Re: [hlcoders] BSP V21

2009-10-28 Thread Tom Edwards
Everyone I've ever emailed at Valve has replied graciously and has usually been able to help with my problem. Except Doug Lombardi, but of course ignoring people asking difficult questions is his job. ;-) botman wrote: I'm sure the Valve guys really appreciate you sending them unsolicited

Re: [hlcoders] Looking for some advice and direction

2009-11-25 Thread Tom Edwards
I was going to compliment you on your use of the English language, but then I realised that you should have said /effect/. :-P The player model can be defined anywhere you see fit, but it's normally done either in the player ent's Spawn() function or the GameRules' FinshPutClientInServer() -

Re: [hlcoders] Looking for some advice and direction

2009-11-25 Thread Tom Edwards
then, then... Matt Hoffman wrote: Why not replacing the player with a vehicle, and making him fast? Wouldn't that cut an unnecessary segment out of the loop and make life more peaceful/less effin source physics grr? Depends on what he's trying to accomplish. On Wed, Nov 25, 2009 at 1:33 AM, Tom

Re: [hlcoders] Culling particles in a system when the local camera is x units from the system?

2009-12-08 Thread Tom Edwards
There's a maximum draw distance value further down the list. Christopher Harris wrote: Is there some way to have particles automatically culled (with fade if possible) when the camera (ie the player) is beyond a certain radius from the particle or the whole system? I tried setting the

[hlcoders] Launching Ep1 tools directly

2010-01-17 Thread Tom Edwards
I've been making a Windows gadget that replaces as much of the SDK launcher as it can. It works very well, except for launching the Episode One builds of Hammer or Faceposer, which both crash on startup. Does anyone know the trick to launching them successfully? The gadget is at

Re: [hlcoders] Launching Ep1 tools directly

2010-01-18 Thread Tom Edwards
://technet.microsoft.com/en-us/sysinternals/default.aspx) you can look at the currently-running SDK tool to determine what command-line arguments and working-directory it was launched with. --Darien Hager On 1/17/2010 5:05 PM, Tom Edwards wrote: I've been making a Windows gadget that replaces

Re: [hlcoders] Launching Ep1 tools directly

2010-01-18 Thread Tom Edwards
I've uploaded a new version of the gadget. It runs Ep1 tools, supports L4D and L4D2, restores properly after a system restart and validates project paths. http://steamreview.org/external/vdc/SourceSDK.gadget If all goes well, I'll put this version on live.com. On 18/01/2010 1:01, Tom Edwards

Re: [hlcoders] Compiling Skeletal Animation for Choreography

2010-01-22 Thread Tom Edwards
You want this: http://developer.valvesoftware.com/wiki/$poseparameter From: JumpCore Productions onl...@jumpcore.com To: hlcoders@list.valvesoftware.com Sent: Thursday, 21 January, 2010 20:08:09 Subject: [hlcoders] Compiling Skeletal Animation for Choreography

Re: [hlcoders] Any idea how to get audio from tv screens (breencasts) working in the multiplayer sdk?

2010-01-28 Thread Tom Edwards
I fixed a subtle networking problem with point_camera yesterday, where the entity was never being dispatched to the client because it started disabled. Perhaps a similar thing is happening here. Are its client-side functions ever called? On 27/01/2010 10:48, Chief Whosm wrote: Has anyone got

Re: [hlcoders] Any idea how to get audio from tv screens (breencasts) working in the multiplayer sdk?

2010-01-28 Thread Tom Edwards
No, a listenserver is not the same as singleplayer. In SP there are all sorts of backdoors between the client and server, no interp or prediction or indeed lag, and probably other changes I can't remember right now. That's why Valve didn't catch the point_camera bug I encountered: they've only

Re: [hlcoders] Any idea how to get audio from tv screens (breencasts) working in the multiplayer sdk?

2010-01-28 Thread Tom Edwards
Zing! :-) On 28/01/2010 6:32, Chief Whosm wrote: Setting it to maxplayers 1 instantly made the sound work. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] HL1 Third Person Camera Problems

2010-01-29 Thread Tom Schumann
Have you tried doing the same thing in the singleplayer source? I remember removing that block of code from the singleplayer source and it worked. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

[hlcoders] Source pausing WMP and decreasing system volume

2010-01-30 Thread Tom Edwards
Ever since I built my new system I've been having trouble with the Orange Box engine (the 'old' mods/Ep2/Portal/Gmod build) messing with sound on my system. If I connect to a server or open the options window of a multiplayer game, Source will: * Pause or unpause Windows Media Player.

