Re: [hlcoders] (no subject)

2010-07-12 Thread Mark Chandler

Whats the rest of the error message?
'
On 7/13/2010 12:48 AM, adam chance wrote:

When I Build my Mod (Debug), I get this error:

2.\Debug_episodic/Server.dll : fatal error LNK1120: 1 unresolved externals

What do I do?
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Re: [hlcoders] Source Engine 2!!!

2010-06-11 Thread Mark Chandler
A lot of indie coders use macs. So it will be popular with mod teams and 
such.

Mark

On 6/12/2010 10:16 AM, Keeper wrote:
 Thinking about this ... how much development do people think will happen on
 macs?  In the school/academic world, it makes sense because of the
 availability to larger groups of macs.  In the real world, however, most
 people who code don't use macs.  Is that trend changing?  I'm not a mac
 hater, I just know in the business world they aren't generally used for
 this.

 As far as moving the steam platform to mac, that makes total sense.  Outside
 of advertising/art departments macs are known as being home computers.

 Just wondering if it makes sense from a developers standpoint.

 Keeper

 -Original Message-
 From: Byron Mallett [mailto:byrona...@gmail.com]
 Sent: Friday, June 11, 2010 9:23 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Source Engine 2!!!

 I've managed to get my course coordinator for my Digital media course quite
 interested in the possibilities of Source modding as something to add to our
 Mac lab. Now all we need is an SDK to play around with. :D


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Re: [hlcoders] VS2010

2010-04-13 Thread Mark Chandler
You can use 2010 but still compile as 2008 as long as its installed. 
Thus you get the ui update with out the hassle.



On 4/13/2010 4:34 PM, Adam Buckland wrote:
 It may be a weird reason, but I use it just because the new UI design
 is easier on the eyes (especially if it's late at night!)

 On 13 Apr 2010, at 08:40, Harry Pidcockhaz...@tpg.com.au  wrote:


 I'm using the RC right now. And so far its just pointless to upgrade.

 I'm going to wait till SP1 before I shift to 2010. 2008 is still the
 way to
 go.

 --
 From: Garry Newmangarrynew...@gmail.com
 Sent: Tuesday, April 13, 2010 5:36 PM
 To: Discussion of Half-Life Programminghlcoders@list.valvesoftware.com
  

 Subject: Re: [hlcoders] VS2010

  
 Anyone wanna try to convince me to upgrade?

 garry

 On Tue, Apr 13, 2010 at 7:26 AM, Tobias Kammersgaard
 tobias.kammersga...@gmail.com  wrote:

 I'm using the RC, which is alot more stable compared to the betas. I
 had no problems with upgrading (Missing Information is compiled with
 2010).

 - ScarT

 2010/4/13, Bob Somersmagicbob...@gmail.com:
  
 It's out now, if you haven't heard.

 http://www.microsoft.com/visualstudio/en-us/

 Did anyone here on the list use the betas or RCs (or even the now
 the
 release version) for compiling source mods? I'd love to upgrade to
 VS2010 to get the multi-monitor support, but if it's going to
 cause me
 headaches I'll just stick with VS2008.

 --Bob

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 --
 Sendt fra min mobile enhed


 /ScarT

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

2010-03-20 Thread Mark Chandler
Im using wxWidgets for work as a cross platform gui. It uses native 
controls for each platform and works in a very c++ way, should give it a 
look.

Mark


On 3/21/2010 9:25 AM, Richard Slaughter wrote:
 I'm not convinced touting a common Java UI is a good thing. Java apps,
 as a rule, look awful and have terrible interfaces.

 I'd go with .Net over Java, Mono ftw!

 - Rich

 Jorge Rodriguez wrote:

 If you avoid windows.h I find it easier to port C/C++ to other platforms
 than Java. If you don't avoid windows.h it becomes more ambiguous but it's
 still certainly not a Java advantage.


  

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Re: [hlcoders] How to find SteamID

2010-01-18 Thread Mark Chandler
If you use steam_api.lib from the sdk and steam_api.dll you can get it 
this way:


#include steam/steam_api.h
#include steam/isteamuser.h
#include steam/steamclientpublic.h

 SteamAPI_InitSafe();

 CSteamAPIContext cc;
 cc.Init();
 ISteamUser *user = cc.SteamUser();

 if (user)
 {
 CSteamID  sid = user-GetSteamID();

 uint64 scid = sid.ConvertToUint64();

 bool srv = scid % 2;
 int auth = ((scid - srv) - 76561197960265728) / 2;

 char text[255];
 Q_snprintf(text, 255, STEAM_0:%d:%d\n, srv, auth);
}


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Re: [hlcoders] vgui::TextEntry problems

2009-09-20 Thread Mark Chandler
m_pTextPass is a pointer to a char not a char array and thus cant store the 
result in it.

Change it to:


char m_pTextUser[255];
char m_pTextPass[255];
 
nLena = 255


steven belmans wrote:
 Hi all. 
 For some reason this piece of code forces my mod crash! I don't have a clue 
 of what's going rong.
 char *m_pTextUser = ;
 char *m_pTextPass = ;
 int nLena = m_pUser-GetTextLength() + 1;
 int nLenb = m_pPassword-GetTextLength() + 1;
 m_pUser-SetText(terrorcell);
 m_pUser-GetText(m_pTextUser, nLena);// m_pUser is a vgui::TextEntry
 m_pPassword-GetText(m_pTextPass, nLenb);// m_pPassword is a 
 vgui::TextEntry
 Msg(m_pTextUser);
 Msg(m_pTextPass);
 I have no compile error,s / warnings. 
 Thanks in advance

 _
 Hebben jij en je vrienden leuke foto's van jullie feestje? Maak een 
 groepsalbum en geniet nog extra na. 
 http://www.microsoft.com/belux/nl/windows/windowslive/products/photos.aspx
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Re: [hlcoders] Getting the SteamID or CommunityID if the player in a Singleplayer game?

2009-09-18 Thread Mark Chandler
Just hash the usernames into an int. The chance of collisions is small 
and being an int it will be hard to find in the code. We do this for 
goldeneye source

ZuM wrote:
 Well, probably it will be hard coded on the code right?

 Also all the options presented here would be easily hackeable, IF the user
 wants, but of course it will stop anyone who doesn't know or doesn't want to
 waste time to hack it, so i believe that any of them is suitable :).

 2009/9/18 Tobias Kammersgaard tobias.kammersga...@gmail.com

   
 What happens if someone modifies that list of Steamids? I'm assuming it'll
 be an offline list?

 /ScarT


 2009/9/18 Jonas 'Sortie' Termansen hlcod...@maxsi.dk

 
 Heimo Stieg skrev:
   
 You have also other options:
 Check the steam account name( just check the folders )
 Read the steamid out of the registry or the log files
 BIOS or motherboard serial number ( use WMI for that )
 
 Kyle '1/4 Life' and I decided on detecting the Steam Account Names using
 the current working directory using the command _getcwd() and then
 parsing the string to isolate the Steam Username and then comparing it
 to a list of usernames. Quite simple, really. It's easy to hack using a
 hex editor, but we decided it's reliable enough for our needs.

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Re: [hlcoders] Getting the SteamID or CommunityID if the player in a Singleplayer game?

2009-09-18 Thread Mark Chandler
Not really. If you can find and work out how to change ints you can work 
out how to bypass the check code in the first place.


Saul Rennison wrote:
 Thanks for releasing your trade secrets. :|

 Thanks,
 - Saul.

 On 18 Sep 2009, at 14:34, Mark Chandler lo...@iinet.net.au wrote:

   
 Just hash the usernames into an int. The chance of collisions is small
 and being an int it will be hard to find in the code. We do this for
 goldeneye source

 ZuM wrote:
 
 Well, probably it will be hard coded on the code right?

 Also all the options presented here would be easily hackeable, IF  
 the user
 wants, but of course it will stop anyone who doesn't know or  
 doesn't want to
 waste time to hack it, so i believe that any of them is suitable :).

 2009/9/18 Tobias Kammersgaard tobias.kammersga...@gmail.com


   
 What happens if someone modifies that list of Steamids? I'm  
 assuming it'll
 be an offline list?

 /ScarT


 2009/9/18 Jonas 'Sortie' Termansen hlcod...@maxsi.dk


 
 Heimo Stieg skrev:

   
 You have also other options:
 Check the steam account name( just check the folders )
 Read the steamid out of the registry or the log files
 BIOS or motherboard serial number ( use WMI for that )

 
 Kyle '1/4 Life' and I decided on detecting the Steam Account  
 Names using
 the current working directory using the command _getcwd() and then
 parsing the string to isolate the Steam Username and then  
 comparing it
 to a list of usernames. Quite simple, really. It's easy to hack  
 using a
 hex editor, but we decided it's reliable enough for our needs.

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Re: [hlcoders] Awkward crash dumps

2009-08-07 Thread Mark Chandler
Look down the stack trace as something earlier on could be causing it

a...@watkins.to wrote:
 I've been working on fixing the crashes introduced in the latest version of 
 our mod. From mdmps, I've got all the obvious ones, but there's a few that I 
 just don't know how to deal with. In fact, it seems to me that there's likely 
 nothing that I CAN do, short of stripping all our features out  letting a 
 small army of testers play with it for a week, then adding in features one at 
 a time and repeating, until these occasional crashes are reintroduced. That 
 sounds like a knightmare, and would likely take several months.

 Does anyone have any better suggestions on how to deal with:

 * A crash where the call stack ONLY shows a memory address? Not even any 
 mention of a dll. This is our most common crash, and happens 1-2 times a day 
 on each server.

 * One pointing to __RTDynamicCast in server.dll, with nothing to say WHICH 
 cast caused issues? And if its a dynamic cast, then ... it shouldn't crash if 
 it fails? This has only come up once, admittedly.

 * Another crash pointing at this line in Physics_RunThinkFunctions:
 CBaseEntity **list = (CBaseEntity **)stackalloc( sizeof(CBaseEntity *) * 
 listMax );
 I'd guess that could potentially be a stack overflow? If it is, any 
 suggestions on tracking down what from? Its come up a couple of times now, on 
 different servers.

 Note that we don't currently have a linux client, these are all windows 
 crashes, in case that is relevant. Any suggestions or tips would be greatly 
 appreciated - we're all ready to release an update, apart from these!

 --
 This message was sent on behalf of a...@watkins.to at openSubscriber.com
 http://www.opensubscriber.com/messages/hlcoders@list.valvesoftware.com/topic.html

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Re: [hlcoders] Could not load library client Error

2009-07-07 Thread Mark Chandler
Are you compiling the map for the right engine version as ep1 maps dont 
work in ob and ob maps dont work in ep1.


Mark

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Re: [hlcoders] Could not load library client Error

2009-07-07 Thread Mark Chandler
Thought there was some texture/model issue (remember the good old days 
before hammer for ob and you had to hack all the textures up)


mark

Jonas 'Sortie' Termansen wrote:
 (Ep1 maps works in OB according to my experience)

 - Original Message - 
 From: Mark Chandler lo...@iinet.net.au
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 Sent: Tuesday, July 07, 2009 4:37 PM
 Subject: Re: [hlcoders] Could not load library client Error


   
 Are you compiling the map for the right engine version as ep1 maps dont
 work in ob and ob maps dont work in ep1.


 Mark

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Re: [hlcoders] Implementing head tracking

2009-06-14 Thread Mark Chandler
Mind shareing some sample code as this is driving me nuts atm.

Steve Henderson wrote:
 2) When you position the player, you are moving the feet of the
 player's model.  You will have to figure out the transformation from
 the feet to the eyes (based on the model's eye height) to figure out
 how to put the camera where the tracker is.  Also, changing the
 player's orientation doesn't change the view orientation.  We found
 that we had to change the player's orientation (angles) as well as the
 engine's **ViewAngles** to get the behavior we need.

 Steve
   

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Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Mark Chandler
Got a link with more info?


Jonas 'Sortie' Termansen wrote:
 Despite your awful English and bad formatting and poorly asked question, I 
 am already working on a technology to keep mods automatically updated using 
 a content server network and torrenting for additional bandwidth. It's 
 already in its beta stages and is used for my own mod's demos, but I'll go 
 public in a matter of months, and then this should be a problem of the past.

 Sortie.

 - Original Message - 
 From: Sykes sy...@ladnet.org
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 Sent: Monday, June 01, 2009 4:28 PM
 Subject: [hlcoders] Dll updates : ways to update your clients


   
 So I know steam-works is the official solution to distributing your
 mod DLL's/content. This seems great if you are a major MOD or 
 game publisher.

 however for the small outfit MOD maker.. has anyone come up any
 solutions for keeping your mod player's dlls uptodate (hotfixes etc..)
 OR have i missed something and we can get hooked up to steamworks?!

 We use SVN for the betatesters + a small SVN enabled app which they
 run before starting the game to sync them up to our BETATEST build..
 however this isnt the experience we want for normal players..

 so any suggestions welcome : cuz quit frankly releasing zip
 files/website download links is s 90's :o)
 regards
 s.

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Re: [hlcoders] How are gamerules handled?

2009-05-11 Thread Mark Chandler
There is two ways to do what you want. Inside the gamerules class you 
can do different logic depending on the game type, the other way is to 
have one gamerule class per game type. This is what we have done in 
GoldenEye Source.

void InstallGameRules()
{
if (ge_singleplayer.GetBool())
CreateGameRulesObject( CGESPRules );
else
CreateGameRulesObject( CGEMPRules );
}

Not sure but you will prob find the function with the same name in 
client.cpp on the server.

Mark

Idrox Gedrono wrote:
 Gamerules are driving me nuts, particularly because there's little info 
 available on the VDC, and doing a search for 'gamerules' or, heaven forbid, 
 'rules' in the source code gives a bazillion results.  I can figure out how 
 to modify a gametype, but how, or where, does the game actually select what 
 class of gamerules to use?  How would you change that?  Thanks in advance :).

 -Kohan


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Re: [hlcoders] how to disable intellisense fromgrayingoutproprocessor conditional blocks?

2009-05-07 Thread Mark Chandler
That is worse as intelisense still doesnt work and you cant tell where  
it works from where it doesnt.



On 07/05/2009, at 3:48 PM, Willem Engel | Naviscale wrote:

 There is an option to disable...

 Its in Tools  Options  Text Editor  C/C++  Formatting, and its  
 called colorize inactive blocks in a different color.

 hth

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com 
 [mailto:hlcoders-boun...@list.valvesoftware.com 
 ] On Behalf Of Dan Clark
 Sent: 07 May 2009 00:58
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] how to disable intellisense  
 fromgrayingoutproprocessor conditional blocks?

 The grayed code has to be the most annoying thing about vs.

 Sometimes I will comment out the #ifdef and it works then uncomment to
 compile

 Best regards,
 Dan
 http://www.Lnxmad.com



 Sykes wrote:
 Not sure if it helps..

 But for deep coding sessions, I just run the server and  
 client .vcproj
 files in their own VC instances.
 this sorts out the preprocessor shinanigens once and for all :D
 s.

 2009/5/6 Jonas 'Sortie' Termansen hlcod...@maxsi.dk:

 That's what I said, it's a useful workaround, and it is possible  
 to switch
 projects automatically when you open a new file, but I forgot  
 where the
 setting is/what it is called.

 And if you can't get intellisense working correctly, remember that  
 real
 programmers use notepad - or use butterflies to change the flow of  
 the eddy
 currents in the upper atmosphere. These cause momentary pockets of
 higher-pressure air to form, which acts as lenses that deflect  
 incoming
 comics rays, focusing them to strike the driver platter and flip  
 the desired
 bit - but there is a C++ command for that in the C Runtime, if you  
 are lazy.
 ;-)

 (How else would anyone imagine that bitmasks work?)

 From: Stephen Swires stephen.swi...@gmail.com

 Have you noticed in your solution explorer that one of the  
 projects is
 listed in bold? If you right click one of them and set it to the  
 default
 project it will use the intellisense/preprocessing blocks of that  
 project.
 Annoying I know.

 On Wed, May 6, 2009 at 10:06 AM, Tom Leighton
 tomrleigh...@googlemail.comwrote:


 I reported this as a bug to Microsoft a while back. I forget their
 response, but it was something along the lines of desired
 functionality and wont fix.

 Mark Chandler wrote:

 Thats not the issue. Its visual studio being gay.

 Visual stuido only reads the preprocessor defines from the first
 project but uses them in every project. So code from the server  
 is
 greyed out but is active.

 Ms knows about this but they cant fix it as it is part of the  
 major
 system. Hopefully there wont be this issue in 2010 and its why we
 still use 2005 for work.

 Mark


 On 06/05/2009, at 1:31 PM, Jonas 'Sortie' Termansen wrote:



 Select the Server or Client project from the Solution Explorer,
 Right Click,
 Set as Startup Project. Wait a second. Done. There is also an  
 option
 in the
 settings that automatically switchs projects when you click on a
 file in
 another project in the solution, but I forgot it's name and  
 couldn't
 refind
 it.

 - Original Message -
 From: Acolyte Of the Milkman mastersmit...@msn.com
 To: Discussion of Half-Life Programming 

 hlcoders@list.valvesoftware.com

 Sent: Wednesday, May 06, 2009 5:06 AM
 Subject: Re: [hlcoders] how to disable intellisense  
 fromgrayingout
 proprocessor conditional blocks?




 Getting Intellisense working in the grey area is the main  
 thing, but
 thanks
 for the advice anyways. I guess I'll just have to bite down  
 and do
 what my
 coding forefathers had to, remember the names of
 classes/functions/variables/etc

 --
 From: Tony Sergi to...@valvesoftware.com
 Sent: Tuesday, May 05, 2009 7:25 PM
 To: Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] how to disable intellisense from
 grayingoutproprocessorconditional blocks?



 It's in options.
 'colorize inactive code blocks in a different color'

 Options - text editor - c/c++ - formatting.

 Note; that even though it won't be grey anymore,  
 intellisense will
 still
 not work in there, if you want to use it.


 -Tony

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf  
 Of Jorge
 Rodriguez
 Sent: May-05-09 5:44 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] how to disable intellisense from  
 graying out
 proprocessor conditional blocks?

 This has bothered me for a while and I would like to know the
 solution
 too,
 but my layman's solution is to copy stuff outside of the
 CLIENT_DLL block
 and then right click it, it's usually recognized by  
 intellisense
 immediately.

 --
 Jorge Vino Rodriguez
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Re: [hlcoders] how to disable intellisense fromgrayingout proprocessor conditional blocks?

2009-05-06 Thread Mark Chandler
Thats not the issue. Its visual studio being gay.

Visual stuido only reads the preprocessor defines from the first  
project but uses them in every project. So code from the server is  
greyed out but is active.

Ms knows about this but they cant fix it as it is part of the major  
system. Hopefully there wont be this issue in 2010 and its why we  
still use 2005 for work.

Mark


On 06/05/2009, at 1:31 PM, Jonas 'Sortie' Termansen wrote:

 Select the Server or Client project from the Solution Explorer,  
 Right Click,
 Set as Startup Project. Wait a second. Done. There is also an option  
 in the
 settings that automatically switchs projects when you click on a  
 file in
 another project in the solution, but I forgot it's name and couldn't  
 refind
 it.

 - Original Message -
 From: Acolyte Of the Milkman mastersmit...@msn.com
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com 
 
 Sent: Wednesday, May 06, 2009 5:06 AM
 Subject: Re: [hlcoders] how to disable intellisense fromgrayingout
 proprocessor conditional blocks?


 Getting Intellisense working in the grey area is the main thing, but
 thanks
 for the advice anyways. I guess I'll just have to bite down and do  
 what my
 coding forefathers had to, remember the names of
 classes/functions/variables/etc

 --
 From: Tony Sergi to...@valvesoftware.com
 Sent: Tuesday, May 05, 2009 7:25 PM
 To: Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] how to disable intellisense from
 grayingoutproprocessorconditional blocks?

 It's in options.
 'colorize inactive code blocks in a different color'

 Options - text editor - c/c++ - formatting.

 Note; that even though it won't be grey anymore, intellisense will  
 still
 not work in there, if you want to use it.


 -Tony

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jorge
 Rodriguez
 Sent: May-05-09 5:44 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] how to disable intellisense from graying out
 proprocessor conditional blocks?

 This has bothered me for a while and I would like to know the  
 solution
 too,
 but my layman's solution is to copy stuff outside of the  
 CLIENT_DLL block
 and then right click it, it's usually recognized by intellisense
 immediately.

 --
 Jorge Vino Rodriguez
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[hlcoders] RecvTables and New Build Method

2009-02-28 Thread Mark Chandler
Hey guys,

Got a problem i cant figure out and i hope the collective minds on the 
list can give me some help. With GES i have split both the client and 
server project files up into two projects. One of which compiles in to a 
lib and has the sdk code and needed libs (this only needs to be compiled 
once) and the other has the custom ges code and compiles the sdk lib 
into the dll file.

Now this has reduced compile times to seconds (and rebuild times in to 
10's of seconds) how ever i have one problem. It seems some of the 
receive table code is not being linked into the final dll file. Does any 
one know a trick to get it include as atm it produces mismatched tables 
when trying to make a server:


Mark


DataTable warning: No matching RecvTable for SendTable 'DT_BaseDoor'.
DataTable warning: No matching RecvTable for SendTable 'DT_BaseGrenade'.
DataTable warning: No matching RecvTable for SendTable 
'DT_BaseParticleEntity'.
DataTable warning: No matching RecvTable for SendTable 'DT_BasePropDoor'.
DataTable warning: No matching RecvTable for SendTable 'DT_BaseViewModel'.
DataTable warning: No matching RecvTable for SendTable 
'DT_BreakableSurface'.
DataTable warning: No matching RecvTable for SendTable 'DT_Corpse'.
DataTable warning: No matching RecvTable for SendTable 'DT_DynamicProp'.
DataTable warning: No matching RecvTable for SendTable 
'DT_EntityParticleTrail'.
DataTable warning: No matching RecvTable for SendTable 'DT_EnvScreenEffect'.
DataTable warning: No matching RecvTable for SendTable 
'DT_EnvScreenOverlay'.
DataTable warning: No matching RecvTable for SendTable 'DT_FogController'.
DataTable warning: No matching RecvTable for SendTable 'DT_HalfLife2Proxy'.
DataTable warning: No matching RecvTable for SendTable 
'DT_HL2MPGameRulesProxy'.
DataTable warning: No matching RecvTable for SendTable 'DT_Barnacle'.
DataTable warning: No matching RecvTable for SendTable 'DT_ParticleSystem'.
DataTable warning: No matching RecvTable for SendTable 'DT_PhysBox'.
DataTable warning: No matching RecvTable for SendTable 
'DT_PhysBoxMultiplayer'.
DataTable warning: No matching RecvTable for SendTable 'DT_PhysicsProp'.
DataTable warning: No matching RecvTable for SendTable 
'DT_PhysicsPropMultiplayer'.
DataTable warning: No matching RecvTable for SendTable 'DT_PhysMagnet'.
DataTable warning: No matching RecvTable for SendTable 'DT_Plasma'.
DataTable warning: No matching RecvTable for SendTable 'DT_PropCombineBall'.
DataTable warning: No matching RecvTable for SendTable 'DT_RagdollManager'.
DataTable warning: No matching RecvTable for SendTable 'DT_ScriptIntro'.
DataTable warning: No matching RecvTable for SendTable 'DT_SpriteTrail'.
DataTable warning: No matching RecvTable for SendTable 
'DT_TEHL2MPFireBullets'.
DataTable warning: No matching RecvTable for SendTable 'DT_WaterBullet'.
DataTable warning: No matching RecvTable for SendTable 'DT_WeaponFrag'.
DataTable warning: No matching RecvTable for SendTable 
'DT_WeaponPhysCannon'.


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Re: [hlcoders] RecvTables and New Build Method

2009-02-28 Thread Mark Chandler
Hmm, i tried that option but didnt seem to do any thing. Well before  
it only rebuilt the files that changed however this separates the sdk  
from ges very nicely and cleans things up alot, just got to solve this  
one error.

Thanks for your help any way paul (i think i got this idea from you in  
the first place.)


mark


On 01/03/2009, at 6:11 AM, Paul Peloski wrote:

 Sounds like the linker is discarding those symbols because analysis  
 has
 determined they are unreferenced. Linker option /OPT:NOREF (
 http://msdn.microsoft.com/en-us/library/bxwfs976(VS.80).aspx) sounds  
 like it
 might fix the problem, if it works. I believe there are still some  
 symbols
 that won't be included even with /OPT:NOREF. In that case, the only  
 thing to
 do would be to force the linker to include the symbols that aren't  
 being
 linked, for example:

 #pragma comment(linker, /include:symbol)

 ...I think you'll find that thought this makes rebuild faster and  
 makes your
 project look tidier, it's not really worth the hassle. Instead you  
 should
 structure your code so that you don't have to modify the base  
 classes in the
 SDK very often. During my normal work on BMS entities, F5 only  
 compiles the
 files I changed (linking will take the same time for both of us).

 Paul

 On Sat, Feb 28, 2009 at 4:44 AM, Mark Chandler lo...@iinet.net.au  
 wrote:

 Hey guys,

 Got a problem i cant figure out and i hope the collective minds on  
 the
 list can give me some help. With GES i have split both the client and
 server project files up into two projects. One of which compiles in  
 to a
 lib and has the sdk code and needed libs (this only needs to be  
 compiled
 once) and the other has the custom ges code and compiles the sdk lib
 into the dll file.

 Now this has reduced compile times to seconds (and rebuild times in  
 to
 10's of seconds) how ever i have one problem. It seems some of the
 receive table code is not being linked into the final dll file.  
 Does any
 one know a trick to get it include as atm it produces mismatched  
 tables
 when trying to make a server:


 Mark


 DataTable warning: No matching RecvTable for SendTable 'DT_BaseDoor'.
 DataTable warning: No matching RecvTable for SendTable  
 'DT_BaseGrenade'.
 DataTable warning: No matching RecvTable for SendTable
 'DT_BaseParticleEntity'.
 DataTable warning: No matching RecvTable for SendTable  
 'DT_BasePropDoor'.
 DataTable warning: No matching RecvTable for SendTable  
 'DT_BaseViewModel'.
 DataTable warning: No matching RecvTable for SendTable
 'DT_BreakableSurface'.
 DataTable warning: No matching RecvTable for SendTable 'DT_Corpse'.
 DataTable warning: No matching RecvTable for SendTable  
 'DT_DynamicProp'.
 DataTable warning: No matching RecvTable for SendTable
 'DT_EntityParticleTrail'.
 DataTable warning: No matching RecvTable for SendTable
 'DT_EnvScreenEffect'.
 DataTable warning: No matching RecvTable for SendTable
 'DT_EnvScreenOverlay'.
 DataTable warning: No matching RecvTable for SendTable  
 'DT_FogController'.
 DataTable warning: No matching RecvTable for SendTable  
 'DT_HalfLife2Proxy'.
 DataTable warning: No matching RecvTable for SendTable
 'DT_HL2MPGameRulesProxy'.
 DataTable warning: No matching RecvTable for SendTable 'DT_Barnacle'.
 DataTable warning: No matching RecvTable for SendTable  
 'DT_ParticleSystem'.
 DataTable warning: No matching RecvTable for SendTable 'DT_PhysBox'.
 DataTable warning: No matching RecvTable for SendTable
 'DT_PhysBoxMultiplayer'.
 DataTable warning: No matching RecvTable for SendTable  
 'DT_PhysicsProp'.
 DataTable warning: No matching RecvTable for SendTable
 'DT_PhysicsPropMultiplayer'.
 DataTable warning: No matching RecvTable for SendTable  
 'DT_PhysMagnet'.
 DataTable warning: No matching RecvTable for SendTable 'DT_Plasma'.
 DataTable warning: No matching RecvTable for SendTable
 'DT_PropCombineBall'.
 DataTable warning: No matching RecvTable for SendTable  
 'DT_RagdollManager'.
 DataTable warning: No matching RecvTable for SendTable  
 'DT_ScriptIntro'.
 DataTable warning: No matching RecvTable for SendTable  
 'DT_SpriteTrail'.
 DataTable warning: No matching RecvTable for SendTable
 'DT_TEHL2MPFireBullets'.
 DataTable warning: No matching RecvTable for SendTable  
 'DT_WaterBullet'.
 DataTable warning: No matching RecvTable for SendTable  
 'DT_WeaponFrag'.
 DataTable warning: No matching RecvTable for SendTable
 'DT_WeaponPhysCannon'.


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Re: [hlcoders] commands missing from dedicated server build

2009-02-25 Thread Mark Chandler
The command is not missing, just linux is not linking right. Check my 
posts from 2 weeks ago on this very issue and a fix.

Mark

Michael Chang wrote:
 Hey all

 The say command works on a listen server, and has worked with HL2DM
 dedicated.

 We've switched to scratch sdk. We've compiled a linux dedicated server...
 and no one can say anything with with the say command. The command is
 totally missing.

 Finally, we can actually use rcon say and that actually works.

 Anyone know what might cause this?

 ~M
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Re: [hlcoders] Invalid Steam key size.

2009-02-20 Thread Mark Chandler
Im getting this error again in GoldenEye source.

Have a dedicated server which is upto date. :(



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Re: [hlcoders] [hlds_linux] Orange Box Engine Update Released

2009-02-18 Thread Mark Chandler
 *
 *   Unable to load Steam support library.*
 *   This server will operate in LAN mode only.*
 *


If your getting this error above for mod dedicated servers here is the  
fix:

In your gameinfo.txt change  Game hl2 to  Game | 
all_source_engine_paths|hl2 and make a new file called steam.inf with  
appid=218 inside (or the appid you base your mod off).


Now you should be able to start your mod dedicated server.


On 18/02/2009, at 9:23 AM, Mark Chandler wrote:

 Jsaon im still getting this on my ob srcds (windows):

 *
 *   Unable to load Steam support library.*
 *   This server will operate in LAN mode only.*
 *

 :(

 Mark


 Jason Ruymen wrote:
 Updates to the Orange Box Engine have been released.  The updates  
 are optional for Team Fortress 2 and Day of Defeat: Source.  The  
 specific changes include:

 - Updated the engine to report SteamIDs using the Steam_0 format  
 instead of Steam_1
 - Fixed problems in Half-Life 2: Episode Two, Portal, and Source  
 mods running the current Orange Box engine
 - Reverted the change that capped rate at 3

 Jason

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Re: [hlcoders] Linux Build Problem

2009-02-17 Thread Mark Chandler
Thanks to step i have solved this, it was the make file issue which we 
never updated.


http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg24575.html


Stephen Micheals wrote:
 you asked for help on this before sill post my response again since i
 did not see a reply:

 the problem i think may stem from files missing in the project file
 and thus causing problems later.

 http://www.nopaste.com/p/amuitIo1z

 check and see if those files are within your server vcproj file then
 if not add them and see if it works afterwards.


 On Sat, Feb 14, 2009 at 8:15 PM, Mark Chandler lo...@iinet.net.au wrote:
   
 Hi,

 With GoldenEye Source we are having major issues with our linux build.
 It builds and runs fine but it seems that non of the client commands get
 to the server as chat doesnt work and chacterseletion doesnt work ether.

 We have tried building with gcc 3.4.6 and the new gcc (4.1.X) and still
 have the same problems. It was noted that hl2mp had this issue once. Any
 ideas on how to solve it?


 Mark
 

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Re: [hlcoders] Linux Build Problem

2009-02-15 Thread Mark Chandler
Sorry, we tried that with still no luck. Im out of ideas atm.

Mark


On 16/02/2009, at 1:24 AM, Stephen Micheals wrote:

 you asked for help on this before sill post my response again since i
 did not see a reply:

 the problem i think may stem from files missing in the project file
 and thus causing problems later.

 http://www.nopaste.com/p/amuitIo1z

 check and see if those files are within your server vcproj file then
 if not add them and see if it works afterwards.


 On Sat, Feb 14, 2009 at 8:15 PM, Mark Chandler lo...@iinet.net.au  
 wrote:
 Hi,

 With GoldenEye Source we are having major issues with our linux  
 build.
 It builds and runs fine but it seems that non of the client  
 commands get
 to the server as chat doesnt work and chacterseletion doesnt work  
 ether.

 We have tried building with gcc 3.4.6 and the new gcc (4.1.X) and  
 still
 have the same problems. It was noted that hl2mp had this issue  
 once. Any
 ideas on how to solve it?


 Mark

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Re: [hlcoders] Engine Error: CTS ListBase: Misaligned node

2009-02-15 Thread Mark Chandler
Just cause a crash happens there doesnt mean it valves fault. You need  
to look at the call stack when the crash happens and see what it was  
doing in your code.

Mark

On 16/02/2009, at 8:29 AM, W0rf0x wrote:

 Well, I already talked to our coder regarding this error and he said  
 the
 crash occurs in tier0.dll, and theres no source available for it (as  
 far as
 i know).

 (I am not lasershock btw, if thats what you mean.)
 - Original Message -
 From: Tobias Kammersgaard tobias.kammersga...@gmail.com
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com 
 
 Sent: Monday, February 16, 2009 12:13 AM
 Subject: Re: [hlcoders] Engine Error: CTS ListBase: Misaligned node


 Seems like a Obsidian Conflict specific bug, so it probably belongs  
 on
 their
 forum instead of here.

 /ScarT (hello lasershock)


 2009/2/16 W0rf0x w0r...@gmx.de

 Hello,

 Im getting this Engine Error on 2 of my maps a few seconds after  
 the npcs
 get spawned into the map, and i have no idea whats the cause of it  
 and
 how
 to fix it, im assuming it has something to do with the placement of
 info_nodes (all types of them).
 The types of npcs that spawn before the crash occurs are Combine
 Soldiers,
 Striders and Dropships, the combines are set up to do assaults  
 while the
 striders and dropships follow normal path_corners/_tracks.

 The weird thing is that it only crashes the clients, the server isnt
 affected by this, and if an crashed client rejoins the server, it  
 doesnt
 happen again as long as the map hasnt been restarted/changed.

 This happens in Obsidian Conflict, a coop mod using the Orangebox  
 engine,
 and i would be very glad if someone could tell me whats the cause  
 of that
 error and how it can be fixed.

 Heres an screenshot of it:
 http://w0rf0x.de/screens/misalignednode.jpg
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Re: [hlcoders] TF2 Colision

2009-02-14 Thread Mark Chandler
think it might be when the l4d sdk comes out.


On 14/02/2009, at 11:45 PM, botman wrote:

 Tony Sergi wrote:
 Soon as the SDK goes into beta again, it's there.

 How long is that in Valve time?  :)

 --  
 Jeffrey botman Broome

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[hlcoders] Linux Build Problem

2009-02-14 Thread Mark Chandler
Hi,

With GoldenEye Source we are having major issues with our linux build. 
It builds and runs fine but it seems that non of the client commands get 
to the server as chat doesnt work and chacterseletion doesnt work ether.

We have tried building with gcc 3.4.6 and the new gcc (4.1.X) and still 
have the same problems. It was noted that hl2mp had this issue once. Any 
ideas on how to solve it?


Mark

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[hlcoders] Linux Compile Not working

2009-02-06 Thread Mark Chandler
Hey,

We are just about to release GoldenEye Source beta 3 and we came accross 
a strange bug. Our linux build can run a server fine but none of the 
client commands (say, use etc) work at all.

 From memory there was a simillar problem with linux hl2dm. What was the 
fix for this?


Mark

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[hlcoders] Steam, vista and UAC

2009-01-20 Thread Mark Chandler
Im in the process of writing an application that needs to write to the 
program files (which invokes uac on vista) but i have noticed that steam 
never seems to do it.

How does steam get around uac on vista?



Mark

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Re: [hlcoders] Act Busy

2008-12-27 Thread Mark Chandler

I added it to createBehaviors but i did miss that. Ill give it a try  
tomorrow. Thanks

Mark

On 28/12/2008, at 1:05 AM, Sander wrote:

 My guess is you forgot to add this in SelectSchedule:
   if ( BehaviorSelectSchedule() )
   {
   return BaseClass::SelectSchedule();
   }

 Or you forgot to add the behavior in CreateBehaviors()

 Sander

 On Sat, Dec 27, 2008 at 4:01 PM, Mark Chandler lo...@iinet.net.au  
 wrote:
 Ok, i have managed to make a new npc and set up schedules to make him
 do what i want, the only thing i cant get working is the act busy.

 My npc is derived from CAI_BaseActor, calls NPCint on spawn and adds
 the actbusy behavior (like combine and citizen) but it still wont  
 work.

 What else do i have to do to get it to work?


 Mark



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Re: [hlcoders] Distributed Map Compiling [hammer]

2008-07-14 Thread Mark Chandler
Fantastic :P 


Thank you

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ondrej Hošek
Sent: Monday, July 14, 2008 1:38 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Distributed Map Compiling [hammer]

Does this not work?

http://developer.valvesoftware.com/wiki/VMPI

~~ Ondra

On 14.07.08 6:47 Uhr, Mark Chandler wrote:
 Mike and yahn is there any chance to get a release of the program valve
uses
 internally to distribute compiling of maps over many computers?

 My father and i are going to buy a mac pro (have 8 cores @ 3ghz and 12 gb
of
 ram) each which i would love to be able to send work to them for map
 compiles.

 Yes i know they are macs but they can run vista 64-bit with all cores and
 all memory.

 Mark


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Re: [hlcoders] Distributed Map Compiling [hammer]

2008-07-14 Thread Mark Chandler
Well if I can get this working, I should be able to compile over 20 cores
and 30gb of ram. Should be pretty fast hopefully.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ondrej Hošek
Sent: Monday, July 14, 2008 2:30 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Distributed Map Compiling [hammer]

No problem.

Now let me sit here with my toy Mac mini and its 1.5GHz single-core 
processor while you get all the girls. ;-P

~~ Ondra

On 14.07.08 8:15 Uhr, Mark Chandler wrote:
 Fantastic :P


 Thank you

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ondrej Hošek
 Sent: Monday, July 14, 2008 1:38 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Distributed Map Compiling [hammer]

 Does this not work?

 http://developer.valvesoftware.com/wiki/VMPI

 ~~ Ondra

 On 14.07.08 6:47 Uhr, Mark Chandler wrote:

 Mike and yahn is there any chance to get a release of the program valve
  
 uses

 internally to distribute compiling of maps over many computers?

 My father and i are going to buy a mac pro (have 8 cores @ 3ghz and 12 gb
  
 of

 ram) each which i would love to be able to send work to them for map
 compiles.

 Yes i know they are macs but they can run vista 64-bit with all cores and
 all memory.

 Mark

  

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Re: [hlcoders] Distributed Map Compiling [hammer]

2008-07-14 Thread Mark Chandler
It's a shame though. As this works only for one master. Thought that it
would work for any computer (i.e. have one computer managing work and then
all slaves connect to that. And to compile you send work to the master comp)



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris Deegan
Sent: Monday, July 14, 2008 6:03 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Distributed Map Compiling [hammer]

As I posted back on the 8th of June, VMPI works fine for both vvis  
and vrad on ep1, but on OB only vvis worked (the master crashes just  
after the
worker requests '--plightdata--')If you experience anything  
different, please let me know!

Chris

On 14/07/2008, at 4:45 PM, Mark Chandler wrote:

 Well if I can get this working, I should be able to compile over 20  
 cores
 and 30gb of ram. Should be pretty fast hopefully.



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of  
 Ondrej Hošek
 Sent: Monday, July 14, 2008 2:30 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Distributed Map Compiling [hammer]

 No problem.

 Now let me sit here with my toy Mac mini and its 1.5GHz single-core
 processor while you get all the girls. ;-P

 ~~ Ondra

 On 14.07.08 8:15 Uhr, Mark Chandler wrote:
 Fantastic :P


 Thank you

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of  
 Ondrej Hošek
 Sent: Monday, July 14, 2008 1:38 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Distributed Map Compiling [hammer]

 Does this not work?

 http://developer.valvesoftware.com/wiki/VMPI

 ~~ Ondra

 On 14.07.08 6:47 Uhr, Mark Chandler wrote:

 Mike and yahn is there any chance to get a release of the program  
 valve

 uses

 internally to distribute compiling of maps over many computers?

 My father and i are going to buy a mac pro (have 8 cores @ 3ghz  
 and 12 gb

 of

 ram) each which i would love to be able to send work to them for map
 compiles.

 Yes i know they are macs but they can run vista 64-bit with all  
 cores and
 all memory.

 Mark



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[hlcoders] Distributed Map Compiling [hammer]

2008-07-13 Thread Mark Chandler
Mike and yahn is there any chance to get a release of the program valve uses
internally to distribute compiling of maps over many computers?

My father and i are going to buy a mac pro (have 8 cores @ 3ghz and 12 gb of
ram) each which i would love to be able to send work to them for map
compiles.

Yes i know they are macs but they can run vista 64-bit with all cores and
all memory.

Mark


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Re: [hlcoders] Switch the SDK to NCF

2008-07-08 Thread Mark Chandler
I don't see how this helps. You need a copy of the source code as you don't
want to be editing the version from the sdk. The create mod wizard allows
you to do this.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern
McKern
Sent: Tuesday, July 08, 2008 5:01 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Switch the SDK to NCF

+1


Owner Nigredo Studios http://www.nigredostudios.com


--- On Tue, 7/8/08, Tom Edwards [EMAIL PROTECTED] wrote:

 From: Tom Edwards [EMAIL PROTECTED]
 Subject: [hlcoders] Switch the SDK to NCF
 To: hlcoders hlcoders@list.valvesoftware.com
 Date: Tuesday, July 8, 2008, 5:24 AM
 Right now the SDK is stored in a GCF file. This has a few
 limitations:
 
 - To easily access the files they all need to be extracted
 to Windows' 
 file system, wasting disc space
 - We need to manually click the Refresh SDK Content button
 every time 
 there's a tool update
 - Launching it takes ages as Steam makes sure the core
 files are present 
 and correct
 - Each Steam user on a computer will end up with their own
 copy of 
 everything
 
 Wouldn't it make more sense to use NCF? The GCF is
 replaced by an NCF 
 index file, while the content is downloaded to a shared
 folder. There's 
 no need for duplication, no need to refreshing anything,
 less waiting 
 around...
 
 So long as the SDK code is stored in a compressed archive
 and not loose 
 on-disc, it's win-win. :-)
 
 
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Re: [hlcoders] beta crash related to FinishClientPutInServer

2008-07-05 Thread Mark Chandler
A friend had the same problem. Turn optimization of and it should work fine.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael Chang
Sent: Saturday, July 05, 2008 7:24 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] beta crash related to FinishClientPutInServer

Hey all
Thanks for suggesting that I switch to the new Beta SDK.

I just merged my code with the new SDK, an OB HL2MP game.

As soon as the player loads into the game, a crash occurs in
hl2mp_client.cpp as shown from the dump:

void FinishClientPutInServer( CHL2MP_Player *pPlayer )
{
pPlayer-InitialSpawn();
pPlayer-Spawn();



It gets weird. I tried this right before that line:


if(pPlayer == NULL)
return;

And it still crashes.

Any idea if this is an SDK issue? Or did I do something wrong with my code
merge? What might possible cause this crash?

Thanks.

~M
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Re: [hlcoders] Valve's particle editor documentation

2008-07-03 Thread Mark Chandler
The thing is nick that modding is all about working stuff out for yourself
and trial and error. So what if there is one little bug you need to fix for
it to work. This helps you buy teaching you skills in searching and working
out the fix. 

Your also lucky that people have told you three times how to fix it.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick
Sent: Friday, July 04, 2008 12:42 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Valve's particle editor documentation

Either the bugs are simplistic, in which case it should take Mike no
more than 2 minutes to fix, and will provide him a much needed break
from all of the serious bugs that Mike has to fix. Or the bugs are
super complex, which would make fixing them even more important.


They are quite valid bugs, I even provided pictures to illustrate.
Point out bugs is a good thing, is it not?


Honestly, Ryan Sheffer don't you have anything better to do than
harass me about posting legitimate bugs?



On Thu, Jul 3, 2008 at 10:28 PM, Ryan Sheffer [EMAIL PROTECTED] wrote:
 Nick, your problems are simplistic and not worth Mikes time. You shouldn't
 be making a mod if you cant fix them on your own.

 On Thu, Jul 3, 2008 at 4:45 PM, Nick [EMAIL PROTECTED] wrote:

 Hi Mike, can you fix the multiplayer options screen in the beta ep2 hl2mp
 sdk???


 can you check why check why c_team_train_watcher.cpp and
 c_team_train_watcher.h are not
 included in the clienside project file sdk(hl2mp ep2 sdk)
 http://img301.imageshack.us/my.php?image=screenshot017zn9.jpg
 Causes this error:::
 http://img300.imageshack.us/img300/8887/screenshot015cf8.jpg



 multiplayer options menu has been broken since last year...
 http://img168.imageshack.us/img168/7247/screenshot022gm9.jpg


 ALSO HAPPY FOURTH OF JULY!!!

 On Thu, Jul 3, 2008 at 6:09 PM, Benjamin Davison
 [EMAIL PROTECTED] wrote:
  Thanks Mike!
 
  On a related tools note, are we ever going to get other tools like the
 IFM?
  And also on a more related note to us coders; are we going to get some
 kind
  of API to create our own tools?
 
  On Thu, Jul 3, 2008 at 11:50 PM, Mike Durand
[EMAIL PROTECTED]
  wrote:
 
  They're all there now. You can see all 11 new articles at the bottom
of
  the categroty page Tom sent earlier:
 
  http://developer.valvesoftware.com/wiki/Category:Particle_System
 
  -Mike
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Mike
  Durand
  Sent: Thursday, July 03, 2008 2:11 PM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] Valve's particle editor documentation
 
  That's just one of several. I'm doing the rest today.
 
  And you're very welcome. :)
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Tom
  Edwards
  Sent: Thursday, July 03, 2008 1:55 PM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] Valve's particle editor documentation
 
  Here they are, everyone:
 
  http://developer.valvesoftware.com/wiki/Category:Particle_System
 
  Thanks Mike. :-)
 
  Mike Durand wrote:
   It is on my to-do list.
  
   -Mike
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Tom
   Edwards
   Sent: Wednesday, July 02, 2008 9:02 AM
   To: hlcoders
   Subject: [hlcoders] Valve's particle editor documentation
  
   I'm informed that the build of the particle editor leaked with the
TF2
 
   beta had a help link to a page on an internal Valve website. Could
  that
   possibly be copied over to VDC?
  
  
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Re: [hlcoders] Linux Orange Box

2008-06-21 Thread Mark Chandler
Calm down there. Valve doesn't owe us anything! We didn't exactly pay grand
sums of money for the sdk and we are lucky to get as much support as we do.

Mark


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick
Sent: Saturday, June 21, 2008 3:24 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Linux  Orange Box

Tobias  Kammersgaard,

I don't know who's side you are on right now, but I know you are not
on the side of Valve or the modding community. The source modding
community has been waiting for over 6 months for even a half decent
way of compiling mod binaries for linux. Thats complete bullshit, and
totally unacceptable. I know better than to believe that it really
needed to take that long. Valve has very smart people, and to have
modders wait 6 months for something that should have been out in
January is pathetic.

Tobias, if you work for some other bullshit company, or there is some
reason why you don't want an improved source sdk, you need to leave
now.


On Fri, Jun 20, 2008 at 11:10 PM, Tobias Kammersgaard
[EMAIL PROTECTED] wrote:
 That statement is just dumb for so many reasons.


 /ScarT


 On 21/06/2008, Nick [EMAIL PROTECTED] wrote:

 At least you get paid to fix bugs.
 Imagine how many free mod developers, have to deal with the bugs you
 get paid to leave behind...


 On Fri, Jun 20, 2008 at 12:26 PM, Tony omega Sergi [EMAIL PROTECTED]
 wrote:
  Awesome :D so just about 20 hours of anger and wanting to throw linus
 over a
  cliff paid off ;)
  -Tony
 
  On Fri, Jun 20, 2008 at 6:42 AM, John [EMAIL PROTECTED] wrote:
 
  Great work omega this fixed all my problems :)
 
  On 6/20/08, Tony omega Sergi [EMAIL PROTECTED] wrote:
  
   Hey guys, I think I've fixed the linux issue with ConCommands (ie:
 say,
   kill
   etc), and it appears to all have been makefile related.
  
   Here is a tarball of the makefiles, plus vcprojtomake.cpp
   you can unpack it into the src dir (it contains the paths from src)
or
   somewhere else and copy the files to the appropriate location.
  
   Please read the top thoroughly as I've made some comments in there
;)
  
   Please let me know asap if everything is functional for you now.
  
   link:
   http://www.omegaowns.us/valvestuff/orange_makefiles.tar.gz
  
  
   --
   -Tony
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  --
  -Tony
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Re: [hlcoders] Linux Orange Box

2008-06-21 Thread Mark Chandler
So what you paid for a game and the sdk happened to be included. You didnt
buy css/tf2/hl2 just for the sdk now did you?

Demanding stuff like this is only going to be bad for modders. If you want
your stuff NOW go buy a license then you have a right to bitch or go work
on another free sdk for any other engine and see how much better off hl2
modders are.

Valve hasn't done everything perfectly but at least they try when they can.
They now have a full time staff member working on the sdk to help fix
problems like this.


Mark




-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick
Sent: Saturday, June 21, 2008 4:11 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Linux  Orange Box

Look! another one, like roaches they come out at night. I have no idea
who you stole your steam account from, but I like everyone else I know
bought and paid for my steam account with actual money. Valve is a
good company, it runs of the money from me, and from you.

I know Valve cares about customers, and anyone modding or playing mods
is a good and loyal customer. For a rat like you to come here and say
Valve owes paying customers nothing is unbelievable! I refuse to
listen to people like you who say Valve owes us nothing, and doesn't
care about us.

On Sat, Jun 21, 2008 at 2:59 AM, Mark Chandler [EMAIL PROTECTED] wrote:
 Calm down there. Valve doesn't owe us anything! We didn't exactly pay
grand
 sums of money for the sdk and we are lucky to get as much support as we
do.

 Mark


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Nick
 Sent: Saturday, June 21, 2008 3:24 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Linux  Orange Box

 Tobias  Kammersgaard,

 I don't know who's side you are on right now, but I know you are not
 on the side of Valve or the modding community. The source modding
 community has been waiting for over 6 months for even a half decent
 way of compiling mod binaries for linux. Thats complete bullshit, and
 totally unacceptable. I know better than to believe that it really
 needed to take that long. Valve has very smart people, and to have
 modders wait 6 months for something that should have been out in
 January is pathetic.

 Tobias, if you work for some other bullshit company, or there is some
 reason why you don't want an improved source sdk, you need to leave
 now.


 On Fri, Jun 20, 2008 at 11:10 PM, Tobias Kammersgaard
 [EMAIL PROTECTED] wrote:
 That statement is just dumb for so many reasons.


 /ScarT


 On 21/06/2008, Nick [EMAIL PROTECTED] wrote:

 At least you get paid to fix bugs.
 Imagine how many free mod developers, have to deal with the bugs you
 get paid to leave behind...


 On Fri, Jun 20, 2008 at 12:26 PM, Tony omega Sergi [EMAIL PROTECTED]
 wrote:
  Awesome :D so just about 20 hours of anger and wanting to throw linus
 over a
  cliff paid off ;)
  -Tony
 
  On Fri, Jun 20, 2008 at 6:42 AM, John [EMAIL PROTECTED] wrote:
 
  Great work omega this fixed all my problems :)
 
  On 6/20/08, Tony omega Sergi [EMAIL PROTECTED] wrote:
  
   Hey guys, I think I've fixed the linux issue with ConCommands (ie:
 say,
   kill
   etc), and it appears to all have been makefile related.
  
   Here is a tarball of the makefiles, plus vcprojtomake.cpp
   you can unpack it into the src dir (it contains the paths from src)
 or
   somewhere else and copy the files to the appropriate location.
  
   Please read the top thoroughly as I've made some comments in there
 ;)
  
   Please let me know asap if everything is functional for you now.
  
   link:
   http://www.omegaowns.us/valvestuff/orange_makefiles.tar.gz
  
  
   --
   -Tony
   ___
   To unsubscribe, edit your list preferences, or view the list
 archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
  ___
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archives,
  please visit:
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  --
  -Tony
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 please visit:
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[hlcoders] LevelShutdown

2008-06-15 Thread Mark Chandler
Hey guys,

Playing around with a ob mod atm and im having a strange problem. Im trying
to add some code to the LevelShutdown function (void
ClientModeShared::LevelShutdown( void )) but im finding that it is been
called after I join the server and not when the level shuts down.

Is this meant to be this way?


Mark

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Re: [hlcoders] LevelShutdown

2008-06-15 Thread Mark Chandler
Well it does get called on level shutdown but also just after level init.
Strange. Any way I just hooked an event. 



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler
Sent: Sunday, June 15, 2008 7:10 PM
To: 'Discussion of Half-Life Programming'
Subject: [hlcoders] LevelShutdown

Hey guys,

Playing around with a ob mod atm and im having a strange problem. Im trying
to add some code to the LevelShutdown function (void
ClientModeShared::LevelShutdown( void )) but im finding that it is been
called after I join the server and not when the level shuts down.

Is this meant to be this way?


Mark

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Re: [hlcoders] Post your code!

2008-06-15 Thread Mark Chandler
Should be good. :P

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett
Sent: Monday, June 16, 2008 12:01 AM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Post your code!

Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone
anymore) I've thought about releasing the source code, art assets, and map
assets for free as well as the last playable build of the game. What would
you guys think of that?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Saturday, June 14, 2008 4:30 AM
To: hlcoders
Subject: [hlcoders] Post your code!

Do you have any code lying around that might be useful to others? Why 
not share it?

http://developer.valvesoftware.com/wiki/Category:Free_source_code


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Re: [hlcoders] Post your code!

2008-06-15 Thread Mark Chandler
Ben, im part of the moddb team but if you send an email to scott
([EMAIL PROTECTED]) he could re grant you access.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett
Sent: Monday, June 16, 2008 6:44 AM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Post your code!

I don't have access to modify the Forsaken entry on ModDB anymore
unfortunately. I would have no problem throwing it up on Google Code, IF the
mod was still being actively developed. The problem was never updating the
code, just art assets and maps. You know there is a problem when coders
start learning how to map ;)

Forsaken could still easily be developed and released for wide public use,
the only thing ever lacking was the final push from artists and mappers to
add the few remaining assets. Unfortunately our lead mapper is now the lead
level designer for Little Big Planet, our lead character artist/animator is
now the lead character artist for Hi-Rez Studio's Global Agenda, and our
lead weapon modeler has worked full-time at Terminal Reality for quite a
while. It's hard for people to work on a game full-time during the day and
come home and work on another game... it's draining on a lot of levels.

The key thing is we all had fun developing Forsaken. All we cared about was
making a game that WE enjoyed playing, and at that we succeeded. It's just
unfortunate that despite the amount of time we poured into the project, the
general public never really got to see what we were doing. That's why I'm
releasing everything now... to let others enjoy it. There's the fringe
benefit for everyone else out there in getting to learn from our source
code, there's some pretty cool stuff tucked away in there. One of them being
the ability to have a mapper create the win conditions for a map that
depends on the team.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Sunday, June 15, 2008 5:27 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Post your code!

You could put it on ModDB too.

http://www.moddb.com/mods/3591/forsaken/downloads

Ben Everett wrote:
 Copyright isn't an issue at all, distribution is. I'll contact FilePlanet
 and FileShack to have them host it. You can already nab all art assets and
 code from:
 http://www.obike.net/forsaken/Forsaken%20Release.rar

 I'll upload a installation file for the mod itself shortly.
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
 Sent: Sunday, June 15, 2008 2:33 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Post your code!

 Watch out for copyright. It doesn't matter if you can get in touch with 
 them any more: it's still not your work.

 Otherwise, bring it on! :-)

 Ben Everett wrote:
   
 Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone
 anymore) I've thought about releasing the source code, art assets, and
map
 assets for free as well as the last playable build of the game. What
would
 you guys think of that?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
 Sent: Saturday, June 14, 2008 4:30 AM
 To: hlcoders
 Subject: [hlcoders] Post your code!

 Do you have any code lying around that might be useful to others? Why 
 not share it?

 http://developer.valvesoftware.com/wiki/Category:Free_source_code


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Re: [hlcoders] Post your code!

2008-06-14 Thread Mark Chandler
Hey tom, thanks for cleaning my wiki thingy up but you did add one error. :P

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Saturday, June 14, 2008 5:30 PM
To: hlcoders
Subject: [hlcoders] Post your code!

Do you have any code lying around that might be useful to others? Why 
not share it?

http://developer.valvesoftware.com/wiki/Category:Free_source_code


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Re: [hlcoders] Post your code!

2008-06-14 Thread Mark Chandler
yeah

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Saturday, June 14, 2008 8:14 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Post your code!

Ahh, so SubPanel was just an example?

Mark Chandler wrote:
 Hey tom, thanks for cleaning my wiki thingy up but you did add one error.
:P

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
 Sent: Saturday, June 14, 2008 5:30 PM
 To: hlcoders
 Subject: [hlcoders] Post your code!

 Do you have any code lying around that might be useful to others? Why 
 not share it?

 http://developer.valvesoftware.com/wiki/Category:Free_source_code


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Re: [hlcoders] Dedicated server debug

2008-06-14 Thread Mark Chandler
Follow this. It works for me

http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_
Code



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jed
Sent: Saturday, June 14, 2008 9:37 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Dedicated server debug

I usually just launch the game and then attach the debugger to the
HL2.exe process. Don't know if that will work for the dedicated
server.

- Jed

2008/6/14 Nuno Ramiro [EMAIL PROTECTED]:
 Will look into it :), thanks

 But still I prefer if there was a way to debug the server as I can debug
the
 client, it's a lot easier, since I'm able to put breakpoints all around.

