RE: [hlcoders] Steam: Technology failure

2005-01-26 Thread S. Hendriks
Funny how much attention HL2 itself got, or better said, the Source
engine got, for being able to run on low-end machines. While the STEAM
launcher itself is a cpu hug itself as well. I don't know why and how,
but i would not mind a 'huge' STEAM update in its core if it would be
way better.

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Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Knifa
Verzonden: woensdag 26 januari 2005 0:32
Aan: hlcoders@list.valvesoftware.com
Onderwerp: Re: [hlcoders] Steam: Technology failure


I agree, it does use ALOT of memory. It's not like it even needs it. The
downloads go pretty quick for me though.

Make an option to turn off the skins?

Can't be Steam made smaller, quicker and friendlier? Why that worm
rotten IE must be used for rendering of couple of news messages? Why it

eats so much memory, why it dowloads slower than mass downloader? Or
there is some Microsoft bolatware style legacy in this pice of
software?

 E.T.
--
[ steam.PNG of type image/png deleted ]
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RE: [hlcoders] Steam: Technology failure

2005-01-26 Thread Josh
Any of the devs have anything to say about this?  I notice this as well,
sometimes when doing steam updates I have to just stop it b/c it consumes so
much.  And I have a p4 3.0 w/1GB RAM.  It uses up to like 70% of my CPU at
times.

Josh



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Re[2]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Vyacheslav Djura
Hello knighthk,

Wednesday, January 26, 2005, 1:27:22 AM, you wrote:
kgn Okay now this is definately off-topic. Let's not have a steam-flame
kgn here, please..
Why? Let's talk here, because it seems that there is no other
official place where we can talk about that.

I also think that idea behind Steam is good, especially for us, game
developers, but Steam itself and Half-Life 2 retail packaging are just
awfull and this is a negative feedback to Valve and Sierra.
Packaging is poor - discs are in envelopes, they are just useless
without Steam and there is even no manual!!! What a shame.

Why they had to make retail version to work only with Steam? If people
buy retail it means that they do not want any online activations and
all.

Our team has decided to cancel HL2 port of Decay and do only HL1 port
because of Steam because Steam just refused to work offline, though we
have followed every step of Valve's instructions. Interesting that I wrote
several times to official Steam support, wrote to forums and ask a question
and still received no reply and that happened 3 weeks ago.

--
Best regards,
 Vyacheslavmailto:[EMAIL PROTECTED]


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Re: Re[2]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Ben Davison
Why? Let's talk here, because it seems that there is no other
official place where we can talk about that.

www.steampowered.com

Packaging is poor - discs are in envelopes, they are just useless
without Steam and there is even no manual!!! What a shame.

Vivendi's area of concern not valve.

Why they had to make retail version to work only with Steam? If people
buy retail it means that they do not want any online activations and
all.

Windows XP and countless other programs you buy retail and have to activate it.

Steam just refused to work offline,

See that's funny because every PC I have tried to get steam to run in
offline mode has worked. It's usually the fault of something on the
users part when offline does not work.

Please take this ranting off this mailing list and on to
www.steampowered.com the steam team does not frequent this mailing
list so there is exactly 0 point in ranting here.

And for original poster, steam is currently using 0 CPU and 2 megs of
ram, it's not just a gui steam acts as an interface for a virtual
filesystem aswell.

On Wed, 26 Jan 2005 15:09:15 +0200, Vyacheslav Djura
[EMAIL PROTECTED] wrote:
 Hello knighthk,

 Wednesday, January 26, 2005, 1:27:22 AM, you wrote:
 kgn Okay now this is definately off-topic. Let's not have a steam-flame
 kgn here, please..
 Why? Let's talk here, because it seems that there is no other
 official place where we can talk about that.

 I also think that idea behind Steam is good, especially for us, game
 developers, but Steam itself and Half-Life 2 retail packaging are just
 awfull and this is a negative feedback to Valve and Sierra.
 Packaging is poor - discs are in envelopes, they are just useless
 without Steam and there is even no manual!!! What a shame.

 Why they had to make retail version to work only with Steam? If people
 buy retail it means that they do not want any online activations and
 all.

 Our team has decided to cancel HL2 port of Decay and do only HL1 port
 because of Steam because Steam just refused to work offline, though we
 have followed every step of Valve's instructions. Interesting that I wrote
 several times to official Steam support, wrote to forums and ask a question
 and still received no reply and that happened 3 weeks ago.

 --
 Best regards,
 Vyacheslavmailto:[EMAIL PROTECTED]


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[hlcoders] Re: Steam: Technology failure

2005-01-26 Thread Christian Marschalek
 Packaging is poor - discs are in envelopes, they are just useless
 without Steam and there is even no manual!!! What a shame.

 Vivendi's area of concern not valve.

I don't want to rant about steam, but the above statment is imho a pretty
lame excuse... I think Valve's big enough to have some influence on how
THEIR game get's published. I was VERY disappointed with the retail version
of HL2 because it's nothing more than a backup of the steam version (no
manual, no nothing). In my opinion Valve is as guilty as Vivendi in this
concern...

I don't mind this to go a little off topic though.. People who do can safely
ignore mails with this subject ;)

Chris

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RE: Re[2]: [hlcoders] Steam: Technology failure

2005-01-26 Thread S. Hendriks
As for offline mode, if you have been online before with it. You should
be able to go offline. In fact, all you need to do is have NO internet
connection.

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Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Ben Davison
Verzonden: woensdag 26 januari 2005 14:57
Aan: hlcoders@list.valvesoftware.com
Onderwerp: Re: Re[2]: [hlcoders] Steam: Technology failure


Why? Let's talk here, because it seems that there is no other
official place where we can talk about that.

www.steampowered.com

Packaging is poor - discs are in envelopes, they are just useless
without Steam and there is even no manual!!! What a shame.

Vivendi's area of concern not valve.

Why they had to make retail version to work only with Steam? If people
buy retail it means that they do not want any online activations and
all.

Windows XP and countless other programs you buy retail and have to
activate it.

Steam just refused to work offline,

See that's funny because every PC I have tried to get steam to run in
offline mode has worked. It's usually the fault of something on the
users part when offline does not work.

Please take this ranting off this mailing list and on to
www.steampowered.com the steam team does not frequent this mailing list
so there is exactly 0 point in ranting here.

And for original poster, steam is currently using 0 CPU and 2 megs of
ram, it's not just a gui steam acts as an interface for a virtual
filesystem aswell.

On Wed, 26 Jan 2005 15:09:15 +0200, Vyacheslav Djura
[EMAIL PROTECTED] wrote:
 Hello knighthk,

 Wednesday, January 26, 2005, 1:27:22 AM, you wrote:
 kgn Okay now this is definately off-topic. Let's not have a
 kgn steam-flame here, please..
 Why? Let's talk here, because it seems that there is no other
 official place where we can talk about that.

 I also think that idea behind Steam is good, especially for us, game
 developers, but Steam itself and Half-Life 2 retail packaging are just

 awfull and this is a negative feedback to Valve and Sierra. Packaging
 is poor - discs are in envelopes, they are just useless without Steam
 and there is even no manual!!! What a shame.

 Why they had to make retail version to work only with Steam? If people

 buy retail it means that they do not want any online activations and
 all.

 Our team has decided to cancel HL2 port of Decay and do only HL1 port
 because of Steam because Steam just refused to work offline, though we

 have followed every step of Valve's instructions. Interesting that I
 wrote several times to official Steam support, wrote to forums and ask

 a question and still received no reply and that happened 3 weeks ago.

 --
 Best regards,
 Vyacheslavmailto:[EMAIL PROTECTED]


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RE: [hlcoders] Steam: Technology failure

2005-01-26 Thread S. Hendriks
Perhaps this is just a stupid comment (so if so, don't say it is, makes
me feel dumb! :P) but i saw in several programs you can slice the cpu
usage. So perhaps STEAM does not slice it, and simply forces your CPU to
give it all its power (though i have no CLUE WHATFOR).

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Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Josh
Verzonden: woensdag 26 januari 2005 14:09
Aan: hlcoders@list.valvesoftware.com
Onderwerp: RE: [hlcoders] Steam: Technology failure


Any of the devs have anything to say about this?  I notice this as well,
sometimes when doing steam updates I have to just stop it b/c it
consumes so much.  And I have a p4 3.0 w/1GB RAM.  It uses up to like
70% of my CPU at times.

Josh



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Re: [hlcoders] Steam: Technology failure

2005-01-26 Thread Ben Davison
Fixed 100% CPU use on startup

From steams changelog, so that's probably from before that they
noticed that bug.


On Wed, 26 Jan 2005 16:14:39 +0100, S. Hendriks [EMAIL PROTECTED] wrote:
 Perhaps this is just a stupid comment (so if so, don't say it is, makes
 me feel dumb! :P) but i saw in several programs you can slice the cpu
 usage. So perhaps STEAM does not slice it, and simply forces your CPU to
 give it all its power (though i have no CLUE WHATFOR).

 ===
 Stefan Hendriks
 FunDynamic  RealBot
 http://www.fundynamic.nl
 http://realbot.bots-united.com
 http://www.bots-united.com

 ===

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens Josh
 Verzonden: woensdag 26 januari 2005 14:09
 Aan: hlcoders@list.valvesoftware.com
 Onderwerp: RE: [hlcoders] Steam: Technology failure


 Any of the devs have anything to say about this?  I notice this as well,
 sometimes when doing steam updates I have to just stop it b/c it
 consumes so much.  And I have a p4 3.0 w/1GB RAM.  It uses up to like
 70% of my CPU at times.

 Josh

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RE: [hlcoders] Steam: Technology failure

2005-01-26 Thread S. Hendriks
Yes, that was something very annoying. But i think most people here talk
about the fact when USING steam. So even when its not starting up...
Unless its taking forever starting up ;)

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Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Ben Davison
Verzonden: woensdag 26 januari 2005 16:21
Aan: hlcoders@list.valvesoftware.com
Onderwerp: Re: [hlcoders] Steam: Technology failure


Fixed 100% CPU use on startup

From steams changelog, so that's probably from before that they noticed
that bug.


On Wed, 26 Jan 2005 16:14:39 +0100, S. Hendriks [EMAIL PROTECTED]
wrote:
 Perhaps this is just a stupid comment (so if so, don't say it is,
 makes me feel dumb! :P) but i saw in several programs you can slice
 the cpu usage. So perhaps STEAM does not slice it, and simply forces
 your CPU to give it all its power (though i have no CLUE WHATFOR).