Re: [hlcoders] Launching Ep1 tools directly

2010-01-30 Thread Tom Edwards
The final version of the gadget is out. If you're still using 1.0 please upgrade here: http://developer.valvesoftware.com/wiki/Source_SDK_Windows_gadget On 18/01/2010 1:01, Tom Edwards wrote: I'm using it already! I was making a stupid error though: I forgot to try starting the tools

Re: [hlcoders] Launching Ep1 tools directly

2010-01-31 Thread Tom Edwards
Thanks! It's on the Steam forums and ModDB, and VDC of course...where else do you suggest? On 31/01/2010 2:48, Ryan Sheffer wrote: Very cool Tom. :) You should make a post on some popular forums about it as well. I think it would benefit a lot of people. Cheers! On Sat, Jan 30, 2010 at 12

Re: [hlcoders] DirectX 10.1 and SM4.0

2010-02-06 Thread Tom Edwards
There are some DX10 hardware features accessed through the DX9 API, which can be enabled with mat_dxlevel 98. The only difference we know of is a change to the way alpha blending works: http://www.pcgameshardware.de/aid,635907/Erste-Direct-X-10-Screenshots-von-der-Source-Engine/Spiele/News/

Re: [hlcoders] DirectX 10.1 and SM4.0

2010-02-07 Thread Tom Edwards
I take my last message back: it seems that dxlevel 98 isn't valid any more, if it ever was. I guess they rolled the sRGB-compensating stuff into 95. On 07/02/2010 1:31, Tom Edwards wrote: There are some DX10 hardware features accessed through the DX9 API, which can be enabled with mat_dxlevel

Re: [hlcoders] Player-Created Predicted Entities

2010-02-14 Thread Tom Edwards
When the player creates AttackAction, it fills in details about the player's input state, things like how long he's been holding the attack button, when he's released the attack button, etc. The AttackAction is created using the CreatePredictedEntityByName method. Only the client deals with

Re: [hlcoders] Initialization Sequence

2010-02-14 Thread Tom Edwards
Looks like CHLClient::Init() is the first call. The actual DLL entry point is _DllMainCRTStartup(), but that's a Windows API thing. On 14/02/2010 6:41, Brent Lewis wrote: I'd like to know what places in the client.dll are called as part of the initialization phase. I'd rather not have to set

Re: [hlcoders] How can I disable rendering?

2010-02-15 Thread Tom Edwards
The answers are all here: http://developer.valvesoftware.com/wiki/Frame_Order CHLClient::View_Render() looks like the place to disable rendering, and Physics_RunThinkFunctions() appears to be the root of NPC thinking. I'd place breakpoints and check the call stack to be sure in both cases,

[hlcoders] SDK Skeleton

2010-02-15 Thread Tom Edwards
Last October I released this as a beta, then, er, forgot all about it. This update adds a VS2010 solution, but otherwise is an attempt to get someone with VS2005 to try compiling (I applied the relevant fixes for VS2008 then backported the projects, so can't be completely sure they're valid).

[hlcoders] SendPropExclude() and inheritance

2010-02-16 Thread Tom Edwards
I've used SendPropExclude() in a class which I'm inheriting from (CBaseNetworkedPlayer), and now this error appears when I connect to a server: Missing RecvProp for DT_DeathmatchPlayer - DT_BaseEntity/AnimTimeMustBeFirst Which is of course one of the SendProps I've excluded. It would seem

Re: [hlcoders] SendPropExclude() and inheritance

2010-02-17 Thread Tom Edwards
Seems this was an odd issue relating to not #including header files from a subdirectory properly (odd because surely that should make the compile fail?). Once I fixed that, the problem went away. On 16/02/2010 7:56, Tom Edwards wrote: I've used SendPropExclude() in a class which I'm inheriting

Re: [hlcoders] [GoldSrc] Monsters in multiplayer

2010-02-18 Thread Tom Schumann
Have you set mp_allowmonsters to 1? On 19 February 2010 07:33, Adam amckern McKern amck...@yahoo.com wrote: Hey, un-life - a MP project i was working on from the 2.3 sdk was built on SP code, and allowed monsters straight out of the box. If you want monsters in your MP mod, build it from

Re: [hlcoders] Debug problem [Failed to load the launcher DLL]

2010-03-05 Thread Tom Edwards
Are the client and server DLLs in your mod's \bin folder? On 05/03/2010 4:18, Albert Aurbakken wrote: For reference, I'm following this: http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code#Debugging But when I try to debug it just says Failed to load the

Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-17 Thread Tom Edwards
Are you aware of Nem's Batch Compiler? You need to manually set BinRoot to get the OB tools working, but otherwise it's very good. Way better than VBCT in my opinion. http://nemesis.thewavelength.net/index.php?c=1 On 17/03/2010 3:29, Jonas 'Sortie' Termansen wrote: Hi, my name is Jonas

[hlcoders] Player pose params not animating

2010-03-19 Thread Tom Edwards
I'm making a new player entity from scratch. I have it working and set up to do client-side animation, but the pose paramaters aren't animating. They are being selected and applied correctly, but after a pose has been blended into it never changes. /Except/ when I fire my hitscan weapon: then

Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-20 Thread Tom Edwards
Downside: Java. On 20/03/2010 11:16, Darien Hager wrote: I'm currently working on a similar kind of replacement for Pakrat, so this is probably the with a hammer everything looks like a nail style of programming... ...But if I were to make a VBCT replacement I'd want to do it in Java,

Re: [hlcoders] Getting entity name from Hammer

2010-03-21 Thread Tom Edwards
That's the name of the entity class itself. I think GetDebugName() is what Iain is after. On 22/03/2010 1:23, Brent Lewis wrote: CBaseEntity::GetEntityName() Date: Mon, 22 Mar 2010 00:53:44 + From: iain.br...@gmail.com To: hlcoders@list.valvesoftware.com Subject: [hlcoders]

Re: [hlcoders] Steam 'Connect'

2010-03-22 Thread Tom Edwards
Oh yeah? Spill the beans! :p On 22/03/2010 12:03, Tobias Kammersgaard wrote: Valve is currently using Steam login shizzle on a new site which they're testing in closed beta (external from Steamcommunity.com ) :) -ScarT 2010/3/22, David Kraeutmannda...@davidkra.net: It was never fully

Re: [hlcoders] Fwd: Retrieve List of entities in a level

2010-03-23 Thread Tom Edwards
It's all here: http://developer.valvesoftware.com/wiki/Accessing_other_entities#Finding_entities On 23/03/2010 5:08, Iain Breen wrote: Trawled through the hlcoders archives, think I found the answer: http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg23102.html points to

Re: [hlcoders] VS2010

2010-04-13 Thread Tom Edwards
I've used it since Beta 2 and it's great for Source. If your projects work in 2008 there shouldn't be any manual changes needed after you move to 2010. It's 100% worth upgrading for the new Intellisense. It's way faster and doesn't need to be rebuilt every time the IDE starts, and also does

Re: [hlcoders] VS2010

2010-04-13 Thread Tom Edwards
It also does highlighting and intellisense in preprocessor-disabled areas, which makes which makes working with shared code much easier. On 13/04/2010 9:58, Tom Edwards wrote: I've used it since Beta 2 and it's great for Source. If your projects work in 2008 there shouldn't be any manual

Re: [hlcoders] Source Profiling

2010-04-13 Thread Tom Edwards
I'm pretty sure one of the vprof commands writes data out to the disc. On 13/04/2010 11:02, Olly wrote: There is a bunch of vprof report things (type: find vprof_) but it only outputs to console, so you need to run the game with -condebug to have all console output to console.log On 13 April

Re: [hlcoders] Source Profiling

2010-04-14 Thread Tom Edwards
FUU On 14/04/2010 8:23, Ryan Sheffer wrote: Seriously? Do not hijack! I just raged a little. ~Ryan On Apr 14, 2010, at 10:57 AM, Brent Lewiscoder0...@hotmail.com wrote: How do I make the mouse cursor visible? I'd rather not resort to calling the

Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-04-24 Thread Tom Edwards
This is the first hard evidence I've seen. Everything else so far (including the L4D Linux binaries) has been either definitely or potentially related to the dedicated server, but I don't see why you'd needt the graphics, friends or skins folders for that. On 24/04/2010 5:05, 1nsane wrote:

Re: [hlcoders] Dugs in sdk update

2010-05-01 Thread Tom Edwards
Nothing is new, it's just incompatible with the changes Valve made to the engine recently. On 01/05/2010 2:56, Sam wrote: I can confirm all that, thankfully the EP1 model viewer and faceposer are still working, even that they're outdated Is there even a changelog on what's new in the SDK

Re: [hlcoders] Dugs in sdk update

2010-05-01 Thread Tom Edwards
to?) the L4D2 tools. The Instancing tool is available is Hammer anyway. - ScarT On 1 May 2010 17:45, Tom Edwardst_edwa...@btinternet.com wrote: Nothing is new, it's just incompatible with the changes Valve made to the engine recently. On 01/05/2010 2:56, Sam wrote: I can

[hlcoders] Getting material proxies to act on individual entities

2010-05-05 Thread Tom Edwards
I'm using a material proxy for my player spawn effect, which works fine except that it applies to all instances of the material in question at once. How should I go about applying the effect to different entities at different times? I expect that creating new instances of the material each

Re: [hlcoders] Getting material proxies to act on individual entities

2010-05-06 Thread Tom Edwards
, Ryan Sheffer wrote: You mean every material of the same name is getting effected? That seems very strange. Are you overriding the material in the entities draw function? I remember replacing materials for the player for a cloak effect with no problems. ~Ryan On May 5, 2010, at 2:01 PM, Tom

Re: [hlcoders] Getting material proxies to act on individual entities

2010-05-06 Thread Tom Edwards
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Edwards Sent: Thursday, May 06, 2010 5:57 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Getting material proxies to act on individual entities Ryan, that is exactly what I can't work out how to do. Chris

Re: [hlcoders] Client Side Plugin DLL callbacks

2010-05-06 Thread Tom Edwards
You might not intend to cheat, but when VAC sees a code hooking into the client it doesn't know that. You'd better write some code into this that blocks connections to secure servers. On 07/05/2010 1:22, Synthos wrote: Hello, To address your knee-jerk reaction I have NO intention of

Re: [hlcoders] Compiling SDK Shaders, Pixelshaders not compiling.

2010-05-07 Thread Tom Edwards
That's largely because of the lower video settings it enforces. You could get the same performance under DX9 if you applied the relevant cvars from dxconfig.cfg. On 07/05/2010 4:42, jetscope wrote: I believe this data is largely irrelevant. I'm pretty sure this 5% is, more specifically, users

Re: [hlcoders] Compiling SDK Shaders, Pixelshaders not compiling.

2010-05-07 Thread Tom Edwards
quality settings in TF2. I don't know what makes it so much more expensive to render, but I'm guessing it has to do with the Phong shader since turning down shader settings improves my framerates quite a bit under DX9 (though they still never reach DX8 rates). On Fri, May 7, 2010 at 8:59 PM, Tom

Re: [hlcoders] Custom Trigger

2010-05-09 Thread Tom Edwards
Check the collision groups. Weapons and ammo are in their own special one that might by default not collide with triggers. On 09/05/2010 3:55, Colm Sloan wrote: I've made a custom trigger class. It's set off by NPCs and physics props but weapons and ammo won't set it off. I don't understand

Re: [hlcoders] Picture/icon in new steam GUI

2010-05-11 Thread Tom Schumann
I didn't think that was possible yet. On 11 May 2010 19:28, Janek jan...@gmail.com wrote: Hi list, I found that you must do a mod_big.tga picture to see this big icon in new steam GUI but I don't know what to do to have banner of your game present in List view and the very big one in

Re: [hlcoders] Missing RecvProp for DT_BaseGrenade

2010-05-13 Thread Tom Edwards
Is Ep2 on 2007 or 2009 now? I'd base your mod on SDK Base Orange Box (AppID 218) then mount Ep2 just below it with AdditionalContentId to be on the safe side, even if it isn't. On 13/05/2010 5:27, Klaus Müller wrote: Hey list, I tried setting up a mini-mod for Ep2 today. Among other minor

Re: [hlcoders] Missing RecvProp for DT_BaseGrenade

2010-05-13 Thread Tom Edwards
to the SDK. -Tony On Fri, May 14, 2010 at 1:51 AM, Tom Edwards t_edwa...@btinternet.com wrote: Is Ep2 on 2007 or 2009 now? I'd base your mod on SDK Base Orange Box (AppID 218) then mount Ep2 just below

Re: [hlcoders] SP respawn issue

2010-05-14 Thread Tom Edwards
The first issue is a deficiency of CBasePlayer, I believe. You'll need to call RemoveSolidFlags( FSOLID_NOT_SOLID ) in your player's spawn() func. The second issue can be resolved with respawn_entities console command, which may well work around your first issue too. On 14/05/2010 3:09, Klaus

[hlcoders] Receiving messages out of order

2010-05-15 Thread Tom Edwards
Has anyone else been seeing this lately? The list server often sends me messages hours or even days late, even though I receive all the replies posted afterwards at the right time. I just got a message that had been sent on the 13th! ___ To

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-15 Thread Tom Edwards
You can stop them from hitting the skybox by checking the surface you hit...look at the HL2 rocket for how to do that. It disappears if it hits the skybox. As for displacements, phys objects, etc. your choice of collision group is almost certainly to blame. I'd use whatever the !picker

Re: [hlcoders] Error: SetupArrayProps_R: array prop '(null)' is at index zero.

2010-05-26 Thread Tom Edwards
This usually happens when you try to run Source 2007 gamecode under the Source 2009 build of the engine. Are you sure you're using SDK Base and not, say, Ep2? On 26/05/2010 11:47, Tobias Kammersgaard wrote: Am I the only one that gets this error when I want to run my mod? I'm pretty sure its

Re: [hlcoders] Error: SetupArrayProps_R: array prop '(null)' is at index zero.

2010-05-27 Thread Tom Edwards
Erm, you don't have to do anything. Just move to SDK Base (which you should have been using the whole time) and everything will be fine. You can get around the Hammer AdditonalContentID thing by extracting the content of the game in question to a folder on your system then adding an absolute

[hlcoders] Fixed an issue where sequences with an activity weight of 0 never get selected

2010-05-28 Thread Tom Edwards
What's that all about? Isn't never select me precisely what a weight of 0 means? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] hlcoders Digest, Vol 28, Issue 1

2010-06-04 Thread Tom Edwards
Topics: 1. Phoneme Extractor for Windows Vista/7 (Tom Edwards) -- Message: 1 Date: Thu, 03 Jun 2010 16:06:00 +0100 From: Tom Edwardst_edwa...@btinternet.com Subject: [hlcoders] Phoneme Extractor for Windows Vista/7

Re: [hlcoders] Source Engine 2!!!

2010-06-10 Thread Tom Edwards
We're on Source 15 already, keep up! On 10/06/2010 8:07, Joel R. wrote: Is this the big surprise for E3?! I hope it is, that would so rock! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Demonstration to show how much more room Linux has (Was: Source Engine 2!!!)

2010-06-18 Thread Tom Edwards
Perhaps you could continue this conversation privately? From: Katrina Payne fullmetalhar...@nimhlabs.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Friday, 18 June, 2010 15:56:12 Subject: [hlcoders] Demonstration to show how

Re: [hlcoders] gameinfo.txt doesn't exist

2010-07-16 Thread Tom Edwards
Check your -game parameter. You're launching the engine without telling it which game to run, and it's defaulting to HL2. On 16/07/2010 9:59, adam chance wrote: When I Debug my Mod, I get this error Setup file 'gameindo.txt' doesn't exist in subdirectory 'hl2'. Check your -game parameter or

[hlcoders] Alien Swarm

2010-07-16 Thread Tom Edwards
If you hadn't heard already, the SDK is being updated on Monday with the complete source code to Alien Swarm, a brand new Source 2009 game by the team who made the original UT2004 mod (and who now work for Valve). It's going to be a sample project in the same vein as TFC. AS has a tile-based

Re: [hlcoders] SDK Code Changes LOG

2010-07-16 Thread Tom Schumann
I don't think so. I'd try looking on koders.com for a mod/plugin source release from about that time. On 16 July 2010 15:45, Nick xnicho...@gmail.com wrote: is there any way to obtain a copy of the 10/31/2006 SDK Code Release ?? On Fri, Jul 20, 2007 at 10:59 AM, Tobias Kammersgaard

Re: [hlcoders] Alien Swarm

2010-07-17 Thread Tom Edwards
It's a brand new SDK. http://forums.steampowered.com/forums/showthread.php?p=16106943#post16106943 Making the SDK separate clears the way for it being absolutely free to *everyone*, without it granting access to existing 2006/2007 Source mods (which mount HL2 content) too. I'm betting that

Re: [hlcoders] Alien Swarm

2010-07-21 Thread Tom Edwards
You're on trecharous legal ground here. Alien Swarm and its SDK are free for EVERYONE - not just owners of Source games like before. Valve didn't include HL2 content or code for a reason! On that subject, how suitable is the game for TC mods? It's simple enough to bring its code back to FPS,

Re: [hlcoders] Alien Swarm

2010-07-21 Thread Tom Edwards
not exactly the same version since it won't mount GCFs). --- On Wed, 21/7/10, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: From: Jonas 'Sortie' Termansen hlcod...@maxsi.dk Subject: Re: [hlcoders] Alien Swarm To: Tom Edwards t_edwa...@btinternet.com Date: Wednesday, 21 July, 2010, 16:11 On 2010

Re: [hlcoders] Alien Swarm

2010-07-21 Thread Tom Edwards
have support for VPK. On 21 July 2010 16:55, Jonas 'Sortie' Termansenhlcod...@maxsi.dk wrote: On 2010-07-21 17:45, Tom Edwards wrote: That simply isn't true. If another user of the computer owns HL2 then the GCFs will be there, and I expect most of them will be there if the HL2 demo

Re: [hlcoders] Alien Swarm mod content

2010-07-21 Thread Tom Edwards
The only thing you should need to copy is resource\swarm_english.txt, replacing swarm with your mod's folder name. On 21/07/2010 7:01, Elliott Dicus wrote: Hello all, What do I need to copy over to my mod's folder in SourceMods from the Alien Swarm folder to have a playable copy. I'd like to

Re: [hlcoders] Alien Swarm

2010-07-21 Thread Tom Edwards
, 2010 at 7:42 PM, Tom Edwardst_edwa...@btinternet.comwrote: Alien Swarm: Protocol version 7108 Exe version 7.1.0.8 (swarm) Exe build: 10:58:16 Jul 19 2010 (4272) (630) TF2: Protocol version 15 Exe version 1.1.0.0 (tf) Exe build: 16:21:09 Jul 16 2010 (4269) (440) And I don't own L4D2

Re: [hlcoders] Alien Swarm mod content

2010-07-21 Thread Tom Edwards
Tom! There is a file in my resource folder: Shadow Swarm_english.txt but the folder name is shadowswarm (under SourceMods). So I need to change it to shadowswarm_english.txt instead? Also, by the only thing do you mean the other files I copied are not necessary, or just that I must have

Re: [hlcoders] how to create a mod with non steam HL with no errors , and that language use hl non steam

2010-07-27 Thread Tom Edwards
I totally don't get the pylons reference. On 27/07/2010 5:28, Matt Hoffman wrote: But you were at the time that you wrote in our beautiful sdk and that's how we all know it. :P On Tue, Jul 27, 2010 at 12:32 AM, Tony omega Sergiomegal...@gmail.comwrote: Correction: I'm not contracting right

Re: [hlcoders] String_base error

2010-08-06 Thread Tom Edwards
He meant libcmtd. --- On Thu, 5/8/10, Jordan Friendshuh jman1156ga...@yahoo.com wrote: From: Jordan Friendshuh jman1156ga...@yahoo.com Subject: Re: [hlcoders] String_base error To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Date: Thursday, 5 August, 2010, 23:55 that

Re: [hlcoders] Checking for game window focus

2010-08-24 Thread Tom Edwards
There's a function somewhere that captures or releases the mouse based on whether the window is active. On 24/08/2010 12:15, Jonathan White wrote: Hi everyone, I implemented FMOD in our mod about a month or so ago and it has been wonderful (after completely rewriting that abysmal wrapper

Re: [hlcoders] server content

2010-08-25 Thread Tom Edwards
1) User |ClientActive(), ClientFullyConnect(), or similar. They are all in game_client.cpp 2) Use resource lists (extension .res), or at least appropriate their code. | On 25/08/2010 7:07, Razvan Adrian wrote: Hello. I have asked the question before(on spuf) but did not get any answers. I am

Re: [hlcoders] Engine API?

2010-09-02 Thread Tom Edwards
Yes, there's doxygen and there are several instances of it being used on the SDK (at various points) to be found online. The best solution is to open Visual Studio and use Class View, though. On 02/09/2010 12:12, Colm Sloan wrote: a mod-friendly company like valve questionable ;) I'd

[hlcoders] Asynchronous threads

2010-09-06 Thread Tom Edwards
Hi everyone. I'm trying to push a set of sizeable HTTP downloads off to an asynch thread, but I can't work out how to do it: all of the approaches I've tried have frozen the server while processing. Will any of Source's built-in thread classes actually do what I want?

Re: [hlcoders] Asynchronous threads

2010-09-07 Thread Tom Edwards
); VEEERY simple example, but the MyThread function will run in a seperate thread (along with any subsequent calls from that function). Olly On 6 September 2010 20:16, Tom Edwardst_edwa...@btinternet.com wrote: Hi everyone. I'm trying to push a set of sizeable HTTP downloads off to an asynch

Re: [hlcoders] Source Engine 2009?

2010-09-12 Thread Tom Edwards
They've got the right idea with Alien Swarm. Every update to the game is matched with an update to the source code. I doubt that will happen with Portal 2 though... On 12/09/2010 4:09, Tobias Kammersgaard wrote: The Source SDK is getting rather uninteresting to work with. All the engine

Re: [hlcoders] Source Engine 2009?

