Re: [hlcoders] Engine Tools?

2007-09-28 Thread Tony \omega\ Sergi
-- [ Picked text/plain from multipart/alternative ] he means the internal stuff that's in the engine. the on-the-fly things. like the particle editor etc. On 9/28/07, Minh [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] When did you get these tools? Were they

[hlcoders] FW: gpGlobals-curtime frozen

2007-09-28 Thread Janek Le_Vert
-- [ Picked text/plain from multipart/alternative ] Hi all, I have a strange trouble.My mod is based on HL2DM SDK.When I start my mod, gpGlobals-curtime (server side) never changed : it stays to 1. all the time. When a first player joins, it starts counting seconds.I don't understand

RE: [hlcoders] FW: gpGlobals-curtime frozen

2007-09-28 Thread Yahn Bernier
Here's what the engine does: //- // SV_IsSimulating //- bool SV_IsSimulating( void ) { if ( sv.IsPaused() ) return false;

RE: [hlcoders] FW: gpGlobals-curtime frozen

2007-09-28 Thread Janek Le_Vert
For a reason I don't understand, my answer is really horrible. I hope that using firefox will have a better result. I was saying that I'm in multiplayer mod as my mod is based on HL2MP SDK. I run a linux version (server side only of course) and I discovered that gpGlobals-curtime remains the

Re: [hlcoders] FW: gpGlobals-curtime frozen

2007-09-28 Thread Garry Newman
If you're in singleplayer the game pauses when you have the console up.. could that be the problem? garry On 9/28/07, Janek Le_Vert [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hi all, I have a strange trouble.My mod is based on HL2DM SDK.When I start my

Re: [hlcoders] Engine Tools?

2007-09-28 Thread Tobias Kammersgaard
-- [ Picked text/plain from multipart/alternative ] The tools interface were made available with the EP1 SDK. I've seen the tools, and they looke incredibly awesome :)! Hope its something Valve'll release to the public :D! And no Matt, this wasn't in the leaked source as far as I know, since it

Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-09-28 Thread Mattie Casper
-- [ Picked text/plain from multipart/alternative ] Just a gentle reminder-- any chance, Valve, that we can get the definition for the VEngineCvar004? Again congrats on TF2-- I've been playing way too much of it when I should be coding. -Mattie On 9/18/07, Mattie Casper [EMAIL PROTECTED] wrote:

Re: [hlcoders] TF2 Engine

2007-09-28 Thread Tobias Kammersgaard
-- [ Picked text/plain from multipart/alternative ] The old engine will be around for some time, and there'll be a base for the new mod interface etc. As far as I've heard. /ProZak On 28/09/2007, Mark Chandler [EMAIL PROTECTED] wrote: Whats going to happen to current mods when the new engine

Re: [hlcoders] TF2 Engine

2007-09-28 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg20622.html -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

[hlcoders] TF2 Engine

2007-09-28 Thread Mark Chandler
Whats going to happen to current mods when the new engine is out? Will they be playable or is a forced update needed? IMO valve should keep current sdk base as is and release a new version for new mods. (i.e. have sdk base classic [app id 215] and the new sdk bas [app id 216 or something alongs

RE: [hlcoders] FW: gpGlobals-curtime frozen

2007-09-28 Thread Janek Le_Vert
-- [ Picked text/plain from multipart/alternative ] Good idea. I'll do that and keep you informed. Subject: RE: [hlcoders] FW: gpGlobals-curtime frozen From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Date: Fri, 28 Sep 2007 09:14:29 -0700 You

RE: [hlcoders] FW: gpGlobals-curtime frozen

2007-09-28 Thread Yahn Bernier
You could try comparing against gpGlobals-realtime in the mapcycle code, which will advance whether or not players are on the server or the game is paused or not. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Janek Le_Vert Sent: Friday, September 28,

Re: [hlcoders] TF2 Engine

2007-09-28 Thread admin
im the one who started that. Im meaning when sdk base updates to tf2 engine not just on tf2 release day. -- [ Picked text/plain from multipart/alternative ] http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg20622.html -- ___ To

RE: [hlcoders] FW: gpGlobals-curtime frozen

2007-09-28 Thread Janek Le_Vert
It sounds weird for me Yahn: . when you start a server, you want mapcycle to be active. If curtime is frozen, mapcycle never continues till a players joins . when I join the server, curtime is ok and when I leave this server curtime is no more frozen as I can see maps cycling from All Seeing

Re: [hlcoders] Engine Tools?

2007-09-28 Thread Matt Stafford
-- [ Picked text/plain from multipart/alternative ] And they are all answered in the original message. He got them a few days ago, in TF2. If they were a part of the SDK beta I think alot of people would have known about it. On 9/28/07, Tony omega Sergi [EMAIL PROTECTED] wrote: -- [ Picked

[hlcoders] vrad ignores texlights on func_details

2007-09-28 Thread Tim Baker
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Would it be very difficult to change vrad to respect texlights on func_details? -- ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] vrad ignores texlights on func_details

2007-09-28 Thread Tim Baker
Well that's weird. All func_details are gone after vbsp is run, so vrad should see them as world geometry. I was fooled by the file vraddetailprops.cpp in vrad. The problem I am seeing is that func_details with texlights painted on them do not cast light. Anyone know why this might happen?

[hlcoders] Loading woes

2007-09-28 Thread Jeremy
-- [ Picked text/plain from multipart/alternative ] We're getting users that have game freezing during the load phase of the game. A number of them have reported having the same problem in TF2. I myself have had this problem in the past as well. Both times I had this problem the only way I could

Re: [hlcoders] Loading woes

2007-09-28 Thread Justin Krenz
This was their response after they realized it was a large problem: http://forums.steampowered.com/forums/showthread.php?t=602169 I wasn't aware if they actually released a fix yet, but the problem according to them is Steam. If they fix the problem in Steam, then it should take affect for all

RE: [hlcoders] vrad ignores texlights on func_details

2007-09-28 Thread Jay Stelly
I vaguely remember fixing this at some point for Orange Box. Checking the history: In src/utils/vrad/lightmap.cpp, in this function: bool GatherSampleLight( sampleLightOutput_t out, directlight_t *dl, int facenum, Vector const pos, Vector

Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-09-28 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] Lot's of us will appreciate it. Thank you Mike! L. Duke On 9/28/07, Mike Durand [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Yes, I'll make all of the updated

Re: [hlcoders] vrad ignores texlights on func_details

2007-09-28 Thread Tim Baker
Thanks a million for looking at this. Unfortunately there is some known problem building vrad.dll which I just ran into while trying your fix. According to the WIKI the copy of raytrace.lib we are given is outdated and gives these 3 link errors under VS2005: trace.obj : error LNK2019:

Re: [hlcoders] TF2 Engine

2007-09-28 Thread admin
Cool. Thats what i like to hear. Thxs mike. :D This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] You will have the option of still using SDK Base which will still be linked to the Ep1 engine or you can base your mod on the new app IDs for Ep2,