Re: [hlcoders] New comment - [#1391] Re: TruBrain user activation

2017-03-06 Thread Tobias Kammersgaard
Quality stuff but could this go away?

Anyone at Valve listening?

On 6 March 2017 at 14:19, Team at TruBrain  wrote:

>  There is a new comment in the ticket submitted by Amanda Rose to
> TruBrain   Comment added by : Amanda Rose  Comment Content:  
>
> OH dear  i was waiting
> for you. need your confirmation as you are real and serious.
>
> don't waste time just submit your email and create a
> username here: http://bit.ly/2mt1khF; rel="noreferrer">http://bit.ly/2mt1khF
> hay
> you keep me waiting still. i am serious to meet with you need to ensure
> that as
> you are serious also.
>
>  
>
> 
> 
> 
> so horny    mailto:hotlips7d...@gmail.com;
> target="_blank" rel="noreferrer">hotlips7d...@gmail.com   waiting now
> ..
> nsa
> 
> 
> 
> 
> On Mon, Mar 6, 2017 at 9:28 AM, Amanda Rose  href="mailto:tytsdsty...@gmail.com; target="_blank" rel="noreferrer">
> tytsdsty...@gmail.com wrote:
> 
> 
> 
> Oh dear.. still didn’t get any phone call from
> you..
> 
>
> Have any problem I was ask you to complete a free
> registration
> process. 
> 
>
> Just do this and ask me to get my contact:   style="font-size:11.5pt;line-height:115%;font-family:
> helvetica,sans-serif;color:rgb(163,170,174)">http://bit.ly/2lMDjhQ; target="_blank" rel="noreferrer">http://bit.
> ly/2lMDjhQ 
> 
>
>  
> 
> 
>  class="m_-8064489568712093533gmail_signature"> dir="ltr">
> so horny    mailto:hotlips7d...@gmail.com;
> target="_blank" rel="noreferrer">hotlips7d...@gmail.com   waiting now
> ..
> nsa
> 
> 
> On Mon, Mar 6, 2017 at 7:19 AM, Amanda Rose  dir="ltr">mailto:tytsdsty...@gmail.com; target="_blank"
> rel="noreferrer">tytsdsty...@gmail.com
> wrote:
> 
> Oh dear.. you don’t have any CARD” info or heisted
> to put
> this..
> 
>
> No problem here is another option just submit your
> email and
> pic here: http://bit.ly/2m9eUVk; target="_blank" rel="noreferrer">http://bit.
> ly/2m9eUVk 
> 
>
> Than I will give you my contact and
> address…
> 
>
>  
> 
> 
> 
> so horny    mailto:hotlips7d...@gmail.com;
> target="_blank" rel="noreferrer">hotlips7d...@gmail.com   waiting now
> ..
> nsa
> 
> 
> On Mon, Mar 6, 2017 at 5:14 AM, Amanda Rose  dir="ltr">mailto:tytsdsty...@gmail.com; target="_blank"
> rel="noreferrer">tytsdsty...@gmail.com
> wrote:
> 
> Hay dear.. really pleased to see your reply. My
> name is
> Amanda rose.. age 25..
> 
>
> This week I have no work.. Also I have no schedule
> on this
> week. So let’s enjoy. My mom and dad also go out for this week.. So we can
> make
> lot of fun with this vacation.. we can meet any time any days on this
> week..
> 
>
>  
>
> Here is my webcam access: http://bit.ly/2mqQ8SY; target="_blank" rel="noreferrer">http://bit.
> ly/2mqQ8SY
> 
> 
>
>  
>
> First I want to talk by video call cause I need to
> see you
> also want to ensure that as you are real and serious not harmful. So you
> have
> to unlock my webcam access profile and also have to unlock my cell number
> by
> giving your valued info..
> 
>
> Hope we will make lot of fun..( I promise you will
> not make
> you disappointed cause I am to much serious)
> 
> 
> 
> 
> so horny    mailto:hotlips7d...@gmail.com;
> target="_blank" rel="noreferrer">hotlips7d...@gmail.com   waiting now
> ..
> nsa
> 
> 
> On Mon, Mar 6, 2017 at 2:05 AM, Team at
> TruBrain mailto:t...@trubrain.com;
> target="_blank" rel="noreferrer">t...@trubrain.com
> wrote: Hi Hlcoders,  A new
> TruBrain account has been created for you.  Click the url below to activate
> your account and select a password!  https://trubrain.
> freshdesk.com/register/IkWTXcSZTmtKz6OpYO" rel="noreferrer"
> target="_blank">https://trubrain.freshdesk.com/
> register/IkWTXcSZTmtKz6OpYO  If the above URL does not work try
> copying and pasting it into your browser. If you continue to have problems,
> please feel free to contact us.  Regards, TruBrain
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> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
>
> 
>
> 
>
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Re: [hlcoders] Source SDK 2013 Release

2015-09-14 Thread Tobias Kammersgaard
You said you ported it to Tactical Intervention without changing the BSP
format as far as I remember. VRAD basically does some extra calculations on
a model which gives better lighting. I don't remember the specifics and I
seem to have deleted my old mIRC install from my laptop.

On 12 September 2015 at 20:48, Tony "omega" Sergi <omegal...@gmail.com>
wrote:

> On Sat, Sep 12, 2015 at 11:46 PM, Tobias Kammersgaard <
> tobias.kammersga...@gmail.com> wrote:
> While we're at it, it'd be nice if vrad did the same calculations on model
> lighting as it does in newer engine branches like ASW/L4D2 and CSGO.
> I believe Tony Sergi once told me it could be implemented without changing
> the BSP format (which was done for the newer branches).
>
> What did I say? What do you mean?
>
>>
>
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Re: [hlcoders] Source SDK 2013 Release

2015-09-12 Thread Tobias Kammersgaard
How about updating the particle system to match the one found in e.g. Alien
Swarm/Left 4 Dead 2 or CSGO?

The current one is somewhat limiting when creating certain type of effects.

On 11 September 2015 at 20:50, John Schoenick 
wrote:

> I'll take a look. It's possible we broke the CModelInfo ABI in a way that
> sourcetest doesn't hit.
>
> --
> *From:* hlcoders-boun...@list.valvesoftware.com [
> hlcoders-boun...@list.valvesoftware.com] on behalf of Rebel Yell [
> rebel.y...@gmail.com]
> *Sent:* Friday, September 11, 2015 10:01 AM
> *To:* hlcoders@list.valvesoftware.com
> *Subject:* Re: [hlcoders] Source SDK 2013 Release
>
> A crash issue here. After merging the code I get both Windows and Linux
> server running, Windows client working fine too but Linux and OSX clients
> will crash after map load, here's the trace:
>
> 0   engine.dylib0x0a87105f
> CModelInfo::GetModelType(model_t const*) const + 31
> 1   client.dylib0x1d114ea9
> CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t, int) +
> 121
> 2   client.dylib0x1d115010
> CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) + 96
> 3   engine.dylib0x0a8f3529
> CStaticPropMgr::LevelInitClient() + 169
> 4   engine.dylib0x0a763c31 CL_FullyConnected() + 49
> 5   engine.dylib0x0a73d067
> CClientState::SetSignonState(int, int) + 823
> 6   engine.dylib0x0a7200bb
> CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219
> 7   engine.dylib0x0a8d4776
> CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182
> 8   engine.dylib0x0a8d47ab non-virtual thunk to
> CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27
> 9   engine.dylib0x0a68fc98
> SVC_PacketEntities::Process() + 24
> 10  engine.dylib0x0a8914eb
> CNetChan::ProcessMessages(bf_read&) + 843
> 11  engine.dylib0x0a891c6c
> CNetChan::CheckReceivingList(int) + 380
> 12  engine.dylib0x0a8926ff
> CNetChan::ProcessPacket(netpacket_s*, bool) + 751
>
>
> I'm quite sure my SDK bin/ directory is up to date with the beta_test
> branch files since my mod is  standalone (Fistful of Frags), I triple
> checked that. So I don't see where the problem is, maybe wrong engine (or
> other) library for Linux/OSX?
>
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Re: [hlcoders] Source SDK 2013 Release

2015-09-12 Thread Tobias Kammersgaard
While we're at it, it'd be nice if vrad did the same calculations on model
lighting as it does in newer engine branches like ASW/L4D2 and CSGO.

I believe Tony Sergi once told me it could be implemented without changing
the BSP format (which was done for the newer branches).

On 12 September 2015 at 16:38, Harry Jeffery <ha...@exec64.co.uk> wrote:

> A non-critical feature that it'd be nice to have is the ability to create
> impossible geometry by linking areas with invisible portals, as was done in
> Portal 2.
>
> On 12/09/15 15:32, Tobias Kammersgaard wrote:
>
>> How about updating the particle system to match the one found in e.g.
>> Alien Swarm/Left 4 Dead 2 or CSGO?
>>
>> The current one is somewhat limiting when creating certain type of
>> effects.
>>
>> On 11 September 2015 at 20:50, John Schoenick <jo...@valvesoftware.com
>> <mailto:jo...@valvesoftware.com>> wrote:
>>
>> I'll take a look. It's possible we broke the CModelInfo ABI in a way
>> that sourcetest doesn't hit.
>>
>>
>> 
>> *From:* hlcoders-boun...@list.valvesoftware.com
>> <mailto:hlcoders-boun...@list.valvesoftware.com>
>> [hlcoders-boun...@list.valvesoftware.com
>> <mailto:hlcoders-boun...@list.valvesoftware.com>] on behalf of Rebel
>> Yell [rebel.y...@gmail.com <mailto:rebel.y...@gmail.com>]
>> *Sent:* Friday, September 11, 2015 10:01 AM
>> *To:* hlcoders@list.valvesoftware.com
>> <mailto:hlcoders@list.valvesoftware.com>
>> *Subject:* Re: [hlcoders] Source SDK 2013 Release
>>
>>
>> A crash issue here. After merging the code I get both Windows and
>> Linux server running, Windows client working fine too but Linux and
>> OSX clients will crash after map load, here's the trace:
>>
>> 0   engine.dylib0x0a87105f
>> CModelInfo::GetModelType(model_t const*) const + 31
>> 1   client.dylib0x1d114ea9
>> CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t,
>> int) + 121
>> 2   client.dylib0x1d115010
>> CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) +
>> 96
>> 3   engine.dylib0x0a8f3529
>> CStaticPropMgr::LevelInitClient() + 169
>> 4   engine.dylib0x0a763c31 CL_FullyConnected() +
>> 49
>> 5   engine.dylib0x0a73d067
>> CClientState::SetSignonState(int, int) + 823
>> 6   engine.dylib0x0a7200bb
>> CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219
>> 7   engine.dylib0x0a8d4776
>> CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182
>> 8   engine.dylib0x0a8d47ab non-virtual thunk to
>> CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27
>> 9   engine.dylib0x0a68fc98
>> SVC_PacketEntities::Process() + 24
>> 10  engine.dylib0x0a8914eb
>> CNetChan::ProcessMessages(bf_read&) + 843
>> 11  engine.dylib0x0a891c6c
>> CNetChan::CheckReceivingList(int) + 380
>> 12  engine.dylib0x0a8926ff
>> CNetChan::ProcessPacket(netpacket_s*, bool) + 751
>>
>>
>> I'm quite sure my SDK bin/ directory is up to date with the
>> beta_test branch files since my mod is  standalone (Fistful of
>> Frags), I triple checked that. So I don't see where the problem is,
>> maybe wrong engine (or other) library for Linux/OSX?
>>
>> ___
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>> archives, please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>>
>>
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>>
>
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Re: [hlcoders] [hlds_linux] Source SDK Base 2013 Multiplayer beta release

2015-09-08 Thread Tobias Kammersgaard
Yeah I found that out the hard way recently when bringing my mod to 2013. I
spend hours trying to figure out why it would crash on startup thinking I
had done something wrong.
Screw me for assuming the latest code branch would actually be compatible
with the released version.

On 8 September 2015 at 05:11, Nicholas Hastings 
wrote:

> The last beta branch for the 2013 SDK, named "upcoming", still hasn't
> officially landed after however long its been (close to a year?).
>
> Additionally, any code changes between "upcoming" and "beta_test" have not
> yet been pushed to the source-sdk-2013 repository on GitHub, which could
> cause further incompatibilities with mods.
>
> --
> Nicholas Hastings
> AlliedMods.net 
>
>
>
> Eric Smith 
> Monday, September 7, 2015 10:39 PM
> We've released a beta update for the Source SDK Base 2013 Multiplayer
> depot. The updated depots include several security fixes. The name for the
> beta branch is "beta_test". If you're running a game that depends on the
> Source SDK Base 2013 Multiplayer tool, please give the beta a try and
> report any problems. You can email me directly with any problems you find.
>
> * Clients can opt-in to the beta using the Betas tab of the Properties
> dialog for the Source SDK Base 2013 Multiplayer tool (select "beta_test" in
> the dropdown menu)
>
> * Dedicated servers can find information about how to use a beta here:
> https://developer.valvesoftware.com/wiki/SteamCMD
>
> We're also working on updates for Counter-Strike: Source, Day of Defeat:
> Source, and Half-Life 2: Deathmatch. We'll have more information about
> those soon.
>
> Thanks.
>
> -Eric
>
>
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Re: [hlcoders] Transition table overflow.

2012-08-23 Thread Tobias Kammersgaard
Did you try these commands to check for duplicates etc. in your string
tables?

http://pastebin.ca/878546

(Thanks to Garry for posting the snipets)

- ScarT


On 23 August 2012 12:46, J. McBroom jimbo...@gmail.com wrote:

 Gave it a shot, no luck unfortunately.

 It definitely seems like it's somehow tied to the amount of content
 loaded, if we only precache half the models then we're fine... until
 the rest of them are loaded at a later time and the error pops right
 back up. It seems like both Garry's Mod and Obsidian Conflict has ran
 into the issue in the past, being fixed by an engine update and
 letting the user mount content statically respectively but still no
 closer to finding out how to avoid running into this issue without
 just plain loading less content.

 On 23 August 2012 10:30, Adam amckern McKern amck...@yahoo.com wrote:
  I came across this bug in a lost coast source when working on NightFall
 many
  years ago, a clean rebuild of the code base seemed to fix things
 
 
  
  Owner Nigredo Studios http://www.nigredostudios.com
 
  
  From: J. McBroom jimbo...@gmail.com
  To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 
  Sent: Thursday, 23 August 2012 3:45 PM
  Subject: [hlcoders] Transition table overflow.
 
  We've ran into this issue, currently having it happen in our 2007 based
 mod.
 
  It seems to be tied to both the map we load and the precaching of the
  large amount of content in our mod (~35 player models, 30+ weapons ).
  It's happening 100% of the time when loading straight to dm_overwatch,
  it doesn't happen when we load up a small testing map that doesn't
  have much content.
 
  As soon as we get in game, there's a large amount of artifacting
  (along with a Transition table overflow. Grab Brian error), things
  rendering in the wrong order etc (http://i45.tinypic.com/255up10.jpg).
 
  We tried delaying the precaching of certain playermodels until we knew
  they were going to be used (which really isn't an ideal situation
  anyway as there's noticeable hitching when the model is loaded) and
  while this lets the map load and function normally, the error happens
  and it returns back to the broken state once we precache more content.
 
  Has anyone ran into this issue or know of any way to fix/avoid it?
 
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Re: [hlcoders] Hung hl2.exe process for 2007-based mods

2012-05-20 Thread Tobias Kammersgaard
I believe this happens with mods based on Alien Swarm, if that's any
consolation . We're currently bringing our mod over to that branch, and
I've noticed Swarm.exe keeps running in the background after shutting the
mod down.

- ScarT



On 20 May 2012 07:55, Andrew McWatters mcwattersand...@gmail.com wrote:

 You're not alone, Cale. This happens on all 2007-based mods, and it's been
 months without a fix. I can't remember when this first started, but I don't
 see it being fixed anytime soon. Considering that I can't remember when the
 issue started, it could even have been years since the issue first arose.

 To be frank, considering support for the Source SDK codebases is sparce in
 terms of frequency, you'll just have to deal with the problem. A terrible
 way that I resolved the issue with my mod was to simply terminate the
 process right at the end of the game code shutdown routine.


 http://code.google.com/p/hl2sb-src/source/detail?r=50path=/trunk/src/game/client/cdll_client_int.cpp

 http://code.google.com/p/hl2sb-src/source/diff?spec=svn50r=50format=sidepath=/trunk/src/game/client/cdll_client_int.cpp#sc_svn50_973

 This hack isn't documented anywhere publicly other than on my repo.

 Anyway, most issues with the Source SDK I attempt to resolve myself or
 through the assistance of other clever developers. Some wiki scraps and
 mailing list snippets here and there also help to a certain degree, but
 generally speaking, you get nearly nothing to work with, and I don't know
 when Valve will pump out an update for the Source SDK that isn't hat
 related. There also don't seem to be many regulars who work with Source and
 share their progress publicly anymore.

 Honestly, I thought it was somewhat commendable you brought this up.

 Best of luck.

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Re: [hlcoders] Where to find update news?

2011-10-18 Thread Tobias Kammersgaard
That's the only change. Oh, and they broke the tools, but that's not really
new.

- ScarT


On 19 October 2011 01:11, Nathan Voge hl2fr...@msn.com wrote:

  Hey all, I keep seeing the Source SDK is updating. Great! but what? I know
 they did some stuff with TF2 but other than that I can't find what has
 changed. The product update 
 newshttp://store.steampowered.com/news/?appids=211feed=steam_updateson 
 Steam is very out of date. The last update on there is from Sep 14, 2006!
 And the Dev Wiki page for Source SDK Release 
 Noteshttp://developer.valvesoftware.com/wiki/Source_SDK_Release_Noteswas 
 last updated 6/23/2010. Is there somewhere else I should be checking?

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Re: [hlcoders] Community manager ?

2011-10-05 Thread Tobias Kammersgaard
He's not.

- ScarT


On 5 October 2011 16:13, James Deeman james.dee...@googlemail.com wrote:

 FYI, i have had replies from Valve but also didn't get any response from
 mdur...@valvesoftware.com, who was my first point of call due to my
 understanding he was mod community manager. Anyone have a clue if he is
 still in the role?

 James Deeman.

 On 5 October 2011 09:40, Saul Rennison saul.renni...@gmail.com wrote:

 You're emailing the wrong people. Check the list of Valve employee's on
 their site and email the programmer's at a suitable time in Seattle.
 *Several* engine programmers replied to one of my emails when the initial
 person I sent it to forwarded it to the appropriate people.

 On Wednesday, 5 October 2011, Jed j...@wunderboy.org wrote:
  3 Months?
 
  Lucky you - I haven't got a single reply from anyone with a Valve
  address in over 3 years!
 
 
  On 5 October 2011 02:39, Psy_Commando psycomma...@gmail.com wrote:
  Hi I was wondering is mdur...@valvesoftware.com still the address of
 the mod
  community manager ? I have never received any responses from that
 address in
  more than 3 months. I have a few questions to ask him before settling
 for
  good on the Alien swarm sdk.
 
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 --


 Kind regards,
 *Saul Rennison*

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 --
 James Deeman
 Nottingham, UK

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Re: [hlcoders] Community manager ?

2011-10-05 Thread Tobias Kammersgaard
Think of Valve as Aperture Science. Steam is their lab, and their games are
the specific testing areas. Alien Swarm used up its purpose, and so has the
SDK. E.g. they're no longer being attended to.

We're basically the hobo test subjects that they pick up off the streets
(and we won't even get $60 for it, like the ones in Portal 2 :()

- ScarT


On 5 October 2011 17:13, Stephen Swires stephen.swi...@gmail.com wrote:

 I think Valve have totally forgotten about Alien Swarm so I doubt you'll
 get it. Same with the Source SDK, really.


 On Wed, Oct 5, 2011 at 3:54 PM, Psy_Commando psycomma...@gmail.comwrote:

 I want to find out and ask about the shader code for the asw sdk.
 Its there in the OB sdk, and it went free, why isn't it with the asw sdk
 then? Since its no longer the free sparsely featured version of the sdk...
 Besides, having the latest compiling tools for shaders could benefit
 everyone, no ?


 On Wed, Oct 5, 2011 at 10:45 AM, Stephen Swires stephen.swi...@gmail.com
  wrote:

 Because I doubt Steam Support can tell you anything to do with modding.
 What is it that you want to find out?


 On Wed, Oct 5, 2011 at 3:37 PM, Psy_Commando psycomma...@gmail.comwrote:

 And just for the records, I also tweeted
 https://twitter.com/#!/Steam_Support and they just ignore my tweets :(

 On Wed, Oct 5, 2011 at 10:32 AM, Psy_Commando psycomma...@gmail.comwrote:

 I mailed Yan Bernier. We'll see if I can get any answers.

 3 years ? I won't get my hopes up then :(

 On Wed, Oct 5, 2011 at 10:13 AM, James Deeman 
 james.dee...@googlemail.com wrote:

 FYI, i have had replies from Valve but also didn't get any response
 from  mdur...@valvesoftware.com, who was my first point of call due
 to my understanding he was mod community manager. Anyone have a clue
 if he is still in the role?

 James Deeman.

 On 5 October 2011 09:40, Saul Rennison saul.renni...@gmail.comwrote:

 You're emailing the wrong people. Check the list of Valve employee's
 on their site and email the programmer's at a suitable time in Seattle.
 *Several* engine programmers replied to one of my emails when the 
 initial
 person I sent it to forwarded it to the appropriate people.

 On Wednesday, 5 October 2011, Jed j...@wunderboy.org wrote:
  3 Months?
 
  Lucky you - I haven't got a single reply from anyone with a Valve
  address in over 3 years!
 
 
  On 5 October 2011 02:39, Psy_Commando psycomma...@gmail.com
 wrote:
  Hi I was wondering is mdur...@valvesoftware.com still the address
 of the mod
  community manager ? I have never received any responses from that
 address in
  more than 3 months. I have a few questions to ask him before
 settling for
  good on the Alien swarm sdk.
 
  ___
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 archives,
  please visit:
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 archives, please visit:
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 --


 Kind regards,
 *Saul Rennison*

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 James Deeman
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Re: [hlcoders] Community manager ?

2011-10-05 Thread Tobias Kammersgaard
I've been told that his job description changed, and he's managing more than
the SDK. It's pretty obvious Valve doesn't care about the SDK. Nobody
replies to list or direct questions anymore.
The SDK update Tony worked on was never released.
Den 06/10/2011 01.53 skrev Adam quot;amckernquot; McKern 
amck...@yahoo.com:
 http://www.linkedin.com/profile/view?id=12810752locale=en_UStrk=tyah2

 Mike Durand

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

 From: James Deeman james.dee...@googlemail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Thursday, 6 October 2011 1:13 AM
Subject: Re: [hlcoders] Community manager ?


FYI, i have had replies from Valve but also didn't get any response from
mdur...@valvesoftware.com, who was my first point of call due to my
understanding he was mod community manager. Anyone have a clue if he is
still in the role?


James Deeman.


On 5 October 2011 09:40, Saul Rennison saul.renni...@gmail.com wrote:

You're emailing the wrong people. Check the list of Valve employee's on
their site and email the programmer's at a suitable time in Seattle.
*Several* engine programmers replied to one of my emails when the initial
person I sent it to forwarded it to the appropriate people.


On Wednesday, 5 October 2011, Jed j...@wunderboy.org wrote:
 3 Months?

 Lucky you - I haven't got a single reply from anyone with a Valve
 address in over 3 years!


 On 5 October 2011 02:39, Psy_Commando psycomma...@gmail.com wrote:
 Hi I was wondering is mdur...@valvesoftware.com still the address of
the mod
 community manager ? I have never received any responses from that
address in
 more than 3 months. I have a few questions to ask him before settling
for
 good on the Alien swarm sdk.

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--





Kind regards,Saul Rennison

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--
James Deeman
Nottingham, UK

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 Software Engineer at Valve
 Location
 Greater Seattle Area
 Industry
 Computer Games
 Overview
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Re: [hlcoders] ATTN Valve: You broke something...

2011-09-17 Thread Tobias Kammersgaard
For crying out loud! Use the god damn reply button.

- ScarT


On 17 September 2011 18:32, Alexander Davidson aldavid...@gmail.com wrote:

 Just to chime in, I am getting exactly the same problem since the last
 update (Even when running as administrator).

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Re: [hlcoders] Counter Strike SDK

2011-08-18 Thread Tobias Kammersgaard
The Counter-Strie 1.6 engine is most likely different from the Half-Life 1
engine. Or its trying to load the client.dll and your custom DLL vise versa.

- ScarT


On 18 August 2011 12:59, Daku dawid szo2...@gmail.com wrote:

 I build the SDK 2.3 version everything is fine RELEASE and DEBUG compiles
 but after uploading the files to appropriate folders in the game at
 startowaniu valve at the end of the server throws an error
 just tried to upload the files to the folders in cstrike
 when I start server in cs 1.6 i got an error
  User Msg 'ResetHUD': 1bytes written, excepted 0 

 2011/8/18 Tony omega Sergi omegal...@gmail.com

 SDK 2.3 absolutely works on steam. What makes you think it doesn't?


 On Thu, Aug 18, 2011 at 1:19 AM, Daku dawid szo2...@gmail.com wrote:

 i have SDK 2.3 but it doesn't work on steam ;/ if i had running source

 I was able to write their own very similar modification to CS.
 I am a disciple of technical information does not depend on earning me
 money, I want to check only their skills
 I know it is difficult to understand me, because my English is not the
 best
 I also have a partial source of the CS eg ak47 m4a1 aug etc but i can
 compile only MP.dll  but not client.dll and them in dot
 if I could find or get from your source code for Half-Life running on
 steam and is used with CS I was in heaven but it's taken afew possible

 2011/8/17 Stephen Micheals stephen.miche...@gmail.com

 the source code for CS1.6 was never released and i doubt it ever will
 be.

 We may someday see the source code for Half-life1 released, Maybe. but
 not cs 1.6.

 If you want to create a CS 1.6 clone you are going to have to do it
 from scratch.

 On Wed, Aug 17, 2011 at 8:11 AM, Daku dawid szo2...@gmail.com wrote:
  Wellcome
  I wanted to ask whether it is possible to
  obtain sources of mod Counter-Strike 1.6
  I know it's silly to ask, and that at such a moment when comes a
 new mod
  I wanted to write his own version of CS 1.6, of course, for
  your approval, that it was not commercial use
  only the public unlessprohibited by your company
  please quick response even in the event of refusal
 
  Thanks and best regards Daku



 --
 -Tony


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Re: [hlcoders] hlcoders Digest, Vol 5, Issue 21

2011-08-18 Thread Tobias Kammersgaard
What is this I don't even

- ScarT


On 18 August 2011 22:26, Aaron Johnson ajohnson2...@comcast.net wrote:

 Silly... And fun.

 Correct, I was asking for the mechanics to match 1.3.

 Friend had suggested, lowering the reward bonus. I stopped playing because
 it was not rewarding spawning with $16,000 and a para. More so he enjoyed
 the leveling and almost linked 1.4 to WoW leveling system's enjoyment
 factor.

 Worry please. Skillsmod, is going to use a different engine, unless the
 walking jankyness, extraneous, from hl2. Is removed.

 I was hoping Valve might consider looking at the possible growth.
 Competitive, non-killer, skill game.

 I know a team that I could easily, cross that, difficulty get a game done
 in a meaning full time.

 No more, FF non-sense. Talking completely renovated. No models, props,
 sounds from valve. (unlike the s.t.a.l.k.e.r. franchise, and many ru indie
 games)

 Time is no issue, free development with the consideration of a license to
 source, not the gaben taz hl2world (publicity?)

 It wont be DnForever (done for ever).

 We can work punctually. (leaving out the racial and homophobic fighting
 *sneeze*)

 We have two to three great coders, and a medium userbase who can achieve
 some beautiful maps.

 Contract?

 I'd have to be fair. But I'd like to develop as an indie studio!

 After all its a community evolved sport.

 People love it, even new players.

 Im commited this would be my hearts work, much like the redesign of hl1.

 Honest.

 6-12 expressed and willed to.

 Commercial game, as Gary's mod

 Thanks for not taking the communities hard work and pumping it into you own
 reputation.

 Guess thats why writers dont wear thick black glasses but a
 draw-my-attention orange clothing apparel.

 Just being silly raising the bar, I always had to lower it, or get some one
 to give me a boost.

 CS GO collaberation, looking forward. Marked for the calendar.

 On a fun note, some forward this to the  most fitting communicator,
 personality.
 ~ Ty :P

 For a quick tour at valve for my brother and myself. He works promotions
 for CBS. Very professional.

 I think Im half Gabes height. But I got them Richlee hollywood boots, when
 they were mail order / phone only.

 pss

 I have an obsession with construction and warehouse material in my visual
 perspective.

 Ever been so distracted by the thrashed-esque. You end up in the wrong
 country.

 I loved the 'T' spray sound, it prevented me from becoming a hoodlum.

 I woke up in Canada once following a trail of idk paintballing all the
 adopt a free way signs, with good accuracy. I thought I was seeing things

 PLUS!!! no aimbots or punk buster (loved their logo gui, 1.3/4)

 Shoot me, anything. I read all, I read.

 When it's done loading

 --  Aaron .

 Sent from my iPhone

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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-07-30 Thread Tobias Kammersgaard
The biggest problem with using the ASW code is really the lack of Half-Life
2 content. The singleplayer mod I'm working on would love to have features
from the ASW code base, however lack of HL2 stops us from going there.
Granted we should replace all the HL2 content with out own, but I don't see
that happening with a team of 5 people.

However I will checkout your skeleton Tom :)!

- ScarT


On 30 July 2011 14:57, Tom Edwards t_edwa...@btinternet.com wrote:

 Don't expect any more significant updates to 2007/9, if for no other reason
 than the move from GCF to NCF. Alien Swarm is from the main codeline and is
 much more recent than 2007/9 so is clearly the best choice for new mods.

 Since you probably aren't making a top-down shooter here is an alpha for
 the Alien Swarm Skeleton, which is a simple first-person game. Hopefully
 having something public will encourage me to spend more time on its
 remaining problems. :)

 http://steamreview.org/**external/vdc/srcsdk-skeleton-**2.0a1.ziphttp://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip


 On 30/07/2011 12:24, Psy_Commando wrote:

 Sorry, for the previous message, forgot to put a subject...

 Hi,this time I'm having a more complicated question. Me and my team were
 about to switch from Source 2007 to Alien Swarm Source, to make our mod
 free, and to have access to the menu and loading UI and the Alien Swarm
 assets. However, Source 2007 is now free, so that removed one of the big
 advantages of ASW. Beside ASW, has tons of references directly to member
 variables of other classes, which makes it very hard to make significant
 changes.

 What I'm wondering is, is this a good move in the long term ? I mean ASW,
 and the ASW SDK are pretty much left to die by its devs, and there are about
 two active mods... Unlike with ASW I can expect that there will be a Source
 2009 update at some point with the Source SDK. Any suggestions or comments ?


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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-07-29 Thread Tobias Kammersgaard
Source 2007 is limited and horrible compared to 2009 (specifically the
particle editor).

I'm used to getting fucked over as a modder of Source so its no big deal
really. We all know that Source modding is pretty much dead.

- ScarT


On 30 July 2011 01:39, Stephen Swires stephen.swi...@gmail.com wrote:

 I emailed Mike Dunkle (and some others, but he replied) just before Portal
 2 came out asking if the current Source SDK would be updated to either the
 Portal 2 engine or Source 2009. He told me there were no plans to do so as
 the Source 2009 version was too similar to 2007 even though this isn't
 really true. Though this may have changed since May/April.

 I would advise emailing staff members from Valve directly as you're more
 likely to get a reply out of someone since I doubt there's any staff members
 at Valve that still check this mailing list.

 On Sat, Jul 30, 2011 at 12:24 AM, Psy_Commando psycomma...@gmail.comwrote:

 Sorry, for the previous message, forgot to put a subject...

 Hi,this time I'm having a more complicated question. Me and my team were
 about to switch from Source 2007 to Alien Swarm Source, to make our mod
 free, and to have access to the menu and loading UI and the Alien Swarm
 assets. However, Source 2007 is now free, so that removed one of the big
 advantages of ASW. Beside ASW, has tons of references directly to member
 variables of other classes, which makes it very hard to make significant
 changes.

 What I'm wondering is, is this a good move in the long term ? I mean ASW,
 and the ASW SDK are pretty much left to die by its devs, and there are about
 two active mods... Unlike with ASW I can expect that there will be a Source
 2009 update at some point with the Source SDK. Any suggestions or comments ?

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Re: [hlcoders] Awesome

2011-04-14 Thread Tobias Kammersgaard
This is hardly the place. However the key to your question is reading the
article itself.

*Y’see, Steam http://www.gamepron.com/news/tag/steam/ keeps a list of
 which accounts have actually forked over the 
 $9.99http://store.steampowered.com/app/4000/ for
 a legit copy of GMod http://www.gamepron.com/news/tag/garrys-mod/ – so
 it’s a simple matter of checking ids and turfing out the pirates.*



- ScarT


On 14 April 2011 17:08, Chris sniper...@fragspersecond.net wrote:


 http://www.gamepron.com/news/2011/04/12/garrys-mod-catches-pirates-the-fun-way/

 Awesome story. Any insight into how it was done?
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Re: [hlcoders] hlcoders@list.valvesoftware.com

2011-03-28 Thread Tobias Kammersgaard
Yeah, Valve should totally file for bankruptcy! That's the route to take!

- ScarT


On 28 March 2011 11:34, caleb smith mastersmit...@msn.com wrote:

 hlcoders@list.valvesoftware.com filing for bankruptcy really opened up my
 eyes despite the circumstances I stayed positive this helped me get back on
 my feet http://bit.ly/giJo2G it didnt even take that much effort you
 should really consider it

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Re: [hlcoders] Linux build prediction? issues

2011-03-21 Thread Tobias Kammersgaard
Alfred Reynolds took care of the prediction if I recall correctly.

- ScarT


On 21 March 2011 23:25, Maarten De Meyer maar...@off-limits.be wrote:

  Bit of an old thread, but unfortunately I'm going to have to come back to
 it: I'm afraid I was mistaken too. IsFirstTimePredicted did fix some issues
 graphically, but some things are still seerriously fubar on our linux
 (dedicated server) build related to how client-side prediction behaves. I'm
 out of ideas here, and we planned to go public this friday. I'm guessing
 there's no direct contact person at valve for issues like this?


 On 25/01/2011 1:56, Andrew Ritchie wrote:

 Originally I had thought it would have been fixed with the
 IsFirstTimePredicted check as well, but even with that, I found our frames
 were being rolled back and for whatever reason the system wasn't marking the
 already predicted frames as handled, or at least resetting it.  We wrapped a
 test case in the base MP5 provided with the SDK and could recreate the
 prediction issues consistently, so might have run that by the latest SDK and
 see if it still happens.

 On Mon, Jan 24, 2011 at 11:11 PM, Nick xnicho...@gmail.com wrote:

 If it is a problem with the valve sdk, then don't even try to fix it,
 track the problem down, send valve a detailed report, and hope for the
 best.

 On Mon, Jan 24, 2011 at 3:06 PM, Maarten De Meyer maar...@off-limits.be
 wrote:
  I did some checking, and you are right. My issue is unrelated to the
 linux
  build, it just didn't show on windows or listenserver cause the
 connection
  was way better. It is a generic prediction issue ( net_fakelag 50 causes
 it
  to show up on listenserver, cl_prediction 0 and it's gone )
 
  I've also searched this list's archive, I think there is several threads
 on
  similar problems already. A suggestion by Yahn a short valve-time ago I
  think is relevant here. Basically, depending on network conditions, it
 is
  normal that a frame gets predicted several times, causing the same
 events to
  be re-fired clientside. If I grasped it correctly, putting this
 construction
 
  #if defined( CLIENT_DLL )
  if ( prediction-InPrediction() 
 !prediction-IsFirstTimePredicted() )
  return;
  #endif
 
  before anything that shouldn't happen twice ( muzzle flashes,
  SendWeaponAnim, ... )
 
  is a way to deal with this problem: the multiple predictions will still
  happen as should be the case, but the impact on what the client sees is
  minimised.
 
  I guess that leaves me with the question: is this really what I'm
 hitting,
  and more importantly, is the above m.o. the way to go? Do I need to
  meticulously filter out things I want to be re-predicted and things I
 don't
  everywhere and if() with the above statement? Anyone else went through
 this?
  I'm no prediction expert, would like to hear from those that are :)
 
  -- Maarten
 
 
  On 24/01/2011 1:25, Andrew Ritchie wrote:
 
  I had similar experiences with our port to orange box.  I had originally
  thought that it might be my own fault for handling a lot of our free
 look
  and weapon aiming client side but we even tracked the same issues in the
  base SDK on listen servers under fake ping.  I can't say it's identical
  since you mentioned only getting it under linux, we could recreate it on
  listen servers as well, but the symptoms are the same.  I tracked that
  prediction was rerunning the frames without ever indicating that it was
  actually a rerun frame, the frame counter would just drop X into he past
 and
  run from there. This was the biggest give away that either I'd botched
 up or
  something was a lower level had an issue that needed a fix beyond a
 check to
  make sure you don't repeat beyond the first prediction frame.  I was
 never
  able to figure out a real solution to the issue beyond client side
 absolute
  platform time checks, which didn't solve anything more than
 superficially.
 
  I'd be interested in hearing if you find anything or anyone else has
 this
  and found a solution, as it essentially brought everything to a grinding
  halt over a year ago, since online play become unmanageable for a lot of
  players.
 
  On Sun, Jan 23, 2011 at 7:07 PM, Maarten De Meyer 
 maar...@off-limits.be
  wrote:
 
  Hi list,
 
  I've recently built our OB mod's linux server after a loong time
 working
  windows only. I got it to compile  run fine, but there's a serious
 general
  issue with the way the game acts when playing on the linux server. It
 runs
  OK, but some things are clearly off, like sprint behavior/animations,
 shoot
  animations etc. E.g., one particular, reproducible issue is that if you
  click to shoot, the shot goes well, but if you hold your mouse down for
 a
  while and release it, a second shoot anim/muzzle flash happens, ammo
 gets
  decremented, but immediately after that reincremented and that second
 shot
  does not register on the server. I think that means that client side is
  predicting a lot more than it should. I also get 

Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-20 Thread Tobias Kammersgaard
Sounds like you need to check previous revisions of your code to be honest.

- ScarT


On 20 February 2011 14:18, Maarten De Meyer maar...@off-limits.be wrote:

  Found out another piece of interesting information. When we drop weapons,
 we give them the direction of the player to make the drop look realistic.
 This has always worked decently. On our linux server, the dropped weapons -
 also physics objects ofcourse - always have orientation 0 0 0, irrespective
 of the player orientation.


 On 19/02/2011 15:01, Tom Edwards wrote:

  Without knowing how the debug code works it's hard to say what that
 means. But it's still definitely a networking problem rather than something
 that's happening on the server. What happens when a predicted player walks
 around the affected object, hugging it tightly?

  --
 *From:* Maarten De Meyer maar...@off-limits.be maar...@off-limits.be
 *To:* hlcoders@list.valvesoftware.com
 *Sent:* Saturday, 19 February, 2011 11:14:39
 *Subject:* Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

 vcollide_wireframe moves together with the mesh I'm afraid.

 On 19/02/2011 11:52, Tom Edwards wrote:

  If you look closely, the collision model doesn't change. It's only the
 visual, client-side mesh that's out of place. Try using vcollide_wireframe
 to see what's really going on.

  --
 *From:* Jonathan Murphy nuclearfri...@gmail.comnuclearfri...@gmail.com
 *To:* Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com hlcoders@list.valvesoftware.com
 *Sent:* Saturday, 19 February, 2011 10:41:28
 *Subject:* Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

 In my experience it is unlikely to be a Linux specific issue, and more of a
 prediction issue. Try introducing fake lag on a listen server (net_fakelag
 200) and seeing if the issue is reproducable. That should make it much
 easier to debug.

 On Sat, Feb 19, 2011 at 9:33 PM, Maarten De Meyer 
 maar...@off-limits.bewrote:

  Yes, they are.
 --
 From: Jonathan Murphy
 Sent: zaterdag 19 februari 2011 11:02
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Physics props 90° angle snap issue - (linux?)


 Would be a interesting clue to know if all players are seeing exactly the
 same thing?

 On Sat, Feb 19, 2011 at 7:42 PM, Joel R. joelru...@gmail.com wrote:

 Have you tested it on a windows dedicated server?  Listenservers don't
 act entirely the same as dedicated servers.  It appears like the angle of
 the physics object is updating a bad networked angle value.


 On Sat, Feb 19, 2011 at 2:22 AM, Maarten De Meyer maar...@off-limits.be
  wrote:

 As great as Noir Desir's song is, obviously it's not what I wanted to
 show :D
 Here's the real vid with the issue:

 *http://www.youtube.com/watch?v=QhmrP6eSAek*

 sorry for that.


 On 19/02/2011 9:15, Maarten De Meyer wrote:

  Hi list,

 we're facing an issue I don't immediately know where to start to debug.
 Basically, in all of our maps, some physics props have an issue where the
 orientation of their model snaps at 90° angles instantaneously. This is not
 only with props, but also eg with our vehicles, so I'm looking suspicously
 at vphysics :). In addition, this only seems to happen on our linux server.
 Not 100% sure, since it does not happen consistently on all props, but 
 we've
 tried reproducing it a lot on a windows listenserver without success, and 
 on
 our linux dedicated server it happens frequently. Here's a video of the
 issue:

 *http://www.youtube.com/watch?v=NrgcRvBJYBE*

 At one point we had a vehicle that stood still with a driver in it, and
 it did a 'snap' at nearly fixed intervals of several seconds. Player got
 out, it went away, player stepped in, it was back ( another reason for me 
 to
 look at vphysics with the evil eye ).

 I'm hoping someone has hit this issue before, or can at least point me
 in the right direction, or, a method for debugging this. Since I'm not sure
 if it's related to vphysics linux internals, the linux build
 machine/settings, networking tolerances, ... I'm not sure where to start
 looking.

 Thanks for any feedback ( or sympathy :D ),

 Maarten


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Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Tobias Kammersgaard
I'd say its related to the prediction. You say it doesn't happy with all
props? Have you tried checking the difference between props that does it,
and props that don't?

- ScarT


On 19 February 2011 12:17, Jonathan Murphy nuclearfri...@gmail.com wrote:

 How unusual.. I'm starting to feel for you. Hopefully someone can come on
 here and shine some real light on the problem. :(


 On Sat, Feb 19, 2011 at 10:15 PM, Maarten De Meyer 
 maar...@off-limits.bewrote:

  That was my first try, but I can't reproduce it with net_fakelag.


 On 19/02/2011 11:41, Jonathan Murphy wrote:

 In my experience it is unlikely to be a Linux specific issue, and more of
 a prediction issue. Try introducing fake lag on a listen server (net_fakelag
 200) and seeing if the issue is reproducable. That should make it much
 easier to debug.

 On Sat, Feb 19, 2011 at 9:33 PM, Maarten De Meyer 
 maar...@off-limits.bewrote:

  Yes, they are.
 --
 From: Jonathan Murphy
 Sent: zaterdag 19 februari 2011 11:02
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Physics props 90° angle snap issue - (linux?)


 Would be a interesting clue to know if all players are seeing exactly the
 same thing?

