[hlcoders] Initialization

2005-12-11 Thread Lachlan Gunn
Hi,
In order to do certain things in my mod I need to use some third-party
libraries which need to do some initialization/termination work.  Is
there a certain place where I can call these functions as the mod is
loaded?
--
Thanks,
Lachlan

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Threading

2005-12-03 Thread Lachlan Gunn
Hi,
Is there a way in which I can spawn a thread in a cross-platform way?
I'm making a ranking system, and would rather not force the client to
wait for a response from the server or a timeout before changing maps.

Also, what would be the best way to use HTTP from the mod?  Is it
possible to do this without #ifdef'ing code for Windows and Linux?
--
Thanks,
Lachlan

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Using odd compilers

2005-10-13 Thread Lachlan Gunn
The deprecated functions are there because MS decided to dump the
standard C functions and replace them with overflow-safe[r] versions
(they may get merged into a new C standard, who knows).  AFAIK
however, there isn't a way to make it work under other compilers.
On 10/13/05, Kirk McDonald [EMAIL PROTECTED] wrote:
 I apologize if this has been discussed before, but I searched back several
 months in the archive and saw nothing like it.

 Since I do not have Visual C++ .NET 2003, I've been experimenting with
 using other compilers.

 Some background, if you like: I know a great deal about C++, but I've
 never coded with either the HL1 or Source SDKs.

 The first compiler I thought to try was MinGW (Windows port of GCC). This
 ended badly for reasons I began to chronicle here:

 http://developer.valvesoftware.com/wiki/Talk:What_compiler_do_I_need_to_build_the_SDK_code%3F

 ... and which ended up being even more complex. I would not consider this
 a viable option, now.

 The second one I tried was Visual C++ 6.0, which I happen to have on hand.
 This worked out marginally better. Now, the wiki claims this is possible:

 http://developer.valvesoftware.com/wiki/Can_I_use_Microsoft_Visual_Studio_6.0_with_the_SDK%3F

 ... but it doesn't give much in the way of details. I managed to get a mod
 from scratch to compile, but not a mod based on HL2DM. This doesn't really
 work for me since I have no idea what I am doing; I'd like to be able to
 start with modifying an existing thing, just to learn how Stuff Works.

 My next idea was to download the Visual C++ toolkit, which contains the
 compiler and linker for Visual C++ .NET 2003, and is free. Before even
 installing it, I realised that in order to use it I would need to write
 some sort of makefile or batch file or something for the Source SDK, as
 the toolkit cannot read solution files (at least, I'm fairly certain it
 can't). I've set this idea aside for now.

 My current approach is to use the Visual C++ 2005 Express Edition beta,
 which Microsoft is currently offering for free:

 http://lab.msdn.microsoft.com/express/visualc/default.aspx

 This is probably the most promising free option, but there is one major
 drawback: It's more strict about proper C++ than the 2003 version! The SDK
 (I am discovering) is full of improper C++ that is (apparently) alright in
 Visual C++ .NET 2003 but not in this Visual C++ 2005 Express Edition beta.

 The most prominent error, which is all over the place, is declaring a
 variable inside a for statement, and then using the variable after the for
 loop has ended, like in this simplified example:

 for (int i=0; i10; ++i) {
  // ...
 }
 for (i=0; i10; ++i) {
  // 
 }

 The compiler (rightly) fails on the second for loop complaining that 'i'
 was never declared. Fixing this is stupidly easy, of course, but it is
 done in a suprisingly large number of places.

 There are also a number of implicit casts from const char* to char* which
 are somewhat more annoying to fix (commenting out the const seems to do
 the trick, more or less, but I'm unsure if this has consequences down
 the line).

 Additionally, the compiler spits out a few hundred warnings complaining
 that a bunch of the C library functions are declared deprecated, but
 this sounds more like a quirk of the compiler than an error in the SDK.

 Anyway, I was just wondering if I'm wasting my time. Has anyone else tried
 this? Did it work? Would I be better served by breaking down and buying
 Visual C++ .NET 2003?

 -Kirk McDonald, aka MightyMooquack

 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




--
Lachlan

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Re: Valve and Mod Distro...