2010-09-12 Thread Tom Edwards
them that. I can see the same problem they've got to deal with everytime they update the regular SDK code base. Breaking old mods that's no longer being updated! There's bound to be people complaining. - ScarT On 12 September 2010 18:57, Tom Edwardst_edwa...@btinternet.com wrote: They've got

Re: [hlcoders] Melee weapon lag in the hl2dm SDK

2010-09-20 Thread Tom Edwards
On whose end are hits achieved at a distance? The attacker or the target? On 20/09/2010 5:48, Richard Paterson wrote: This is sort of a vague question but I hope to perhaps benefit from the experience of others if anyone has managed to overcome this issue. My mod relies quite heavily on melee

Re: [hlcoders] Melee weapon lag in the hl2dm SDK

2010-09-20 Thread Tom Edwards
Yes, Radimir has it. You're seeing an unavoidable flaw of using predicted melee weapons over the internet. It's not unfair though: the attacker *did* hit his target on his machine. On 20/09/2010 6:54, jetscope wrote: I've also noticed that this isn't the case in other valve games such as

Re: [hlcoders] Prevent pause during open dev console?

2010-09-30 Thread Tom Edwards
You can run unpause (or perhaps it's pause again, as a toggle) while inside the console. It's probably possible to bind a key that does both things at once. On 30/09/2010 7:18, Martin Smith wrote: Hey list, By default, when the engine receives a toggleconsole command in a single-player

Re: [hlcoders] Problems with shader samples in the SDK?

2010-10-27 Thread Tom Edwards
How does VRAD know that the shader requires lightmaps? On 27/10/2010 6:11, Tobias Kammersgaard wrote: Already tried that too. I tried messing with the vtf settings. I'm not using normalmaps or anything. However I am getting a warning about trying to use a $normalmap that isn't a valid texture

Re: [hlcoders] Remember June 2006?

2010-10-28 Thread Tom Edwards
We can use threads: http://developer.valvesoftware.com/wiki/Threads. The only thing missing in 2007 is the option to turn then on/off from the GUI, which is no biggie. But I had to dig around and write the documentation myself (the CWorkerThread bit is someone else's contribution). I do

Re: [hlcoders] Steamworks ?

2010-10-30 Thread Tom Schumann
Maybe you could check the value of enginefuncs_t.GetPlayerAuthId on each player (I'm not sure what a non-Steam player's SteamID is though, but I think it may be PENDING). On 30 October 2010 04:34, Krzysztof Krysztofiak sezam...@gmail.com wrote: On Fri, Oct 29, 2010 at 6:36 PM, Sam

Re: [hlcoders] Inventory System

2010-10-31 Thread Tom Edwards
There is no built-in inventory system. You'll need to be more specific with the problems you're having. On 31/10/2010 1:52, Anthoni Caldwell wrote: I am trying to code an inventory system into the source engine. The inventory in itself is fairly easy I just have a class to manage, and access

Re: [hlcoders] Inventory System

2010-10-31 Thread Tom Edwards
the inventory class into the player class... class CHL2_Player { private: Inventory *pl_inventory; } It creates a loop in include files. On 10/31/2010 9:26 AM, Tom Edwards wrote: There is no built-in inventory system. You'll need to be more specific with the problems you're having. On 31/10/2010 1:52

[hlcoders] What happened to AdditionalContentId?

2010-10-31 Thread Tom Edwards
It seems to have vanished from all Valve games, including Source SDK Base (2007, it was never in 2006 AFAIK). I've searched the game and engine binaries and the string just isn't there. When did this happen? Surely someone noticed! I'm not mad, it was still there in July:

Re: [hlcoders] What happened to AdditionalContentId?

2010-10-31 Thread Tom Edwards
://developer.valvesoftware.com/wiki/Mounting_multiple_games to implement it yourself, or just hardcode it in using: filesystem-MountSteamContent( int -Id ) Yes, you need to negate the number. Thanks, - Saul. On 31 October 2010 17:07, Tom Edwardscont...@steamreview.org wrote: It seems to have vanished from

[hlcoders] Shared GCFs can be downloaded even if the game is not owned

2010-11-06 Thread Tom Edwards
I've been experimenting with the filesystem today, and I decided to see what would happen if I tried to mount L4D2, which I don't own. Would it error? Would it crash? No. It made Steam download the map I requested. I've now also downloaded one of the VPKs. Only left 4 dead 2 common.ncf

[hlcoders] Source SDK Skeleton

2010-11-08 Thread Tom Edwards
https://code.google.com/p/sourcesdk-skeleton/ The Source SDK Skeleton implements the Source Engine, and nothing more. It is the ideal cruft-free base from which to build your own new game. These projects (VS 2005/2008/2010) will compile into working client and server libraries using only