 ===
 Stefan Hendriks
 FunDynamic  RealBot
 http://www.fundynamic.nl
 http://realbot.bots-united.com
 http://www.bots-united.com

 ===

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens Josh
 Verzonden: woensdag 26 januari 2005 14:09
 Aan: hlcoders@list.valvesoftware.com
 Onderwerp: RE: [hlcoders] Steam: Technology failure


 Any of the devs have anything to say about this?  I notice this as
 well, sometimes when doing steam updates I have to just stop it b/c it

 consumes so much.  And I have a p4 3.0 w/1GB RAM.  It uses up to like
 70% of my CPU at times.

 Josh

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Re: [hlcoders] Documentation

2005-01-26 Thread Serapth Blah
Thanks for the thorough response Jeff, much appreciated.
I hope you are independantly wealthy and have a full 40 hours a week
to spend on such a project, because that's about what it will take to
put something like this together over the next 6 months or so.
Unfortunately, not independently wealthy, but I do have a fair bit of free
time at the moment.  I do realize the scope of the project I am planning to
take on here, but I am building up from a core and refining it from there.
So, I think it will take substantially less then 6 months to get it usable,
and I also believe it will take way longer ( perhaps never ), to have it
finished.
I looked at the wiki’s, the don’t particularly provide the functionality I
wanted.  On top of that, the require a lot of work to a few people.
Basically, someone writes up a tutorial/document, and another person posts
it.  To static for my liking.
Im not really talking about dealing with documents, more data.  Plus, I hope
to have basically everyone able to submit new entries, then require a few
people to be moderators that allow those updates to be rejected/denied, so
as a few rogue people cannot populate the site with garbage.
Also realize that the Source engine interface is DYNAMIC.
True this.  It is going to be a pain in the butt.  However, it isn’t so
different from what a wiki or tutorial site faces.  Hopefully the class
structure doesn’t change too much.  But your right, this is one of those
things I will need to tackle.
Also, don't overestimate how much people in the community will
contribute to such a project.  Most MOD coders are WAY too busy to
spend all their time creating detailed documentation about what
they've learned.
This I also agree with 100%.  This is why I was planning to add a Visual
Studio add-in, so people could contribute documentation, without having to
disrupt their workflow.  Think along the lines of, right click the class in
your code, and it extracts your comment block and submits it to a web
service on the site.  Granted, this feature might be a bit delayed.
The problem is, that
these experienced coders that you want to attact are the same ones
that are in high demand to work on MODs and they are the ones that are
already too busy trying to get everything together for the MOD they
are currently working on.
I understand what you are saying, but at the same time, I have to imagine a
fair number of the more experienced coders are already making some form of
documentation or code comments, whatever, as they are digging through the
code now.  What I am trying to provide is a service/community where all of
these types of tasks can be shared.  It should in theory take about the same
amount of time as a not shared version.
It seems like you are taking on a Herculean task.  Perhaps you might
want to start with some of the simpler tasks, and once those are
complete, consider some of the other items you've listed here.
Compared to some of the things I am asked to do at work, not really :-).  I
am however, starting it off fairly simple.  I just want to make sure the
core of what I create can expand to accommodate the features the community
would need.
I suppose I need to get some form of prototype in place, and then solicit
feedback from a few developers out there.  I was hoping to try and get some
of that information up front, but I can see how that would be a difficult
thing to do.
Cheers,
Mike

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Re: [hlcoders] Documentation

2005-01-26 Thread Mark Ettinger
I think this is a great idea, assuming it can be done.  I have
experienced similar frustrations concerning startup effort with repect
to learning the SDK, in spite of  years of coding experience.  The
various coding sites, wikis, tutorials, and this mailing list have
been helpful but not enough.

Conversely, I share Botman's scepticism that such a project will work.
 His list of hurdles is intimidating.

VERY best of luck.

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Re[4]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Vyacheslav Djura
Hello Ben,

Wednesday, January 26, 2005, 3:57:16 PM, you wrote:
BD www.steampowered.com
Please be more careful reading my letter - I told you that we HAVE
TRIED several times and they just ignored us. The only thing I
received (3 or 4 weeks ago) was some letter your question is in the
queue for answer and still no reply. Not telling that I've used
steampowered.com to find out what's wrong with HL2 because everything
was red in game - again, no answer.

I work in game industry and know people from another companies (who
also might read this letter) and they all agree that idea of Steam is
great, but Steam itself is a big problem.

Let's just imagine, what will be with all those people who have purchased
Half-Life 2 if Valve would decide suddenly to quit game business? Who
will play Half-Life 2 then? No one.

BD Vivendi's area of concern not valve.
Stefan already wrote you regarding this.

BD Windows XP and countless other programs you buy retail and have to activate 
it.
A lot of PC's are sold with already installed Windows XP and those who
can't reinstall it usually call to some service center. As for
countless other programs I haven't seen any. And hey, I am not a
noob who found link to this mailing list today and just decided to
write here, I work with computers as long as I remember myself.

BD See that's funny because every PC I have tried to get steam to run in
BD offline mode has worked. It's usually the fault of something on the
BD users part when offline does not work.
It worked for 2 or 3 weeks. We have followed all the steps in Valve
Steam FAQ, we have made backup of .blob file.

BD And for original poster, steam is currently using 0 CPU and 2 megs of
BD ram, it's not just a gui steam acts as an interface for a virtual
BD filesystem aswell.
We also had such CPU usage of your lovely Steam on every our PC.

You love your Steam so much, but there are so many other people who
don't like it. I can tell you that as admin of
http://www.hl2source.com who receives a lot positive feedback about
Steam.

--
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 Vyacheslavmailto:[EMAIL PROTECTED]


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Re: Re[4]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Ben Davison
 I am not a
noob who found link to this mailing list today and just decided to
write here,

Nice personal insults :thumbsup:

Then you go on to call me a fanboy in other words.

As soon as you started with the personal insults it immediatly
invalidates all your arguments.

I'll be stepping out of this rant as you failed to counter any of my
points, but hey you insulted me personally with bad facts, so it's all
good?


On Wed, 26 Jan 2005 19:36:14 +0200, Vyacheslav Djura
[EMAIL PROTECTED] wrote:
 Hello Ben,

 Wednesday, January 26, 2005, 3:57:16 PM, you wrote:
 BD www.steampowered.com
 Please be more careful reading my letter - I told you that we HAVE
 TRIED several times and they just ignored us. The only thing I
 received (3 or 4 weeks ago) was some letter your question is in the
 queue for answer and still no reply. Not telling that I've used
 steampowered.com to find out what's wrong with HL2 because everything
 was red in game - again, no answer.

 I work in game industry and know people from another companies (who
 also might read this letter) and they all agree that idea of Steam is
 great, but Steam itself is a big problem.

 Let's just imagine, what will be with all those people who have purchased
 Half-Life 2 if Valve would decide suddenly to quit game business? Who
 will play Half-Life 2 then? No one.

 BD Vivendi's area of concern not valve.
 Stefan already wrote you regarding this.

 BD Windows XP and countless other programs you buy retail and have to 
 activate it.
 A lot of PC's are sold with already installed Windows XP and those who
 can't reinstall it usually call to some service center. As for
 countless other programs I haven't seen any. And hey, I am not a
 noob who found link to this mailing list today and just decided to
 write here, I work with computers as long as I remember myself.

 BD See that's funny because every PC I have tried to get steam to run in
 BD offline mode has worked. It's usually the fault of something on the
 BD users part when offline does not work.
 It worked for 2 or 3 weeks. We have followed all the steps in Valve
 Steam FAQ, we have made backup of .blob file.

 BD And for original poster, steam is currently using 0 CPU and 2 megs of
 BD ram, it's not just a gui steam acts as an interface for a virtual
 BD filesystem aswell.
 We also had such CPU usage of your lovely Steam on every our PC.

 You love your Steam so much, but there are so many other people who
 don't like it. I can tell you that as admin of
 http://www.hl2source.com who receives a lot positive feedback about
 Steam.

 --
 Best regards,
  Vyacheslavmailto:[EMAIL PROTECTED]

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Re: [hlcoders] Documentation

2005-01-26 Thread [EMAIL PROTECTED]
I dunno, I think this sounds like a *very* boring project (come on, who
actually LIKES to write documentation?), and I doubt you'd get much
help. I too feel the SDK could be more documented but it is not our job
(you'd think a large software corp such as Valve was more up-to-date
with development techniques...).
I don't mind sharing my findings though, and this is why a wiki-solution
is a much better idea IMO.
Ofcourse, if you were to write a 400-page documentation with no
misleadings, I wouldn't start crying. :)
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Re: [hlcoders] Documentation

2005-01-26 Thread jeff broome
On Wed, 26 Jan 2005 19:26:40 +0100, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:

 (you'd think a large software corp such as Valve was more up-to-date
 with development techniques...).

I'd say Valve's techniques are just fine.  The game runs good on
most machines.  The game has sold many copies which is a fairly good
indication that people like what Valve has done.

As far as lack of SDK documentation goes, you get what you pay for.
How much did the SDK code again?  I forget.  And don't tell me that
you paid for the SDK by buying the game, unless you bought the game,
installed it and then never played the game.

Jeffrey botman Broome

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Re: [hlcoders] Documentation

2005-01-26 Thread jeff broome
On Wed, 26 Jan 2005 12:37:02 -0600, jeff broome [EMAIL PROTECTED] wrote:

 How much did the SDK code again?

Ick..., code = cost.

Jeffrey botman Broome

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Re: [hlcoders] Documentation

2005-01-26 Thread Serapth Blah
I think your missing the point of what im trying to do here.  I have *zero*
intention of writing documentation, well not after the first little bit
anyways.  Im more creating a tool+repository where documentation is
submitted.  Plus, with the documentation etc that it submitted being data
based, all kindsa funky things can be done to it, namedly it can be
searched, compilied into help files compatible with VS, etc.  Personally, I
think the concept of manually pulling tons of information together and
building a CHM file out of it, would be about as exciting as watching paint
dry.  That said, I dont mind a computer doing it.
From: [EMAIL PROTECTED] [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Documentation
Date: Wed, 26 Jan 2005 19:26:40 +0100
I dunno, I think this sounds like a *very* boring project (come on, who
actually LIKES to write documentation?), and I doubt you'd get much
help. I too feel the SDK could be more documented but it is not our job
(you'd think a large software corp such as Valve was more up-to-date
with development techniques...).
I don't mind sharing my findings though, and this is why a wiki-solution
is a much better idea IMO.
Ofcourse, if you were to write a 400-page documentation with no
misleadings, I wouldn't start crying. :)
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Re: Re[4]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Dan Partelly
Aint we a little sesitive today ? I dont see any insult.
You are oversensitive.
And no, personal insults do not invalidate good points.
They are only that, insults , and they shouldnt be posted ,
thats true, but they dont invalidate per se an argument.
Dan


- Original Message -
From: Ben Davison [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, January 26, 2005 8:11 PM
Subject: Re: Re[4]: [hlcoders] Steam: Technology failure

 I am not a
noob who found link to this mailing list today and just decided to
write here,
Nice personal insults :thumbsup:
Then you go on to call me a fanboy in other words.
As soon as you started with the personal insults it immediatly
invalidates all your arguments.
I'll be stepping out of this rant as you failed to counter any of my
points, but hey you insulted me personally with bad facts, so it's all
good?
On Wed, 26 Jan 2005 19:36:14 +0200, Vyacheslav Djura
[EMAIL PROTECTED] wrote:
Hello Ben,
Wednesday, January 26, 2005, 3:57:16 PM, you wrote:
BD www.steampowered.com
Please be more careful reading my letter - I told you that we HAVE
TRIED several times and they just ignored us. The only thing I
received (3 or 4 weeks ago) was some letter your question is in the
queue for answer and still no reply. Not telling that I've used
steampowered.com to find out what's wrong with HL2 because everything
was red in game - again, no answer.
I work in game industry and know people from another companies (who
also might read this letter) and they all agree that idea of Steam is
great, but Steam itself is a big problem.
Let's just imagine, what will be with all those people who have purchased
Half-Life 2 if Valve would decide suddenly to quit game business? Who
will play Half-Life 2 then? No one.
BD Vivendi's area of concern not valve.
Stefan already wrote you regarding this.
BD Windows XP and countless other programs you buy retail and have to
activate it.
A lot of PC's are sold with already installed Windows XP and those who
can't reinstall it usually call to some service center. As for
countless other programs I haven't seen any. And hey, I am not a
noob who found link to this mailing list today and just decided to
write here, I work with computers as long as I remember myself.
BD See that's funny because every PC I have tried to get steam to run in
BD offline mode has worked. It's usually the fault of something on the
BD users part when offline does not work.
It worked for 2 or 3 weeks. We have followed all the steps in Valve
Steam FAQ, we have made backup of .blob file.
BD And for original poster, steam is currently using 0 CPU and 2 megs of
BD ram, it's not just a gui steam acts as an interface for a virtual
BD filesystem aswell.
We also had such CPU usage of your lovely Steam on every our PC.
You love your Steam so much, but there are so many other people who
don't like it. I can tell you that as admin of
http://www.hl2source.com who receives a lot positive feedback about
Steam.
--
Best regards,
 Vyacheslavmailto:[EMAIL PROTECTED]
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- http://www.shadow-phoenix.com
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Re: [hlcoders] Documentation

2005-01-26 Thread Dan Partelly
such as Valve was more up-to-date
with development techniques...).
I dont see what's wrong with their techniques.
Documenting a SDK ,  costs a lot of $$. And mind you,
thats for documenting a API. Documenting a hughe
source tree , such as hl2 would be very expensive.
Dan
- Original Message -
From: [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, January 26, 2005 8:26 PM
Subject: Re: [hlcoders] Documentation

I dunno, I think this sounds like a *very* boring project (come on, who
actually LIKES to write documentation?), and I doubt you'd get much
help. I too feel the SDK could be more documented but it is not our job
(you'd think a large software corp such as Valve was more up-to-date
with development techniques...).
I don't mind sharing my findings though, and this is why a wiki-solution
is a much better idea IMO.
Ofcourse, if you were to write a 400-page documentation with no
misleadings, I wouldn't start crying. :)
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Re: [hlcoders] Documentation

2005-01-26 Thread [EMAIL PROTECTED]
jeff broome wrote:
  I'd say Valve's techniques are just fine.  The game runs good on
most machines.  The game has sold many copies which is a fairly good
indication that people like what Valve has done.
Eh? How on earth does copies sold or scalability indicate good
development techniques? You can make shit work very many ways..
As far as lack of SDK documentation goes, you get what you pay for.
How much did the SDK code again?  I forget.  And don't tell me that
you paid for the SDK by buying the game, unless you bought the game,
installed it and then never played the game.
What, you think they are making the game modifiable to be nice? You
think the make something unreal-contest was because they wanted to be
nice? Come on, modding is big bussiness, and Valve with it's
counter-strike is very aware of this.
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Re: [hlcoders] Documentation

2005-01-26 Thread Pavol Marko
I think it would be in Valve's own interest to provide good
documentation for the SDK. If there is a lot of mods, the interest in
the game rises, and Valve makes more profit. Of course there is an other
way, letting the community do most of the work, but it may slow things
down for modders. I personally have no problem with Source SDK
documentation, or the lack thereof; mainly because I'm only  working on
Server Plugins and I only read the documentation / manual when something
goes wrong.
Also, when you think about it, paying for the SDK would be actually an
insane idea, because they make more money when there are more good mods;
YOU should be payed if you create a good mod rather than that.
jeff broome schrieb:
On Wed, 26 Jan 2005 19:26:40 +0100, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:

(you'd think a large software corp such as Valve was more up-to-date
with development techniques...).

I'd say Valve's techniques are just fine.  The game runs good on
most machines.  The game has sold many copies which is a fairly good
indication that people like what Valve has done.
As far as lack of SDK documentation goes, you get what you pay for.
How much did the SDK code again?  I forget.  And don't tell me that
you paid for the SDK by buying the game, unless you bought the game,
installed it and then never played the game.
Jeffrey botman Broome
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Re: Re[4]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Ben Davison
 I am not a noob who found link to this mailing list today and just decided to
write here,

That is very much of an insult.

And usually when someone can't backup their points they launch into
insults or I'm a game developer I've been working with PC's all my
life type i'm better then you so that means my points are more
validated then you.

Well no shit sherlock(pardon my french) Being on a list dealing with a
highly specialised subject like programming. I would expect most
people here to have industry experience or to have worked with
computers a substantial amount of time.

 Jan 2005 20:59:04 +0200, Dan Partelly [EMAIL PROTECTED] wrote:
 Aint we a little sesitive today ? I dont see any insult.
 You are oversensitive.

 And no, personal insults do not invalidate good points.
 They are only that, insults , and they shouldnt be posted ,
 thats true, but they dont invalidate per se an argument.

 Dan


 - Original Message -
 From: Ben Davison [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Wednesday, January 26, 2005 8:11 PM
 Subject: Re: Re[4]: [hlcoders] Steam: Technology failure

  I am not a
  noob who found link to this mailing list today and just decided to
  write here,
 
  Nice personal insults :thumbsup:
 
  Then you go on to call me a fanboy in other words.
 
  As soon as you started with the personal insults it immediatly
  invalidates all your arguments.
 
  I'll be stepping out of this rant as you failed to counter any of my
  points, but hey you insulted me personally with bad facts, so it's all
  good?
 
 
  On Wed, 26 Jan 2005 19:36:14 +0200, Vyacheslav Djura
  [EMAIL PROTECTED] wrote:
  Hello Ben,
 
  Wednesday, January 26, 2005, 3:57:16 PM, you wrote:
  BD www.steampowered.com
  Please be more careful reading my letter - I told you that we HAVE
  TRIED several times and they just ignored us. The only thing I
  received (3 or 4 weeks ago) was some letter your question is in the
  queue for answer and still no reply. Not telling that I've used
  steampowered.com to find out what's wrong with HL2 because everything
  was red in game - again, no answer.
 
  I work in game industry and know people from another companies (who
  also might read this letter) and they all agree that idea of Steam is
  great, but Steam itself is a big problem.
 
  Let's just imagine, what will be with all those people who have purchased
  Half-Life 2 if Valve would decide suddenly to quit game business? Who
  will play Half-Life 2 then? No one.
 
  BD Vivendi's area of concern not valve.
  Stefan already wrote you regarding this.
 
  BD Windows XP and countless other programs you buy retail and have to
  activate it.
  A lot of PC's are sold with already installed Windows XP and those who
  can't reinstall it usually call to some service center. As for
  countless other programs I haven't seen any. And hey, I am not a
  noob who found link to this mailing list today and just decided to
  write here, I work with computers as long as I remember myself.
 
  BD See that's funny because every PC I have tried to get steam to run in
  BD offline mode has worked. It's usually the fault of something on the
  BD users part when offline does not work.
  It worked for 2 or 3 weeks. We have followed all the steps in Valve
  Steam FAQ, we have made backup of .blob file.
 
  BD And for original poster, steam is currently using 0 CPU and 2 megs of
  BD ram, it's not just a gui steam acts as an interface for a virtual
  BD filesystem aswell.
  We also had such CPU usage of your lovely Steam on every our PC.
 
  You love your Steam so much, but there are so many other people who
  don't like it. I can tell you that as admin of
  http://www.hl2source.com who receives a lot positive feedback about
  Steam.
 
  --
  Best regards,
   Vyacheslavmailto:[EMAIL PROTECTED]
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
  --
  - Ben Davison
  - http://www.shadow-phoenix.com
 
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Re: Re[4]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Dan Partelly
I am not a noob who found link to this mailing list today and just decided
to
write here,
I still fail to see how a user which labels himself as a non -noob
performs an offense.
As for the other stuff you write points they launch into insults or I'm a
game developer
it might be or not the truth. Its not so important. The guy has some points.
I would expect most
people here to have industry experience or to have
You could not be more wrong. If you read the archives here you will see
monuments of
stupidity, coming from ppl which obviously have no ideea what they are
talking of.
Dan
- Original Message -
From: Ben Davison [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, January 26, 2005 9:30 PM
Subject: Re: Re[4]: [hlcoders] Steam: Technology failure

 I am not a noob who found link to this mailing list today and just
decided to
write here,
That is very much of an insult.
And usually when someone can't backup their points they launch into
insults or I'm a game developer I've been working with PC's all my
life type i'm better then you so that means my points are more
validated then you.
Well no shit sherlock(pardon my french) Being on a list dealing with a
highly specialised subject like programming. I would expect most
people here to have industry experience or to have worked with
computers a substantial amount of time.
Jan 2005 20:59:04 +0200, Dan Partelly [EMAIL PROTECTED] wrote:
Aint we a little sesitive today ? I dont see any insult.
You are oversensitive.
And no, personal insults do not invalidate good points.
They are only that, insults , and they shouldnt be posted ,
thats true, but they dont invalidate per se an argument.
Dan
- Original Message -
From: Ben Davison [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, January 26, 2005 8:11 PM
Subject: Re: Re[4]: [hlcoders] Steam: Technology failure
 I am not a
 noob who found link to this mailing list today and just decided to
 write here,

 Nice personal insults :thumbsup:

 Then you go on to call me a fanboy in other words.