 On Sat, Jun 14, 2008 at 4:14 AM, Matthew Dryden [EMAIL PROTECTED]
wrote:

 I just had an issue with a crash that the .mdmp files were able to solve
 easily. You just have to keep a copy of your .pdb files that go with the
 release.

 --
 Matthew Dryden
 http://www.matthewdryden.ca
 [EMAIL PROTECTED]


  I don't think srcds has the ability to be able to debug. You can debug
it
  by
  running a local server or by getting the crash dumps from the dedicated
  server and using those.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Nuno
 Ramiro
  Sent: Saturday, June 14, 2008 1:10 AM
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] Dedicated server debug
 
  Hello,
 
  I've been trying to setup the debug mode for the dedicated server, but
 was
  unsucessfull.
  I have pointed the command to srcds.exe under dedicated server, also
 added
  -console -debug -game MyMod to command arguments and the working dir
set
  to
  dedicated server/bin.
 
  And when I try to run it I get the following errors:
 
  'srcds.exe': Loaded '...\source dedicated server\MyMod\bin\server.dll'
  First-chance exception at 0x7c96478e in srcds.exe: 0xC139: Entry
 Point
  Not Found.
  'srcds.exe': Unloaded '...\source dedicated
server\MyMod\bin\server.dll'
 
  And then it loads the HL2MP.
 
  Help would be appreciated in how to setup the debug for a dedicated
  server.
 
  Thanks,
  Nuno Ramiro
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  please visit:
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  please visit:
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 --
 Nuno Ramiro
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Re: [hlcoders] Dedicated server debug

2008-06-14 Thread Mark Chandler
Should be the same. Launch from vis and it should break where it crashes in
server.dll or client.dll. Another way to make sure that it is is add the
debug info to server project and right click - launch debugger

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nuno Ramiro
Sent: Saturday, June 14, 2008 10:04 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Dedicated server debug

You probably mistyped the page, but I have followed something like that, and
it worked but for the client.

I wanted to debug the server, not only the client :).

On Sat, Jun 14, 2008 at 2:51 PM, Mark Chandler [EMAIL PROTECTED] wrote:

 Follow this. It works for me



http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_
 Code



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jed
 Sent: Saturday, June 14, 2008 9:37 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Dedicated server debug

 I usually just launch the game and then attach the debugger to the
 HL2.exe process. Don't know if that will work for the dedicated
 server.

 - Jed

 2008/6/14 Nuno Ramiro [EMAIL PROTECTED]:
  Will look into it :), thanks
 
  But still I prefer if there was a way to debug the server as I can debug
 the
  client, it's a lot easier, since I'm able to put breakpoints all around.
 
  On Sat, Jun 14, 2008 at 4:14 AM, Matthew Dryden [EMAIL PROTECTED]
 wrote:
 
  I just had an issue with a crash that the .mdmp files were able to
solve
  easily. You just have to keep a copy of your .pdb files that go with
the
  release.
 
  --
  Matthew Dryden
  http://www.matthewdryden.ca
  [EMAIL PROTECTED]
 
 
   I don't think srcds has the ability to be able to debug. You can
debug
 it
   by
   running a local server or by getting the crash dumps from the
 dedicated
   server and using those.
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Nuno
  Ramiro
   Sent: Saturday, June 14, 2008 1:10 AM
   To: hlcoders@list.valvesoftware.com
   Subject: [hlcoders] Dedicated server debug
  
   Hello,
  
   I've been trying to setup the debug mode for the dedicated server,
but
  was
   unsucessfull.
   I have pointed the command to srcds.exe under dedicated server, also
  added
   -console -debug -game MyMod to command arguments and the working dir
 set
   to
   dedicated server/bin.
  
   And when I try to run it I get the following errors:
  
   'srcds.exe': Loaded '...\source dedicated
server\MyMod\bin\server.dll'
   First-chance exception at 0x7c96478e in srcds.exe: 0xC139: Entry
  Point
   Not Found.
   'srcds.exe': Unloaded '...\source dedicated
 server\MyMod\bin\server.dll'
  
   And then it loads the HL2MP.
  
   Help would be appreciated in how to setup the debug for a dedicated
   server.
  
   Thanks,
   Nuno Ramiro
   ___
   To unsubscribe, edit your list preferences, or view the list
archives,
   please visit:
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   ___
   To unsubscribe, edit your list preferences, or view the list
archives,
   please visit:
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  ___
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  please visit:
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  --
  Nuno Ramiro
  ___
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 please visit:
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-- 
Nuno Ramiro
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Re: [hlcoders] Clients Download Files

2008-06-14 Thread Mark Chandler
Pack it into the map (google pakrat)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Devin Dawson
Sent: Saturday, June 14, 2008 10:54 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Clients Download Files

Hello, just wondering if there are better methods for getting clients
to download files for maps without having a .res file for every map?

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[hlcoders] Network tables

2008-06-13 Thread Mark Chandler
Hey mike,

Is there any way to make a network table optional. I Want to do a small
change for ges but don't want to break compatibility with the current
release. It doesn't matter if the client has the old version as it just wont
have a display because everything else is done server side.

Mark

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Re: [hlcoders] Dedicated server debug

2008-06-13 Thread Mark Chandler
I don't think srcds has the ability to be able to debug. You can debug it by
running a local server or by getting the crash dumps from the dedicated
server and using those.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nuno Ramiro
Sent: Saturday, June 14, 2008 1:10 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Dedicated server debug

Hello,

I've been trying to setup the debug mode for the dedicated server, but was
unsucessfull.
I have pointed the command to srcds.exe under dedicated server, also added
-console -debug -game MyMod to command arguments and the working dir set to
dedicated server/bin.

And when I try to run it I get the following errors:

'srcds.exe': Loaded '...\source dedicated server\MyMod\bin\server.dll'
First-chance exception at 0x7c96478e in srcds.exe: 0xC139: Entry Point
Not Found.
'srcds.exe': Unloaded '...\source dedicated server\MyMod\bin\server.dll'

And then it loads the HL2MP.

Help would be appreciated in how to setup the debug for a dedicated server.

Thanks,
Nuno Ramiro
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Re: [hlcoders] Valve: mdmp Help

2008-06-12 Thread Mark Chandler
Have you checked for your code in the stack? More often than not it will be
because of something you have done.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Daniel Menard
Sent: Thursday, June 12, 2008 8:33 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Valve: mdmp Help

Hey,

We have a weird crash in Eternal Silence. It seems to be caused by
some kind of rendering bug. We're running off the Episode 1 engine and
I've gotten dozens of mdmp files. All of them land in engine code. I
was wondering if anyone at Valve could help demystify these so I can
track down the problem. I really have no idea what's causing it right
now.

MDMP files:

http://www.eternal-silence.net/forums/index.php?action=dlattach;topic=2770.0
;attach=6030
http://www.eternal-silence.net/forums/index.php?action=dlattach;topic=2770.0
;attach=6028
http://www.eternal-silence.net/forums/index.php?action=dlattach;topic=2770.0
;attach=6027
http://www.eternal-silence.net/forums/index.php?action=dlattach;topic=2770.0
;attach=6026
http://www.eternal-silence.net/forums/index.php?action=dlattach;topic=2770.0
;attach=6018
http://www.eternal-silence.net/forums/index.php?action=dlattach;topic=2770.0
;attach=6017
http://www.eternal-silence.net/forums/index.php?action=dlattach;topic=2770.0
;attach=6016
http://www.eternal-silence.net/forums/index.php?action=dlattach;topic=2770.0
;attach=6015

Any help would be greatly appreciated.

Dan

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Re: [hlcoders] Limiting access by Steam ID

2008-06-03 Thread Mark Chandler
Include an old server.dll, this way they cant host servers and can only
connect to your server and then have a steam id kick plugin

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jed
Sent: Wednesday, June 04, 2008 5:04 AM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Limiting access by Steam ID

I know this is going to be a controversial subject but bear with me.

I was asked by one of our Mod team if it would be possible for the
internal beta version to lock them so that they could only be played
by certain people. As we use SVN to allow testers to download/update
the various builds it's percieveable they could give/share their SVN
info and others could happily leech off it.

The idea was to hard code a list of steam ID's into the DLLs for the
duration of testing and basically refuse to load the game if you're
not on the list. We're not thinking just stopping people joining games
but actually stopping them completely so they can't make local listen
or LAN servers.

I've never gone this deep into the whole Steam side of things for
getting ID's or where would be a suitable or safe place to put the
check/reject code.

Thoughts? Suggestions?

- Jed

P.S. We're a EP1 mod.

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Re: [hlcoders] Limiting access by Steam ID

2008-06-03 Thread Mark Chandler
On another note, Alfred can you please ask the tf2 guys to fix the spawns on
goldrush so red cant get into blues base. This is very annoying with ubered
pryos.

Mark

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Wednesday, June 04, 2008 12:32 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Limiting access by Steam ID

Its improvements to better support HL1 (in particular the fact it needs to
use C exports) and bringing it forward to some new subsystems, so all these
exports the code below is pulling in are going to change as they weren't
written for general consumption. If you want to access Steam functions use
the steam/isteam*.h headers and functionality.

- Alfred

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlcoders-
 [EMAIL PROTECTED] On Behalf Of Ashley Cowey
 Sent: Tuesday, June 03, 2008 9:18 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Limiting access by Steam ID
 
 Alfred, Is the update to make the Steam API more or less accessible?
 Sorry
 for off topic.
 
 On Wed, Jun 4, 2008 at 11:42 AM, Alfred Reynolds
 [EMAIL PROTECTED]
 wrote:
 
  You really don't want to do this in shipping code, we are about to
 release
  an update that would break this as we have changed those private
 API's we
  export from steamclient.dll.
 
  - Alfred
 
   -Original Message-
   From: [EMAIL PROTECTED] [mailto:hlcoders-
   [EMAIL PROTECTED] On Behalf Of Ashley Cowey
   Sent: Tuesday, June 03, 2008 7:00 PM
   To: Discussion of Half-Life Programming
   Subject: Re: [hlcoders] Limiting access by Steam ID
  
   Yes this is possible. Get the steamid by
  
   typedef unsigned __int32 HSteamPipe;
   typedef unsigned __int32 HSteamUser;
   typedef unsigned __int32 uint32;
   typedef unsigned __int16 uint16;
   typedef unsigned __int64 uint64;
  
   typedef UINT64 (*pfnGetUserSteamID)(void *phSteamHandle);
   typedef void *(*pfnSteam_GetGSHandle)(HSteamUser hUser, HSteamPipe
   hSteamPipe);
   typedef HSteamUser (*pfnSteam_CreateGlobalUser)(HSteamPipe
   *phSteamPipe);
   typedef HSteamPipe (*pfnSteam_CreateSteamPipe)(void);
   typedef void (*pfnSteam_ReleaseUser)(HSteamPipe hSteamPipe,
 HSteamUser
   hUser);
   typedef BOOL (*pfnSteam_BReleaseSteamPipe)(HSteamPipe hSteamPipe);
  
   pfnGetUserSteamID GetUserSteamID;
   pfnSteam_GetGSHandle GetSteamHandle;
   pfnSteam_CreateGlobalUser CreateGlobalUser;
   pfnSteam_CreateSteamPipe CreateSteamPipe;
   pfnSteam_ReleaseUser ReleaseUser;
   pfnSteam_BReleaseSteamPipe ReleaseSteamPipe;
  
   int main() {
  
   UINT64uiSteamID;
   HINSTANCESteamClientLibrary;
   HSteamUser hSteamUser;
   HSteamPipe hPipe;
   void *hSteam;
   BOOL ret;
  
  
   SteamClientLibrary = LoadLibrary(steamclient.dll);
  
   if ( SteamClientLibrary != 0 ) {
  
   printf([steamclient.dll] loaded successfully ...\n);
  
   }
   else {
  
   printf([steamclient.dll] failed to load ...\n);
   return 1;
  
   }
  
   CreateSteamPipe =
   (pfnSteam_CreateSteamPipe)GetProcAddress(SteamClientLibrary,
   Steam_CreateSteamPipe);
   CreateGlobalUser =
   (pfnSteam_CreateGlobalUser)GetProcAddress(SteamClientLibrary,
   Steam_CreateGlobalUser);
   GetSteamHandle =
   (pfnSteam_GetGSHandle)GetProcAddress(SteamClientLibrary,
   Steam_GetGSHandle);
   GetUserSteamID =
   (pfnGetUserSteamID)GetProcAddress(SteamClientLibrary,
   Steam_GSGetSteamID);
   ReleaseUser =
   (pfnSteam_ReleaseUser)GetProcAddress(SteamClientLibrary,
   Steam_ReleaseUser);
   ReleaseSteamPipe =
   (pfnSteam_BReleaseSteamPipe)GetProcAddress(SteamClientLibrary,
   Steam_BReleaseSteamPipe);
  
   //
   // uint64 Steam_GSGetSteamID(void *phSteamHandle)
   //---
   // It would appear that the return value is
   // the numerical value of the SteamID * 2.
   //
  
   hPipe = CreateSteamPipe();
  
   if (hPipe) {
  
   printf(Steam_CreateSteamPipe returned [%i]\n, hPipe);
  
   hSteamUser = CreateGlobalUser(hPipe);
  
   if (hSteamUser) {
  
   printf(Steam_CreateGlobalUser returned [%i]\n,
   hSteamUser);
  
   hSteam = GetSteamHandle(hSteamUser, hPipe);
  
   if (hSteam!=NULL) {
  
   printf(Recieved handle [%i]\n, hSteam);
  
   uiSteamID = GetUserSteamID(hSteam);
  
   printf(Steam_GSGetSteamID returned [%i]\n,
   uiSteamID);
   printf(SteamID for current user is [%i]\n,
   (((int)uiSteamID) / 2));
  
   SetFromUint64( uiSteamID );
  
   ReleaseUser( hPipe, hSteamUser );
   ret = ReleaseSteamPipe( hPipe );
  
   printf(ReleaseSteamPipe returned [%i]\n, ret);
  
   FreeLibrary(SteamClientLibrary);
  
   }
 

Re: [hlcoders] Pakfile Lump Reading

2008-05-14 Thread Mark Chandler
You can work out the size of the comment by commentLength

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of theY4Kman
Sent: Thursday, May 15, 2008 8:18 AM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Pakfile Lump Reading

I'm developing a C++ extension for SourceMod which will extract the files
stored in the Pakfile lump of a BSP. I read over the page, The Source
Engine BSP File Format http://www.geocities.com/cofrdrbob/bspformat.html,
by Rof and it has helped me a lot. I've been trying to retrieve the list of
ZIP_FileHeaders, but I've had some trouble: I don't know how it's possible
to get the ZIP_EndOfCentralDirRecord. Rof's page states that this struct is
at the end of the Pakfile lump. However, the struct has a variable length
comment at the end of it. The only way I can know the size of that comment
is to have the ZIP_EndOfCentralDirRecord at hand...You can see my dilemma.

struct ZIP_EndOfCentralDirRecord
{
DECLARE_BYTESWAP_DATADESC();
unsigned intsignature; // 4 bytes PK56
unsigned shortnumberOfThisDisk;  // 2 bytes
unsigned shortnumberOfTheDiskWithStartOfCentralDirectory; // 2 bytes
unsigned shortnCentralDirectoryEntries_ThisDisk;// 2 bytes
unsigned shortnCentralDirectoryEntries_Total;// 2 bytes
unsigned intcentralDirectorySize; // 4 bytes
unsigned intstartOfCentralDirOffset; // 4 bytes
unsigned shortcommentLength; // 2 bytes
// zip file comment follows
};
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Re: [hlcoders] Pakfile Lump Reading

2008-05-14 Thread Mark Chandler
Just read in every thing but the comment into the struct. Grab the size of
the comment then read the comment. Not to hard as I have done this about a
week ago.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of theY4Kman
Sent: Thursday, May 15, 2008 10:00 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Pakfile Lump Reading

I don't believe you understand my message correctly. The
ZIP_EndOfCentralDirRecord
is essentially at the end of the file. One would parse the file by fseek'ing
to (EOF-sizeof(ZIP_EndOfCentralDirRecord)) and fread'ing in the struct.
However, since the comment is of variable length, there is no way to
correctly read in the ZIP_EndOfCentralDirRecord. Thus, there is no way to
access commentLength.

On Wed, May 14, 2008 at 9:53 PM, Mark Chandler [EMAIL PROTECTED] wrote:

 You can work out the size of the comment by commentLength

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of theY4Kman
 Sent: Thursday, May 15, 2008 8:18 AM
 To: Discussion of Half-Life Programming
 Subject: [hlcoders] Pakfile Lump Reading

 I'm developing a C++ extension for SourceMod which will extract the files
 stored in the Pakfile lump of a BSP. I read over the page, The Source
 Engine BSP File Format http://www.geocities.com/cofrdrbob/bspformat.html
 ,
 by Rof and it has helped me a lot. I've been trying to retrieve the list
of
 ZIP_FileHeaders, but I've had some trouble: I don't know how it's possible
 to get the ZIP_EndOfCentralDirRecord. Rof's page states that this struct
is
 at the end of the Pakfile lump. However, the struct has a variable length
 comment at the end of it. The only way I can know the size of that comment
 is to have the ZIP_EndOfCentralDirRecord at hand...You can see my dilemma.

 struct ZIP_EndOfCentralDirRecord
 {
DECLARE_BYTESWAP_DATADESC();
unsigned intsignature; // 4 bytes PK56
unsigned shortnumberOfThisDisk;  // 2 bytes
unsigned shortnumberOfTheDiskWithStartOfCentralDirectory; // 2
bytes
unsigned shortnCentralDirectoryEntries_ThisDisk;// 2 bytes
unsigned shortnCentralDirectoryEntries_Total;// 2 bytes
unsigned intcentralDirectorySize; // 4 bytes
unsigned intstartOfCentralDirOffset; // 4 bytes
unsigned shortcommentLength; // 2 bytes
// zip file comment follows
 };
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Re: [hlcoders] Trouble with VGUI LoadControlSettings

2008-05-01 Thread Mark Chandler
Are you razvan252 from the forums by any chance?


You really shouldn't be reloading multi res files on the same panel. What
you should have instead is multi panels (each with one res file) and then
you swap between those. For example the option menu uses this system. Look
at PropertyPage in the vgui_controls solution because this will allow you to
do what you want very easy.


If you need some example code email me.

Mark



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steve
Henderson
Sent: Friday, May 02, 2008 2:54 AM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Trouble with VGUI LoadControlSettings

Hey Folks,

I have a custom VGUI class that I am trying to dynamical load with the
following command:

LoadControlSettings(Resource/UI/myfile.res);

I change the value of myfile.res several times in my MOD based on certain
state variables..

It works fine the first few times I use it with various files.

But, when I try to reload a file I successfully used in a previous state of
the game (e.g. returning to a certain game state)...I get an unhandled
exception call  and the MOD crashes.

I traced the crash point to KeyValues::RecursivelyLoadFromBuffer..I can see
it loading the res file, values and key names, and then it crashes somewhere
between
fetching the KeyValue name and the value.  And it doesn't fail in the same
line of the res file, so it doesn't seem to be a parsing error.

Keep in mind, the res it chokes on was successfully loaded a previous time,
so I'm pretty sure the .res is OK..

Has anyone else had similar experiences?  Am I blowing up the KeyValues
stack?

Here is the code and res:

http://digitalblacksmith.com/wiki/index.php/KeyValuesResProblems

Thanks,

Steve
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Re: [hlcoders] Map reset.

2008-04-29 Thread Mark Chandler
Edict limit is controlled by the engine and you wont be able to change it in
a mod.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kevin Ottalini
Sent: Wednesday, April 30, 2008 9:28 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Map reset.

Actually this was the already optimized (hotpatched) version, this
particular map as released has 1739 base ents (I thought the limit was 4096
back then).

There were very few prop_dynamics on the map (especially for hl2dm which is
usually littered with stuff). It's really just a very extensive map - could
have been a lot larger too except for this problem.  Players really like the
map but with a 9-player limit the action just isn't the same.

I suspect the spawn with ents is contributing a bit, but by spawning with a
weapon selection I was able to remove a lot of ents from around the map
which helped the overall performance.

I did try compiling a test mod with a higher edict limit but missed
something and it still acted the same.

Some of the other game engines have larger edict counts (those I could find
numbers for):
===
Historical Edict limits
===
quake1: 600
quake2: 1024 - noted must change protocol to increase more
fitzquake080: was 600, increased to 1024 -max 8192, limited by network 
protocol
Win/GLQuake 1.31 (May 25 2006): 4096
RTCW (wolfenstein): 2048
HL1: 900
HL2 (Source engine): 2048
RedOrchestra: 4096

Maybe when HL2DM is ported over to OB the
engine-AllowImmediateEdictReuse(); could be implemented in it, perhaps as a
server CVAR.

Just as a point of reference, dm_powerhouse has 1241 base entities with one
player, with 16 players it dances just at the very limit.

Thanks Robin, your feedback is very much appreciated.
KevinO


- Original Message - 
From: Robin Walker [EMAIL PROTECTED]
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Tuesday, April 29, 2008 11:57 AM
Subject: Re: [hlcoders] Map reset.


 My suggestion would be to remove entities. 1599 with 1 player in the
 server is pretty damn crazy. TF2 doesn't reach that with 24 players, and
 it generates a lot of projectile weapons. Do you have lots of
 prop_dynamics you can change to prop_static?

 Robin.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Kevin
 Ottalini
 Sent: Tuesday, April 29, 2008 10:16 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Map reset.

 Robin, any suggestions for the Edict problem in stock HL2DM (other then
 lobotomizing the map)?
 I've been running into this limit on recent custom maps.

 HL2DM custom map, current ents = 1599 with one player
 map crashes with 9 players eventually (might take several hours)

 2048-1599 = 499/9 = 50 dynamic ents per player (confirmed dynamic ents
 per
 player)

 16 players * 51 dynamic ents per player (+1 margin)  = 816 dynamic ents
 total

 2048 max ents - 816 = 1232 MAX base ents for any map in HL2DM



 - Original Message - 
 From: John
 To: Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com
 Sent: Tuesday, April 29, 2008 9:59 AM
 Subject: Re: [hlcoders] Map reset.


 Many thanks Robin, engine-AllowImmediateEdictReuse(); worked a treat
 :)

 On Tue, Apr 29, 2008 at 2:07 AM, Mark Chandler wrote:

 They are not being cleaned up properly. Had same problem with weapon
 spawns
 on ges. Make sure you remove all pointers and memory allocation for
 the
 weapons.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of John
 Sent: Tuesday, April 29, 2008 5:53 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Map reset.

 When the map is reset in my mod (with more than 10 players), I get
 the
 error
 'No free edicts'. I've tracked it down to the weapons given to the
 players
 on spawn, each receiving about 6 weapons each. Is there anything I
 can do
 to? (yes i've even tried it on a empty map)


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Re: [hlcoders] Map reset.

2008-04-28 Thread Mark Chandler
They are not being cleaned up properly. Had same problem with weapon spawns
on ges. Make sure you remove all pointers and memory allocation for the
weapons.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of John
Sent: Tuesday, April 29, 2008 5:53 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Map reset.

When the map is reset in my mod (with more than 10 players), I get the error
'No free edicts'. I've tracked it down to the weapons given to the players
on spawn, each receiving about 6 weapons each. Is there anything I can do
to? (yes i've even tried it on a empty map)
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[hlcoders] Plugin Crashing when getting player edict index

2008-04-27 Thread Mark Chandler
Hey all,

Im getting a server crash when im trying to use
engine-GetPlayerForUserID(userId) for a tf2 server plugin. The error it
crashes with is NUM_FOR_EDICT: bad pointer. I think this might be a valve
bug but I really need to convert userId (from events) into the edict index
(to use with some other engine functions). Any help will be appreciated.

Mark

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Re: [hlcoders] Plugin Crashing when getting player edict index

2008-04-27 Thread Mark Chandler
Its also in the server version of the same interface (IVEngineServer) I will
try your code out.

P.s. you use the opposite function in your code!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of LDuke
Sent: Sunday, April 27, 2008 9:40 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Plugin Crashing when getting player edict index

A quick search for GetPlayerForUserID shows that it is in the client code
and part of the IVEngineClient class.  You can't use client-side code on the
server.

I use something like this:

// return player edict for a userid
edict_t *DBUtils::EdictOfUserId( int UserId )
{
int i;
edict_t *pEnt;
for  (i=0; iMAX_CLIENTS; i++)
{
pEnt = m_Engine-PEntityOfEntIndex(i);
if (pEnt  !pEnt-IsFree())
{
if (FStrEq(pEnt-GetClassName(), player))
{
if (m_Engine-GetPlayerUserId(pEnt)==UserId)
{
return pEnt;
}
}
}
}

return NULL;
}


On Sun, Apr 27, 2008 at 1:47 AM, Mark Chandler [EMAIL PROTECTED] wrote:

 Hey all,

 Im getting a server crash when im trying to use
 engine-GetPlayerForUserID(userId) for a tf2 server plugin. The error it
 crashes with is NUM_FOR_EDICT: bad pointer. I think this might be a
 valve
 bug but I really need to convert userId (from events) into the edict index
 (to use with some other engine functions). Any help will be appreciated.

 Mark

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Re: [hlcoders] Plugin Crashing when getting player edict index

2008-04-27 Thread Mark Chandler
Nothing like hotmail to fuck a thread up. :P




-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tiago
Conceição
Sent: Sunday, April 27, 2008 10:14 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Plugin Crashing when getting player edict index


i useit inside a namespace SUtilsLib
 
edict_t *getEntityFromUserID(int userid)
{
for (int i = 1; i = gpGlobals-maxClients; ++i)
{
edict_t* pEntity = engine-PEntityOfEntIndex(i);
if (!IsEntitySafe(pEntity)) continue;
if (engine-GetPlayerUserId(pEntity) == userid)
return pEntity;
}
return NULL;
}
 
works for me
 
- sn4k3
 Date: Sun, 27 Apr 2008 07:40:09 -0600 From: [EMAIL PROTECTED] To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Plugin Crashing
when getting player edict index  A quick search for GetPlayerForUserID
shows that it is in the client code and part of the IVEngineClient class.
You can't use client-side code on the server.  I use something like
this:  // return player edict for a userid edict_t
*DBUtils::EdictOfUserId( int UserId ) { int i; edict_t *pEnt; for (i=0;
iMAX_CLIENTS; i++) { pEnt = m_Engine-PEntityOfEntIndex(i); if (pEnt 
!pEnt-IsFree()) { if (FStrEq(pEnt-GetClassName(), player)) { if
(m_Engine-GetPlayerUserId(pEnt)==UserId) { return pEnt; } } } } 
return NULL; }   On Sun, Apr 27, 2008 at 1:47 AM, Mark Chandler
[EMAIL PROTECTED] wrote:   Hey all,   Im getting a server crash
when im trying to use  engine-GetPlayerForUserID(userId) for a tf2 server
plugin. The error it  crashes with is NUM_FOR_EDICT: bad pointer. I
think this might be a  valve  bug but I really need to convert userId
(from events) into the edict index  (to use with some other engine
functions). Any help will be appreciated.   Mark  
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Re: [hlcoders] Map won't load with these errors, possible explanation?

2008-04-27 Thread Mark Chandler
It's a 'not' defined. Hes not running any xbox code at all. The problem is
that the tracking libs use timeGetTime and valve doesn't want people to use
that for some reason.

Mark

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cory de La
Torre
Sent: Monday, April 28, 2008 8:57 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Map won't load with these errors, possible
explanation?

Seems your running Xbox code...

On Sun, Apr 27, 2008 at 4:44 PM, Timothy Chilvers [EMAIL PROTECTED]
wrote:

 When I run my map, I get the dev console up with these errors at the end:

 material vgui/hud/xbox_reticle not found
 --- Missing Vgui material vgui/hud/xbox_reticle
 No pure server whitelist. sv_pure = 0
 CAsyncWavDataCache:  0 .wavs total 0 bytes, 0.00 % of capacity
 Initializing renderer...
 Missing RecvProp for DT_BasePlayer - DT_BasePlayer/m_iFOV
 Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed.


 I think it might be because I had to take this out to compile with my
 motion
 tracking libraries:

 Code from protected_things.h here, line 154-159 by default:

 #ifndef _XBOX
#if defined( timeGetTime )
#undef timeGetTime
#endif
#define timeGetTimetimeGetTime__USE_VCR_MODE
 #endif


 Is this likely to be the problem (Which I don't particularly understand
 how
 it could be) or something else?

 Thanks in advance,

 Tim
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Re: [hlcoders] feature request for tf2 and other srcds and hldsserver

2008-03-24 Thread Mark Chandler
Well its not to hard to make a plugin that connects to iirc and sends a msg.
Will have to look into the steam community part.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Raphael Hehl
Sent: Monday, March 24, 2008 9:02 PM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] feature request for tf2 and other srcds and
hldsserver

? Sending a message to the server admin over the steam community?
Do you have a link for this plugin?

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von Mark
Chandler
Gesendet: Sonntag, 23. März 2008 22:06
An: 'Discussion of Half-Life Programming'
Betreff: Re: [hlcoders] feature request for tf2 and other srcds and
hldsserver

You can all ready do this using a server plugin.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Raphael Hehl
Sent: Monday, March 24, 2008 5:17 AM
To: 'Discussion of Half-Life Programming'
Subject: [hlcoders] feature request for tf2 and other srcds and hlds server

Hi @valve

Please integrate a command or api into the server or a api into the steam
community, which makes me able to code a server plugging whit it players can
send the server admins a message if there is a problem with players or the
server.   

R-Hehl


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Re: [hlcoders] feature request for tf2 and other srcds and hldsserver

2008-03-24 Thread Mark Chandler
Yeah, sorry little sleep doesn’t help

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton
Sent: Tuesday, March 25, 2008 2:16 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] feature request for tf2 and other srcds and
hldsserver

Dont you mean irc? Isnt iirc an abbreviation for something else? :P

Mark Chandler wrote:
 Well its not to hard to make a plugin that connects to iirc and sends a
msg.
 Will have to look into the steam community part.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Raphael Hehl
 Sent: Monday, March 24, 2008 9:02 PM
 To: 'Discussion of Half-Life Programming'
 Subject: Re: [hlcoders] feature request for tf2 and other srcds and
 hldsserver

 ? Sending a message to the server admin over the steam community?
 Do you have a link for this plugin?

 -Ursprüngliche Nachricht-
 Von: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Im Auftrag von Mark
 Chandler
 Gesendet: Sonntag, 23. März 2008 22:06
 An: 'Discussion of Half-Life Programming'
 Betreff: Re: [hlcoders] feature request for tf2 and other srcds and
 hldsserver

 You can all ready do this using a server plugin.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Raphael Hehl
 Sent: Monday, March 24, 2008 5:17 AM
 To: 'Discussion of Half-Life Programming'
 Subject: [hlcoders] feature request for tf2 and other srcds and hlds
server

 Hi @valve

 Please integrate a command or api into the server or a api into the steam
 community, which makes me able to code a server plugging whit it players
can
 send the server admins a message if there is a problem with players or the
 server.   

 R-Hehl


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Re: [hlcoders] feature request for tf2 and other srcds and hldsserver

2008-03-24 Thread Mark Chandler
The original msg was sent 20 hours ago. :P

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton
Sent: Tuesday, March 25, 2008 11:06 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] feature request for tf2 and other srcds and
hldsserver

So thats why you're ow playing TF2? xD

Mark Chandler wrote:
 Yeah, sorry little sleep doesn’t help

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton
 Sent: Tuesday, March 25, 2008 2:16 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] feature request for tf2 and other srcds and
 hldsserver

 Dont you mean irc? Isnt iirc an abbreviation for something else? :P

 Mark Chandler wrote:
   
 Well its not to hard to make a plugin that connects to iirc and sends a
 
 msg.
   
 Will have to look into the steam community part.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Raphael
Hehl
 Sent: Monday, March 24, 2008 9:02 PM
 To: 'Discussion of Half-Life Programming'
 Subject: Re: [hlcoders] feature request for tf2 and other srcds and
 hldsserver

 ? Sending a message to the server admin over the steam community?
 Do you have a link for this plugin?

 -Ursprüngliche Nachricht-
 Von: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Im Auftrag von Mark
 Chandler
 Gesendet: Sonntag, 23. März 2008 22:06
 An: 'Discussion of Half-Life Programming'
 Betreff: Re: [hlcoders] feature request for tf2 and other srcds and
 hldsserver

 You can all ready do this using a server plugin.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Raphael
Hehl
 Sent: Monday, March 24, 2008 5:17 AM
 To: 'Discussion of Half-Life Programming'
 Subject: [hlcoders] feature request for tf2 and other srcds and hlds
 
 server
   
 Hi @valve

 Please integrate a command or api into the server or a api into the steam
 community, which makes me able to code a server plugging whit it players
 
 can
   
 send the server admins a message if there is a problem with players or
the
 server.   

 R-Hehl


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Re: [hlcoders] feature request for tf2 and other srcds and hlds server

2008-03-23 Thread Mark Chandler
You can all ready do this using a server plugin.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Raphael Hehl
Sent: Monday, March 24, 2008 5:17 AM
To: 'Discussion of Half-Life Programming'
Subject: [hlcoders] feature request for tf2 and other srcds and hlds server

Hi @valve

Please integrate a command or api into the server or a api into the steam
community, which makes me able to code a server plugging whit it players can
send the server admins a message if there is a problem with players or the
server.   

R-Hehl


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Re: [hlcoders] change your message subjects!

2008-03-16 Thread Mark Chandler
While we are on the subject of cameras is it possible to shrink the camera
size so every thing looks bigger or make it so the map can be larger?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam Donovan
Sent: Sunday, March 16, 2008 7:22 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] change your message subjects!

Jorge
At least change the subject when talking about all this hotmail stuff..I
went to the effort to change my email address so you dont have spam, so the
least you could do would be to edit you message title, otherwise I am going
to think someone is actually helping me...
adam
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RE: [hlcoders] Get a Player's SteamID?

2008-02-23 Thread Mark Chandler
There is a call back function that gets called once a users id gets
validated. Ill have to find it.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mulchman
Sent: Saturday, February 23, 2008 10:44 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Get a Player's SteamID?

There's also some latency involved with it getting resolved as well. It can
take several seconds after a player joins before the steam id is something
you would want to use / check.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt Stafford
Sent: Sunday, February 17, 2008 17:44
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Get a Player's SteamID?

--
[ Picked text/plain from multipart/alternative ]
Providing that the user has joined an MP game, won't work otherwise

On Feb 18, 2008 8:09 AM, Hyperjag 3 [EMAIL PROTECTED] wrote:


 All you need to do is get a pointer to the player and call the
 GetNetworkIDString() function.  It returns the full SteamID of the client.

 Jory

  From: [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] Get a Player's SteamID?
  Date: Sun, 17 Feb 2008 14:46:23 -0500
  
  This is a multipart message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  Is there a way preferably on the server side to get a client's SteamID?
 
 
 
  Thanks
 
  Chris
 
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RE: [hlcoders] compiling problem

2008-02-21 Thread Mark Chandler
Why not use 2005 then?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian T. Jacobsen
Sent: Friday, February 22, 2008 2:41 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] compiling problem

When I try to compile my mod, there come over 100 errors!! When I was
using VS 2005 express it compiled fine, but now that I've got VS 2008
express there are lots of errors. I  also discarded the old mod and made
a new one, don't know if there is something new with Create a mod
button. I'm not good at modding and want to learn, but these errors are
freaking me out!!

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RE: [hlcoders] Console - Server or Client?

2008-02-16 Thread Mark Chandler
Its both, server and client.

Should use dedicated servers for testing. You can have it on the same
computer as the client you are using.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton
Sent: Sunday, February 17, 2008 1:31 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Console - Server or Client?

Hey,

I was wondering, in developing a plugin for CS:S, is the console in a
listen server server or client? Can i make it one or the other?

At the moment i am trying to swap teams (using the playerinfo-SwapTeam
function) but its crashing because i believe it is passing 0 (The server
console) as the CommandClient.

Which is it? :P

Cheers

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RE: [hlcoders] Scrollbar on vgui::RichText in a PropertyDialog

2008-02-14 Thread Mark Chandler
Here is a simple fix for that problem:

change the start of DrawString in RichText.cpp to this:

[code]

//--
---
// Purpose: Draws a string of characters in the panel
// Input:   iFirst - Index of the first character to draw
//  iLast - Index of the last character to draw
//  renderState - Render state to use
//  font- font to use
// Output:  returns the width of the character drawn
//--
---
int RichText::DrawString(int iFirst, int iLast, TRenderState renderState,
HFont font)
{
// Calculate the render size
int fontTall = surface()-GetFontTall(font);
// BUGBUG John: This won't exactly match the rendered size
int charWide = 0;
for ( int i = iFirst; i = iLast; i++ )
{
char ch = m_TextStream[i];
charWide += surface()-GetCharacterWidth(font, ch);
}


// fix code start

//this fixes when it renders out side the rich text box and out side
the container panel.

int x, y;
this-GetPos(x, y);

if (renderState.y + fontTall  GetTall())
return charWide;

// fix code end

[/code]


Make sure the end of the function is still there

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Christopher
Harris
Sent: Thursday, February 14, 2008 10:17 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Scrollbar on vgui::RichText in a PropertyDialog

: I had that same text problem and I had to make it 1-5 units in height
smaller than the size of the property page. Otherwise it would bleed beyond
the page and into the bottom border of the property dialog. Still with it
off by 1-5 units it bleeds slightly over the border of the vgui::RichText
itself. Hmmm, strange though I will have to play around with it some more.
It may be made more complicated by the fact that I have this all on the chat
hud.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler
Sent: Wednesday, February 13, 2008 10:16 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Scrollbar on vgui::RichText in a PropertyDialog

Weird, I have done what you have said and I don't have that problem. But I
did have a problem of the text going out side the textbox which I have
fixed.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Christopher
Harris
Sent: Thursday, February 14, 2008 5:23 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Scrollbar on vgui::RichText in a PropertyDialog

Heh, Yes, in fact that is all I can do. If I click on the scrollbar it will
start selecting text as if the scollbar does not exist.

Chris

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler
Sent: Wednesday, February 13, 2008 7:22 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Scrollbar on vgui::RichText in a PropertyDialog

Can you select text from it?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Christopher
Harris
Sent: Wednesday, February 13, 2008 9:00 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Scrollbar on vgui::RichText in a PropertyDialog

This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hey,



If I have a panel I made that has a vgui::RichText with scrollbar enabled I
can use the scrollbar when I test the page on its own. When I add it to a
properties dialog I can no longer use the scrollbar. My icon stays in text
select icon mode even when hovered over scrollbar. Has anyone come across
this before, could be a bug or something stupid on my part!



Chris

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RE: [hlcoders] Scrollbar on vgui::RichText in a PropertyDialog

2008-02-13 Thread Mark Chandler
Can you select text from it?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Christopher
Harris
Sent: Wednesday, February 13, 2008 9:00 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Scrollbar on vgui::RichText in a PropertyDialog

This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hey,



If I have a panel I made that has a vgui::RichText with scrollbar enabled I
can use the scrollbar when I test the page on its own. When I add it to a
properties dialog I can no longer use the scrollbar. My icon stays in text
select icon mode even when hovered over scrollbar. Has anyone come across
this before, could be a bug or something stupid on my part!



Chris

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RE: [hlcoders] Scrollbar on vgui::RichText in a PropertyDialog

2008-02-13 Thread Mark Chandler
Weird, I have done what you have said and I don't have that problem. But I
did have a problem of the text going out side the textbox which I have
fixed.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Christopher
Harris
Sent: Thursday, February 14, 2008 5:23 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Scrollbar on vgui::RichText in a PropertyDialog

Heh, Yes, in fact that is all I can do. If I click on the scrollbar it will
start selecting text as if the scollbar does not exist.

Chris

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler
Sent: Wednesday, February 13, 2008 7:22 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Scrollbar on vgui::RichText in a PropertyDialog

Can you select text from it?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Christopher
Harris
Sent: Wednesday, February 13, 2008 9:00 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Scrollbar on vgui::RichText in a PropertyDialog

This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hey,



If I have a panel I made that has a vgui::RichText with scrollbar enabled I
can use the scrollbar when I test the page on its own. When I add it to a
properties dialog I can no longer use the scrollbar. My icon stays in text
select icon mode even when hovered over scrollbar. Has anyone come across
this before, could be a bug or something stupid on my part!



Chris

--


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[hlcoders] Shader problems

2008-02-12 Thread Mark Chandler
Hey I got a shader for a texture problem.

Now what I have made using a custom proxie is a texture that scrolls ontop
of another texture at a given time interval. Now this works fine, no
problems there except the scrolling texture only shows the color blue with
every other color being black. This is my problem. Is this a function of
UnlitTwoTexture or something else.


Base Texture:
//
UnlitTwoTexture
{
$basetexture  vgui\menu\base_border
  $texture2   vgui\menu\bar

Proxies
{
TextureScrollDelay
{
texturescrollvar $texture2transform
texturescrollangle 0
textureScrollRunTime 8
textureScrollDelay 4
}
}
}
//



Bar
//
UnlitGeneric
{
$baseTexture vgui\menu\bar
}
//


base_border image comes out in full color where as bar image only shows blue
and black.

Mark

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[hlcoders] Make vgui_controls a dll

2008-02-12 Thread Mark Chandler
Hey mike,

Any chance we could vgui_controls to be changed to a dynamic link library so
changes made to panels effect all panels. The reason I ask this is because I
want a theme on my panels using images but all the closed source panels use
the default vgui_controls static lib.

Mark

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RE: [hlcoders] Creating A Informational VGUI Panel that sits below the hud.

2008-02-06 Thread Mark Chandler
Zpos should be the same as a panel.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Christopher
Harris
Sent: Thursday, February 07, 2008 3:12 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Creating A Informational VGUI Panel that sits below
the hud.

Is there a way to setup my hud element to be the first hud element rendered?
I want it first so it looks like it is from within the game and not vgui
because if it is above other huds in rendering then it will be on top of the
elements if for instance you see a player chatting where the health
indicator is.

Chris

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler
Sent: Monday, February 04, 2008 8:22 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Creating A Informational VGUI Panel that sits below
the hud.

Why not just use a hud panel?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Christopher
Harris
Sent: Tuesday, February 05, 2008 4:07 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Creating A Informational VGUI Panel that sits below the
hud.

This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello,



I have been having some issues with getting a blank panel to show in the
manner I want. I have been trying to use ViewportPanel system, but the
problem is that I need my panel to be blank, take no input, and sit below
the hud. With the viewport panel if I have a blank panel with MouseInput
disabled, the mouse still is pulled from the game. I use PaintBackground
overridden to {} to achieve empty effect, but some reason I still see
transparent blackness on top of the whole screen. (My panel does take up a
whole screen).



Here is an explanation of what I want to do so that maybe someone knows the
best way to achieve it. I am writing a system that takes chat and converts
it into a chat bubble panel which I would like to display on a panel that is
sitting below the hud. I convert coordinates from world to screen space and
use some trigonometry to make my chat bubbles look less identical (vary both
the tails and the origin of each bubble based on its player chat bubble
hierarchy with sine and sine of sine). The only problem I have is getting a
proper panel that works in the manner I want so that I can display my chat
bubble panels to this panel. If anyone has any insight into a way I could
accomplish this I would love to hear from you.



Thanks

Chris

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RE: [hlcoders] Creating A Informational VGUI Panel that sits below the hud.

2008-02-04 Thread Mark Chandler
Why not just use a hud panel?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Christopher
Harris
Sent: Tuesday, February 05, 2008 4:07 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Creating A Informational VGUI Panel that sits below the
hud.

This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello,



I have been having some issues with getting a blank panel to show in the
manner I want. I have been trying to use ViewportPanel system, but the
problem is that I need my panel to be blank, take no input, and sit below
the hud. With the viewport panel if I have a blank panel with MouseInput
disabled, the mouse still is pulled from the game. I use PaintBackground
overridden to {} to achieve empty effect, but some reason I still see
transparent blackness on top of the whole screen. (My panel does take up a
whole screen).



Here is an explanation of what I want to do so that maybe someone knows the
best way to achieve it. I am writing a system that takes chat and converts
it into a chat bubble panel which I would like to display on a panel that is
sitting below the hud. I convert coordinates from world to screen space and
use some trigonometry to make my chat bubbles look less identical (vary both
the tails and the origin of each bubble based on its player chat bubble
hierarchy with sine and sine of sine). The only problem I have is getting a
proper panel that works in the manner I want so that I can display my chat
bubble panels to this panel. If anyone has any insight into a way I could
accomplish this I would love to hear from you.



Thanks

Chris

--


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RE: [hlcoders] Weapon Prediction Problems?

2008-02-03 Thread Mark Chandler
No net_fakelag is fine. This is because the weapons are not being predicted.
Ill try and find the fix for you.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rodrigo
'r2d2rigo' Diaz
Sent: Sunday, February 03, 2008 8:37 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Weapon Prediction Problems?

--
[ Picked text/plain from multipart/alternative ]
Wasn't the net_fakelag command broken? I think I read that a long time ago
here in the list.

2008/2/3, Cale Dunlap [EMAIL PROTECTED]:

 This is a multipart message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Alright, I'm stumped. I can't tell if this is a prediction problem, or of
 something else is going on.



 I've written about 35 or so new weapons and they ALL experience animation
 and effect glitches in a laggy environment (net_fakelag 100 is how I've
 been
 testing this).



 If I have a semi-auto weapon such as a pistol which is only allowed to
 fire
 every 0.2 seconds it can fire every single frame when there is any sort of
 lag introduced to the game. Obviously when I say fire I mean just play
 the
 effects, it doesn't actually fire on the server-side. This happens on full
 auto as well, but isn't so obvious to the player because it is masked by
 the
 real rate of fire.



 When I run the debugger, I discovered that the server and client time get
 out of sync, causing the m_flNextPrimaryAttack variable to become
 instantly
 stale on the client side. Here is the rundown of what is going on:



 1.   Client sends fire command, plays the effects

 2.   Client updates m_flNextPrimaryAttack to gpGlobals-curtime + x.xx

 3.   Server acknowledges, fires the weapon

 4.   Server updates m_flNextPrimaryAttack to gpGlobals-curtime + x.xx

 5.   Server sends client updated m_flNextPrimaryAttack time

 6.   Client corrects m_flNextPrimaryAttack which ends up BEHIND
 gpGlobals-curtime

 7.   Client sends fire command, plays effects

 8.   Client updates m_flNextPrimaryAttack to gpGlobals-curtime + x.xx

 9.   Server denies command because it isn't allowed to shoot on the
 server yet

 10.   Server sends client updated m_flNextPrimaryAttack time

 11.   Client corrects m_flNextPrimaryAttack again, ending up BEHIND
 gpGlobals-curtime again allowing it to shoot again



 Basically the server is sending the client an old m_flNextPrimaryAttack
 time
 near continuously. This would normally be OK, but the gpGlobals-curtime
 variables become out of sync. The server thinks it is 1263.6800 when the
 client has 1263.7500. This only happens when there is lag.



 To test to make sure it wasn't my mod, I ran a vanilla setup of the
 scratch
 SDK and discovered that the weapons built into that SDK experience the
 same
 symptoms. I'm not sure if it is for the same reasons or not though, I
 didn't
 run it through the debugger.



 I sure hope there is some easy way to fix this. Perhaps it is just a
 symptom
 of using fake lag? Maybe I should just set up a server in the same room,
 then shake the Ethernet cable violently until bits fall out of the cable,
 creating lag? (joke)



 Thanks in advance.



 Cale


 No virus found in this outgoing message.
 Checked by AVG Free Edition.
 Version: 7.5.516 / Virus Database: 269.19.19/1256 - Release Date: 2/2/2008
 1:50 PM


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RE: [hlcoders] Weapon Prediction Problems?

2008-02-03 Thread Mark Chandler
http://list.valvesoftware.com/mailman/private/hlcoders/2007-September/022161
.html


Quote
I'm glad you brought this topic back up, and I've found the definite
fix.  The original problem was that weapons would shoot too fast, but
I've been encountering a problem where weapon animations are just plain
glitchy when not at a sub 50 ping.  Both of these problems are only
evident in the base SDK and not the HL2 DM SDK.  Your moving the
m_flNextPrimaryAttack variable into the player is an interesting hint at
the real source of the problem, but the problem is not due to anything
about how networked data is updated or received.  The problem is that no
weapons are being predicted!

If you put cl_predictionlist in the console, it will print a list of
all entities in the world that are being predicted.  If you run in HL2
DM, the list is something along the lines of player, view model, and
player weapons.  However, if you look at the list in a base SDK mod,
only the player and view model are listed.  That's because your weapons
aren't being predicted.  The reason they're not predicted is because
CWeaponSDKBase does not override C_BaseEntity's ShouldPredict() function
to tell the game to predict the weapons.  In the HL2 DM sdk, the weapons
are derived from CWeaponHL2MPBase which overrides ShouldPredict() and
returning true if the local player is the one holding the weapon.


How to fix this bug:

In weapon_sdkbase.h, add:

#ifdef CLIENT_DLL
virtual bool ShouldPredict();
#endif

In weapon_sdkbase.cpp, add:

#ifdef CLIENT_DLL
bool CWeaponSDKBase::ShouldPredict()
{
if ( GetOwner()  GetOwner() == C_BasePlayer::GetLocalPlayer())
return true;

return BaseClass::ShouldPredict();
}
#endif


Credit Goes to Justin Krenz

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rodrigo
'r2d2rigo' Diaz
Sent: Sunday, February 03, 2008 8:37 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Weapon Prediction Problems?

--
[ Picked text/plain from multipart/alternative ]
Wasn't the net_fakelag command broken? I think I read that a long time ago
here in the list.

2008/2/3, Cale Dunlap [EMAIL PROTECTED]:

 This is a multipart message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Alright, I'm stumped. I can't tell if this is a prediction problem, or of
 something else is going on.



 I've written about 35 or so new weapons and they ALL experience animation
 and effect glitches in a laggy environment (net_fakelag 100 is how I've
 been
 testing this).



 If I have a semi-auto weapon such as a pistol which is only allowed to
 fire
 every 0.2 seconds it can fire every single frame when there is any sort of
 lag introduced to the game. Obviously when I say fire I mean just play
 the
 effects, it doesn't actually fire on the server-side. This happens on full
 auto as well, but isn't so obvious to the player because it is masked by
 the
 real rate of fire.



 When I run the debugger, I discovered that the server and client time get
 out of sync, causing the m_flNextPrimaryAttack variable to become
 instantly
 stale on the client side. Here is the rundown of what is going on:



 1.   Client sends fire command, plays the effects

 2.   Client updates m_flNextPrimaryAttack to gpGlobals-curtime + x.xx

 3.   Server acknowledges, fires the weapon

 4.   Server updates m_flNextPrimaryAttack to gpGlobals-curtime + x.xx

 5.   Server sends client updated m_flNextPrimaryAttack time

 6.   Client corrects m_flNextPrimaryAttack which ends up BEHIND
 gpGlobals-curtime

 7.   Client sends fire command, plays effects

 8.   Client updates m_flNextPrimaryAttack to gpGlobals-curtime + x.xx

 9.   Server denies command because it isn't allowed to shoot on the
 server yet

 10.   Server sends client updated m_flNextPrimaryAttack time

 11.   Client corrects m_flNextPrimaryAttack again, ending up BEHIND
 gpGlobals-curtime again allowing it to shoot again



 Basically the server is sending the client an old m_flNextPrimaryAttack
 time
 near continuously. This would normally be OK, but the gpGlobals-curtime
 variables become out of sync. The server thinks it is 1263.6800 when the
 client has 1263.7500. This only happens when there is lag.



 To test to make sure it wasn't my mod, I ran a vanilla setup of the
 scratch
 SDK and discovered that the weapons built into that SDK experience the
 same
 symptoms. I'm not sure if it is for the same reasons or not though, I
 didn't
 run it through the debugger.



 I sure hope there is some easy way to fix this. Perhaps it is just a
 symptom
 of using fake lag? Maybe I should just set up a server in the same room,
 then shake the Ethernet cable violently until bits fall out of the cable,
 creating lag? (joke)



 Thanks in advance.



 Cale


 No virus found in this outgoing message.
 Checked by AVG Free Edition.
 Version: 7.5.516 / Virus Database: 269.19.19/1256 - Release 

RE: [hlcoders] Editting Msg(...)

2008-02-03 Thread Mark Chandler
#ifdef CLIENT_DLL
Msg(Client: %s, text);
#else
Msg(Server: %s, text);
#endif

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Saul Rennison
Sent: Sunday, February 03, 2008 11:50 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Editting Msg(...)

Hey Guys,
I'm wondering if there is some way I can change Msg() in my mod. I want
it to prefix with SERVER: if the Msg() was called in the server.dll,
and  CLIENT:  if the Msg() was called in the client.dll

Thanks in advance,
 - Saul.

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RE: [hlcoders] SDK keeps reverting itself

2008-02-01 Thread Mark Chandler
If steam runs without the sdk beta cla it will revert to the old version.
Make sure every time you run steam it has the beta sdk cla on it.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ryan ---
Sent: Saturday, February 02, 2008 5:15 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] SDK keeps reverting itself

--
[ Picked text/plain from multipart/alternative ]
The past 3 times ive closed and restarted steam, the sdk has started
downloading / updating itself. I have the orange box beta sdk activated so
it should not be updating. When it's done 'updating' it turns out it has
actually reverted itself to the old sdk and only lists ep1 games (there is
no longer a choice of engine).

To get back to the beta sdk i have to delete and redownload the whole sdk
again. I even tried setting the sdk tool to not automatically update but its
'updating' itself as i type this regardless.

It's a bit of a bitch to have to redownload the entire thing again everytime
i close steam.
--

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[hlcoders] TF2 Scoreboard

2008-01-31 Thread Mark Chandler
Mike any chances we could get the code for the tf2 scoreboard or the steam
community features like the picture and locking the name.

Mark

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RE: [hlcoders] TF2 Scoreboard

2008-01-31 Thread Mark Chandler
Good Find. Now to fiddle with it :P

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jorge Rodriguez
Sent: Friday, February 01, 2008 12:30 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] TF2 Scoreboard

--
[ Picked text/plain from multipart/alternative ]
The code to do this should be in client\vgui_avatarimage.h

--
Jorge Vino Rodriguez
--

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[hlcoders] Panels not playing nice.

2008-01-30 Thread Mark Chandler
This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hey guys got this problem that shouldn't be atm.

Ok I made a new vgui class based from the vgui::panel class:
class PD_BasePanel : public vgui::Panel

now in that class I have overwritten the OnMousePressed and
OnMouseDoublePressed functions:

void OnMousePressed(MouseCode code)
{
if (code == MOUSE_LEFT)
{
PostActionSignal(new KeyValues(ItemClick,name,
this-GetName()));
}
}
void OnMouseDoublePressed(MouseCode code)
{
Msg(XXX Code is: %d \n, code);
if (code == MOUSE_LEFT)
{
PostActionSignal(new
KeyValues(ItemDoubleClick,name, this-GetName()));
}
}

However the OnMousePressed function works like a charm but
OnMouseDoublePressed doesn't work at all. So I went and put a msg into the
panel.cpp OnMouseDoublePressed function:

void Panel::OnMouseDoublePressed(MouseCode code)
{
Msg(Mouse Doubled Pressed Base class \n);
}

And this works but it is not been overwritten by my class. Any suggestions
as Im lost to why its not been overwritten.

Lodle

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RE: [hlcoders] Panels not playing nice.

2008-01-30 Thread Mark Chandler
Same result

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam Maras
(memzero)
Sent: Wednesday, January 30, 2008 10:38 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Panels not playing nice.

Try making them virtual functions.

//   Adam Maras (memzero)

Mark Chandler wrote:
 This is a multipart message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Hey guys got this problem that shouldn't be atm.

 Ok I made a new vgui class based from the vgui::panel class:
   class PD_BasePanel : public vgui::Panel

 now in that class I have overwritten the OnMousePressed and
 OnMouseDoublePressed functions:

   void OnMousePressed(MouseCode code)
   {
   if (code == MOUSE_LEFT)
   {
   PostActionSignal(new KeyValues(ItemClick,name,
 this-GetName()));
   }
   }
   void OnMouseDoublePressed(MouseCode code)
   {
   Msg(XXX Code is: %d \n, code);
   if (code == MOUSE_LEFT)
   {
   PostActionSignal(new
 KeyValues(ItemDoubleClick,name, this-GetName()));
   }
   }

 However the OnMousePressed function works like a charm but
 OnMouseDoublePressed doesn't work at all. So I went and put a msg into the
 panel.cpp OnMouseDoublePressed function:

 void Panel::OnMouseDoublePressed(MouseCode code)
 {
   Msg(Mouse Doubled Pressed Base class \n);
 }

 And this works but it is not been overwritten by my class. Any suggestions
 as Im lost to why its not been overwritten.

 Lodle

 --

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RE: [hlcoders] Panels not playing nice.

2008-01-30 Thread Mark Chandler
Its in panel.cpp which is virtual (be stupid otherwise because all its code
is { } ).



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Maarten De Meyer
Sent: Thursday, January 31, 2008 1:57 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Panels not playing nice.

Did you make the member functions in the *base* class virtual? ( cause
that is what he meant ).

 Same result

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Adam Maras
 (memzero)
 Sent: Wednesday, January 30, 2008 10:38 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Panels not playing nice.

 Try making them virtual functions.

 //   Adam Maras (memzero)

 Mark Chandler wrote:
 This is a multipart message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Hey guys got this problem that shouldn't be atm.