 On Sat, Feb 19, 2011 at 7:42 PM, Joel R. joelru...@gmail.com wrote:

 Have you tested it on a windows dedicated server?  Listenservers don't
 act entirely the same as dedicated servers.  It appears like the angle of
 the physics object is updating a bad networked angle value.


 On Sat, Feb 19, 2011 at 2:22 AM, Maarten De Meyer 
 maar...@off-limits.be wrote:

 As great as Noir Desir's song is, obviously it's not what I wanted to
 show :D
 Here's the real vid with the issue:

 *http://www.youtube.com/watch?v=QhmrP6eSAek*

 sorry for that.


 On 19/02/2011 9:15, Maarten De Meyer wrote:

  Hi list,

 we're facing an issue I don't immediately know where to start to debug.
 Basically, in all of our maps, some physics props have an issue where the
 orientation of their model snaps at 90° angles instantaneously. This is 
 not
 only with props, but also eg with our vehicles, so I'm looking suspicously
 at vphysics :). In addition, this only seems to happen on our linux 
 server.
 Not 100% sure, since it does not happen consistently on all props, but 
 we've
 tried reproducing it a lot on a windows listenserver without success, and 
 on
 our linux dedicated server it happens frequently. Here's a video of the
 issue:

 *http://www.youtube.com/watch?v=NrgcRvBJYBE*

 At one point we had a vehicle that stood still with a driver in it, and
 it did a 'snap' at nearly fixed intervals of several seconds. Player got
 out, it went away, player stepped in, it was back ( another reason for me 
 to
 look at vphysics with the evil eye ).

 I'm hoping someone has hit this issue before, or can at least point me
 in the right direction, or, a method for debugging this. Since I'm not 
 sure
 if it's related to vphysics linux internals, the linux build
 machine/settings, networking tolerances, ... I'm not sure where to start
 looking.

 Thanks for any feedback ( or sympathy :D ),

 Maarten


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[hlcoders] Custom NPC doesn't work when its a player companion

2011-01-11 Thread Tobias Kammersgaard
Hey guys!

I recently made some changes to a custom NPC I've been working on. Its a
simple player ally that follows the player around and says some random
lines. Its derived from CAI_BaseActor, however recently I found myself
needing it to be a CNPC_PlayerCompanion instead. However changing the
baseclass to CNPC_PlayerCompanion breaks the NPC movement, and alot of other
things.

The only thing I changed is the base class. Anyone got any ideas?
Thanks!

- ScarT
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Re: [hlcoders] Faceposer 2009

2010-12-14 Thread Tobias Kammersgaard
I'll see if I have this problem too, and find the dlls needed if I can.
Den 2010 12 14 15:49 skrev Cory de La Torre gear@gmail.com:
 Oh ffs. Just had a windows update right now, and I came back to test it
 just cause and everything works now! Computers, man, computers. Anyways
 thanks Tom I really appreciate your help.

 On Tue, Dec 14, 2010 at 6:31 AM, Cory de La Torre gear@gmail.com
wrote:

 :(. Well it seems the only option I have is just doing an upgrade install
 of Win7 (repair). And seeing if that works. I can't seem to find the dlls
 anywhere on the dvd.


 On Tue, Dec 14, 2010 at 6:12 AM, Tom Edwards cont...@steamreview.org
wrote:

 The files are probably in C:\Windows\System32\Speech, but I've no idea
 really.

 The new extractor version wasn't meant to fix your problem BTW. ;-)


 On 14/12/2010 2:07, Cory de La Torre wrote:

 Just dropped the new dlls in right now and still getting crashes. Gonna
 try
 looking through my Windows install now.

 On Tue, Dec 14, 2010 at 6:05 AM, Cory de La Torregear@gmail.com
 wrote:

 Thanks tom, really appreciate it. I'll go looking for those files,
 though
 might you have any idea which folder they would be located in within
the
 cd
 directory? I'm assuming it would be in the root directory of windows
 though.


 On Tue, Dec 14, 2010 at 4:44 AM, Tom Edwardscont...@steamreview.org
 wrote:

 Someone once said they fixed the problem by copying some SAPI-related
 DLLs
 off their Windows install CD. They disappeared without telling anyone
 what
 those files were, unfortunately.

 The SAPI extractor is crumbling away because Valve don't use it. They
 have
 a different extractor built with phoneme middleware that they don't -
I
 assume - have a distribution license for.

 I went back to the extractor just now to make sure it still works and
 found a bug in the error message that appears when extraction totally
 fails.
 Somehow I'd cocked up the process of launching the control panel app.
 Fix
 here:
http://steamreview.org/external/vdc/phonemeextractor_sapi5.4.zip


 On 14/12/2010 11:50, Cory de La Torre wrote:

 Not really sure if this falls under mapping or not, so I threw it in
 the
 coders list. My current problem is extracting phenom extraction. I'm
 currently using Tom Edwards fixed phonemeextractor.dll. For
reasons
 I
 can't seem to understand is during the extraction (after putting in
 the
 sentence for the audio file and clicking ok) faceposer just plain
 crashes.
 I've found it works for other people and sometimes it doesn't,
though
 I
 seem
 to be the in the rare group of people that faceposer just plain
 crashes
 on
 during the extraction.

 I was following a tutorial earlier that dates back to around
2008.The
 tutorial has directed me to go and download the SpeechSDK and
install
 that.
 Upon further investigation I've found that under Windows 7 you don't
 even
 need that, and just the fixed dll. After reading some more I've come
 to
 another fork in the road. It seems the only way to get this shit all
 fixed
 up again is to reinstall windows, something I am totally not going
to
 do
 if
 this still doesn't end working. Honestly I shouldn't have to
reinstall
 my
 operating system anyways. Thats a severe punishment for this going
 south.
 My
 question is whether or not installing the SpeechSDk is the reason
 Faceposer
 is crashing at extraction.

 To clarify I've went and uninstalled the SpeechSDK before putting in
 the
 fixed phonemeextractor.dll.


 Aside all of this madness; whats going on anyways!? I wouldn't have
 expected
 getting faceposer to work would be all this trouble under 2009 on
 future
 operating systems that almost everyone has entirely migrated too.
I'm
 assuming Valve is at least using some Windows 7 and Vista machines
up
 there,
 unless they are seriously using XP to use a working faceposer. The
 fact
 we
 need to use a custom modified dll to get all this working again is
 pretty
 bad. Faceposer should just work out of the box, and not require
any
 users
 to go searching around for things. Yeah, yeah I know, not in valves
 current
 needs to do (too busy, yadda yadda) but that shit is starting to get
 real
 tiring. I'd like for once to actually be able to use a single Source
 Engine
 tool that isn't made by someone outside of Valve and works/does not
 require
 workarounds.


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Re: [hlcoders] Remember June 2006?

2010-11-12 Thread Tobias Kammersgaard
I'm messing around with the SDK, and decided it would be easiest to reset
the game configurations for all the engine versions for what I wanted to do.
I noticed that after I had reset it, the setup was as following:

Source 2006 Games:
- Half-Life 2: Deathmatch

Source 2007 Games:
- None

Source 2009 Games:
- Half-Life 2
- Half-Life 2: Episode One
- Half-Life 2: Episode Two
- Portal
- Team Fortress 2
- Day of Defeat: Source
- Counter-Strike: Source

Since the SDK haven't been updated for a long time, the list isn't correct.
HL2DM doesn't run on Source 2006 anymore, which means all Valve games
(except Lost Coast) are running on Source 2009. Valve needs take a decision.
Either get rid of the old engine revisions in the SDK, or leave them for
confusion (and support for really old mods - which of most were broken when
HL2DM was updated to Src 2009). My suggestion is getting rid of Source 2006,
release the Source 2009 making it attractive to work with the Source engine
again.

I accidentally just stumbled upon this page:
http://source.valvesoftware.com/sourcesdk.php

I quote:
Valve is dedicated to providing the best tools and resources for the
modding community. The Source engine and SDK give you all the tools you need
to produce brilliant game creations.

Under Contact on Valve's site you can also find:

Mods and the Software Developer's Kit: s...@valvesoftware.com

Not really sure what the point is of pointing this out, but I'm doing it
anyway. I'm still hoping that Valve are going to reply or just magically
release the update Tony Sergi worked on the time he contracted for Valve.


- ScarT


On 5 November 2010 05:34, Cory de La Torre gear@gmail.com wrote:

 Last time I heard, shader authoring wasn't possible for modders in AS.

 On Sun, Oct 31, 2010 at 12:38 PM, Marek Sieradzki 
 marek.sierad...@gmail.com
  wrote:

  I wonder if you can get shaders to work in ASW.
 
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Re: [hlcoders] Starting...

2010-11-11 Thread Tobias Kammersgaard
What do you want to do with your mod? What kind of mod are you making?
Den 2010 11 11 17:04 skrev Yannick Milhahn yann...@mehrplus.de:
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Re: [hlcoders] Is the list working right, or what.

2010-11-10 Thread Tobias Kammersgaard
I don't know.
Den 2010 11 10 22:53 skrev Trevor apos;Drakapos; dhlco...@wowway.com:
 WHY AM I UNABLE TO POST TO THIS LIST, I’M SO UPSET. ):
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Re: [hlcoders] Source SDK Skeleton

2010-11-08 Thread Tobias Kammersgaard
Nothing, I assume. This is the basics you need to run a mod as far as I
understand.
Den 2010 11 8 16:05 skrev Marek Sieradzki marek.sierad...@gmail.com:
 On Mon, Nov 8, 2010 at 2:32 PM, Tom Edwards cont...@steamreview.org
wrote:
 https://code.google.com/p/sourcesdk-skeleton/

 The Source SDK Skeleton implements the Source Engine, and nothing more.
It
 is the ideal cruft-free base from which to build your own new game.

 These projects (VS 2005/2008/2010) will compile into working client and
 server libraries using only Valve's base classes, then leave you to add
 whatever functionality you want on top.

 I hope they prove useful to you!

 What does it have that Source 2007 SDK or ASW SDK don't have?

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

2010-10-28 Thread Tobias Kammersgaard
I don't know. I doubt it does. That's really not important seeing it won't
fix my problem.

I get
Requesting texture value from var $normalmap which is not a texture value
(material: maps/sdk_shader_samples/test/tilewall009b_-64_-48_80)
In the console. That's really all I get.


- ScarT


On 27 October 2010 09:57, Tom Edwards cont...@steamreview.org wrote:

 How does VRAD know that the shader requires lightmaps?


 On 27/10/2010 6:11, Tobias Kammersgaard wrote:

 Already tried that too. I tried messing with the vtf settings. I'm not
 using
 normalmaps or anything.

 However I am getting a warning about trying to use a $normalmap that isn't
 a
 valid texture value.

 - ScarT
 Den 2010 10 27 04:25 skrev Adam amckern McKernamck...@yahoo.com:

 Buildcubemaps - always fixed strange bugs like this.

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

 --- On Wed, 27/10/10, Tobias Kammersgaardtobias.kammersga...@gmail.com

 wrote:

 From: Tobias Kammersgaardtobias.kammersga...@gmail.com
 Subject: [hlcoders] Problems with shader samples in the SDK?
 To: Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com

 Received: Wednesday, 27 October, 2010, 7:01 AM

 Hey list!

 I just compiled the samples shaders provided in the Source SDK (2007).
 However the textures I tried it on is way bright.


 http://dl.dropbox.com/u/3659338/MissingInformation/sdk_shader_samples0007.jpg

 Anyone got any ideas?
 Thanks

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

2010-10-28 Thread Tobias Kammersgaard
I'd like to point out that I'm not using any normalmaps.

My VMT looks like this

SDK_LightmappedGeneric
{
$basetexture test/tilewall009b
}

However if I supply it with a normalmap, the error disappears from the
console, but the texture is still being lit wrong.

- ScarT


On 28 October 2010 18:31, Tobias Kammersgaard tobias.kammersga...@gmail.com
 wrote:

 I don't know. I doubt it does. That's really not important seeing it won't
 fix my problem.

 I get
 Requesting texture value from var $normalmap which is not a texture value
 (material: maps/sdk_shader_samples/test/tilewall009b_-64_-48_80)
 In the console. That's really all I get.


 - ScarT



 On 27 October 2010 09:57, Tom Edwards cont...@steamreview.org wrote:

 How does VRAD know that the shader requires lightmaps?


 On 27/10/2010 6:11, Tobias Kammersgaard wrote:

 Already tried that too. I tried messing with the vtf settings. I'm not
 using
 normalmaps or anything.

 However I am getting a warning about trying to use a $normalmap that
 isn't a
 valid texture value.

 - ScarT
 Den 2010 10 27 04:25 skrev Adam amckern McKernamck...@yahoo.com:

 Buildcubemaps - always fixed strange bugs like this.

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

 --- On Wed, 27/10/10, Tobias Kammersgaardtobias.kammersga...@gmail.com
 

 wrote:

 From: Tobias Kammersgaardtobias.kammersga...@gmail.com
 Subject: [hlcoders] Problems with shader samples in the SDK?
 To: Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com

 Received: Wednesday, 27 October, 2010, 7:01 AM

 Hey list!

 I just compiled the samples shaders provided in the Source SDK (2007).
 However the textures I tried it on is way bright.


 http://dl.dropbox.com/u/3659338/MissingInformation/sdk_shader_samples0007.jpg

 Anyone got any ideas?
 Thanks

 - ScarT
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[hlcoders] Remember June 2006?

2010-10-28 Thread Tobias Kammersgaard
Mike Durand introduced himself as a new employee at Valve, that's hired to
focus on the Source SDK, and updating it.
I quote My full time job is to make sure that you have everything they need
to build your games.

Date: Tue, 25 Jul 2006 19:13:13 -0700
From: Mike Durand mdur...@valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Upcoming SDK Release
Reply-To: hlcoders@list.valvesoftware.com

Given the recent traffic on the list, it seems like a good time to
introduce myself to everyone here, and talk about what I do at Valve.

I started work here in June and have been given the task of working
directly with the MOD community. This means that my primary
responsibilities are to package and release the SDK, make it easier to
use, and work with MOD makers on problems that they can't solve with the
help of other members of the community.

My full time job is to make sure that you have everything they need to
build your games. I'll be hanging out on this list, as well as the VDC,
but you can also feel free to contact me directly with any questions you
have at mdur...@valvesoftware.com.

So now that the introduction is out of the way here's the part that you
really care about: an SDK update is coming out very soon. Right now we
are testing it in-house and getting ready for its beta release. It will
be available later this week unless we encounter serious problems during
testing. I'll let people know either way, whether it is going to be this
week or next. Once I get all of the details together, I'll send the info
on what is coming in this SDK release to this list.

-Mike


That's four years ago. It pretty much went down hill since the Orange Box
code was released. I remember in 2003 when Gabe Newell promoted Steam in
several different interviews, saying how Steam would make publishing updates
to the end user way easier for them, yes its easier for them, but over the
years its just getting harder and harder for us working with the Source SDK.

I see a lot of people ditching the Source Engine over the UDK, and I'm
starting to see why. I'm a big fan of Valve games, and I've defended the
Source SDK and the Source engine many times.

I didn't really recognize too much in the articles that's popped up lately,
such as these, and honestly I was a little offended.

http://www.halflife2.net/2010/08/16/sdk-soul-destroying-kit/
http://www.planetphillip.com/posts/valve-you-should-be-ashamed-of-yourselves/

Yeah we're getting the SDK for free, and the tools are great to work with.
Except for one little thing. Most of them don't work properly. I love how
they're still using command line apps, so e.g. I can call my compile scripts
directly from context menus.

What I really miss is not having to spend 10 minutes on making the SDK or
tools run before I can actually test whatever I've changed or made.

I'm setting the bar low, and not expecting any response from anyone at
Valve, that way I won't be more disappointed.

I guess I just needed to get it off my chest.


I hope to hear from other people on this list, that feels the same way, or
want to share their opinion on this matter. For those that find it annoying
to receive these kind of messages, feel free to mute the conversation.

- ScarT
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[hlcoders] Problems with shader samples in the SDK?

2010-10-26 Thread Tobias Kammersgaard
Hey list!

I just compiled the samples shaders provided in the Source SDK (2007).
However the textures I tried it on is way bright.
http://dl.dropbox.com/u/3659338/MissingInformation/sdk_shader_samples0007.jpg

Anyone got any ideas?
Thanks

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

2010-10-26 Thread Tobias Kammersgaard
That shouldn't be needed, but yeah I've recompiled the map with the new
shader for the materials used. The floor and ceiling uses the standard
lightmappedgeneric shader, and the walls use the one Valve provides in the
SDK (unmodified).

- ScarT


On 26 October 2010 22:11, Jonas 'Sortie' Termansen hlcod...@maxsi.dkwrote:

 Are lightmaps actually being built for the material/shader in VRAD?
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Re: [hlcoders] Problems with shader samples in the SDK?

2010-10-26 Thread Tobias Kammersgaard
Already tried that too. I tried messing with the vtf settings. I'm not using
normalmaps or anything.

However I am getting a warning about trying to use a $normalmap that isn't a
valid texture value.

- ScarT
Den 2010 10 27 04:25 skrev Adam amckern McKern amck...@yahoo.com:
 Buildcubemaps - always fixed strange bugs like this.

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

 --- On Wed, 27/10/10, Tobias Kammersgaard tobias.kammersga...@gmail.com
wrote:

 From: Tobias Kammersgaard tobias.kammersga...@gmail.com
 Subject: [hlcoders] Problems with shader samples in the SDK?
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com

 Received: Wednesday, 27 October, 2010, 7:01 AM

 Hey list!

 I just compiled the samples shaders provided in the Source SDK (2007).
 However the textures I tried it on is way bright.

http://dl.dropbox.com/u/3659338/MissingInformation/sdk_shader_samples0007.jpg

 Anyone got any ideas?
 Thanks

 - ScarT
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Re: [hlcoders] Entity Limit

2010-10-23 Thread Tobias Kammersgaard
I'm pretty sure the concept of Garry's mod isn't under patent.

As Cory said there is no way to up the entity limit on GoldSrc.

- ScarT


On 23 October 2010 11:07, Cory de La Torre gear@gmail.com wrote:

 Not to be rude or anything, but perhaps the community felt the need to act
 that way because of the quality of the content you're putting up on moddb.
 I
 mean hey, it's your mod, do whatever you want. But you should understand it
 looks like you made the majority of that stuff being on LSD.

 Anyways there is no way to increase the entity limit, sorry. Also you might
 want to talk to Garry about trying to remake his game. Regardless of engine
 versions, I'm fairly sure it's something you shouldn't really do.

 On Sat, Oct 23, 2010 at 12:58 AM, Krzysztof Krysztofiak
 sezam...@gmail.comwrote:

  Hello, I`m co-creator of mod called Go-Mod you can see it here
  http://www.moddb.com/mods/go-mod , it has been archived for a while
  because
  community were so stupid, but we decided to continue our work. I send a
  email to s...@valvesoftware month ago, but I can`t see response yet so I
  decided to ask here. Maybe Gabe can help me here though :)
 
  So, we`re having problems with entity limit. First version of Go-Mod was
  nice without any problems, second beta was tragedy. We were having host
  errors about that we exceed entity limit (512). Indeed it`s serious
 problem
  if we`re trying to recreate *(I can say that, yes ? Maybe it`s not so
  perfect as Garry`s Mod)* Garry`s Mod on GoldSource engine. New weapons,
  models, functions, toolguns, physic gun, and *Newton Dynamics Physics
  Engine
  * ! AMXX helped us because i got metamod to work with Go-Mod so we can
 have
  sweps and gamemodes instead of lua engine. Physics is just fantastic,
 works
  only on entbrushes for now, but okay.
 
  So, is there *any way* to incerase this 512 entity limit ?
 
  --
  Pozdrawiam,
  Krzysztof Krysztofiak
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 


 --
 Gear Dev
 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


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[hlcoders] Particle precipitation like Alien Swarm?

2010-09-18 Thread Tobias Kammersgaard
Hey list!

I'm trying to recreate the effect the guys behind Alien Swarm created for
their snow. However I can't get it to work. The particle system they're
using, got 3 control points. The code uses four control points to determine
the boundary of the brush and where the particle system should expand to. I
ported the ASW code just fine, but I can't recreate the exact particle
system seeing there's some new particle operators and such available in the
ASW engine.

I'm wondering if anyone could shed some light on this, or point me in the
right direction?

Thanks in advance!


- ScarT
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visit:
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Re: [hlcoders] Source Engine 2009?

2010-09-12 Thread Tobias Kammersgaard
The Source SDK is getting rather uninteresting to work with. All the engine
revisions are more annoying than anything. One revision please, and make it
always updated!

Unfortunately we've already seen it will never happen. This makes me sad.

- ScarT


On 12 September 2010 16:48, Cory de La Torre gear@gmail.com wrote:

 UDK all the way. Get with the times SDK.

 On Sun, Sep 12, 2010 at 12:30 AM, Zach Brockway neveren...@gmail.com
 wrote:

  It's probably true that it's malleable enough to do more traditional FPS
  stuff with, but it still kind of makes me feel like the SDK is a
  second-class citizen. Maybe this particular problem is easier to deal
 with
  than I'm envisioning, but the SDK is definitely quirky in a lot of ways
  besides. It makes UDK a bit more appealing, with the very regular and
 very
  substantial updates it's receiving... despite my preference for C++, and
  the
  ability to get closer to the metal with Source. However, it's
  understandable
  that Valve has a lot on their plate, and many more people waiting for
  Portal
  2 than the next SDK drop. Making games is hard.
 
  Tough situation.
 
  On Sat, Sep 11, 2010 at 10:05 PM, KnightmareRichard 
  assaultar...@hotmail.com wrote:
 
  
   I haven't look into the code in detail yet, but I've heard that Alien
   Swarm's code is exactly capable for a FPS mod. Just by playing with the
   console you can make it in a FPS vision (though obviously not pretty),
  but
   they didn't really remove a lot from the original engine code base, so
  the
   stuff for FPS is still in there, it's just that you might need to play
  with
   the code here and there a tiny little bit to get it back to normal,
 since
   they added a lot of new things by themselves.
  
   --Richard
  
From: lord.matt.hoff...@gmail.com
Date: Sat, 11 Sep 2010 21:48:45 -0700
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source Engine 2009?
   
It's also totally gimped for anything that's not a top-down
player-controls-an-npc shooter. Atleast that's my understanding after
poking through the code a bit.
   
On Sat, Sep 11, 2010 at 9:43 PM, KnightmareRichard
assaultar...@hotmail.com wrote:

 Actually it's already available. The one Alien Swarm using is a
  version
   in between Left 4 Dead 2 and Portal 2, if I remembered correctly. One
 of
  the
   developers mentioned that on Facepunch. And Alien Swarm is TOTALLY
 FREE,
   along with its full source code.

 Date: Sat, 11 Sep 2010 21:24:06 -0300
 From: samuelga...@gmail.com
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source Engine 2009?

 When It's Done* 


 *Approx Valve Time

 On Sat, Sep 11, 2010 at 9:13 PM, Matheus Lima Faiotto 
   m...@revgamers.netwrote:

  Does anyone have an estimate of when?
 
  --
  From: James Pizzurro ja...@agentredproductions.com
  Sent: Saturday, September 11, 2010 7:27 PM
  To: Discussion of Half-Life Programming 
   hlcoders@list.valvesoftware.com
  
  Subject: Re: [hlcoders] Source Engine 2009?
 
 
   The answer is no, not yet.
 
  On Sep 11, 2010 7:24 PM, Matheus Lima Faiotto 
   m...@revgamers.net
  wrote:
 
  Alright guys,
 
  I'm sorry I'm kind of late here, however, Is it possible to
  Create
   a Mod
 
  with the Source Engine 2009?
 
 
  because while attempting to, I get an error about being able
 to
   open
 
  \CreateAMod\something\gameinfo_mp.txt
 
  ___
  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


 ___
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  archives,
   please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


   
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 archives,
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Re: [hlcoders] Source Engine 2009?

2010-09-12 Thread Tobias Kammersgaard
I'll give them that. I can see the same problem they've got to deal with
everytime they update the regular SDK code base. Breaking old mods that's
no longer being updated! There's bound to be people complaining.

- ScarT


On 12 September 2010 18:57, Tom Edwards t_edwa...@btinternet.com wrote:

  They've got the right idea with Alien Swarm. Every update to the game is
 matched with an update to the source code. I doubt that will happen with
 Portal 2 though...


 On 12/09/2010 4:09, Tobias Kammersgaard wrote:

 The Source SDK is getting rather uninteresting to work with. All the
 engine
 revisions are more annoying than anything. One revision please, and make
 it
 always updated!

 Unfortunately we've already seen it will never happen. This makes me sad.

 - ScarT


 On 12 September 2010 16:48, Cory de La Torregear@gmail.com  wrote:

  UDK all the way. Get with the times SDK.

 On Sun, Sep 12, 2010 at 12:30 AM, Zach Brockwayneveren...@gmail.com

 wrote:
 It's probably true that it's malleable enough to do more traditional FPS
 stuff with, but it still kind of makes me feel like the SDK is a
 second-class citizen. Maybe this particular problem is easier to deal

 with

 than I'm envisioning, but the SDK is definitely quirky in a lot of
 ways
 besides. It makes UDK a bit more appealing, with the very regular and

 very

 substantial updates it's receiving... despite my preference for C++, and
 the
 ability to get closer to the metal with Source. However, it's
 understandable
 that Valve has a lot on their plate, and many more people waiting for
 Portal
 2 than the next SDK drop. Making games is hard.

 Tough situation.

 On Sat, Sep 11, 2010 at 10:05 PM, KnightmareRichard
 assaultar...@hotmail.com  wrote:

  I haven't look into the code in detail yet, but I've heard that Alien
 Swarm's code is exactly capable for a FPS mod. Just by playing with the
 console you can make it in a FPS vision (though obviously not pretty),

 but

 they didn't really remove a lot from the original engine code base, so

 the

 stuff for FPS is still in there, it's just that you might need to play

 with

 the code here and there a tiny little bit to get it back to normal,

 since

 they added a lot of new things by themselves.

 --Richard

  From: lord.matt.hoff...@gmail.com
 Date: Sat, 11 Sep 2010 21:48:45 -0700
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source Engine 2009?

 It's also totally gimped for anything that's not a top-down
 player-controls-an-npc shooter. Atleast that's my understanding after
 poking through the code a bit.

 On Sat, Sep 11, 2010 at 9:43 PM, KnightmareRichard
 assaultar...@hotmail.com  wrote:

 Actually it's already available. The one Alien Swarm using is a

 version

 in between Left 4 Dead 2 and Portal 2, if I remembered correctly. One

 of

 the

 developers mentioned that on Facepunch. And Alien Swarm is TOTALLY

 FREE,

 along with its full source code.

 Date: Sat, 11 Sep 2010 21:24:06 -0300
 From: samuelga...@gmail.com
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source Engine 2009?

 When It's Done*


 *Approx Valve Time

 On Sat, Sep 11, 2010 at 9:13 PM, Matheus Lima Faiotto

 m...@revgamers.netwrote:

 Does anyone have an estimate of when?

 --
 From: James Pizzurroja...@agentredproductions.com
 Sent: Saturday, September 11, 2010 7:27 PM
 To: Discussion of Half-Life Programming

 hlcoders@list.valvesoftware.com

 Subject: Re: [hlcoders] Source Engine 2009?


  The answer is no, not yet.

 On Sep 11, 2010 7:24 PM, Matheus Lima Faiotto

 m...@revgamers.net

 wrote:

  Alright guys,

 I'm sorry I'm kind of late here, however, Is it possible to

 Create

 a Mod

 with the Source Engine 2009?

  because while attempting to, I get an error about being able

 to

 open

 \CreateAMod\something\gameinfo_mp.txt

  ___
 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

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 archives,

 please visit:

 http://list.valvesoftware.com/mailman/listinfo/hlcoders


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 archives

Re: [hlcoders] String_base error

2010-08-06 Thread Tobias Kammersgaard
Show us a list of ignored libraries.

- ScarT

Den 2010 8 6 18:31 skrev Jordan Friendshuh jman1156ga...@yahoo.com:
 k, I already had that. Thanks though.





 
 From: Tom Edwards t_edwa...@btinternet.com
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 Sent: Fri, August 6, 2010 2:15:49 AM
 Subject: Re: [hlcoders] String_base error

 He meant libcmtd.

 --- On Thu, 5/8/10, Jordan Friendshuh jman1156ga...@yahoo.com wrote:

 From: Jordan Friendshuh jman1156ga...@yahoo.com
 Subject: Re: [hlcoders] String_base error
 To: Discussion of Half-Life Programming 
hlcoders@list.valvesoftware.com
 Date: Thursday, 5 August, 2010, 23:55
 that made everything fail.




 
 From: Tobias Kammersgaard tobias.kammersga...@gmail.com
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 Sent: Wed, August 4, 2010 12:21:05 AM
 Subject: Re: [hlcoders] String_base error

 Visual Studio 2010 works just fine. Both debug, and release
 builds. I don't
 have any code handy right now, but I'll show you my
 settings once I do.

