > From: "@lph@ Bet@" <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Thursday, July 17, 2003 7:30 PM
> > Subject: [hlcoders] (no subject)
> >
> >
>
> - wod

This thread confuses me, but I like what you're saying.

Things have been so quite here lately, I feel like everyone has moved on
somewhere else and no one wants to play anymore.

HELLO! hello...

It sure is lonely in here.  :)

Jeffrey "botman" Broome

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Re: [hlcoders] (no subject)

2003-07-18 Thread botman
> On Thu, 17 Jul 2003 20:53:23 -0700 Chris Foss <[EMAIL PROTECTED]> wrote:
>
> > I  agree, but perhaps it's better off in CHud::VidInit...
> > - Original Message -
> > From: "@lph@ Bet@" <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Thursday, July 17, 2003 7:30 PM
> > Subject: [hlcoders] (no subject)
> >
> >
>
> - wod

This thread confuses me, but I like what you're saying.

Things have been so quite here lately, I feel like everyone has moved on
somewhere else and no one wants to play anymore.

HELLO! hello...

It sure is lonely in here.  :)

Jeffrey "botman" Broome

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Re: [hlcoders] (no subject)

2003-07-18 Thread RDG O'Sullivan
On Thu, 17 Jul 2003 20:53:23 -0700 Chris Foss <[EMAIL PROTECTED]> wrote:

> I  agree, but perhaps it's better off in CHud::VidInit...
> - Original Message -
> From: "@lph@ Bet@" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Thursday, July 17, 2003 7:30 PM
> Subject: [hlcoders] (no subject)
>
>
> >
> >
> > _
> > MSN Search, le moteur de recherche qui pense comme vous !
> > http://search.msn.fr
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
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>

- wod

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