 Ok I made a new vgui class based from the vgui::panel class:
  class PD_BasePanel : public vgui::Panel

 now in that class I have overwritten the OnMousePressed and
 OnMouseDoublePressed functions:

  void OnMousePressed(MouseCode code)
  {
  if (code == MOUSE_LEFT)
  {
  PostActionSignal(new KeyValues(ItemClick,name,
 this-GetName()));
  }
  }
  void OnMouseDoublePressed(MouseCode code)
  {
  Msg(XXX Code is: %d \n, code);
  if (code == MOUSE_LEFT)
  {
  PostActionSignal(new
 KeyValues(ItemDoubleClick,name, this-GetName()));
  }
  }

 However the OnMousePressed function works like a charm but
 OnMouseDoublePressed doesn't work at all. So I went and put a msg into
 the
 panel.cpp OnMouseDoublePressed function:

 void Panel::OnMouseDoublePressed(MouseCode code)
 {
  Msg(Mouse Doubled Pressed Base class \n);
 }

 And this works but it is not been overwritten by my class. Any
 suggestions
 as Im lost to why its not been overwritten.

 Lodle

 --

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[hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFE R_SIZE.

2008-01-30 Thread Mark Chandler
Basically the number is current and max (2679124576) and your model detail
is to high and will crash the engine. I don't think you can change it
without recompiling hammer and the engine.

Why you need that much detail?



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Mears
Sent: Thursday, January 31, 2008 4:52 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell
a programmer to up VERTEX_BUFFER_SIZE.

--
[ Picked text/plain from multipart/alternative ]
 Hello all. This is my first email to the mailing list and I'm writing
because I'm really stuck and hope someone can help me out. When I place an
entity and try to load my custom character it causes Hammer to crash and
displays this error message:

 Too many verts for a dynamic buffer (2679124576) Tell a programmer to up
VERTEX_BUFFER_SIZE.

I tried lowering the poly and vertex counts and finally got a model to load
but is way below the level of detail I need. I tried several versions of the
model with varying poly and vertex counts and noticed that the first number
in the error message (26791 in this case) would change as the poly and vert
counts change. Also, the high poly model will load fine in Face Poser.

I've tried to research the problem online and haven't found anything too
helpful. The Valve Wiki says I probably have a bug in my code or content,
which doesn't really help me too much. I also got advice to optimize my map
to reduce the vertices but I get the same error message when I try to load
the model in a simple room.


So, basically I guess I am asking if anyone knows how I can up
VERTEX_BUFFER_SIZE? I don't really have much experience with coding and
don't have access to a programmer so I'm hoping someone here can help me
out. Thanks for taking the time to read this and any ideas or suggestions
are greatly appreciated!

Ben
--

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RE: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Mark Chandler
You send valve a check for $1 mil and you get the source code for it.

Any chance we could see a render of it. Got me interested. :D



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Mears
Sent: Thursday, January 31, 2008 5:19 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer
(2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

--
[ Picked text/plain from multipart/alternative ]
Well, it's a pretty detailed model with a lot of armor and accessories. I'm
happy with the model at about 11,000 polys but when I bring it down to
around 5,000 to make it work in game it starts to look pretty bad. Polys get
removed from spots where they need to be, such as his eyes. So, you said you
can't change it without recompiling Hammer and the engine? How would I go
about doing that?

Thanks for the help Mark.


On Jan 30, 2008 12:06 PM, Mark Chandler [EMAIL PROTECTED] wrote:

 Basically the number is current and max (2679124576) and your model
 detail
 is to high and will crash the engine. I don't think you can change it
 without recompiling hammer and the engine.

 Why you need that much detail?



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ben Mears
 Sent: Thursday, January 31, 2008 4:52 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Too many verts for a dynamic buffer (2679124576)
 Tell
 a programmer to up VERTEX_BUFFER_SIZE.

 --
 [ Picked text/plain from multipart/alternative ]
  Hello all. This is my first email to the mailing list and I'm writing
 because I'm really stuck and hope someone can help me out. When I place an
 entity and try to load my custom character it causes Hammer to crash and
 displays this error message:

  Too many verts for a dynamic buffer (2679124576) Tell a programmer to
 up
 VERTEX_BUFFER_SIZE.

 I tried lowering the poly and vertex counts and finally got a model to
 load
 but is way below the level of detail I need. I tried several versions of
 the
 model with varying poly and vertex counts and noticed that the first
 number
 in the error message (26791 in this case) would change as the poly and
 vert
 counts change. Also, the high poly model will load fine in Face Poser.

 I've tried to research the problem online and haven't found anything too
 helpful. The Valve Wiki says I probably have a bug in my code or content,
 which doesn't really help me too much. I also got advice to optimize my
 map
 to reduce the vertices but I get the same error message when I try to load
 the model in a simple room.


 So, basically I guess I am asking if anyone knows how I can up
 VERTEX_BUFFER_SIZE? I don't really have much experience with coding and
 don't have access to a programmer so I'm hoping someone here can help me
 out. Thanks for taking the time to read this and any ideas or suggestions
 are greatly appreciated!

 Ben
 --

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RE: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-29 Thread Mark Chandler
I tried it out one day and its not that great.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern
McKern
Sent: Wednesday, January 30, 2008 4:14 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SteamWorks we should get a piece of that pie ;)

AH!

I would still like the steam tool, would seems to be
an intergrated effort more then a third party tool.

Not pissing the IsoTX guys, but from what I last saw
more the 14 Million people have Steam.

Adam


--- Matt Stafford [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Beat you to the mark!

 On Jan 30, 2008 5:55 PM, Andrew Timson
 [EMAIL PROTECTED] wrote:

  On Jan 30, 2008 1:28 AM, Adam amckern McKern
 [EMAIL PROTECTED] wrote:
   Ah the isotx platform, that remind's me of
 vapour
 
  Probably because it formed from the merger of
 Vapour and something
  else (source: http://www.vapour-online.com/). :)
 
  --
  Andrew Timson
  ==
  Niceness is the greatest human flaw, except for
 all the others.
  --Brendan Moody
 
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 view the list archives,
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 --
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 http://www.wraiyth.com
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RE: [hlcoders] SDK problem

2008-01-28 Thread Mark Chandler
Delete the clientreg.blob file in the steam folder

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of DAV
Sent: Tuesday, January 29, 2008 4:31 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] SDK problem
Importance: High

I am writing this to see if someone can get help or if Valve can have a look
because I am out of ideas.

After the small 26/1 update I can't start the SDK. It keeps giving the error
This game is currently unavailable.

I already reinstalled the SDK (by deleting the folders and the gfc), refresh
the SDK, checked the cache/gfc and everything else that I could remember and
nothing.
But I notice that after I delete the folders sourcesdk and sourcesdk_content
the SDK runs. It will then create the sourcesdk and sourcesdk_content
folder. When I close the SDK launcher and try to open it again it starts to
give the error so it must be something after related to the sourcesdk and
sourcesdk_content folders.

As said before, this was not happening before the 26/1 update and the gfc is
not corrupted.

Any help?
Can I get more info from any log file?

Thanks,
Davide (DAV)
Email: [EMAIL PROTECTED]
Azure Sheep: http://halflife.multiplayer.it/azuresheep/
Point of View: http://halflife.multiplayer.it/pov/
DAV Levels: http://davlevels.planetquake.com.gamespy.com/

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RE: [hlcoders] SDK problem

2008-01-28 Thread Mark Chandler
Ok delete everything in the steam folder but don't delete steam.exe and
steamapps the folder. Go
Into steam apps and rename a folder with the same name as your login. Reload
steam and it should replace the files missing. And hopefully fix your
problem.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of DAV
Sent: Tuesday, January 29, 2008 4:55 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SDK problem

Did that also various times with and without deleting the folders...
(forgot to say that in the email)

Thanks
Davide (DAV)
Email: [EMAIL PROTECTED]
Azure Sheep: http://halflife.multiplayer.it/azuresheep/
Point of View: http://halflife.multiplayer.it/pov/
DAV Levels: http://davlevels.planetquake.com.gamespy.com/




- Original Message -
From: Mark Chandler [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, January 28, 2008 7:49 PM
Subject: RE: [hlcoders] SDK problem


 Delete the clientreg.blob file in the steam folder

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of DAV
 Sent: Tuesday, January 29, 2008 4:31 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] SDK problem
 Importance: High

 I am writing this to see if someone can get help or if Valve can have a
 look
 because I am out of ideas.

 After the small 26/1 update I can't start the SDK. It keeps giving the
 error
 This game is currently unavailable.

 I already reinstalled the SDK (by deleting the folders and the gfc),
 refresh
 the SDK, checked the cache/gfc and everything else that I could remember
 and
 nothing.
 But I notice that after I delete the folders sourcesdk and
 sourcesdk_content
 the SDK runs. It will then create the sourcesdk and sourcesdk_content
 folder. When I close the SDK launcher and try to open it again it starts
 to
 give the error so it must be something after related to the sourcesdk and
 sourcesdk_content folders.

 As said before, this was not happening before the 26/1 update and the gfc
 is
 not corrupted.

 Any help?
 Can I get more info from any log file?

 Thanks,
 Davide (DAV)
 Email: [EMAIL PROTECTED]
 Azure Sheep: http://halflife.multiplayer.it/azuresheep/
 Point of View: http://halflife.multiplayer.it/pov/
 DAV Levels: http://davlevels.planetquake.com.gamespy.com/

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RE: [hlcoders] Debug crash

2008-01-27 Thread Mark Chandler
Upload your crash dump file and mike could prob tell you whats causing it.

goto the folder of the game your mod uses.
For 215 its sdk base. In there, there should be some dump files that look
like: Steam__3366__2008_1_27T20_17_49C21265.mdmp
find the most recent one and upload it to a file hosting site or email mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Emiel Regis
Sent: Monday, January 28, 2008 5:15 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Debug crash

Hi,

I'm using the non-beta version of SDK and Source SDK Base as engine. I
noticed this debug crash a while ago, reinstalled steam, reverted my code,
lately also reinstalled Visual Studio - it's still there. ReleaseHL2MP
works fine. Here is the last call stack:

()
engine.dll!20188584()
[Frames below may be incorrect and/or missing, no symbols loaded for
engine.dll]
engine.dll!201ed84b()
engine.dll!20188997()
engine.dll!201ed8e5()
engine.dll!20188a2e()
engine.dll!20188aec()
launcher.dll!100083e1()
launcher.dll!100083e1()
launcher.dll!10005cf2()

Next, 'unhandled exception' and crash. Can somebody help me?

Cheers,
Emiel Regis
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RE: [hlcoders] Re: New update.

2008-01-25 Thread Mark Chandler
Another problem: When using app id 440 I can launch it via the vis debugger
(http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source
_Code) but when I launch it via steam it crashes and burns after playing the
steam video saying could not load library client.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Saturday, January 26, 2008 2:37 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Re: New update.

Hi Maarten-

These are good questions:

1) We have made it so that anyone who has the rights to the old Source
SDK Base (215) will get the new one (218). This means that users who do
not own any Orange Box games will be able to play your mod using the
Orange Box engine. Of course, if your mod utilizes content from an
Orange Box game then your customer will need to own that game. Right now
there is a problem with the new SDK Base so you should use 420 if your
mod is single player or 440 if your mod is multi-player.

2) The directory structure has changed, but mostly at a high level. Here
is a description of the directory changes between Ep1 and OB source
code:

src\cl_dll  == src\game\client
src\dlls== src\game\server
src\game_shared == src\game\shared

3) The fix for pose parameters has been discussed here a few time and I
believe it is this:

  Change line 1920 of c_baseentity.cpp to
   if ( IsSelfAnimating() )
  instead of
   if ( !IsSelfAnimating() )

   This fix is definitely in the new source code.

-Hope this was helpful,
 Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Maarten De
Meyer
Sent: Friday, January 25, 2008 12:27 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Re: New update.

Hi Mike,

I'm going to ask a few basic questions, apologies if they have been
answered already - I've read through the 100+ mails on the update now,
but
haven't seen it yet. I want to make the decision if I'm going to port or
not.

- If I port to the new codebase, does this imply that people who want to
play my mod will have to own the orangebox games; or is the engine
available to everyone with HL2 ? [ Seen the numbers of players with HL2
as
opposed to those with orangebox, porting would be a bad idea in this
case
]

- Has the filestructure / directory layout changed dramatically? I need
to
do a manual merge of the worst kind - I have had to modify a lot of
baseclasses as well ( expose variables, change interfaces, etc ). If a
large part of the files have moved, this'll be impossible and I'll have
to
run a diff between the latest ep1 source and my mod and re-implement the
changes in the new structure one by one - nightmare time.

- Is the vehicle pose parameters instability bug fixed in the orangebox
engine? [We've mailed on this issue several times now - it's the bug
where
the networked poseparameters like wheelturn  suspension jitter badly;
and
it is almost the only reason I'd still decide to port to orangebox for]

Thanks a lot for the info, and good luck with the release/fixups! :)

-- Maarten


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RE: [hlcoders] Re: New update.

2008-01-25 Thread Mark Chandler
Mike small problem. I got 3 monitors and the drop down box for the sdk menu
is always shown in the center even if the window itself is on a different
monitor. Only a small bug.

Left Mon:
http://lodle.net/public/left.jpg

Center Mon:
http://lodle.net/public/center.jpg

Right Mon:
http://lodle.net/public/right.jpg


Mark

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Saturday, January 26, 2008 2:37 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Re: New update.

Hi Maarten-

These are good questions:

1) We have made it so that anyone who has the rights to the old Source
SDK Base (215) will get the new one (218). This means that users who do
not own any Orange Box games will be able to play your mod using the
Orange Box engine. Of course, if your mod utilizes content from an
Orange Box game then your customer will need to own that game. Right now
there is a problem with the new SDK Base so you should use 420 if your
mod is single player or 440 if your mod is multi-player.

2) The directory structure has changed, but mostly at a high level. Here
is a description of the directory changes between Ep1 and OB source
code:

src\cl_dll  == src\game\client
src\dlls== src\game\server
src\game_shared == src\game\shared

3) The fix for pose parameters has been discussed here a few time and I
believe it is this:

  Change line 1920 of c_baseentity.cpp to
   if ( IsSelfAnimating() )
  instead of
   if ( !IsSelfAnimating() )

   This fix is definitely in the new source code.

-Hope this was helpful,
 Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Maarten De
Meyer
Sent: Friday, January 25, 2008 12:27 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Re: New update.

Hi Mike,

I'm going to ask a few basic questions, apologies if they have been
answered already - I've read through the 100+ mails on the update now,
but
haven't seen it yet. I want to make the decision if I'm going to port or
not.

- If I port to the new codebase, does this imply that people who want to
play my mod will have to own the orangebox games; or is the engine
available to everyone with HL2 ? [ Seen the numbers of players with HL2
as
opposed to those with orangebox, porting would be a bad idea in this
case
]

- Has the filestructure / directory layout changed dramatically? I need
to
do a manual merge of the worst kind - I have had to modify a lot of
baseclasses as well ( expose variables, change interfaces, etc ). If a
large part of the files have moved, this'll be impossible and I'll have
to
run a diff between the latest ep1 source and my mod and re-implement the
changes in the new structure one by one - nightmare time.

- Is the vehicle pose parameters instability bug fixed in the orangebox
engine? [We've mailed on this issue several times now - it's the bug
where
the networked poseparameters like wheelturn  suspension jitter badly;
and
it is almost the only reason I'd still decide to port to orangebox for]

Thanks a lot for the info, and good luck with the release/fixups! :)

-- Maarten


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please visit:
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RE: [hlcoders] New update.

2008-01-24 Thread Mark Chandler
Try this:

- cmdline: steam -beta srcsdk0122

Mines updating atm

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt Stafford
Sent: Thursday, January 24, 2008 1:03 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] New update.

--
[ Picked text/plain from multipart/alternative ]
Ditto, but for some reason I'm not surprised :P

On Jan 24, 2008 1:57 PM, Jake Breen [EMAIL PROTECTED] wrote:

 Dang, I wanted to get a chance to check it all before tomorrow..oh well..

 Adam Maras (memzero) wrote:
  :'(
 
  Mike Durand wrote:
  Hi All-
 
  We're unfortunately not going to be able to put the update on Steam
  tonight. It's all ready to go and we'll make it available tomorrow
  morning Seattle time.
 
  I know that it's disappointing and I apologize.
 
  -Mike
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
  Sent: Wednesday, January 23, 2008 5:31 PM
  To: hlcoders@list.valvesoftware.com
  Subject: RE: [hlcoders] New update.
 
  I'm finishing up the release notes now after spending the day fixing
  some issues. It will be available later this evening. I'll update you
  when it goes live.
 
  -Mike
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Adam
  Maras (memzero)
  Sent: Wednesday, January 23, 2008 5:16 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] New update.
 
  I was hoping it would be out by the time I got back from work, but no
 :(
 
  //   Adam Maras (memzero)
 
  Jake Breen wrote:
 
  Guess we're either not getting it or midnight launch?
 
 
  Benjamin Bunse wrote:
 
  Finally the update :)
 
  There is no cake!
 
  -Ursprüngliche Nachricht-
  Von: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Im Auftrag von Jake
  Breen
  Gesendet: Mittwoch, 23. Januar 2008 21:11
  An: hlcoders@list.valvesoftware.com
  Betreff: Re: [hlcoders] New update.
 
  Sooo...while we wait for the update, who wants some cake?
 
  Joel R. wrote:
 
 
  --
  [ Picked text/plain from multipart/alternative ]
  Usually a couple minutes past midnight =)
 
  On Jan 23, 2008 10:42 AM, Tobias Kammersgaard
 
 
  [EMAIL PROTECTED]
 
 
  wrote:
 
 
 
 
  --
  [ Picked text/plain from multipart/alternative ]
  Either that, or to avoid the refence to Valve time ;)
  http://developer.valvesoftware.com/wiki/Valve_time
 
  /ProZak
 
 
  On 23/01/2008, Paul Peloski [EMAIL PROTECTED] wrote:
 
 
 
  --
  [ Picked text/plain from multipart/alternative ]
  Don't get your hopes up. Notice how he left off the year on
  1/23. He
  really
  means 1/23/2009. Why else would he specify the date in that format
  when
 
 
 
  he
 
 
 
  could have just said later today.
 
  Regards,
 
  Paul
 
  On Jan 23, 2008 4:54 AM, Tom Leighton [EMAIL PROTECTED]
 
 
 
 
  wrote:
 
 
 
  Cheers Mike.
 
  :O TODAYS THE 23RD
 
  Awesome, cheers Mike
 
  Matt Stafford wrote:
 
 
 
  --
  [ Picked text/plain from multipart/alternative ]
  Cheers for the update Mike.
 
  On Jan 23, 2008 4:58 PM, Mike Durand [EMAIL PROTECTED]
 
 
 
  wrote:
 
 
 
  Hi All-
 
  I'm just testing a release candidate now. If there aren't any
 
 
 
  showstoppers
 
 
 
  then we will have a public beta starting on 1/23. I'll keep you
 
 
 
  posted.
 
 
 
  Thanks for your patience.
 
  -Mike
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:
  [EMAIL PROTECTED] On Behalf Of Tom
 Leighton
   Sent: Tuesday, January 22, 2008 6:59 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] New update.
 
  über ditto
 
  Matt Stafford wrote:
 
 
 
 
  --
  [ Picked text/plain from multipart/alternative ]
  Ditto.
 
  On 1/23/08, Joel R. [EMAIL PROTECTED] wrote:
 
 
 
 
 
  --
  [ Picked text/plain from multipart/alternative ]
  Is the Steam update nearing completion?  I've got a lot of
  coding
 
 
 
  ahead
 
 
 
  of
 
 
 
 
  me and I'd love to get started soon.
 
  On Jan 15, 2008 6:58 PM, Brandon Dunham [EMAIL PROTECTED]
 
 
 
  wrote:
 
 
 
  --
  [ Picked text/plain from multipart/alternative ]
  I agree with this, even something like this:
  -EP1 Engine
  =HL2
  =HL2: DM
  =HL2: EP1
  -Orange Box Engine
  =Portal
  =Team Fortress 2
 
  But then again, I guess it might have something to do with
  the
 
 
 
  game
 
 
 
  config.
 
 
 
 
 
 
 
  From: [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] New update.
  Date: Tue, 15 Jan 2008 15:26:26 -0700
 
  I apologize if I'm overstepping my bounds, but may I make a
 
 
 
 
  suggestion
 
 
 
 
  to change your change slightly? I know everyone on this
 list
 
 
 
  will
 
 
 
  understand the purpose of the engine selector list box
  and why
 
 
 
  the
 
 
 
  games
 
 
 
 
 
  are separated, but if you're already integrating the Orange
  Box
 
 
 
  and
 
 
 
  Episode 1 SDK Launchers, why not simply combine the games
 in
 
 
 
  one
 
 
 
  single
 
 
 
 
 
  list box? I suggest this from a user 

RE: [hlcoders] New update.

2008-01-24 Thread Mark Chandler
No, but allows us to get mod code

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Neale Roberts
Sent: Thursday, January 24, 2008 9:30 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] New update.

I tried that - it updated but spectacularly doesn't work. Selecting any
OB game and starting Hammer = instant crash. I'm assuming from the date
in the commandline that this isn't the proper update to be released later.

Mark Chandler wrote:
 Try this:

 - cmdline: steam -beta srcsdk0122

 Mines updating atm

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Matt Stafford
 Sent: Thursday, January 24, 2008 1:03 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] New update.

 --
 [ Picked text/plain from multipart/alternative ]
 Ditto, but for some reason I'm not surprised :P

 On Jan 24, 2008 1:57 PM, Jake Breen [EMAIL PROTECTED] wrote:


 Dang, I wanted to get a chance to check it all before tomorrow..oh well..

 Adam Maras (memzero) wrote:

 :'(

 Mike Durand wrote:

 Hi All-

 We're unfortunately not going to be able to put the update on Steam
 tonight. It's all ready to go and we'll make it available tomorrow
 morning Seattle time.

 I know that it's disappointing and I apologize.

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
 Sent: Wednesday, January 23, 2008 5:31 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] New update.

 I'm finishing up the release notes now after spending the day fixing
 some issues. It will be available later this evening. I'll update you
 when it goes live.

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Adam
 Maras (memzero)
 Sent: Wednesday, January 23, 2008 5:16 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] New update.

 I was hoping it would be out by the time I got back from work, but no

 :(

 //   Adam Maras (memzero)

 Jake Breen wrote:


 Guess we're either not getting it or midnight launch?


 Benjamin Bunse wrote:


 Finally the update :)

 There is no cake!

 -Ursprüngliche Nachricht-
 Von: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Im Auftrag von Jake
 Breen
 Gesendet: Mittwoch, 23. Januar 2008 21:11
 An: hlcoders@list.valvesoftware.com
 Betreff: Re: [hlcoders] New update.

 Sooo...while we wait for the update, who wants some cake?

 Joel R. wrote:



 --
 [ Picked text/plain from multipart/alternative ]
 Usually a couple minutes past midnight =)

 On Jan 23, 2008 10:42 AM, Tobias Kammersgaard



 [EMAIL PROTECTED]



 wrote:





 --
 [ Picked text/plain from multipart/alternative ]
 Either that, or to avoid the refence to Valve time ;)
 http://developer.valvesoftware.com/wiki/Valve_time

 /ProZak


 On 23/01/2008, Paul Peloski [EMAIL PROTECTED] wrote:




 --
 [ Picked text/plain from multipart/alternative ]
 Don't get your hopes up. Notice how he left off the year on
 1/23. He
 really
 means 1/23/2009. Why else would he specify the date in that format
 when




 he




 could have just said later today.

 Regards,

 Paul

 On Jan 23, 2008 4:54 AM, Tom Leighton [EMAIL PROTECTED]



 wrote:




 Cheers Mike.

 :O TODAYS THE 23RD

 Awesome, cheers Mike

 Matt Stafford wrote:




 --
 [ Picked text/plain from multipart/alternative ]
 Cheers for the update Mike.

 On Jan 23, 2008 4:58 PM, Mike Durand [EMAIL PROTECTED]




 wrote:




 Hi All-

 I'm just testing a release candidate now. If there aren't any




 showstoppers




 then we will have a public beta starting on 1/23. I'll keep you




 posted.




 Thanks for your patience.

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] On Behalf Of Tom

 Leighton

  Sent: Tuesday, January 22, 2008 6:59 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] New update.

 über ditto

 Matt Stafford wrote:





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

 On 1/23/08, Joel R. [EMAIL PROTECTED] wrote:






 --
 [ Picked text/plain from multipart/alternative ]
 Is the Steam update nearing completion?  I've got a lot of
 coding




 ahead




 of





 me and I'd love to get started soon.

 On Jan 15, 2008 6:58 PM, Brandon Dunham [EMAIL PROTECTED]




 wrote:




 --
 [ Picked text/plain from multipart/alternative ]
 I agree with this, even something like this:
 -EP1 Engine
 =HL2
 =HL2: DM
 =HL2: EP1
 -Orange Box Engine
 =Portal
 =Team Fortress 2

 But then again, I guess it might have something to do with
 the




 game




 config.








 From: [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] New update.
 Date: Tue, 15 Jan 2008 15:26:26 -0700

 I apologize if I'm overstepping my bounds, but may I make a





 suggestion





 to change your change slightly? I know everyone on this

 list



 will




 understand the purpose of the engine selector list box

RE: [hlcoders] take me off mailing list

2008-01-24 Thread Mark Chandler
There should be an iq check before joining the list. Cause any one who could
read could see instructions on the bottom of every email from the list.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of timothy moore
Sent: Thursday, January 24, 2008 10:53 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] take me off mailing list

--
[ Picked text/plain from multipart/alternative ]
please take me off the mailing list thanks. iam getting my email flooded.
--

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RE: [hlcoders] New update.

2008-01-24 Thread Mark Chandler
I couldn't get it to run. Complained it was unavailable at this time

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ed Kehoe
Sent: Thursday, January 24, 2008 11:28 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] New update.

--
[ Picked text/plain from multipart/alternative ]
It not only compiles, but it also runs! I just finished a test run not too
long ago of HL2MP.

On Jan 24, 2008 9:21 AM, Harry Pidcock [EMAIL PROTECTED] wrote:



 The code is in the srcsdk gcf.

 I'm building it now. So far it compiles.


 Message: 2
 Date: Thu, 24 Jan 2008 13:23:47 +
 From: Neale Roberts [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] New update.
 Reply-To: hlcoders@list.valvesoftware.com

 For the Episode 1-engined games, the shaded and lightmap views work
 again (not the lighting preview, though). I can't get Hammer to work at
 all for the OB games.


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RE: [hlcoders] New update.

2008-01-24 Thread Mark Chandler
I know. But it’s a little closer to happiness.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Friday, January 25, 2008 2:12 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] New update.

That one is not ready for prime time. Namely, it features a Hammer crash
that I fixed already.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler
Sent: Thursday, January 24, 2008 3:55 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] New update.

Try this:

- cmdline: steam -beta srcsdk0122

Mines updating atm

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt Stafford
Sent: Thursday, January 24, 2008 1:03 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] New update.

--
[ Picked text/plain from multipart/alternative ]
Ditto, but for some reason I'm not surprised :P

On Jan 24, 2008 1:57 PM, Jake Breen [EMAIL PROTECTED] wrote:

 Dang, I wanted to get a chance to check it all before tomorrow..oh well..

 Adam Maras (memzero) wrote:
  :'(
 
  Mike Durand wrote:
  Hi All-
 
  We're unfortunately not going to be able to put the update on Steam
  tonight. It's all ready to go and we'll make it available tomorrow
  morning Seattle time.
 
  I know that it's disappointing and I apologize.
 
  -Mike
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
  Sent: Wednesday, January 23, 2008 5:31 PM
  To: hlcoders@list.valvesoftware.com
  Subject: RE: [hlcoders] New update.
 
  I'm finishing up the release notes now after spending the day fixing
  some issues. It will be available later this evening. I'll update you
  when it goes live.
 
  -Mike
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Adam
  Maras (memzero)
  Sent: Wednesday, January 23, 2008 5:16 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] New update.
 
  I was hoping it would be out by the time I got back from work, but no
 :(
 
  //   Adam Maras (memzero)
 
  Jake Breen wrote:
 
  Guess we're either not getting it or midnight launch?
 
 
  Benjamin Bunse wrote:
 
  Finally the update :)
 
  There is no cake!
 
  -Ursprüngliche Nachricht-
  Von: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Im Auftrag von Jake
  Breen
  Gesendet: Mittwoch, 23. Januar 2008 21:11
  An: hlcoders@list.valvesoftware.com
  Betreff: Re: [hlcoders] New update.
 
  Sooo...while we wait for the update, who wants some cake?
 
  Joel R. wrote:
 
 
  --
  [ Picked text/plain from multipart/alternative ]
  Usually a couple minutes past midnight =)
 
  On Jan 23, 2008 10:42 AM, Tobias Kammersgaard
 
 
  [EMAIL PROTECTED]
 
 
  wrote:
 
 
 
 
  --
  [ Picked text/plain from multipart/alternative ]
  Either that, or to avoid the refence to Valve time ;)
  http://developer.valvesoftware.com/wiki/Valve_time
 
  /ProZak
 
 
  On 23/01/2008, Paul Peloski [EMAIL PROTECTED] wrote:
 
 
 
  --
  [ Picked text/plain from multipart/alternative ]
  Don't get your hopes up. Notice how he left off the year on
  1/23. He
  really
  means 1/23/2009. Why else would he specify the date in that format
  when
 
 
 
  he
 
 
 
  could have just said later today.
 
  Regards,
 
  Paul
 
  On Jan 23, 2008 4:54 AM, Tom Leighton [EMAIL PROTECTED]
 
 
 
 
  wrote:
 
 
 
  Cheers Mike.
 
  :O TODAYS THE 23RD
 
  Awesome, cheers Mike
 
  Matt Stafford wrote:
 
 
 
  --
  [ Picked text/plain from multipart/alternative ]
  Cheers for the update Mike.
 
  On Jan 23, 2008 4:58 PM, Mike Durand [EMAIL PROTECTED]
 
 
 
  wrote:
 
 
 
  Hi All-
 
  I'm just testing a release candidate now. If there aren't any
 
 
 
  showstoppers
 
 
 
  then we will have a public beta starting on 1/23. I'll keep you
 
 
 
  posted.
 
 
 
  Thanks for your patience.
 
  -Mike
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:
  [EMAIL PROTECTED] On Behalf Of Tom
 Leighton
   Sent: Tuesday, January 22, 2008 6:59 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] New update.
 
  über ditto
 
  Matt Stafford wrote:
 
 
 
 
  --
  [ Picked text/plain from multipart/alternative ]
  Ditto.
 
  On 1/23/08, Joel R. [EMAIL PROTECTED] wrote:
 
 
 
 
 
  --
  [ Picked text/plain from multipart/alternative ]
  Is the Steam update nearing completion?  I've got a lot of
  coding
 
 
 
  ahead
 
 
 
  of
 
 
 
 
  me and I'd love to get started soon.
 
  On Jan 15, 2008 6:58 PM, Brandon Dunham [EMAIL PROTECTED]
 
 
 
  wrote:
 
 
 
  --
  [ Picked text/plain from multipart/alternative ]
  I agree with this, even something like this:
  -EP1 Engine
  =HL2
  =HL2: DM
  =HL2: EP1
  -Orange Box Engine
  =Portal
  =Team Fortress 2
 
  But then again, I guess it might have something to do with
  the
 
 
 
  game
 
 
 
  config.
 
 
 
 
 
 
 
  From: [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com

RE: [hlcoders] New update.

2008-01-24 Thread Mark Chandler
Hey mike, why wasn't it a beta in the steam settings like the community?
Thought command line betas where a thing of the past.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Friday, January 25, 2008 2:26 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] New update.

My first thought is that we need to change the naming convention for our
public betas.:)

And just to make it clear: this new version of the SDK has both the old
Ep1 mod source code and the Orange Box mod source code. If you set the
active engine to HL2:Ep1 then the create mod wizard will copy the old
source code to your mod directory. If Orange Box is your active engine
when you create a mod then you'll get the new stuff. This way we aren't
forcing people to port their mods to the newer engine.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton
Sent: Thursday, January 24, 2008 8:33 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] New update.

The new style ConCommands are in, so i assume its NEWER code than the
normal sdk :P

I wonder what Mike thinks of us all now, ban us all from hlcoders for
hackage, or just shrug it off and hire us all? :P

Keeper wrote:
 Strange, because I looked at some of the headers released for the
plugins,
 and they don't match with what's in the gcf.

 Imma wait.  :)

 -Original Message-
 From: Ed Kehoe [mailto:[EMAIL PROTECTED]
 Sent: Thursday, January 24, 2008 10:41 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] New update.

 --
 [ Picked text/plain from multipart/alternative ]
 Yeah, visual comparison took all of 5 seconds. The directory structure
is
 completely different, and the VS2003 solution files are gone.

 Rejoice, people, for the promised day has finally come! :D

 On Jan 24, 2008 10:38 AM, Sander van Noort
[EMAIL PROTECTED]
 wrote:


 --
 [ Picked text/plain from multipart/alternative ]
 The steamappid in the gameinfo.txt is different too. It is 218 now.
So it
 is likely the updated one.


 From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com
Subject:

 Re: [hlcoders] New update. Date: Thu, 24 Jan 2008 10:23:37 -0500 
-- [
 Picked text/plain from multipart/alternative ] I'm pretty sure it
is,
 unless the Ep1 SDK had some Episode 3 and the strider buster code in
it.
 I'll make a visual comparison with the older code just to be sure

 though.

 On Jan 24, 2008 10:07 AM, Keeper [EMAIL PROTECTED] wrote:
 

 The orange box code?   Don't think so.   -Original

 Message-

 From: Harry Pidcock [mailto:[EMAIL PROTECTED]  Sent: Thursday,

 January 24, 2008 9:22 AM  To: hlcoders@list.valvesoftware.com 
 Subject: Re: [hlcoders] New update. The code is in the
srcsdk
 gcf.   I'm building it now. So far it compiles.Message:
2 
 Date: Thu, 24 Jan 2008 13:23:47 +  From: Neale Roberts 
 [EMAIL PROTECTED]  To: hlcoders@list.valvesoftware.com  Subject:
Re:
 [hlcoders] New update.  Reply-To: hlcoders@list.valvesoftware.com
 
 For the Episode 1-engined games, the shaded and lightmap views work


 again

 (not the lighting preview, though). I can't get Hammer to work at 
all

 for

 the OB games.   
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RE: [hlcoders] New update.

2008-01-24 Thread Mark Chandler
Thanks Mike

[quote]
The Particle Editor is not presently included in the Source SDK.
[/quote]

:'(



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Friday, January 25, 2008 4:16 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] New update.

The official update is rolling out now so please add -beta srcsdk0122
if you haven't already.

I've got the release notes updated here:
http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton
Sent: Thursday, January 24, 2008 11:00 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] New update.

Is this because it hasn't been released yet? :P Running it on the Team
Fortress 2 AppID however works.

Mike Durand wrote:
 It's actually out right now, but doesn't show up in the Tools menu
like
 the other one does. If you specify 218 as your mod's SteamAppId then
you
 will be loading the *new* Source SDK Base and if you specify 215 then
 you get the familiar one.

 218 loads the same content that 215 does. The only difference is that
it
 loads the Orange Box engine cache instead of the Ep1 engine cache.
 Because they are essentially the same we decided it would be confusing
 to expose the new Source SDK Base on the tools menu along with the old
 one.

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Adam Maras
 (memzero)
 Sent: Thursday, January 24, 2008 10:19 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] New update.

 Mike, when can we expect to see the new Source SDK *Base* out?

 //   Adam Maras (memzero)

 Mike Durand wrote:

 Yes, it is fixed and will be part of the release. Be warned that the
 more detailed preview mode (3D Ray-traced Lighting Preview) can take
a
 long time on complex maps. But if you're patient you'll see the scene
 rendered in a new child window.

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ryan

 ---

 Sent: Thursday, January 24, 2008 10:03 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] New update.

 --
 [ Picked text/plain from multipart/alternative ]
 Hi, mike - is light preview all fixed in this version?

 I might actually weep if it isn't.

 On Jan 24, 2008 5:36 PM, Mark Chandler [EMAIL PROTECTED] wrote:



 Hey mike, why wasn't it a beta in the steam settings like the


 community?


 Thought command line betas where a thing of the past.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Mike


 Durand


 Sent: Friday, January 25, 2008 2:26 AM
 To: hlcoders@list.valvesoftware.com
  Subject: RE: [hlcoders] New update.

 My first thought is that we need to change the naming convention for


 our


 public betas.:)

 And just to make it clear: this new version of the SDK has both the


 old


 Ep1 mod source code and the Orange Box mod source code. If you set

 the

 active engine to HL2:Ep1 then the create mod wizard will copy the


 old


 source code to your mod directory. If Orange Box is your active


 engine


 when you create a mod then you'll get the new stuff. This way we


 aren't


 forcing people to port their mods to the newer engine.

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Tom


 Leighton


 Sent: Thursday, January 24, 2008 8:33 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] New update.

 The new style ConCommands are in, so i assume its NEWER code than
the
 normal sdk :P

 I wonder what Mike thinks of us all now, ban us all from hlcoders
for
 hackage, or just shrug it off and hire us all? :P

 Keeper wrote:


 Strange, because I looked at some of the headers released for the


 plugins,


 and they don't match with what's in the gcf.

 Imma wait.  :)

 -Original Message-
 From: Ed Kehoe [mailto:[EMAIL PROTECTED]
 Sent: Thursday, January 24, 2008 10:41 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] New update.

 --
 [ Picked text/plain from multipart/alternative ]
 Yeah, visual comparison took all of 5 seconds. The directory


 structure


 is


 completely different, and the VS2003 solution files are gone.

 Rejoice, people, for the promised day has finally come! :D

 On Jan 24, 2008 10:38 AM, Sander van Noort


 [EMAIL PROTECTED]


 wrote:




 --
 [ Picked text/plain from multipart/alternative ]
 The steamappid in the gameinfo.txt is different too. It is 218
now.


 So it


 is likely the updated one.




 From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com


 Subject:


 Re: [hlcoders] New update. Date: Thu, 24 Jan 2008 10:23:37 -0500


 -- [


 Picked text/plain from multipart/alternative ] I'm pretty sure it


 is,


 unless the Ep1 SDK had some Episode 3 and the strider buster code


 in


 it.


 I'll make a visual

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