[hlcoders] Initialization
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
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
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...
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...
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
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
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
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
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
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!
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
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
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