 As soon as you started with the personal insults it immediatly
 invalidates all your arguments.

 I'll be stepping out of this rant as you failed to counter any of my
 points, but hey you insulted me personally with bad facts, so it's all
 good?


 On Wed, 26 Jan 2005 19:36:14 +0200, Vyacheslav Djura
 [EMAIL PROTECTED] wrote:
 Hello Ben,

 Wednesday, January 26, 2005, 3:57:16 PM, you wrote:
 BD www.steampowered.com
 Please be more careful reading my letter - I told you that we HAVE
 TRIED several times and they just ignored us. The only thing I
 received (3 or 4 weeks ago) was some letter your question is in the
 queue for answer and still no reply. Not telling that I've used
 steampowered.com to find out what's wrong with HL2 because everything
 was red in game - again, no answer.

 I work in game industry and know people from another companies (who
 also might read this letter) and they all agree that idea of Steam is
 great, but Steam itself is a big problem.

 Let's just imagine, what will be with all those people who have
 purchased
 Half-Life 2 if Valve would decide suddenly to quit game business? Who
 will play Half-Life 2 then? No one.

 BD Vivendi's area of concern not valve.
 Stefan already wrote you regarding this.

 BD Windows XP and countless other programs you buy retail and have to
 activate it.
 A lot of PC's are sold with already installed Windows XP and those who
 can't reinstall it usually call to some service center. As for
 countless other programs I haven't seen any. And hey, I am not a
 noob who found link to this mailing list today and just decided to
 write here, I work with computers as long as I remember myself.

 BD See that's funny because every PC I have tried to get steam to run
 in
 BD offline mode has worked. It's usually the fault of something on
 the
 BD users part when offline does not work.
 It worked for 2 or 3 weeks. We have followed all the steps in Valve
 Steam FAQ, we have made backup of .blob file.

 BD And for original poster, steam is currently using 0 CPU and 2 megs
 of
 BD ram, it's not just a gui steam acts as an interface for a virtual
 BD filesystem aswell.
 We also had such CPU usage of your lovely Steam on every our PC.

 You love your Steam so much, but there are so many other people who
 don't like it. I can tell you that as admin of
 http://www.hl2source.com who receives a lot positive feedback about
 Steam.

 --
 Best regards,
  Vyacheslavmailto:[EMAIL PROTECTED]

 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




 --
 - Ben Davison
 - http://www.shadow-phoenix.com

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 please visit:
 

Re: Re[4]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Ben Davison
Ok we are about to go round in circles here.

He was calling ME a noob.

And i don't think you get my other points.


On Wed, 26 Jan 2005 21:58:58 +0200, Dan Partelly [EMAIL PROTECTED] wrote:
 I am not a noob who found link to this mailing list today and just decided
 to
  write here,

 I still fail to see how a user which labels himself as a non -noob
 performs an offense.
 As for the other stuff you write points they launch into insults or I'm a
 game developer
 it might be or not the truth. Its not so important. The guy has some points.

 I would expect most
  people here to have industry experience or to have

 You could not be more wrong. If you read the archives here you will see
 monuments of
 stupidity, coming from ppl which obviously have no ideea what they are
 talking of.

 Dan

 - Original Message -
 From: Ben Davison [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com

 Sent: Wednesday, January 26, 2005 9:30 PM
 Subject: Re: Re[4]: [hlcoders] Steam: Technology failure

  I am not a noob who found link to this mailing list today and just
 decided to
  write here,
 
  That is very much of an insult.
 
  And usually when someone can't backup their points they launch into
  insults or I'm a game developer I've been working with PC's all my
  life type i'm better then you so that means my points are more
  validated then you.
 
  Well no shit sherlock(pardon my french) Being on a list dealing with a
  highly specialised subject like programming. I would expect most
  people here to have industry experience or to have worked with
  computers a substantial amount of time.
 
  Jan 2005 20:59:04 +0200, Dan Partelly [EMAIL PROTECTED] wrote:
  Aint we a little sesitive today ? I dont see any insult.
  You are oversensitive.
 
  And no, personal insults do not invalidate good points.
  They are only that, insults , and they shouldnt be posted ,
  thats true, but they dont invalidate per se an argument.
 
  Dan
 
 
  - Original Message -
  From: Ben Davison [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Wednesday, January 26, 2005 8:11 PM
  Subject: Re: Re[4]: [hlcoders] Steam: Technology failure
 
   I am not a
   noob who found link to this mailing list today and just decided to
   write here,
  
   Nice personal insults :thumbsup:
  
   Then you go on to call me a fanboy in other words.
  
   As soon as you started with the personal insults it immediatly
   invalidates all your arguments.
  
   I'll be stepping out of this rant as you failed to counter any of my
   points, but hey you insulted me personally with bad facts, so it's all
   good?
  
  
   On Wed, 26 Jan 2005 19:36:14 +0200, Vyacheslav Djura
   [EMAIL PROTECTED] wrote:
   Hello Ben,
  
   Wednesday, January 26, 2005, 3:57:16 PM, you wrote:
   BD www.steampowered.com
   Please be more careful reading my letter - I told you that we HAVE
   TRIED several times and they just ignored us. The only thing I
   received (3 or 4 weeks ago) was some letter your question is in the
   queue for answer and still no reply. Not telling that I've used
   steampowered.com to find out what's wrong with HL2 because everything
   was red in game - again, no answer.
  
   I work in game industry and know people from another companies (who
   also might read this letter) and they all agree that idea of Steam is
   great, but Steam itself is a big problem.
  
   Let's just imagine, what will be with all those people who have
   purchased
   Half-Life 2 if Valve would decide suddenly to quit game business? Who
   will play Half-Life 2 then? No one.
  
   BD Vivendi's area of concern not valve.
   Stefan already wrote you regarding this.
  
   BD Windows XP and countless other programs you buy retail and have to
   activate it.
   A lot of PC's are sold with already installed Windows XP and those who
   can't reinstall it usually call to some service center. As for
   countless other programs I haven't seen any. And hey, I am not a
   noob who found link to this mailing list today and just decided to
   write here, I work with computers as long as I remember myself.
  
   BD See that's funny because every PC I have tried to get steam to run
   in
   BD offline mode has worked. It's usually the fault of something on
   the
   BD users part when offline does not work.
   It worked for 2 or 3 weeks. We have followed all the steps in Valve
   Steam FAQ, we have made backup of .blob file.
  
   BD And for original poster, steam is currently using 0 CPU and 2 megs
   of
   BD ram, it's not just a gui steam acts as an interface for a virtual
   BD filesystem aswell.
   We also had such CPU usage of your lovely Steam on every our PC.
  
   You love your Steam so much, but there are so many other people who
   don't like it. I can tell you that as admin of
   http://www.hl2source.com who receives a lot positive feedback about
   Steam.
  
   --
   Best regards,
Vyacheslavmailto:[EMAIL PROTECTED]
  
   

RE: Re[4]: [hlcoders] Steam: Technology failure

2005-01-26 Thread S. Hendriks
Little children could we stay on topic like grown ups?

The subject is STEAM, we shared our points. If nobody has something to
say that could make this 'discussion' fruitable, i'd say, we stop this
discussion right now.

===
Stefan Hendriks
FunDynamic  RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com

===

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Ben Davison
Verzonden: woensdag 26 januari 2005 21:04
Aan: hlcoders@list.valvesoftware.com
Onderwerp: Re: Re[4]: [hlcoders] Steam: Technology failure


Ok we are about to go round in circles here.

He was calling ME a noob.

And i don't think you get my other points.


On Wed, 26 Jan 2005 21:58:58 +0200, Dan Partelly [EMAIL PROTECTED]
wrote:
 I am not a noob who found link to this mailing list today and just
 decided to  write here,

 I still fail to see how a user which labels himself as a non -noob
 performs an offense. As for the other stuff you write points they
 launch into insults or I'm a game developer
 it might be or not the truth. Its not so important. The guy has some
points.

 I would expect most
  people here to have industry experience or to have

 You could not be more wrong. If you read the archives here you will
 see monuments of stupidity, coming from ppl which obviously have no
 ideea what they are talking of.

 Dan

 - Original Message -
 From: Ben Davison [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com

 Sent: Wednesday, January 26, 2005 9:30 PM
 Subject: Re: Re[4]: [hlcoders] Steam: Technology failure

  I am not a noob who found link to this mailing list today and just
 decided to  write here,
 
  That is very much of an insult.
 
  And usually when someone can't backup their points they launch into
  insults or I'm a game developer I've been working with PC's all
  my life type i'm better then you so that means my points are more
  validated then you.
 
  Well no shit sherlock(pardon my french) Being on a list dealing with

  a highly specialised subject like programming. I would expect most
  people here to have industry experience or to have worked with
  computers a substantial amount of time.
 
  Jan 2005 20:59:04 +0200, Dan Partelly [EMAIL PROTECTED] wrote:
  Aint we a little sesitive today ? I dont see any insult. You are
  oversensitive.
 
  And no, personal insults do not invalidate good points. They are
  only that, insults , and they shouldnt be posted , thats true, but
  they dont invalidate per se an argument.
 
  Dan
 
 
  - Original Message -
  From: Ben Davison [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Wednesday, January 26, 2005 8:11 PM
  Subject: Re: Re[4]: [hlcoders] Steam: Technology failure
 
   I am not a
   noob who found link to this mailing list today and just decided
  to  write here,
  
   Nice personal insults :thumbsup:
  
   Then you go on to call me a fanboy in other words.
  
   As soon as you started with the personal insults it immediatly
   invalidates all your arguments.
  
   I'll be stepping out of this rant as you failed to counter any
   of my points, but hey you insulted me personally with bad facts,
   so it's all good?
  
  
   On Wed, 26 Jan 2005 19:36:14 +0200, Vyacheslav Djura
   [EMAIL PROTECTED] wrote:
   Hello Ben,
  
   Wednesday, January 26, 2005, 3:57:16 PM, you wrote:
   BD www.steampowered.com
   Please be more careful reading my letter - I told you that we
   HAVE TRIED several times and they just ignored us. The only
   thing I received (3 or 4 weeks ago) was some letter your
   question is in the queue for answer and still no reply. Not
   telling that I've used steampowered.com to find out what's wrong

   with HL2 because everything was red in game - again, no answer.
  
   I work in game industry and know people from another companies
   (who also might read this letter) and they all agree that idea
   of Steam is great, but Steam itself is a big problem.
  
   Let's just imagine, what will be with all those people who have
   purchased Half-Life 2 if Valve would decide suddenly to quit
   game business? Who will play Half-Life 2 then? No one.
  
   BD Vivendi's area of concern not valve.
   Stefan already wrote you regarding this.
  
   BD Windows XP and countless other programs you buy retail and
   BD have to
   activate it.
   A lot of PC's are sold with already installed Windows XP and
   those who can't reinstall it usually call to some service
   center. As for countless other programs I haven't seen any.
   And hey, I am not a noob who found link to this mailing list
   today and just decided to write here, I work with computers as
   long as I remember myself.
  
   BD See that's funny because every PC I have tried to get steam
   BD to run
   in
   BD offline mode has worked. It's usually the fault of something

   BD on
   the
   BD users part when 

RE: [hlcoders] Documentation

2005-01-26 Thread S. Hendriks
Aren't there any 'code analyzers'? I once had a shareware program that
could read my code, and make a sort of flowchart of it. I bet there are
way more advanced stuff out there that can easily dump out a visualized
class hierarchial structure. Or else, you could try to write your own
code analyzing program. (which *could* take less time then doing the
entire source yourself..)

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-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Serapth Blah
Verzonden: woensdag 26 januari 2005 19:35
Aan: hlcoders@list.valvesoftware.com
Onderwerp: Re: [hlcoders] Documentation


I think your missing the point of what im trying to do here.  I have
*zero* intention of writing documentation, well not after the first
little bit anyways.  Im more creating a tool+repository where
documentation is submitted.  Plus, with the documentation etc that it
submitted being data based, all kindsa funky things can be done to it,
namedly it can be searched, compilied into help files compatible with
VS, etc.  Personally, I think the concept of manually pulling tons of
information together and building a CHM file out of it, would be about
as exciting as watching paint dry.  That said, I dont mind a computer
doing it.

From: [EMAIL PROTECTED] [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Documentation
Date: Wed, 26 Jan 2005 19:26:40 +0100

I dunno, I think this sounds like a *very* boring project (come on, who

actually LIKES to write documentation?), and I doubt you'd get much
help. I too feel the SDK could be more documented but it is not our job

(you'd think a large software corp such as Valve was more up-to-date
with development techniques...).

I don't mind sharing my findings though, and this is why a
wiki-solution is a much better idea IMO.

Ofcourse, if you were to write a 400-page documentation with no
misleadings, I wouldn't start crying. :)


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[hlcoders] moveable Spawnpoints

2005-01-26 Thread Martin
Hi,
has anyone an idea how I can code a movable spawnpoint? For example you
can have a huge tank and you respawn next to it. I think it would be the
easiest way to connect the respawn function with a entity which I can
simply add in Hammer. But I've no idea in which file I can find the
respawn code.
Thanks for help
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RE: [hlcoders] Documentation

2005-01-26 Thread S. Hendriks
Actually you pay for HL2 itself and get the SDK as a free optional tool.
So everything that Valve provides is in courtisy and cannot be held as a
product you payed for and can force 'support' from ;) In that sense,
Valve is doing a very good job! Replying to mails, contributing to this
list. Updating the sdk and source engine by user input. Very neat!

===
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-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens jeff broome
Verzonden: woensdag 26 januari 2005 19:37
Aan: hlcoders@list.valvesoftware.com
Onderwerp: Re: [hlcoders] Documentation


On Wed, 26 Jan 2005 19:26:40 +0100, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:

 (you'd think a large software corp such as Valve was more up-to-date
 with development techniques...).

I'd say Valve's techniques are just fine.  The game runs good on most
machines.  The game has sold many copies which is a fairly good
indication that people like what Valve has done.

As far as lack of SDK documentation goes, you get what you pay for. How
much did the SDK code again?  I forget.  And don't tell me that you
paid for the SDK by buying the game, unless you bought the game,
installed it and then never played the game.

Jeffrey botman Broome

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Re: Re[4]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Ben Davison
I will bow out of this topic, this was just flamebait in the first place.


On Wed, 26 Jan 2005 21:17:51 +0100, S. Hendriks [EMAIL PROTECTED] wrote:
 Little children could we stay on topic like grown ups?

 The subject is STEAM, we shared our points. If nobody has something to
 say that could make this 'discussion' fruitable, i'd say, we stop this
 discussion right now.

 ===
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 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens Ben Davison
 Verzonden: woensdag 26 januari 2005 21:04
 Aan: hlcoders@list.valvesoftware.com
 Onderwerp: Re: Re[4]: [hlcoders] Steam: Technology failure


 Ok we are about to go round in circles here.

 He was calling ME a noob.

 And i don't think you get my other points.

 On Wed, 26 Jan 2005 21:58:58 +0200, Dan Partelly [EMAIL PROTECTED]
 wrote:
  I am not a noob who found link to this mailing list today and just
  decided to  write here,
 
  I still fail to see how a user which labels himself as a non -noob
  performs an offense. As for the other stuff you write points they
  launch into insults or I'm a game developer
  it might be or not the truth. Its not so important. The guy has some
 points.
 
  I would expect most
   people here to have industry experience or to have
 
  You could not be more wrong. If you read the archives here you will
  see monuments of stupidity, coming from ppl which obviously have no
  ideea what they are talking of.
 
  Dan
 
  - Original Message -
  From: Ben Davison [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
 
  Sent: Wednesday, January 26, 2005 9:30 PM
  Subject: Re: Re[4]: [hlcoders] Steam: Technology failure
 
   I am not a noob who found link to this mailing list today and just
  decided to  write here,
  
   That is very much of an insult.
  
   And usually when someone can't backup their points they launch into
   insults or I'm a game developer I've been working with PC's all
   my life type i'm better then you so that means my points are more
   validated then you.
  
   Well no shit sherlock(pardon my french) Being on a list dealing with

   a highly specialised subject like programming. I would expect most
   people here to have industry experience or to have worked with
   computers a substantial amount of time.
  
   Jan 2005 20:59:04 +0200, Dan Partelly [EMAIL PROTECTED] wrote:
   Aint we a little sesitive today ? I dont see any insult. You are
   oversensitive.
  
   And no, personal insults do not invalidate good points. They are
   only that, insults , and they shouldnt be posted , thats true, but
   they dont invalidate per se an argument.
  
   Dan
  
  
   - Original Message -
   From: Ben Davison [EMAIL PROTECTED]
   To: hlcoders@list.valvesoftware.com
   Sent: Wednesday, January 26, 2005 8:11 PM
   Subject: Re: Re[4]: [hlcoders] Steam: Technology failure
  
I am not a
noob who found link to this mailing list today and just decided
   to  write here,
   
Nice personal insults :thumbsup:
   
Then you go on to call me a fanboy in other words.
   
As soon as you started with the personal insults it immediatly
invalidates all your arguments.
   
I'll be stepping out of this rant as you failed to counter any
of my points, but hey you insulted me personally with bad facts,
so it's all good?
   
   
On Wed, 26 Jan 2005 19:36:14 +0200, Vyacheslav Djura
[EMAIL PROTECTED] wrote:
Hello Ben,
   
Wednesday, January 26, 2005, 3:57:16 PM, you wrote:
BD www.steampowered.com
Please be more careful reading my letter - I told you that we
HAVE TRIED several times and they just ignored us. The only
thing I received (3 or 4 weeks ago) was some letter your
question is in the queue for answer and still no reply. Not
telling that I've used steampowered.com to find out what's wrong

with HL2 because everything was red in game - again, no answer.
   
I work in game industry and know people from another companies
(who also might read this letter) and they all agree that idea
of Steam is great, but Steam itself is a big problem.
   
Let's just imagine, what will be with all those people who have
purchased Half-Life 2 if Valve would decide suddenly to quit
game business? Who will play Half-Life 2 then? No one.
   
BD Vivendi's area of concern not valve.
Stefan already wrote you regarding this.
   
BD Windows XP and countless other programs you buy retail and
BD have to
activate it.
A lot of PC's are sold with already installed Windows XP and
those who can't reinstall it usually call to some service
center. As for countless other programs I haven't seen any.
And hey, I am not a noob who found link to this mailing list
today and just 

Re[6]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Vyacheslav Djura
Hello Ben,

Wednesday, January 26, 2005, 8:11:01 PM, you wrote:

BD  I am not a
BD noob who found link to this mailing list today and just decided to
BD write here,

BD Nice personal insults :thumbsup:
Sorry I didn't mean that to be personal insult to you. I wrote this because I
thought that you wanted to tell me that I am noob (not you) because
I can't solve this miserable Steam problem because this thing works
everywhere.

I am not native English, I am from Ukraine that is why sorry again.

--
Best regards,
 Vyacheslavmailto:[EMAIL PROTECTED]


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Re: Re[2]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Ben Davison
Or be quick enough to press cancel when it's loading up :P But if you
have an internet connection it loads up in about 1 second flat for me.

I don't want to rant about steam, but the above statment is imho a pretty
lame excuse

As was most of the above posters points.

Valve might have a teeny bit of influence but with most games the
publisher gets the final say with any physical packaging.


On Wed, 26 Jan 2005 16:02:54 +0100, S. Hendriks [EMAIL PROTECTED] wrote:
 As for offline mode, if you have been online before with it. You should
 be able to go offline. In fact, all you need to do is have NO internet
 connection.

 ===
 Stefan Hendriks
 FunDynamic  RealBot
 http://www.fundynamic.nl
 http://realbot.bots-united.com
 http://www.bots-united.com

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 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens Ben Davison
 Verzonden: woensdag 26 januari 2005 14:57
 Aan: hlcoders@list.valvesoftware.com
 Onderwerp: Re: Re[2]: [hlcoders] Steam: Technology failure


 Why? Let's talk here, because it seems that there is no other
 official place where we can talk about that.

 www.steampowered.com

 Packaging is poor - discs are in envelopes, they are just useless
 without Steam and there is even no manual!!! What a shame.

 Vivendi's area of concern not valve.

 Why they had to make retail version to work only with Steam? If people
 buy retail it means that they do not want any online activations and
 all.

 Windows XP and countless other programs you buy retail and have to
 activate it.

 Steam just refused to work offline,

 See that's funny because every PC I have tried to get steam to run in
 offline mode has worked. It's usually the fault of something on the
 users part when offline does not work.

 Please take this ranting off this mailing list and on to
 www.steampowered.com the steam team does not frequent this mailing list
 so there is exactly 0 point in ranting here.

 And for original poster, steam is currently using 0 CPU and 2 megs of
 ram, it's not just a gui steam acts as an interface for a virtual
 filesystem aswell.

 On Wed, 26 Jan 2005 15:09:15 +0200, Vyacheslav Djura
 [EMAIL PROTECTED] wrote:
  Hello knighthk,
 
  Wednesday, January 26, 2005, 1:27:22 AM, you wrote:
  kgn Okay now this is definately off-topic. Let's not have a
  kgn steam-flame here, please..
  Why? Let's talk here, because it seems that there is no other
  official place where we can talk about that.
 
  I also think that idea behind Steam is good, especially for us, game
  developers, but Steam itself and Half-Life 2 retail packaging are just

  awfull and this is a negative feedback to Valve and Sierra. Packaging
  is poor - discs are in envelopes, they are just useless without Steam
  and there is even no manual!!! What a shame.
 
  Why they had to make retail version to work only with Steam? If people

  buy retail it means that they do not want any online activations and
  all.
 
  Our team has decided to cancel HL2 port of Decay and do only HL1 port
  because of Steam because Steam just refused to work offline, though we

  have followed every step of Valve's instructions. Interesting that I
  wrote several times to official Steam support, wrote to forums and ask

  a question and still received no reply and that happened 3 weeks ago.
 
  --
  Best regards,
  Vyacheslavmailto:[EMAIL PROTECTED]
 
 
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Re: [hlcoders] Documentation

2005-01-26 Thread [EMAIL PROTECTED]
S. Hendriks wrote:
Actually you pay for HL2 itself and get the SDK as a free optional tool.
So everything that Valve provides is in courtisy and cannot be held as a
product you payed for and can force 'support' from ;) In that sense,
Valve is doing a very good job! Replying to mails, contributing to this
list. Updating the sdk and source engine by user input. Very neat!
Eh. My point is, they don't (and shouldn't - I know I wouldn't!) do this
to be nice. As I tried explaining earlier, modsupport is a *very* strong
selling-point (cs, ro, dod, tf, sf etc etc) and they have nothing but
profits and fame to make from it.
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Re: Re[6]: [hlcoders] Steam: Technology failure

2005-01-26 Thread Ben Davison
That is quite alright I did not intend to call you a noob and im sorry
you took it that way, what I meant works both ways for us.

Just because your having issues does not mean the vast majority of
people are having issues.

It also works out.

Just because the vast majority of people are not having issues does
not mean people ARE NOT having issues.


On Wed, 26 Jan 2005 21:00:26 +0200, Vyacheslav Djura
[EMAIL PROTECTED] wrote:
 Hello Ben,

 Wednesday, January 26, 2005, 8:11:01 PM, you wrote:

 BD  I am not a
 BD noob who found link to this mailing list today and just decided to
 BD write here,

 BD Nice personal insults :thumbsup:
 Sorry I didn't mean that to be personal insult to you. I wrote this because I
 thought that you wanted to tell me that I am noob (not you) because
 I can't solve this miserable Steam problem because this thing works
 everywhere.

 I am not native English, I am from Ukraine that is why sorry again.

 --
 Best regards,
  Vyacheslavmailto:[EMAIL PROTECTED]

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Re: [hlcoders] Documentation

2005-01-26 Thread jeff broome
On Wed, 26 Jan 2005 22:15:57 +0100, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:

 Eh. My point is, they don't (and shouldn't - I know I wouldn't!) do this
 to be nice. As I tried explaining earlier, modsupport is a *very* strong
 selling-point (cs, ro, dod, tf, sf etc etc) and they have nothing but
 profits and fame to make from it.


Yes.  Everyone understands your point.

Look at this from Valve's point of view.  You have X engineers that
cost you Y dollars per day.  You can have those engineers working on
the next product (Half-Life3) that you KNOW will bring in revenue, or
you can have them work on documentation that will be used by outside
people (which you have no control over) which MIGHT bring in some
additional revenue.

From a purely cost effective standpoint, which choice would you pick
if you were Gabe and it was your money?  :)

Jeffrey botman Broome

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Re: [hlcoders] moveable Spawnpoints

2005-01-26 Thread SB Childe Roland
This isn't really appropriate for this list.  Perhaps you should try
the Parent attribute that most entities have.


On Wed, 26 Jan 2005 21:23:14 +0100, Martin [EMAIL PROTECTED] wrote:
 Hi,

 has anyone an idea how I can code a movable spawnpoint? For example you
 can have a huge tank and you respawn next to it. I think it would be the
 easiest way to connect the respawn function with a entity which I can
 simply add in Hammer. But I've no idea in which file I can find the
 respawn code.

 Thanks for help

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Re: [hlcoders] Documentation

2005-01-26 Thread SB Childe Roland
I would be willing to pay extra to get a full (or nearly fully)
documented copy of the SDK.  I would save me enough time to make it
worthwhile.


On Wed, 26 Jan 2005 21:20:12 +0100, S. Hendriks [EMAIL PROTECTED] wrote:
 Actually you pay for HL2 itself and get the SDK as a free optional tool.
 So everything that Valve provides is in courtisy and cannot be held as a
 product you payed for and can force 'support' from ;) In that sense,
 Valve is doing a very good job! Replying to mails, contributing to this
 list. Updating the sdk and source engine by user input. Very neat!

 ===
 Stefan Hendriks
 FunDynamic  RealBot
 http://www.fundynamic.nl
 http://realbot.bots-united.com
 http://www.bots-united.com

 ===

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens jeff broome
 Verzonden: woensdag 26 januari 2005 19:37
 Aan: hlcoders@list.valvesoftware.com
 Onderwerp: Re: [hlcoders] Documentation


 On Wed, 26 Jan 2005 19:26:40 +0100, [EMAIL PROTECTED]
 [EMAIL PROTECTED] wrote:

  (you'd think a large software corp such as Valve was more up-to-date
  with development techniques...).

 I'd say Valve's techniques are just fine.  The game runs good on most
 machines.  The game has sold many copies which is a fairly good
 indication that people like what Valve has done.

 As far as lack of SDK documentation goes, you get what you pay for. How
 much did the SDK code again?  I forget.  And don't tell me that you
 paid for the SDK by buying the game, unless you bought the game,
 installed it and then never played the game.

 Jeffrey botman Broome

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Re: [hlcoders] Steam: Technology failure

2005-01-26 Thread tei
S. Hendriks wrote:
Little children could we stay on topic like grown ups?
The subject is STEAM, we shared our points. If nobody has something to
say that could make this 'discussion' fruitable, i'd say, we stop this
discussion right now.

My secret plot its to bomb the Valve hq with Richard Stallman clones.
He will hack the Valve computers and replace Steam by netinstaller,
another internet installer tool.
Info about this tool here:
http://www.xemacs.org/Download/win32/netinstaller.html
_Steam_
Looks atractive and work transparently for users.
 Its safe enough to sell games on-line. Is integrated on the game ui
(vgui2). Download files transparently, cypher/uncypher files on the fly,
use a virtualized file access (FileSystem_Steam).
This tool will install HL2, the game of year.
_NetInstaller_
Ugly, need tons of user input (this its actually a Pro)
(cons), crash on my computer.
(Actually Steam its much complex, because the cypher thing and
virtualizing IO, imho.)
This tool will install XEmacs, cough. Really!
Of course, If Valve get angry and delete my accoun I will lose $$$. This
is a reason to NOT buy more valve games :I
Has Xemacs its that dificul, we can accidentally dd randow my hda1. This
is a reason to use VI.
HL2 against Vi discussions are pointless.
.
.
.
Vi its better.
Here Its a HTML game I have wrote with Vi:
http://www.servicios-dpi.com/fun/wallen.php
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RE: [hlcoders] Documentation

2005-01-26 Thread S. Hendriks
Sure, and the guys who made the mods get some pretty good jobs as
well... (and can realize their dreams). I don't see a sort of abusing
here, its Valve's right to buy these games as they developed the engine
+ materials to get them even going. And those who get hired + get
interest sales, are getting their cut as well.

Of course being 'nice' is not the 'only' purpose of Valve. Yet, its
better then saying hey, we got a url, and you got the sdk. Go play with
it and don't bug us while we are working on HL3.5 :P

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-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
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[EMAIL PROTECTED]
Verzonden: woensdag 26 januari 2005 22:16
Aan: hlcoders@list.valvesoftware.com
Onderwerp: Re: [hlcoders] Documentation


S. Hendriks wrote:
 Actually you pay for HL2 itself and get the SDK as a free optional
 tool. So everything that Valve provides is in courtisy and cannot be
 held as a product you payed for and can force 'support' from ;) In
 that sense, Valve is doing a very good job! Replying to mails,
 contributing to this list. Updating the sdk and source engine by user
 input. Very neat!


Eh. My point is, they don't (and shouldn't - I know I wouldn't!) do this
to be nice. As I tried explaining earlier, modsupport is a *very* strong
selling-point (cs, ro, dod, tf, sf etc etc) and they have nothing but
profits and fame to make from it.


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Re: [hlcoders] Documentation

2005-01-26 Thread [EMAIL PROTECTED]
jeff broome wrote:
  Yes.  Everyone understands your point.
Look at this from Valve's point of view.  You have X engineers that
cost you Y dollars per day.  You can have those engineers working on
the next product (Half-Life3) that you KNOW will bring in revenue, or
you can have them work on documentation that will be used by outside
people (which you have no control over) which MIGHT bring in some
additional revenue.
From a purely cost effective standpoint, which choice would you pick
if you were Gabe and it was your money?  :)
I would, no doubt, design the engine to be as modable as possible. Don't
try and tell me counter-strike or dod hasn't been good to valve.
Besides, you don't have to to this RUP-style, but you don't have to put
in much effort to make it easier to get into (and you comment as you
code, not afterwards, or a different person..).
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Re: [hlcoders] Documentation

2005-01-26 Thread [EMAIL PROTECTED]
S. Hendriks wrote:
Sure, and the guys who made the mods get some pretty good jobs as
well... (and can realize their dreams). I don't see a sort of abusing
here, its Valve's right to buy these games as they developed the engine
+ materials to get them even going. And those who get hired + get
interest sales, are getting their cut as well.
Of course being 'nice' is not the 'only' purpose of Valve. Yet, its
better then saying hey, we got a url, and you got the sdk. Go play with
it and don't bug us while we are working on HL3.5 :P
Eh, how did we get from nice to abuse? The experience you gain while
doing a job is irrelevant - you get paid for what you produce.
Sigh, this is a stupid thread, let's drop it.
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Re: [hlcoders] Documentation

2005-01-26 Thread Jeff Fearn
On Tue, 25 Jan 2005 22:26:37 -0600, jeff broome [EMAIL PROTECTED] wrote:
 On Wed, 26 Jan 2005 03:56:14 +, Serapth Blah [EMAIL PROTECTED] wrote:
  Hello all,

 snip

  What negatives do you see?
 
  Thanks,
  Mike

 If you are new to this list, you should first check out some of the
 HL2 wiki websites, like...

 http://www.sourcewiki.org/wiki/index.php/Main_Page
 http://www.hl2-dev.com/wiki/index.php

 ...or others.  Search the archives for a couple of others.


What would be cool is if you integrate these two things. i.e. have a
tool in VC that hooks into one of these wikis and lets you
retrieve/submit information.

One approach would be to use XML and a Schema, this would allow the
wiki and VC to display the data in different ways and would allow
information to be catergorised.

Jeff.

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[hlcoders] Re: NPC's in MP

2005-01-26 Thread Trauts
Perhaps you could try looking in the correct files.

In the client dll, the entities are all changed from Cwhatever to
C_whatever. Therefore

C_BaseCombatCharacter might not have all the same stuff the
CBaseCombatCharacter class has.

You need to manually add the functions.

Basically, there are two versions of each class/entity.

For example: CBasePlayer, and C_BasePlayer. They are DIFFERENT but similar.
If you add something in CBasePlayer, you might have to add it in a different
class, or do something like

#if !defined( CLIENT_DLL )

If the function only doesn't exist on the client. It depends if it needs to
be run on both ends.

There are files in both the client project and the server project that look
like a similar class, and they are, but CBasePlayer is not exactly the same
as C_BasePlayer.

If its not in that game_shared folder, it means there will pretty much be a
different version for the client.



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Re: [hlcoders] moveable Spawnpoints

2005-01-26 Thread Austin McDonald
Kind of off topic, but how is this not appropriate for the list?
Coding entities isn't part of what Half-Life programming is all
about?  If it isn't, then what list would be appropriate?

Second, I too am actually quite interested in the coding side of this topic.

On Wed, 26 Jan 2005 15:31:45 -0600, SB Childe Roland
[EMAIL PROTECTED] wrote:
 This isn't really appropriate for this list.  Perhaps you should try
 the Parent attribute that most entities have.


 On Wed, 26 Jan 2005 21:23:14 +0100, Martin [EMAIL PROTECTED] wrote:
  Hi,
 
  has anyone an idea how I can code a movable spawnpoint? For example you
  can have a huge tank and you respawn next to it. I think it would be the
  easiest way to connect the respawn function with a entity which I can
  simply add in Hammer. But I've no idea in which file I can find the
  respawn code.
 
  Thanks for help
 
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  please visit:
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Re: [hlcoders] Documentation

2005-01-26 Thread Serapth Blah
What would be cool is if you integrate these two things. i.e. have a
tool in VC that hooks into one of these wikis and lets you
retrieve/submit information.
One approach would be to use XML and a Schema, this would allow the
wiki and VC to display the data in different ways and would allow
information to be catergorised.
Jeff.
That is pretty much the plan.  I want to create a VS snapin that has two
functions.  First, has the ability to take the selected text within the
selected context ( IE, file name/class/method ) and submits the selected
comment to the back end.  Second, is an extension so pressing F1 on a HL2
class/datatype/method will hit the sites webservice and pull back all
relevant documentation.  However, its not a wiki on the back end, its a
relational database.  Suprisingly, adding these kinds of extensions to VS2k3
is actually not that difficult... but building the logic to grab the correct
info, that part is going to be tricky. :)  I may have to enforce comments to
be in a somewhat sane format ( aka, immediatly above the method or class )
in order to parse correctly.  That said, I think 95% of people comment
pretty much the same way position wise anyways.

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Re: [hlcoders] Documentation

2005-01-26 Thread Jeff Fearn
On Thu, 27 Jan 2005 00:02:52 +, Serapth Blah [EMAIL PROTECTED] wrote:
 What would be cool is if you integrate these two things. i.e. have a
 tool in VC that hooks into one of these wikis and lets you
 retrieve/submit information.
 
 One approach would be to use XML and a Schema, this would allow the
 wiki and VC to display the data in different ways and would allow
 information to be catergorised.
 
 Jeff.

 That is pretty much the plan.  I want to create a VS snapin that has two
 functions.  First, has the ability to take the selected text within the
 selected context ( IE, file name/class/method ) and submits the selected
 comment to the back end.  Second, is an extension so pressing F1 on a HL2
 class/datatype/method will hit the sites webservice and pull back all
 relevant documentation.  However, its not a wiki on the back end, its a
 relational database.

And that is why it is useful, but not cool :) You can run wikis with a
db as the back end.

 Suprisingly, adding these kinds of extensions to VS2k3
 is actually not that difficult... but building the logic to grab the correct
 info, that part is going to be tricky. :)  I may have to enforce comments to
 be in a somewhat sane format ( aka, immediatly above the method or class )
 in order to parse correctly.  That said, I think 95% of people comment
 pretty much the same way position wise anyways.

My point is that taking the extra step and intergrating this in to a
wiki is relatively simple but increases the useability and
attractiveness of the project, imho.

Jeff.

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[hlcoders] Render to texture

2005-01-26 Thread Sylvain Rochette
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi,

I having a little problem with the sdk, i am trying to figure out what is the 
best
way to render a model in a new vgui render control.

I am using the render target texture methods to render my model in a custom 
render target texture
(I use this texture for all render control). My problem is when i try to 
render the
texture, the texture was created using 
materials-CreateNamedRenderTargetTexture,
and i am getting the material using the custom name i use.

So far i get a valid material, now when i render the mesh, i bind my material 
using this materials-Bind
then i create my mesh and render it (square containing the model rendered from 
the rendertarget texture.

But i got a checker texture (no texture) instead of my render target texture. 
Maybe i cannot use this
technique for that?

Maybe they have better way to render model into a vgui control then using 
rendertarget texture method?

Ho, a little flaw in the vgui library, the SetZPos exist but GetZPos dont 
exist!! if you are rendering
custom stuff in your own control they are no way to know what is the current 
ZPOS for the current panel.
So if you are rendering mesh you put a hardcoded zpos because they are no way 
to get the real z pos value.
This can create a lot of problem if some window or control or hud go over it 
making rendering bug in the screen.

Sorry for my bad english :)

II.TheOne
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Re: [hlcoders] moveable Spawnpoints

2005-01-26 Thread SB Childe Roland
It's off-topic in the sense that it can be done (i think) in the map
without modifying the code at all.


On Wed, 26 Jan 2005 17:37:44 -0600, Austin McDonald [EMAIL PROTECTED] wrote:
 Kind of off topic, but how is this not appropriate for the list?
 Coding entities isn't part of what Half-Life programming is all
 about?  If it isn't, then what list would be appropriate?

 Second, I too am actually quite interested in the coding side of this topic.

 On Wed, 26 Jan 2005 15:31:45 -0600, SB Childe Roland
 [EMAIL PROTECTED] wrote:
  This isn't really appropriate for this list.  Perhaps you should try
  the Parent attribute that most entities have.
 
 
  On Wed, 26 Jan 2005 21:23:14 +0100, Martin [EMAIL PROTECTED] wrote:
   Hi,
  
   has anyone an idea how I can code a movable spawnpoint? For example you
   can have a huge tank and you respawn next to it. I think it would be the
   easiest way to connect the respawn function with a entity which I can
   simply add in Hammer. But I've no idea in which file I can find the
   respawn code.
  
   Thanks for help
  
   ___
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   please visit:
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Re: [hlcoders] moveable Spawnpoints

2005-01-26 Thread Teddy
I can confirm this, is really is as easy as setting the spawn's parent.


On Wed, 26 Jan 2005 18:46:27 -0600, SB Childe Roland
[EMAIL PROTECTED] wrote:
 It's off-topic in the sense that it can be done (i think) in the map
 without modifying the code at all.


 On Wed, 26 Jan 2005 17:37:44 -0600, Austin McDonald [EMAIL PROTECTED] wrote:
  Kind of off topic, but how is this not appropriate for the list?
  Coding entities isn't part of what Half-Life programming is all
  about?  If it isn't, then what list would be appropriate?
 
  Second, I too am actually quite interested in the coding side of this topic.
 
  On Wed, 26 Jan 2005 15:31:45 -0600, SB Childe Roland
  [EMAIL PROTECTED] wrote:
   This isn't really appropriate for this list.  Perhaps you should try
   the Parent attribute that most entities have.
  
  
   On Wed, 26 Jan 2005 21:23:14 +0100, Martin [EMAIL PROTECTED] wrote:
Hi,
   
has anyone an idea how I can code a movable spawnpoint? For example you
can have a huge tank and you respawn next to it. I think it would be the
easiest way to connect the respawn function with a entity which I can
simply add in Hammer. But I've no idea in which file I can find the
respawn code.
   
Thanks for help
   
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Re: [hlcoders] moveable Spawnpoints

2005-01-26 Thread Austin McDonald
I understand - sorry if I was rude.  It may be a mapping thing, at
that; but my perception was that it was a coding thing.

This is something we're working on too.  If we get it narrowed down
I'll write back.


On Wed, 26 Jan 2005 18:46:27 -0600, SB Childe Roland
[EMAIL PROTECTED] wrote:
 It's off-topic in the sense that it can be done (i think) in the map
 without modifying the code at all.


 On Wed, 26 Jan 2005 17:37:44 -0600, Austin McDonald [EMAIL PROTECTED] wrote:
  Kind of off topic, but how is this not appropriate for the list?
  Coding entities isn't part of what Half-Life programming is all
  about?  If it isn't, then what list would be appropriate?
 
  Second, I too am actually quite interested in the coding side of this topic.
 
  On Wed, 26 Jan 2005 15:31:45 -0600, SB Childe Roland
  [EMAIL PROTECTED] wrote:
   This isn't really appropriate for this list.  Perhaps you should try
   the Parent attribute that most entities have.
  
  
   On Wed, 26 Jan 2005 21:23:14 +0100, Martin [EMAIL PROTECTED] wrote:
Hi,
   
has anyone an idea how I can code a movable spawnpoint? For example you
can have a huge tank and you respawn next to it. I think it would be the
easiest way to connect the respawn function with a entity which I can
simply add in Hammer. But I've no idea in which file I can find the
respawn code.
   
Thanks for help
   
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Re: [hlcoders] Steam: Technology failure

2005-01-26 Thread Martin \E.T.\ Misuth
Ben Davison wrote:
And for original poster, steam is currently using 0 CPU and 2 megs of
ram, it's not just a gui steam acts as an interface for a virtual
filesystem aswell.

Ok, so how do you explain following situtation ?
http://steam.ethome.sk/steam.png
If I open several Steam windows at same time (especially the ones with
IE Control) I can get to even nicer nubers :).
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Re: [hlcoders] Steam: Technology failure

2005-01-26 Thread Grant Christensen
Well then obviously thunderbird is bloated ware as well, and all it
does is read mail doesn't it?


On Thu, 27 Jan 2005 02:42:21 +0100, Martin E.T. Misuth
[EMAIL PROTECTED] wrote:
 Ben Davison wrote:

 And for original poster, steam is currently using 0 CPU and 2 megs of
 ram, it's not just a gui steam acts as an interface for a virtual
 filesystem aswell.
 
 
 Ok, so how do you explain following situtation ?

 http://steam.ethome.sk/steam.png

 If I open several Steam windows at same time (especially the ones with
 IE Control) I can get to even nicer nubers :).


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Re: [hlcoders] Steam: Technology failure

2005-01-26 Thread jeff broome
On Thu, 27 Jan 2005 12:16:28 +1000, Grant Christensen
[EMAIL PROTECTED] wrote:
 Well then obviously thunderbird is bloated ware as well, and all it
 does is read mail doesn't it?

Hmmm, maybe Valve could scrap Steam and use Kermit instead?

Check out the features:

 - Error-free file transfer.  (whoo-hooo!!!)
 - Terminal emulation.  (great for displaying those ASCII advertisements)
 - Script programming to automate complicated or repetitive tasks
(hurray!, or something)

Kermit can download a file in 36 seconds
Kermit can upload a file in 21 seconds!!!

It can transfer a mixture of text and binary files in a single batch.
(holy shit, batman!!!, can Steam do THAT???)

Yes, Kermit is the wave of the future.  Get Kermit today...

http://www.columbia.edu/kermit/kermit.html

Jeffrey botman Broome

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[hlcoders] DrawTexturedPolygon

2005-01-26 Thread Austin McDonald
I'm trying to draw just a piece of a texture (say, a trapezoidal
piece) on my HUD, and I thought this might be the function to use.

I've attempted to use it, but I can't quite work out what it wants.
For testing, I've tried getting it to replicate DrawTexturedRect(0, 0,
h, w). The function wants an array of Vector_t, so I make that (as per
examples in MapOverview):

Vertex_t points[4] =

{

Vertex_t( Vector2D(0,0), Vector2D(0,0) ),

Vertex_t( Vector2D(1,0), Vector2D(1,0) ),

Vertex_t( Vector2D(1,1), Vector2D(1,1) ),

Vertex_t( Vector2D(0,1), Vector2D(0,1) )

};

Next, I set the texture and make the call:

surface()-DrawSetTexture(m_nMyTexture);

surface()-DrawTexturedPolygon(4, points);

But nothing shows up on the HUD. If I replace

surface()-DrawTexturedPolygon(4, points);

with

surface()-DrawTexturedRect(0,0,scheme()-GetProportionalScaledValue(m_iTexHeight),
scheme()-GetProportionalScaledValue(m_iTexWidth))

then it works fine, so I'm sure the texture is being loaded correctly.

Has anybody else gotten this function to work? I've searched, and I
can't find any documentation on the interface; I'm just guessing that
the vectors are supposed to have values on the interval [0,1]. What am
I missing?

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Re: [hlcoders] Steam: Technology failure

2005-01-26 Thread Grant Christensen
Oh how sad, I remember using Kermit on dial-up BBS's back in the early
90's.  Did you have to take me back there :)

Anyway - on topic, I have no problems at all with steam running.
Sicne they have fixed the slow load times on the SDK etc, it runs like
a charm, and that is on a 1.6 Celeron laptop.  I do however have 1GB
of ram, and that definately helps!


On Wed, 26 Jan 2005 20:42:50 -0600, jeff broome [EMAIL PROTECTED] wrote:
 On Thu, 27 Jan 2005 12:16:28 +1000, Grant Christensen
 [EMAIL PROTECTED] wrote:
  Well then obviously thunderbird is bloated ware as well, and all it
  does is read mail doesn't it?

 Hmmm, maybe Valve could scrap Steam and use Kermit instead?

 Check out the features:

 - Error-free file transfer.  (whoo-hooo!!!)
 - Terminal emulation.  (great for displaying those ASCII advertisements)
 - Script programming to automate complicated or repetitive tasks
 (hurray!, or something)

 Kermit can download a file in 36 seconds
 Kermit can upload a file in 21 seconds!!!

 It can transfer a mixture of text and binary files in a single batch.
 (holy shit, batman!!!, can Steam do THAT???)

 Yes, Kermit is the wave of the future.  Get Kermit today...

 http://www.columbia.edu/kermit/kermit.html

 Jeffrey botman Broome

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Re: [hlcoders] DrawTexturedPolygon

2005-01-26 Thread Adam \amckern\ Mckern
check what style of vtm your trying to load, as some
have submips - or what ever they are called, and might
cause the gme to not know what mip to render


--- Austin McDonald [EMAIL PROTECTED] wrote:

 I'm trying to draw just a piece of a texture (say, a
 trapezoidal
 piece) on my HUD, and I thought this might be the
 function to use.

 I've attempted to use it, but I can't quite work out
 what it wants.
 For testing, I've tried getting it to replicate
 DrawTexturedRect(0, 0,
 h, w). The function wants an array of Vector_t, so I
 make that (as per
 examples in MapOverview):

 Vertex_t points[4] =

   {

   Vertex_t( Vector2D(0,0), Vector2D(0,0) ),

   Vertex_t( Vector2D(1,0), Vector2D(1,0) ),

   Vertex_t( Vector2D(1,1), Vector2D(1,1) ),

   Vertex_t( Vector2D(0,1), Vector2D(0,1) )

   };

 Next, I set the texture and make the call:

 surface()-DrawSetTexture(m_nMyTexture);

 surface()-DrawTexturedPolygon(4, points);

 But nothing shows up on the HUD. If I replace

 surface()-DrawTexturedPolygon(4, points);

 with


surface()-DrawTexturedRect(0,0,scheme()-GetProportionalScaledValue(m_iTexHeight),
 scheme()-GetProportionalScaledValue(m_iTexWidth))

 then it works fine, so I'm sure the texture is being
 loaded correctly.

 Has anybody else gotten this function to work? I've
 searched, and I
 can't find any documentation on the interface; I'm
 just guessing that
 the vectors are supposed to have values on the
 interval [0,1]. What am
 I missing?

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Re: [hlcoders] DrawTexturedPolygon

2005-01-26 Thread Austin McDonald
Okay, I actually got this figured out.  It didn't have anything to do
with MIPS - for some reason, the first vector in the Vertex_t that you
pass uses a different coordinate system from the second vector.  The
second vector ranges from [0,1] (ie real numbers) but the first vector
is actual pixel dimensions.

If my explanation was unclear and anybody would like a clarification,
let me know.

Thanks.


On Wed, 26 Jan 2005 19:48:58 -0800 (PST), Adam amckern Mckern
[EMAIL PROTECTED] wrote:
 check what style of vtm your trying to load, as some
 have submips - or what ever they are called, and might
 cause the gme to not know what mip to render


 --- Austin McDonald [EMAIL PROTECTED] wrote:

  I'm trying to draw just a piece of a texture (say, a
  trapezoidal
  piece) on my HUD, and I thought this might be the
  function to use.
 
  I've attempted to use it, but I can't quite work out
  what it wants.
  For testing, I've tried getting it to replicate
  DrawTexturedRect(0, 0,
  h, w). The function wants an array of Vector_t, so I
  make that (as per
  examples in MapOverview):
 
  Vertex_t points[4] =
 
{
 
Vertex_t( Vector2D(0,0), Vector2D(0,0) ),
 
Vertex_t( Vector2D(1,0), Vector2D(1,0) ),
 
Vertex_t( Vector2D(1,1), Vector2D(1,1) ),
 
Vertex_t( Vector2D(0,1), Vector2D(0,1) )
 
};
 
  Next, I set the texture and make the call:
 
  surface()-DrawSetTexture(m_nMyTexture);
 
  surface()-DrawTexturedPolygon(4, points);
 
  But nothing shows up on the HUD. If I replace
 
  surface()-DrawTexturedPolygon(4, points);
 
  with
 
 
 surface()-DrawTexturedRect(0,0,scheme()-GetProportionalScaledValue(m_iTexHeight),
  scheme()-GetProportionalScaledValue(m_iTexWidth))
 
  then it works fine, so I'm sure the texture is being
  loaded correctly.
 
  Has anybody else gotten this function to work? I've
  searched, and I
  can't find any documentation on the interface; I'm
  just guessing that
  the vectors are supposed to have values on the
  interval [0,1]. What am
  I missing?
 
  ___
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  the list archives, please visit:
 
 http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 

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