Re: [hlcoders] Source SDK Skeleton

2010-11-08 Thread Tom Edwards
Precisely. It's what it doesn't provide that matters. :-) On 08/11/2010 3:13, Tobias Kammersgaard wrote: Nothing, I assume. This is the basics you need to run a mod as far as I understand. Den 2010 11 8 16:05 skrev Marek Sieradzkimarek.sierad...@gmail.com: On Mon, Nov 8, 2010 at 2:32 PM, Tom

Re: [hlcoders] Source SDK Skeleton

2010-11-08 Thread Tom Edwards
what she said. :) On 11/8/2010 9:38 AM, Tom Edwards wrote: Precisely. It's what it doesn't provide that matters. :-) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman

Re: [hlcoders] Where to place / Editing Entity's Client-Side (Let's try this again)

2010-11-10 Thread Tom Edwards
As far as I understand it, the client ignores the entity lump when loading a map and just waits for the server to send it information about which entities it needs to spawn where. I doubt that info_player_spawn itself is ever broadcast to the client. On 10/11/2010 10:02, Trevor 'Drak' wrote:

Re: [hlcoders] Where to place / Editing Entity's Client-Side (Let's try this again)

2010-11-10 Thread Tom Edwards
Those aren't real entities. They are absorbed into the world at compile time. On 10/11/2010 10:47, Jonas 'Sortie' Termansen wrote: Well, doesn't the client load the prop_static entities and the like? ___ To unsubscribe, edit your list preferences,

Re: [hlcoders] gamerules?

2010-11-12 Thread Tom Edwards
InstallGameRules() decides which rules are actually used. In HL2MP, it's CHL2MPRules only. On 12/11/2010 2:46, Trevor 'Drak' wrote: In a vanilla MP mod, you have “hl2mp/multiplayer/teamplay/hl2_gamerules.cpp”. Obviously, all are being compiled. Wouldn’t it be ideal to just have a single one?

Re: [hlcoders] Colliding with BSP (GoldSrc) - Messing with the renderer

2010-12-09 Thread Tom Schumann
I think the TriAPI should give you the functionality required for the movie rendering (minus the sound anyway). There may be a way to find the coordinates of where to render somewhere in the world model's model_t structure. I recall seeing some physics code for Half-Life using Newton (it was

Re: [hlcoders] Faceposer 2009

2010-12-14 Thread Tom Edwards
. Fix here: http://steamreview.org/external/vdc/phonemeextractor_sapi5.4.zip On 14/12/2010 11:50, Cory de La Torre wrote: Not really sure if this falls under mapping or not, so I threw it in the coders list. My current problem is extracting phenom extraction. I'm currently using Tom Edwards

Re: [hlcoders] Faceposer 2009

2010-12-14 Thread Tom Edwards
install now. On Tue, Dec 14, 2010 at 6:05 AM, Cory de La Torregear@gmail.comwrote: Thanks tom, really appreciate it. I'll go looking for those files, though might you have any idea which folder they would be located in within the cd directory? I'm assuming it would be in the root directory

Re: [hlcoders] Control and acquire data from outside the game

2010-12-15 Thread Tom Edwards
Yes. There are no limitations at all, and in fact what you're asking about has already been done by the Falcon 3D mouse thingie people. On 15/12/2010 2:47, Thaddeus W wrote: Hello everyone! I am an amature programmer working with some small scale industrial control systems (PLC, data

Re: [hlcoders] SMG model affects player rendercolor

2010-12-26 Thread Tom Edwards
You've all been brought out of retirement for one last job together. *TF2 theme tune* On 26/12/2010 9:20, David van der Staak wrote: I also un-subscribed from this list years ago ... why have i been added again (or something along those lines)?

Re: [hlcoders] Problems with source dedicated server running a source sdk mod

2011-01-07 Thread Tom Edwards
Follow these instructions: http://developer.valvesoftware.com/wiki/Dedicated_server On 07/01/2011 1:46, Marvin Kilp wrote: Its the Source SDK available on steam, based on Source SDK Base 2007. I already set up a server using HLDSUpdateTool. Did not work with the update command -update tf (tf

Re: [hlcoders] Custom render targets always 64x64?

2011-01-07 Thread Tom Edwards
Yeah it's down. (In future: http://www.downforeveryoneorjustme.com/) On 07/01/2011 3:57, Marvin Kilp wrote: Does this only affect me, or arent you able to read developer.valvesoftware.com too? --Marvin Have you tried RT_SIZE_EXACT? That might ensure that the render target is created with

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