2005-09-29 Thread Lachlan Gunn
One idea, what about a service where mod-makers can register their mod
and a download URL?  That way the file doesn't need to be hosted by
Valve, but could still be accessed from Steam.
On 9/29/05, stalker333 [EMAIL PROTECTED] wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Hello,

 I changed the subject because I felt it needed to be more fitting to the 
 topic. I have been thinking of posting a suggestion like this for a few 
 weeks, muddling it around in my head.

 Basically, I would like to see Valve open a community service that allows 
 mod-makers to distribute their mods and updates via steam, for free or at 
 most a very, very small fee. Why? Well, I think the community (the players) 
 would think very highly of Valve if they showed real interest in getting 
 OTHER peoples products in to their hands as easily as they can get Valve's 
 games via steam.

 I'm sure Valve has thought about this at some point or another, but so far we 
 havent seen anything like that (or I havent anyway). Seems like not only the 
 players would apprecaite it, but mod-makers as well. Nobody likes to send 
 people to an ad-ridden site to download their game. Plus, pushing updates is 
 so much easier with steam. Since Valve's updates seems to break  random 
 things in mods more often than not (for various reasons, not saying on 
 purpose) it would surely make all those project leaders happy to get their 
 updates out ASAP too.

 Basically it would do two things. 1) Provide a very valuable service to 
 players and mod-makers alike, making both happy, and 2) Serve as a hell of a 
 PR tool. ;-)

 Has anyone from Valve ever commented on this idea? If so, sorry I missed it. 
 If not, could someone let us know if this is on the drawing board or not?

 Thanks,

 -Stoned Smurf
 AKA The Joint Chief




 Date: Wed, 28 Sep 2005 09:51:25 -0700
 From: Patrick Flanagan [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Last update has broken Mod shaders and is causing 
 crashes
 Reply-To: hlcoders@list.valvesoftware.com

 --
 [ Picked text/plain from multipart/alternative ]

 
  P.S. I like steam, would rock if mods could distribute that way.
 
 

   Not to derail the thread, but I've got a side project that might interest 
 you. I've written a similar program specifically geared toward mods, I've got 
 some screenshots of it in action and the download link at
 http://www.vapour-online.com/

  It lets players automatically update the mods they have installed, browse
 for new mods to install, find servers, chat with players, find related
 sites, and some other stuff. It currently supports HL2 mods and Doom3 mods, 
 although it's pretty simple to add support for new games and I'm planning on 
 expanding it to include several more. Each mod team is capable of uploading 
 their own updates whenever they want, so you don't have to wait on anyone to 
 set it up for you after you've got an account. If you've got a mod you'd like 
 hosted on it, drop me an email and I can hook you up.

  You'll need the .net framework installed to be able to run it. This program 
 isn't about stealing steam's thunder, it's about filling a niche that valve 
 has so far not seemed too interested in.

 --

 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




--
Lachlan

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Re: Valve and Mod Distro...

2005-09-29 Thread Lachlan Gunn
Why not both, with space on Steam servers for those who are willing to pay?
On 9/29/05, Dan Stevens (IAmAI) [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Who would host the content? Steam content servers, or would be an external
 hosting, that is ported through the Steam content servers?
 --

 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




--
Lachlan

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Third Person View

2005-09-11 Thread Lachlan Gunn
Thankyou! Really appreciate that.
On 9/12/05, Kamran [EMAIL PROTECTED] wrote:
 Oh, and it also shows how to make the weapon model disappear. :)

 Kamran wrote:

  Take a look at my 3rd Person Tutorial here:
 
  http://developer.valvesoftware.com/wiki/Creating_a_Third_Person_Camera
 
  That will show you how to implement a key to change it... but otherwise,
  if you want it permanently, use the HL2_Player::Spawn function but do:
 
  ClientCmd(thirdperson)
 
  Instead of input-.
 
  Lachlan Gunn wrote:
 
  Thanks everyone, I have that working, but there are two more problems
  I have:
 
  When I switch to third-person mode, the model is still the
  first-person model (ie. there is half a gun, and another arm sticking
  out).  How would I go about stopping that?  Do I have to edit the
  model?
 
  My other (much simpler) question is this: at what point am I supposed
  to switch to third-person mode?  Entity spawn is too early, what would
  be an appropriate time?
 
  Any help with these would be much appreciated.
 
  On 9/11/05, Lachlan Gunn [EMAIL PROTECTED] wrote:
 
 
  Ok okay, thanks, I'll give it a try.
  On 9/11/05, Beg0 [EMAIL PROTECTED] wrote:
 
 
  you are still in 1st person because the CInput::CAM_ToThirdPerson()
  containe the following code
 
  #if !defined( TF2_CLIENT_DLL )  !defined( CSTRIKE_DLL )
 
  #if !defined( _DEBUG )
 if ( gpGlobals-maxClients  1 )
 {
 // no thirdperson in multiplayer.
 return;
 }
  #endif
 
  #endif
 
  you probably have to comment this lines
 
  Lachlan Gunn a écrit :
 
 
 
input-CAM_ToThirdPerson();
 
 
 
 
  Where am I supposed to put this in? Because I've put it in the player
  spawn code, but it's still in first personI'm not sure when I'm
  supposed to switch to third person.
 
 
 
 
 
  }
 
 
  in_camera.cpp, line 56
 
  On 9/10/05, Lachlan Gunn [EMAIL PROTECTED] wrote:
 
 
 
 
  Hi,
  Sorry if this is an amazingly stupid question, but how would I go
  about switching a player to third-person view?  There is a
  function in
  CInput, but I cannot find an instance to call it from.
  --
  Thanks,
  Lachlan
 
  ___
  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
 
 
 
 
 
 
  --
  Lachlan
 
  ___
  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
 
 
 
 
  --
  Lachlan
 
 
 
 
 
  --
  Thanks,
  Lachlan
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
 
 
  --
  Kamran A
  Get Firefox! Safer, Faster, Better.
  http://www.spreadfirefox.com/?q=affiliatesid=0t=85
  Down with Internet Explorer! Say NO! to Spyware! Use Firefox
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 

 --
 Kamran A
 Get Firefox! Safer, Faster, Better.
 http://www.spreadfirefox.com/?q=affiliatesid=0t=85
 Down with Internet Explorer! Say NO! to Spyware! Use Firefox

 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




--
Lachlan

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Third Person View

2005-09-10 Thread Lachlan Gunn
Hi,
Sorry if this is an amazingly stupid question, but how would I go
about switching a player to third-person view?  There is a function in
CInput, but I cannot find an instance to call it from.
--
Thanks,
Lachlan

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Third Person View

2005-09-10 Thread Lachlan Gunn
 input-CAM_ToThirdPerson();
Where am I supposed to put this in? Because I've put it in the player
spawn code, but it's still in first personI'm not sure when I'm
supposed to switch to third person.

 }


 in_camera.cpp, line 56

 On 9/10/05, Lachlan Gunn [EMAIL PROTECTED] wrote:
  Hi,
  Sorry if this is an amazingly stupid question, but how would I go
  about switching a player to third-person view?  There is a function in
  CInput, but I cannot find an instance to call it from.
  --
  Thanks,
  Lachlan
 
  ___
  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




--
Lachlan

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Third Person View

2005-09-10 Thread Lachlan Gunn
Ok okay, thanks, I'll give it a try.
On 9/11/05, Beg0 [EMAIL PROTECTED] wrote:
 you are still in 1st person because the CInput::CAM_ToThirdPerson()
 containe the following code

 #if !defined( TF2_CLIENT_DLL )  !defined( CSTRIKE_DLL )

 #if !defined( _DEBUG )
 if ( gpGlobals-maxClients  1 )
 {
 // no thirdperson in multiplayer.
 return;
 }
 #endif

 #endif

 you probably have to comment this lines

 Lachlan Gunn a écrit :

 input-CAM_ToThirdPerson();
 
 
 Where am I supposed to put this in? Because I've put it in the player
 spawn code, but it's still in first personI'm not sure when I'm
 supposed to switch to third person.
 
 
 
 }
 
 
 in_camera.cpp, line 56
 
 On 9/10/05, Lachlan Gunn [EMAIL PROTECTED] wrote:
 
 
 Hi,
 Sorry if this is an amazingly stupid question, but how would I go
 about switching a player to third-person view?  There is a function in
 CInput, but I cannot find an instance to call it from.
 --
 Thanks,
 Lachlan
 
 ___
 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
 
 
 
 
 
 
 --
 Lachlan
 
 ___
 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




--
Lachlan

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Third Person View

2005-09-10 Thread Lachlan Gunn
Thanks everyone, I have that working, but there are two more problems I have:

When I switch to third-person mode, the model is still the
first-person model (ie. there is half a gun, and another arm sticking
out).  How would I go about stopping that?  Do I have to edit the
model?

My other (much simpler) question is this: at what point am I supposed
to switch to third-person mode?  Entity spawn is too early, what would
be an appropriate time?

Any help with these would be much appreciated.

On 9/11/05, Lachlan Gunn [EMAIL PROTECTED] wrote:
 Ok okay, thanks, I'll give it a try.
 On 9/11/05, Beg0 [EMAIL PROTECTED] wrote:
  you are still in 1st person because the CInput::CAM_ToThirdPerson()
  containe the following code
 
  #if !defined( TF2_CLIENT_DLL )  !defined( CSTRIKE_DLL )
 
  #if !defined( _DEBUG )
  if ( gpGlobals-maxClients  1 )
  {
  // no thirdperson in multiplayer.
  return;
  }
  #endif
 
  #endif
 
  you probably have to comment this lines
 
  Lachlan Gunn a écrit :
 
  input-CAM_ToThirdPerson();
  
  
  Where am I supposed to put this in? Because I've put it in the player
  spawn code, but it's still in first personI'm not sure when I'm
  supposed to switch to third person.
  
  
  
  }
  
  
  in_camera.cpp, line 56
  
  On 9/10/05, Lachlan Gunn [EMAIL PROTECTED] wrote:
  
  
  Hi,
  Sorry if this is an amazingly stupid question, but how would I go
  about switching a player to third-person view?  There is a function in
  CInput, but I cannot find an instance to call it from.
  --
  Thanks,
  Lachlan
  
  ___
  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
  
  
  
  
  
  
  --
  Lachlan
  
  ___
  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
 
 


 --
 Lachlan



--
Thanks,
Lachlan

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Another Newbie modding question!

2005-08-27 Thread Lachlan Gunn
On a related note, is there a way to do command-line builds?  Because
I haven't been able to find any information about this, so I'm still
left somewhat confused as to whether it's possible (I'm used to GCC on
*nix, so I though it was always possible, but MS appear to tie it to
the IDE).
On 8/28/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 It's VS .NET or bust.

 And on another note:
 I appreciate the fact that you realize and freely admit to not knowing
 much, and I applaud your courage at bothering to ask these questions on
 hlcoders.  But seriously; if you want help from the experienced people on
 this list, it would do well to show that you've done some basic research on
 your own.  We're all glad to help, but it does get annoying when it becomes
 evident that someone's asking for a hand-holding.

 Best wishes,
 John Sheu

 Original Message:
 -
 From: Morten Nielsen [EMAIL PROTECTED]
 Date: Sat, 27 Aug 2005 15:19:01 +0200
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Another Newbie modding question!

 Hi sorry to be such a newbie!

 But is there other programs i can use to code in? Does The SDK only
 work with Microsoft Visual Studio .NET ?

 Because the Microsoft Visual Studio cost much Money... :(

 Are there any alternatives?

 
 mail2web - Check your email from the web at
 http://mail2web.com/ .



 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




--
Thanks,
Lachlan

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Video playback

2005-08-02 Thread Lachlan Gunn
Hi, this is probably a question that more experienced users have
solved repeatedly, but I cannot seem to find it documented, so here
goes:

I am trying to display pre-rendered video (both in-game and as
cutscenes).  I assumed that the best way to do this would be to modify
the texture at runtime for each decoded frame, but I am not sure how
to go about doing this.  Could someone please point me in the right
direction or tell me another way?

Thanks,
Lachlan

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Cutscenes

2005-07-20 Thread Lachlan Gunn
Hi, this is probably a bit of an obvious question to those in the
know, but I'm not too sure at the moment.

I'm trying to make pre-rendered cutscenes for my mod, and have found a
library (AviKit) which can decode frames for me.  However I am not
sure how to render these frames as a texture inside the game.  Could
anyone possibly point me in the right direction as to how I would go
about rendering pixels onto the texture at runtime?

Thanks,
Lachlan

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders