RE: [hlcoders] Steam: Technology failure
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. === 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 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 ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re[2]: [hlcoders] Steam: Technology failure
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] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 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] ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Steam: Technology failure
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: Re[2]: [hlcoders] Steam: Technology failure
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 === -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] ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Steam: Technology failure
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Steam: Technology failure
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 ;) === 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 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Documentation
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 wikis, the dont 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 isnt so different from what a wiki or tutorial site faces. Hopefully the class structure doesnt 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Documentation
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re[4]: [hlcoders] Steam: Technology failure
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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Documentation
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[4]: [hlcoders] Steam: Technology failure
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Documentation
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. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Documentation
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Documentation
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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] ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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, 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] ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
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 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
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
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..) === 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 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. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] moveable Spawnpoints
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Documentation
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[4]: [hlcoders] Steam: Technology failure
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. === 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
Re[6]: [hlcoders] Steam: Technology failure
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] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[2]: [hlcoders] Steam: Technology failure
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 === -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] ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[6]: [hlcoders] Steam: Technology failure
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] ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Documentation
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] moveable Spawnpoints
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Documentation
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam: Technology failure
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Documentation
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 === 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 [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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Documentation
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..). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Documentation
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Documentation
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: NPC's in MP
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] moveable Spawnpoints
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Documentation
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Documentation
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Render to texture
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] moveable Spawnpoints
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] moveable Spawnpoints
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] moveable Spawnpoints
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam: Technology failure
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 :). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam: Technology failure
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 :). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam: Technology failure
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] DrawTexturedPolygon
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam: Technology failure
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] DrawTexturedPolygon
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders = http://ammahls.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] DrawTexturedPolygon
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders = http://ammahls.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders