Re: [hlcoders] (no subject)
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source Engine 2!!!
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VS2010
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sendt fra min mobile enhed /ScarT ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.801 / Virus Database: 271.1.1/2807 - Release Date: 04/13/10 04:32:00 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] I intend to make a free software alternative to VBCT
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] How to find SteamID
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); } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] vgui::TextEntry problems
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Getting the SteamID or CommunityID if the player in a Singleplayer game?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Getting the SteamID or CommunityID if the player in a Singleplayer game?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Awkward crash dumps
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Could not load library client Error
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Implementing head tracking
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Dll updates : ways to update your clients
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] How are gamerules handled?
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 _ Hotmail® has a new way to see what's up with your friends. http://windowslive.com/Tutorial/Hotmail/WhatsNew?ocid=TXT_TAGLM_WL_HM_Tutorial_WhatsNew1_052009 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] how to disable intellisense fromgrayingoutproprocessor conditional blocks?
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 ___ To unsubscribe, edit your list preferences, or view the list archives
Re: [hlcoders] how to disable intellisense fromgrayingout proprocessor conditional blocks?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] RecvTables and New Build Method
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'. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RecvTables and New Build Method
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'. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http
Re: [hlcoders] commands missing from dedicated server build
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Invalid Steam key size.
Im getting this error again in GoldenEye source. Have a dedicated server which is upto date. :( ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [hlds_linux] Orange Box Engine Update Released
* * 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux Build Problem
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux Build Problem
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Engine Error: CTS ListBase: Misaligned node
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] TF2 Colision
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Linux Build Problem
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Linux Compile Not working
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Steam, vista and UAC
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Act Busy
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Distributed Map Compiling [hammer]
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Distributed Map Compiling [hammer]
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Distributed Map Compiling [hammer]
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Distributed Map Compiling [hammer]
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Switch the SDK to NCF
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. :-) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] beta crash related to FinishClientPutInServer
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Valve's particle editor documentation
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives,
Re: [hlcoders] Linux Orange Box
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux Orange Box
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] LevelShutdown
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Post your code!
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 3186 (20080613) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Post your code!
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 3186 (20080613) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 3187 (20080615) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 3188 (20080615) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please
Re: [hlcoders] Post your code!
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Post your code!
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Dedicated server debug
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Nuno Ramiro ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Dedicated server debug
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Nuno Ramiro ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Nuno Ramiro ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Clients Download Files
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Network tables
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Dedicated server debug
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Valve: mdmp Help
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Limiting access by Steam ID
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Limiting access by Steam ID
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
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 }; ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Pakfile Lump Reading
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 }; ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Trouble with VGUI LoadControlSettings
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Map reset.
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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Map reset.
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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Plugin Crashing when getting player edict index
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Plugin Crashing when getting player edict index
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Plugin Crashing when getting player edict index
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Instale a Barra de Ferramentas com Desktop Search e ganhe EMOTICONS para o Messenger! É GRÁTIS! http://www.msn.com.br/emoticonpack ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Map won't load with these errors, possible explanation?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] feature request for tf2 and other srcds and hldsserver
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] feature request for tf2 and other srcds and hldsserver
Yeah, sorry little sleep doesnt 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] feature request for tf2 and other srcds and hldsserver
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 doesnt 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] feature request for tf2 and other srcds and hlds server
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] change your message subjects!
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Get a Player's SteamID?
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Shed those extra pounds with MSN and The Biggest Loser! http://biggestloser.msn.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] compiling problem
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!! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Console - Server or Client?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Scrollbar on vgui::RichText in a PropertyDialog
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Shader problems
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Make vgui_controls a dll
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Creating A Informational VGUI Panel that sits below the hud.
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Weapon Prediction Problems?
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Weapon Prediction Problems?
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(...)
#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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SDK keeps reverting itself
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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] TF2 Scoreboard
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] TF2 Scoreboard
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Panels not playing nice.
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Panels not playing nice.
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Panels not playing nice.
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFE R_SIZE.
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SteamWorks we should get a piece of that pie ;)
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Owner Nigredo Studios http://www.nigredostudios.com Looking for last minute shopping deals? Find them fast with Yahoo! Search. http://tools.search.yahoo.com/newsearch/category.php?category=shopping ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SDK problem
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/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Debug crash
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 -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Re: New update.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Re: New update.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 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.
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
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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] New update.
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] New update.
I know. But its 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.
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Probeer Live Search: de zoekmachine van de makers van MSN! http://www.live.com/?searchOnly=true -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] New update.
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