 Meanwhile try adding libcmt to the list of ignored
 libraries (in the Linker
 options).

 - ScarT

 Den 2010 8 4 03:58 skrev Jordan Friendshuh jman1156ga...@yahoo.com:
 Hi. I am new to coding and am having an issue.
 I'm using Visual Studio
 2010
 editing Game_HL2-2005 in the single player mod option for
 regular HL2.
 Without
 making any changes to the files except the fix debug
 compilation, the
 build
 fails. It has to do with the linker and not being
 able to find string_base
 or
 something. Can anyone help me? This is what it
 says when you build.

 -- Build started: Project: client_hl2, Configuration:
 Debug HL2 Win32
 --
 Build started 8/3/2010 8:40:01 PM.
 InitializeBuildStatus:
 Creating Debug HL2\client_hl2.unsuccessfulbuild because
 AlwaysCreate
 was
 specified.
 ClCompile:
 All outputs are up-to-date.
 All outputs are up-to-date.
 All outputs are up-to-date.
 ManifestResourceCompile:
 All outputs are up-to-date.
 C:\Program
 Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(990,5):
 warning MSB8012: TargetPath(C:\Crazy
 Weapons\src\cl_dll\Debug
 HL2\client_hl2.dll) does not match the Linker's OutputFile
 property value
 (C:\Crazy Weapons\src\cl_dll\Debug HL2\client.dll). This
 may cause your
 project
 to build incorrectly. To correct this, please make sure
 that $(OutDir),
 $(TargetName) and $(TargetExt) property values match the
 value specified in
 %(Link.OutputFile).
 C:\Program
 Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(992,5):
 warning MSB8012: TargetName(client_hl2) does not match the
 Linker's
 OutputFile
 property value (client). This may cause your project to
 build incorrectly.
 To
 correct this, please make sure that $(OutDir),
 $(TargetName) and
 $(TargetExt)
 property values match the value specified in
 %(Link.OutputFile).
 Link:
 All outputs are up-to-date.
 Manifest:
 All outputs are up-to-date.
 BscMake:
 All outputs are up-to-date.
 CustomBuildStep:
 Description: Copying to destination folder
 1 file(s) copied.
 FinalizeBuildStatus:
 Deleting file Debug HL2\client_hl2.unsuccessfulbuild.
 Touching Debug HL2\client_hl2.lastbuildstate.

 Build succeeded.

 Time Elapsed 00:00:03.32
 -- Build started: Project: server_hl2, Configuration:
 Debug HL2 Win32
 --
 Build started 8/3/2010 8:40:06 PM.
 InitializeBuildStatus:
 Touching Debug HL2\server_hl2.unsuccessfulbuild.
 ClCompile:
 All outputs are up-to-date.
 All outputs are up-to-date.
 All outputs are up-to-date.
 All outputs are up-to-date.
 ManifestResourceCompile:
 All outputs are up-to-date.
 C:\Program
 Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(990,5):
 warning MSB8012: TargetPath(C:\Crazy
 Weapons\src\dlls\Debug
 HL2\server_hl2.dll)
 does not match the Linker's OutputFile property value
 (C:\Crazy
 Weapons\src\dlls\Debug HL2\server.dll). This may cause your
 project to build
 incorrectly. To correct this, please make sure that
 $(OutDir), $(TargetName)
 and
 $(TargetExt) property values match the value specified in
 %(Link.OutputFile).
 C:\Program
 Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(992,5):
 warning MSB8012: TargetName(server_hl2) does not match the
 Linker's
 OutputFile
 property value (server). This may cause your project to
 build incorrectly.
 To
 correct this, please make sure that $(OutDir),
 $(TargetName) and
 $(TargetExt)
 property values match the value specified in
 %(Link.OutputFile).
 Link:
 Creating library Debug HL2\server.lib and
 object Debug HL2\server.exp
 LINK : warning LNK4098: defaultlib 'LIBCMT' conflicts with
 use of other
 libs;
 use /NODEFAULTLIB:library
 choreoobjects.lib(choreoevent.obj) : error LNK2019:
 unresolved external
 symbol
 public: static void __cdecl
 std::_String_base::_Xran(void)
 (?_x...@_string_base@std@@SAXXZ) referenced in function
 public: class
 std::basic_stringchar,struct
 std::char_traitschar

Re: [hlcoders] String_base error

2010-08-06 Thread Tobias Kammersgaard
That's just a warning and isn't critical.

- ScarT

Den 2010 8 6 19:07 skrev Dexter Haslem dexter.has...@gmail.com:
 Have you renamed your project's target names? The error seems to be
 related to that.

 From the SDK wiki:
 Right click on the client and server projects in VS and go to
 Properties  Configuration  General. Change Target Name to client and
 server respectively.

 Try this and let us know what errors you still get.

 On Fri, Aug 6, 2010 at 10:58 AM, Tobias Kammersgaard
 tobias.kammersga...@gmail.com wrote:
 Show us a list of ignored libraries.

 - ScarT

 Den 2010 8 6 18:31 skrev Jordan Friendshuh jman1156ga...@yahoo.com:
 k, I already had that. Thanks though.





 
 From: Tom Edwards t_edwa...@btinternet.com
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com

 Sent: Fri, August 6, 2010 2:15:49 AM
 Subject: Re: [hlcoders] String_base error

 He meant libcmtd.

 --- On Thu, 5/8/10, Jordan Friendshuh jman1156ga...@yahoo.com wrote:

 From: Jordan Friendshuh jman1156ga...@yahoo.com
 Subject: Re: [hlcoders] String_base error
 To: Discussion of Half-Life Programming 
 hlcoders@list.valvesoftware.com
 Date: Thursday, 5 August, 2010, 23:55
 that made everything fail.




 
 From: Tobias Kammersgaard tobias.kammersga...@gmail.com
 To: Discussion of Half-Life Programming 
hlcoders@list.valvesoftware.com
 Sent: Wed, August 4, 2010 12:21:05 AM
 Subject: Re: [hlcoders] String_base error

 Visual Studio 2010 works just fine. Both debug, and release
 builds. I don't
 have any code handy right now, but I'll show you my
 settings once I do.

 Meanwhile try adding libcmt to the list of ignored
 libraries (in the Linker
 options).

 - ScarT

 Den 2010 8 4 03:58 skrev Jordan Friendshuh jman1156ga...@yahoo.com:
 Hi. I am new to coding and am having an issue.
 I'm using Visual Studio
 2010
 editing Game_HL2-2005 in the single player mod option for
 regular HL2.
 Without
 making any changes to the files except the fix debug
 compilation, the
 build
 fails. It has to do with the linker and not being
 able to find string_base
 or
 something. Can anyone help me? This is what it
 says when you build.

 -- Build started: Project: client_hl2, Configuration:
 Debug HL2 Win32
 --
 Build started 8/3/2010 8:40:01 PM.
 InitializeBuildStatus:
 Creating Debug HL2\client_hl2.unsuccessfulbuild because
 AlwaysCreate
 was
 specified.
 ClCompile:
 All outputs are up-to-date.
 All outputs are up-to-date.
 All outputs are up-to-date.
 ManifestResourceCompile:
 All outputs are up-to-date.
 C:\Program
 Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(990,5):
 warning MSB8012: TargetPath(C:\Crazy
 Weapons\src\cl_dll\Debug
 HL2\client_hl2.dll) does not match the Linker's OutputFile
 property value
 (C:\Crazy Weapons\src\cl_dll\Debug HL2\client.dll). This
 may cause your
 project
 to build incorrectly. To correct this, please make sure
 that $(OutDir),
 $(TargetName) and $(TargetExt) property values match the
 value specified in
 %(Link.OutputFile).
 C:\Program
 Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(992,5):
 warning MSB8012: TargetName(client_hl2) does not match the
 Linker's
 OutputFile
 property value (client). This may cause your project to
 build incorrectly.
 To
 correct this, please make sure that $(OutDir),
 $(TargetName) and
 $(TargetExt)
 property values match the value specified in
 %(Link.OutputFile).
 Link:
 All outputs are up-to-date.
 Manifest:
 All outputs are up-to-date.
 BscMake:
 All outputs are up-to-date.
 CustomBuildStep:
 Description: Copying to destination folder
 1 file(s) copied.
 FinalizeBuildStatus:
 Deleting file Debug HL2\client_hl2.unsuccessfulbuild.
 Touching Debug HL2\client_hl2.lastbuildstate.

 Build succeeded.

 Time Elapsed 00:00:03.32
 -- Build started: Project: server_hl2, Configuration:
 Debug HL2 Win32
 --
 Build started 8/3/2010 8:40:06 PM.
 InitializeBuildStatus:
 Touching Debug HL2\server_hl2.unsuccessfulbuild.
 ClCompile:
 All outputs are up-to-date.
 All outputs are up-to-date.
 All outputs are up-to-date.
 All outputs are up-to-date.
 ManifestResourceCompile:
 All outputs are up-to-date.
 C:\Program
 Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(990,5):
 warning MSB8012: TargetPath(C:\Crazy
 Weapons\src\dlls\Debug
 HL2\server_hl2.dll)
 does not match the Linker's OutputFile property value
 (C:\Crazy
 Weapons\src\dlls\Debug HL2\server.dll). This may cause your
 project to build
 incorrectly. To correct this, please make sure that
 $(OutDir), $(TargetName)
 and
 $(TargetExt) property values match the value specified in
 %(Link.OutputFile).
 C:\Program
 Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(992,5):
 warning MSB8012: TargetName(server_hl2) does not match the
 Linker's
 OutputFile
 property value (server). This may cause your project to
 build incorrectly.
 To
 correct this, please make sure that $(OutDir),
 $(TargetName

Re: [hlcoders] String_base error

2010-08-03 Thread Tobias Kammersgaard
Visual Studio 2010 works just fine. Both debug, and release builds. I don't
have any code handy right now, but I'll show you my settings once I do.

Meanwhile try adding libcmt to the list of ignored libraries (in the Linker
options).

- ScarT

Den 2010 8 4 03:58 skrev Jordan Friendshuh jman1156ga...@yahoo.com:
Hi.  I am new to coding and am having an issue.  I'm using Visual Studio
2010
editing Game_HL2-2005 in the single player mod option for regular HL2.
 Without
making any changes to the files except the fix debug compilation, the
build
fails.  It has to do with the linker and not being able to find string_base
or
something.  Can anyone help me?  This is what it says when you build.

-- Build started: Project: client_hl2, Configuration: Debug HL2 Win32
--
Build started 8/3/2010 8:40:01 PM.
InitializeBuildStatus:
 Creating Debug HL2\client_hl2.unsuccessfulbuild because AlwaysCreate
was
specified.
ClCompile:
 All outputs are up-to-date.
 All outputs are up-to-date.
 All outputs are up-to-date.
ManifestResourceCompile:
 All outputs are up-to-date.
C:\Program
Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(990,5):
warning MSB8012: TargetPath(C:\Crazy Weapons\src\cl_dll\Debug
HL2\client_hl2.dll) does not match the Linker's OutputFile property value
(C:\Crazy Weapons\src\cl_dll\Debug HL2\client.dll). This may cause your
project
to build incorrectly. To correct this, please make sure that $(OutDir),
$(TargetName) and $(TargetExt) property values match the value specified in
%(Link.OutputFile).
C:\Program
Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(992,5):
warning MSB8012: TargetName(client_hl2) does not match the Linker's
OutputFile
property value (client). This may cause your project to build incorrectly.
To
correct this, please make sure that $(OutDir), $(TargetName) and
$(TargetExt)
property values match the value specified in %(Link.OutputFile).
Link:
 All outputs are up-to-date.
Manifest:
 All outputs are up-to-date.
BscMake:
 All outputs are up-to-date.
CustomBuildStep:
 Description: Copying to destination folder
 1 file(s) copied.
FinalizeBuildStatus:
 Deleting file Debug HL2\client_hl2.unsuccessfulbuild.
 Touching Debug HL2\client_hl2.lastbuildstate.

Build succeeded.

Time Elapsed 00:00:03.32
-- Build started: Project: server_hl2, Configuration: Debug HL2 Win32
--
Build started 8/3/2010 8:40:06 PM.
InitializeBuildStatus:
 Touching Debug HL2\server_hl2.unsuccessfulbuild.
ClCompile:
 All outputs are up-to-date.
 All outputs are up-to-date.
 All outputs are up-to-date.
 All outputs are up-to-date.
ManifestResourceCompile:
 All outputs are up-to-date.
C:\Program
Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(990,5):
warning MSB8012: TargetPath(C:\Crazy Weapons\src\dlls\Debug
HL2\server_hl2.dll)
does not match the Linker's OutputFile property value (C:\Crazy
Weapons\src\dlls\Debug HL2\server.dll). This may cause your project to build
incorrectly. To correct this, please make sure that $(OutDir), $(TargetName)
and
$(TargetExt) property values match the value specified in
%(Link.OutputFile).
C:\Program
Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(992,5):
warning MSB8012: TargetName(server_hl2) does not match the Linker's
OutputFile
property value (server). This may cause your project to build incorrectly.
To
correct this, please make sure that $(OutDir), $(TargetName) and
$(TargetExt)
property values match the value specified in %(Link.OutputFile).
Link:
Creating library Debug HL2\server.lib and object Debug HL2\server.exp
LINK : warning LNK4098: defaultlib 'LIBCMT' conflicts with use of other
libs;
use /NODEFAULTLIB:library
choreoobjects.lib(choreoevent.obj) : error LNK2019: unresolved external
symbol
public: static void __cdecl std::_String_base::_Xran(void)
(?_x...@_string_base@std@@SAXXZ) referenced in function public: class
std::basic_stringchar,struct std::char_traitschar,class
std::allocatorchar
  __thiscall std::basic_stringchar,struct std::char_traitschar,class
std::allocatorchar ::erase(unsigned int,unsigned int)
(?er...@?$basic_string@du?$char_tra...@d@std@@v?$alloca...@d@2@@std@
@qaeaa...@ii@Z)

choreoobjects.lib(choreoevent.obj) : error LNK2019: unresolved external
symbol
public: static void __cdecl std::_String_base::_Xlen(void)
(?_x...@_string_base@std@@SAXXZ) referenced in function protected: bool
__thiscall std::basic_stringchar,struct std::char_traitschar,class
std::allocatorchar ::_Grow(unsigned int,bool)
(?_g...@?$basic_string@du?$char_tra...@d@std@@v?$alloca...@d@2@@std@
@iae_n...@z)
Debug HL2\server.dll : fatal error LNK1120: 2 unresolved externals

Build FAILED.

Time Elapsed 00:00:43.60
== Build: 1 succeeded, 1 failed, 0 up-to-date, 0 skipped ==



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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Tobias Kammersgaard
Speaking of the VPK format. How much of the add-on system is available in
the new sdk?

Den 21/07/2010 14.55 skrev Byron Mallett byrona...@gmail.com:

I'm surprised about GCF support being missing but I guess it makes sense
since Valve's last big two releases both had moved to .vpk archives.

On Thu, Jul 22, 2010 at 12:35 AM, Adam Buckland adamjbuckl...@gmail.com
wrote:


 GCF support is missing?

 The more I see of this, the more I'm starting to suspect that this is...
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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Tobias Kammersgaard
(What is the vvis issue?)

- ScarT


On 21 July 2010 18:33, Stephen Swires stephen.swi...@gmail.com wrote:

 Alien Swarm is based on L4D2, not Source 2009. If someone can solve the
 VVIS
 issue then there should be no issues in using it for TCs - server browser's
 still there.


 On Wed, Jul 21, 2010 at 4:59 PM, Olly oli...@gmail.com wrote:

  AlienSwarm isn't using Source 2009. S2k9 doesn't have support for VPK.
 
  On 21 July 2010 16:55, Jonas 'Sortie' Termansen hlcod...@maxsi.dk
 wrote:
 
   On 2010-07-21 17:45, Tom Edwards wrote:
  
   That simply isn't true. If another user of the computer owns HL2 then
  the
   GCFs will be there, and I expect most of them will be there if the HL2
  demo
   is installed too.
  
   Requiring HL2 to be installed makes your whole effort redundant
 anyway!
   It's already on Source 2009 (though evidently not exactly the same
  version
   since it won't mount GCFs).
  
  
  
   HL2 is on the Source 2009 engine, indeed, but HL2 mods are not. Our
  project
   is simply porting HL2 mods to this engine.
  
  
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Re: [hlcoders] Discussion, edman747 has invited you to open a Google mail account

2010-07-21 Thread Tobias Kammersgaard
I would like a Gmail account

















pause not

- ScarT


On 21 July 2010 19:56, Dexter dex...@linux.com wrote:

 I am not sure if the hlcoders list really wants a gmail account XD

 On Wed, Jul 21, 2010 at 11:46 AM, edman747 edman...@gmail.com wrote:

  I've been using Gmail and thought you might like to try it out. Here's an
  invitation to create an account.
 
 
   You're Invited to Gmail!
 
  edman747 has invited you to open a Gmail account.
 
  Gmail is Google's free email service, built on the idea that email can be
  intuitive, efficient, and fun. Gmail has:
 
   *Less spam*
  Keep unwanted messages out of your inbox with Google's innovative
  technology.
 
  *Lots of space*
  Enough storage so that you'll never have to delete another message.
 
  *Built-in chat*
  Text or video chat with edman747 and other friends in real time.
 
  *Mobile access*
  Get your email anywhere with Gmail on your mobile phone.
 
  You can even import your contacts and email from Yahoo!, Hotmail, AOL, or
  any other web mail or POP accounts. Learn
  morehttp://mail.google.com/mail/help/switch/
  .
 
  Once you create your account, edman747 will be notified of your new Gmail
  address so you can stay in touch. Learn
  morehttp://mail.google.com/mail/help/intl/en/about.htmlor get
  started
 
 http://mail.google.com/mail/a-c2638ca622-768acb02d5-eAKKQVAvzcrruCuq1NbhOGA9fEk
  
  !
 Sign up
 
 http://mail.google.com/mail/a-c2638ca622-768acb02d5-eAKKQVAvzcrruCuq1NbhOGA9fEk
  
 Learn
  more http://mail.google.com/mail/help/intl/en/about.html
 
  Google Inc. | 1600 Ampitheatre Parkway | Mountain View, California 94043
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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Tobias Kammersgaard
The Particle Editor doesn't work for me. Am I the only experiencing this?

- ScarT


On 21 July 2010 19:54, Cory de La Torre gear@gmail.com wrote:

 Old BSp's work on Alien Swarm no problem, you can make a map in 2009
 Hammer,
 and drop the bsp into Alien Swarm. Badda-bing/Badda-boom, real easy..

 On Wed, Jul 21, 2010 at 10:46 AM, edman747 edman...@gmail.com wrote:

  Sounds good, I'm in. How can I help?
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Re: [hlcoders] Alien Swarm

2010-07-19 Thread Tobias Kammersgaard
No.

Sent from my HTC Desire LOL

Den 19/07/2010 13.53 skrev Adam Buckland adamjbuckl...@gmail.com:

Anyone from Valve reading this.. *hint* *wink* *nudge*

:P

Sent from my iPhone


On 19 Jul 2010, at 11:29, Byron Mallett byrona...@gmail.com wrote:

 Only problem is that the so...
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Re: [hlcoders] Alien Swarm

2010-07-16 Thread Tobias Kammersgaard
I'm guessing this is a project for these guys to get used to working with
the Source engine. They might as well release it (for free) so others can
judge (I don't know).

- ScarT


On 17 July 2010 01:08, Matt Hoffman lord.matt.hoff...@gmail.com wrote:

 Excited to see Alien Swarm. Not only does it not look like source (And yet
 still be source), it looks like good fun. And it's free.

 Is there reasoning behind it being free? (Other than allowing anyone to
 become a Source developer for free)

 On Fri, Jul 16, 2010 at 4:02 PM, Alfred Reynolds
 alf...@valvesoftware.comwrote:

  Right, no Mac support yet, they got ahead of us :)
 
   -Original Message-
   From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
   boun...@list.valvesoftware.com] On Behalf Of Tom Edwards
   Sent: Friday, July 16, 2010 3:37 PM
   To: hlcoders
   Subject: [hlcoders] Alien Swarm
  
 If you hadn't heard already, the SDK is being updated on Monday with
   the complete source code to Alien Swarm, a brand new Source 2009 game
   by
   the team who made the original UT2004 mod (and who now work for Valve).
   It's going to be a sample project in the same vein as TFC.
  
   AS has a tile-based map editor, omnidirectional projected textures,
   real-time depth of field and Steamworks integration...but apparently no
   Mac support?
  
   http://store.steampowered.com/app/630
  
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Re: [hlcoders] Alien Swarm

2010-07-16 Thread Tobias Kammersgaard
That's actually a better guess.

Two years ago, Valve hired the talented team behind the popular top down
co-op mod Alien Swarm. Since then, they have been busy working on the Left 4
Dead Series, and now Portal 2. However, we never forgot about Alien Swarm
and the team has spent a lot of time bringing the game to Source in between
their contributions to the other Valve projects.



- ScarT


On 17 July 2010 01:24, AJ Collins gamerzwo...@gmail.com wrote:

 I'm guessing it's Valve's answer to Epic's UDK.

 On Fri, Jul 16, 2010 at 7:08 PM, Matt Hoffman
 lord.matt.hoff...@gmail.comwrote:

  Excited to see Alien Swarm. Not only does it not look like source (And
 yet
  still be source), it looks like good fun. And it's free.
 
  Is there reasoning behind it being free? (Other than allowing anyone to
  become a Source developer for free)
 
  On Fri, Jul 16, 2010 at 4:02 PM, Alfred Reynolds
  alf...@valvesoftware.comwrote:
 
   Right, no Mac support yet, they got ahead of us :)
  
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
boun...@list.valvesoftware.com] On Behalf Of Tom Edwards
Sent: Friday, July 16, 2010 3:37 PM
To: hlcoders
Subject: [hlcoders] Alien Swarm
   
  If you hadn't heard already, the SDK is being updated on Monday
 with
the complete source code to Alien Swarm, a brand new Source 2009 game
by
the team who made the original UT2004 mod (and who now work for
 Valve).
It's going to be a sample project in the same vein as TFC.
   
AS has a tile-based map editor, omnidirectional projected textures,
real-time depth of field and Steamworks integration...but apparently
 no
Mac support?
   
http://store.steampowered.com/app/630
   
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Re: [hlcoders] Problems with authoring a weapon: unknown entity?

2010-07-04 Thread Tobias Kammersgaard
 Sounds like the DLLs aren't being copied.

- ScarT


On 4 July 2010 09:22, sigma sigmase...@gmail.com wrote:

 Hey there everyone. I've been trying to author a weapon based off the
 weapon_crowbar entity using the source 2007 engine, and I'm having some
 issues. It seems I've followed all the advice from most of the resources I
 can pool together, and here's what that's entailed so far:

 I basically copied weapon_crowbar.cpp and weapon_crowbar.h from the server
 episodic portion of the visual studio project to create weapon_wrench.cpp
 and weapon_wrench.h. I changed all references when copying over from
 crowbar
 to wrench as necessary. Then in the client project I updated
 c_weapon_stubs_hl2.cpp to include a new stub:

 STUB_WEAPON_CLASS( weapon_wrench, WeaponWrench, C_BaseHLBludgeonWeapon );

 This was inserted below the crowbar entry. Now this all compiles nicely
 except when I load into the mod and into a map, turn sv_cheats on, and
 attempt to give weapon_wrench, it complains about weapon_wrench being an
 unknown entity. Any ideas?
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Re: [hlcoders] Error: SetupArrayProps_R: array prop '(null)' is at index zero.

2010-07-01 Thread Tobias Kammersgaard
Shouldn't hl2 be added to the search paths too?

Den 01/07/2010 15.48 skrev Jonas apos;Sortieapos; Termansen 
hlcod...@maxsi.dk:


 Right, if you have a mod based on the 2007 engine you need these lines in
your gameinfo.txt now:
...
It is worth noting that AdditionalContentID is implemented in the Mod
Code, not in Steam or the Source Engine. I had not updated to the newest
SDK code available and AdditionalContentID did not work for me. If you
still have issues after adding AdditionalContentId, then you are not
running the newest SDK code. To work around this, you can either update
to the newest SDK Code (2007), or add this to your code:

// Add the Search Paths required.
filesystem-AddSearchPath(episodic, GAME);
filesystem-AddSearchPath(ep2, GAME);

// Mount Additional GCFs.
if( filesystem-MountSteamContent(-420) != FILESYSTEM_MOUNT_OK )
{
return false;
}

After the filesystem is initialized in gameinterface.cpp and
cdll_client_init.cpp.

This fixes missing textures/models/scripts/resources/content. It also
mounts shared Ep1 content.


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

2010-07-01 Thread Tobias Kammersgaard
Ah, my bad. I thought appid 420 was Half-Life 2, but that's 220 now that I
think about it. My bad.

Den 01/07/2010 15.58 skrev Jonas apos;Sortieapos; Termansen 
hlcod...@maxsi.dk:


 Shouldn't hl2 be added to the search paths too?


That depends on your gameinfo.txt. I don't even think you need to add
these search paths - I don't really know what they do, considering the
.gcf's are mounted. This works just fine for me.


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Re: [hlcoders] hlcoders Digest, Vol 28, Issue 47

2010-06-30 Thread Tobias Kammersgaard
You're selecting a Source 2009 mod which the code isn't released for, yet.
If you want to edit the source code then you'll have to base your mod on the
Source 2007 revision.

- ScarT


2010/6/30 Isaac Ravindran ashis...@hotmail.com


 Hello developers,I use the Source SDK and when i select create a new mod,
 it says all files are copied.However it does not create an src folder with
 the sources. So I am unable to edit any sources in visual c++.How do I fix
 this?I use Windows 7 64 bit.
 ThanksIsaac
 _
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Re: [hlcoders] Taking high resolution screenshots?

2010-06-24 Thread Tobias Kammersgaard
-windowed and -sw is the same thing.

- ScarT


On 24 June 2010 22:29, Olly oli...@gmail.com wrote:

 add -windowed then you won't be limited by the resolution of your screen.

 On 24 June 2010 21:19, Darth.Hunter hun...@egaming-league.net wrote:

  Thanks for the replies, folks! Unfortunately, forcing the resolution
  through
  start parameters doesn't work. The maximum I get is my TFTs 1280x1024,
  which
  isn't quite a high resolution ;)
 
 
 
  Guess I'll have to dump the banner idea, I'm certain the source film
 maker
  isn't gonna released before the end of this month ;)
 
 
 
  Cheers,
 
  Darth
 
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Re: [hlcoders] Source Engine 2!!!

2010-06-18 Thread Tobias Kammersgaard
No Source Engine 2 wasn't the surprise for E3. End of thread tbh.

- ScarT


On 18 June 2010 23:32, Harry Jeffery harry101jeff...@googlemail.com wrote:

 Platforms a source engine game (ported by valve themselves) run on:
 Windows, Mac OS X, Xbox 360, Playstation 3.

 I can only see one thing missing; linux.

 On 18 June 2010 22:13, Allan Button abut...@netaccess.ca wrote:
  We are all missing a huge part of the picture here.
 
  Yes, driver support is bad in Linux. We can all agree on that. But there
 are people right now, I mean right this very second! Playing TF2 in
 Wine/Crossover. Meaning they already have done the work to get the drivers
 running on Linux. Would it not be better to support these players with a
 native build?
 
  I am a programmer, I have done coding for Linux, Windows and Mac. I think
 they should port over 1 game to Linux, see if anybody even uses it. Say HL2
 for example.
 
  They have Linux bins of SRCDS, so they already know how to bring an
 engine over, and they understand fully Linux networking and file system.
 
  My 2 cents. If nobody is interested in them, I'll take them back.
 Economic recession you know.
 
  Allan
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Justin Krenz
  Sent: Friday, June 18, 2010 4:49 PM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] Source Engine 2!!!
 
  I believe he was referring to your claim about voxels being the first
 thing used in 3d.  Vector graphics (lines/edges) were the first things used
 in 3d with games like Battlezone and Star Wars at the arcades..
 
  If you think voxels are so great, what did you think about Kevin
 Silverman's voxlap engine?  http://voxelstein3d.sourceforge.net/
 
  On Fri, Jun 18, 2010 at 2:23 PM, Joel R. joelru...@gmail.com wrote:
  Please enlighten me then, Marek.  Voxels can be better the smaller
  they are, and in a few years will be better suited when we have more
  powerful computers.  Many are still struggling to even play TF2 with
  their current machines.  So yes, I'm retarded because I thought ahead of
 your small mind.
 
  On Fri, Jun 18, 2010 at 2:06 PM, Adam Buckland adamjbuckl...@gmail.com
 wrote:
 
  That's the plan. He's hoping to do something similar to id tech 5's
  megatexture technology for geometry. It's called sparse voxel octree
  technology
 
  Basically(from what I understand), the idea is to make the voxels
  very very small to allow for high fidelity, but to only load the
  depth of the octree that could be seen at the current resolution,
  therefore allowing for incredibly detailed models, that only stream
  the small details if they could be seen at the current resolution.
  This is a big step up from LOD where the programmer basically has to
  guess where to swap the models out (and they need to be separate
  models)
 
  On 18 June 2010 18:42, Harry Jeffery harry101jeff...@googlemail.com
  wrote:
   I believe John Carmack is hoping to use voxels in id Tech 6. That
   engine's only 10 years away so who knows, this could be the future
   but we wont find out until we get there.
  
   On 18 June 2010 17:26, Harry Pidcock haz...@tpg.com.au wrote:
   Ray traced polygon rendering is quite an expensive task on a CPU.
  
   But real time point cloud rendering can be done on it quite well.
  
   http://www.youtube.com/watch?v=Q-ATtrImCx4
  
   Yes its a bit cheesy, but that's because Bruce Dell doesn't have a
  marketing
   budget.
  
  
   This video is rendered in real time on a single core CPU, although
   it is only rendering at like 800x600, if the algorithm had some
   parallelism, maybe even have it developed for GPUs/hardware
   specialization. Then it would certainly be able to render large
   amounts of detail at a higher resolution.
  
   Although it doesn't have any advanced shading, it is still quite
  interesting
   to see such a complex static environment drawn with a single CPU
 thread.
  
   Of course there are huge computational and memory issues with bone
   animation, shading, transparency etc. So don't think you will see
   this
  in
   the next 5 - 10years.
  
   --
   From: Jonathan Murphy nuclearfri...@gmail.com
   Sent: Saturday, June 19, 2010 12:31 AM
   To: Discussion of Half-Life Programming 
  hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Source Engine 2!!!
  
   Katrina, you might be interested in reading up on Real Time
   Raytracing, which is an alternative to rasterisation (GPU) based
   rendering and is/has been extensively researched and even
 implemented.
  
   http://en.m.wikipedia.org/wiki/Ray_tracing_(graphics)http://en.m
   .wikipedia.org/wiki/Ray_tracing_%28graphics%29
   http://en.m.wikipedia.org/wiki/Quake_Wars:_Ray_Traced
  
   At the moment though it seems GPUs are going to stay very
 mainstream.
  
   On Saturday, June 19, 2010, joshua simmons simmons...@gmail.com
  wrote:
 

Re: [hlcoders] Source Engine 2!!!

2010-06-17 Thread Tobias Kammersgaard
VMPI is supported for vvis and broken for vrad isn't it?
I haven't checked since the last SDK update, but imagine it isn't fixed.
Which is lame.

- ScarT


On 17 June 2010 16:53, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote:

 On 2010-06-17 16:24, Adam Buckland wrote:
  You say that, I'm not sure it's that the lighting 'sucks', but more
  that it's a pain in the arse for modders because they don't have
  server farms to compile lightmaps unlike Valve.
 
 What do you mean? I have an Intel Core i7 920 (8 cores @ 2.66Ghz).
 Combined with heavily optimized maps, that's practically a server farm. ;)

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

2010-05-26 Thread Tobias Kammersgaard
Am I the only one that gets this error when I want to run my mod? I'm pretty
sure its caused by the new update :o
Its happening even though my mod uses the Source SDK Base 2007 as its base.

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

2010-05-26 Thread Tobias Kammersgaard
Well, that was fast. Thanks Alfred! Our team will definitively release a Mac
version of our mod. The next patch for our mod have been delayed for 8
months now, so why not another few weeks too ;-)!

- ScarT


On 27 May 2010 01:06, Alfred Reynolds alf...@valvesoftware.com wrote:

 Right, if you have a mod based on the 2007 engine you need these lines in
 your gameinfo.txt now:

 SteamAppId 218
 ToolsAppId 211
 AdditionalContentID 420


 You cannot have SteamAppId 420 in there.

 We are working on an SDK update for this new engine, adding support for you
 guys to do Mac builds of your mods if you wish.

 - Alfred

  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
  boun...@list.valvesoftware.com] On Behalf Of Cory de La Torre
  Sent: Wednesday, May 26, 2010 4:02 PM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] Error: SetupArrayProps_R: array prop '(null)'
  is at index zero.
 
  Be sure to restart steam after editing the gameinfo file.
 
  On Wed, May 26, 2010 at 4:00 PM, Dexter Haslem
  dexter.has...@gmail.comwrote:
 
   I updated my mod AppIds and am still getting the error like crazy!
  
   On Wed, May 26, 2010 at 4:55 PM, Sam samuelga...@gmail.com wrote:
  
The new engine update to the HL2 games broke *everything* again,
  there's
   a
hotfix that should fix your problem by using this in your gameinfo:
   
SteamAppId 218
ToolsAppId 211
AdditionalContentID 420
   
On Wed, May 26, 2010 at 7:47 PM, Tobias Kammersgaard 
tobias.kammersga...@gmail.com wrote:
   
 Am I the only one that gets this error when I want to run my mod?
  I'm
 pretty
 sure its caused by the new update :o
 Its happening even though my mod uses the Source SDK Base 2007 as
  its
base.

 - ScarT
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[hlcoders] Particle rain like L4D(2)?

2010-05-22 Thread Tobias Kammersgaard
Hey!

I'm trying to make a rain effect using particles like Valve's done in
L4D(2). Obviously its a new option in the func_precipitation entity, but I
can't figure out how to set up the particle system, nor how the code would
work. Its spawning the specific particle inside the brush I assume.

Perhaps anyone would be able to provide more pointers on this?

Thanks!

- ScarT
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Re: [hlcoders] Particle rain like L4D(2)?

2010-05-22 Thread Tobias Kammersgaard
That's not rally what I want to do. The episode two entity doesn't have the
l4d options (particle rain).

Den 22/05/2010 14.32 skrev Adam amckern McKern amck...@yahoo.com:

http://forums.l4dmaps.net/thread-1139.html

If you want to know more, ask at interlopers, or on those forums.

Adam


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

--- On Sat, 22/5/10, Tobias Kammersgaard tobias.kammersga...@gmail.com
wrote:

From: Tobias Kammersgaard tobias.kammersga...@gmail.com
Subject: [hlcoders] Particle rain like L4D(2)?
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Received: Saturday, 22 May, 2010, 10:10 PM


Hey!

I'm trying to make a rain effect using particles like Valve's done in
L4D(2). Obviously its a...
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Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-18 Thread Tobias Kammersgaard
Does it collide with thin brushes?

Den 19/05/2010 00.38 skrev James K jimmy4...@gmail.com:

Still a no go with your code. Tried MASK_SOLID and
COLLISION_GROUP_NONE too, still not working.

Blargh.


On Tue, May 18, 2010 at 12:33 AM, Ryan Sheffer darksk...@gmail.com wrote:
 Hmm, you could check ...
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Re: [hlcoders] Picture/icon in new steam GUI

2010-05-11 Thread Tobias Kammersgaard
I don't believe it is. The images are loaded from Steam servers as far
as I know. That's what I heard anyway.

2010/5/11, Janek jan...@gmail.com:
 Hi list,

 I found that you must do a mod_big.tga picture to see this big icon in new
 steam GUI but I don't know what to do to have banner of your game present in
 List view and the very big one in Grid/Map view of your games. Does
 anybody know ?

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

2010-05-07 Thread Tobias Kammersgaard
I believe I've encountered the same problem once. I'll check it out
when I get home. Could you perhaps upload the DirectX tools (psa.exe,
vsa.exe for dx 8, fxc.exe for dx9) somewhere?

2010/5/7, Christopher Fortner tin...@gmx.net:
 Im trying to track down the problem, so far ive reached the psa.exe,
 wich gets called in the psh_prep.pl,
 this file executes the following command:

 ..\..\dx9sdk\utilities\psa /Foshader0.o /nologo
 SDK_emissive_scroll_blended_pass_dx8_ps11.psh  NIL

 wich makes psa.exe output the following error:

 assembly failed; no code produced

 Im unsure how to display debugging information about this process, any
 ideas about this error?
 Google isnt showing any results regarding it.

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Re: [hlcoders] Dugs in sdk update

2010-05-01 Thread Tobias Kammersgaard
I thought the Source SDK Base was supposed to stop these kind of things :o?!
As far as I can see the EP2 tools have been replaced (or updated to?) the
L4D2 tools. The Instancing tool is available is Hammer anyway.

- ScarT


On 1 May 2010 17:45, Tom Edwards t_edwa...@btinternet.com wrote:

 Nothing is new, it's just incompatible with the changes Valve made to
 the engine recently.

 On 01/05/2010 2:56, Sam wrote:
  I can confirm all that, thankfully the EP1 model viewer and faceposer are
  still working, even that they're outdated
 
  Is there even a changelog on what's new in the SDK Update?
 
  On Sat, May 1, 2010 at 1:09 AM, Dmitry Barannikredcat...@gmail.com
  wrote:
 
 
  1 Can't see anything in model viewer.
  2 Faceposer doesn't start.
  3 Custom shaders are crashes model viewer, maybe need recompiling?
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-04-24 Thread Tobias Kammersgaard
WAT

- ScarT


On 24 April 2010 17:10, Jorge Rodriguez bs.v...@gmail.com wrote:

 Color me pickled, it looks like they decided to make a Linux client after
 all.

 --
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Re: [hlcoders] (no subject)

2010-04-17 Thread Tobias Kammersgaard
I know Coder0xff, and he's excellent with C++ tbh!

- ScarT


On 17 April 2010 05:32, Ryan Sheffer darksk...@gmail.com wrote:

 I think the reason a lot of people including myself don't respond to some
 of
 these questions is because they are rather easy problems that we can't
 think
 of the exact code off the top of our heads. I personally wont reply unless
 I
 know exactly were to look, and I am to lazy to open the code and look for
 it. ;)
 The guy should have found it by now, and if he hadn't, then I would suggest
 he get better with the SDK or even C++ in general before moving on to more
 complicated tasks. Not implying that making the mouse pointer visible is a
 hard task. :p

 On Fri, Apr 16, 2010 at 6:40 PM, Tony omega Sergi omegal...@gmail.com
 wrote:

  it's in one of the in_ files in the client. i forget offhand right now.
  decides if the mouse is visible or not.
  i -think- in_main.
  if you find in files for mouse you will find it anyway.
  -Tony
 
 
  On Fri, Apr 16, 2010 at 9:11 PM, David Kraeutmann da...@davidkra.net
  wrote:
 
   Ragequit. At it's best...
  
  
   SCNR.
  
   On a more serious note: I guess you'd have to look at the VGUI code to
   see how/when the mouse cursor is disabled by the engine/vgui controls.
   I'm sure the mouse cursor is shown in empires when viewing the
   scoreboard, I could take a look at it.
  
  
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Re: [hlcoders] (no subject)

2010-04-17 Thread Tobias Kammersgaard
That's written is C# though. Anyway!

2010/4/17, Saul Rennison saul.renni...@gmail.com:
 Didn't he make DuctTape?

 On Saturday, April 17, 2010, Tobias Kammersgaard
 tobias.kammersga...@gmail.com wrote:
 I know Coder0xff, and he's excellent with C++ tbh!

 - ScarT


 On 17 April 2010 05:32, Ryan Sheffer darksk...@gmail.com wrote:

 I think the reason a lot of people including myself don't respond to some
 of
 these questions is because they are rather easy problems that we can't
 think
 of the exact code off the top of our heads. I personally wont reply
 unless
 I
 know exactly were to look, and I am to lazy to open the code and look for
 it. ;)
 The guy should have found it by now, and if he hadn't, then I would
 suggest
 he get better with the SDK or even C++ in general before moving on to
 more
 complicated tasks. Not implying that making the mouse pointer visible is
 a
 hard task. :p

 On Fri, Apr 16, 2010 at 6:40 PM, Tony omega Sergi omegal...@gmail.com
 wrote:

  it's in one of the in_ files in the client. i forget offhand right now.
  decides if the mouse is visible or not.
  i -think- in_main.
  if you find in files for mouse you will find it anyway.
  -Tony
 
 
  On Fri, Apr 16, 2010 at 9:11 PM, David Kraeutmann da...@davidkra.net
  wrote:
 
   Ragequit. At it's best...
  
  
   SCNR.
  
   On a more serious note: I guess you'd have to look at the VGUI code
   to
   see how/when the mouse cursor is disabled by the engine/vgui
   controls.
   I'm sure the mouse cursor is shown in empires when viewing the
   scoreboard, I could take a look at it.
  
  
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Re: [hlcoders] VS2010

2010-04-13 Thread Tobias Kammersgaard
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 Somers magicbob...@gmail.com:
 It's out now, if you haven't heard.

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

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

 --Bob

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Re: [hlcoders] VS2010

2010-04-13 Thread Tobias Kammersgaard
If I recall correctly the source code uses some macros that only VS
supports. But I guess that could be changed.

/ScarT


On 13 April 2010 22:42, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote:

 Well, what I would like to see is a MinGW port of the Source SDK - I
 just ported my own software project to it, so I think I have the
 experience to do it, but the Souce SDK is a very, very big project and
 unless Valve carefully followed the C++ standard it's gonna be
 difficult. Though, since there are Linux server files, at least
 Server.dll must follow the C++ standard to some extend. Somehow I don't
 feel comfortable being forced to use Visual Studio. I do realize,
 though, a MinGW port is not going to happen unless I do it myself and I
 don't have the time for that.

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Re: [hlcoders] VS2010

2010-04-13 Thread Tobias Kammersgaard
Your stuff was actually what got me into modding :)! Thanks bro ;)!

- ScarT


On 13 April 2010 22:57, Jeffrey botman Broome
botman.hlcod...@gmail.comwrote:

 I did that once (a long time ago in a galaxy far far away)...

 http://hpb-bot.bots-united.com/building.html

 The VGUI stuff wouldn't link with the client DLL (because of Microsoft
 compiled namespace issues).  I had to create a fake VGUI to allow the
 client to render to the display.  Singleplayer savegame stuff had to be
 overridden (because of the engine doing some name mangling magic on the
 function names that were saved/loaded, Think functions, etc).  Other
 than that, it was mostly cleaning up non-portable C++ code.  That was
 all with GoldSrc which I'm guessing would be much easier than the
 current Source codebase.  :)

 On 4/13/2010 3:42 PM, Jonas 'Sortie' Termansen wrote:
  Well, what I would like to see is a MinGW port of the Source SDK - I
  just ported my own software project to it, so I think I have the
  experience to do it, but the Souce SDK is a very, very big project and
  unless Valve carefully followed the C++ standard it's gonna be
  difficult. Though, since there are Linux server files, at least
  Server.dll must follow the C++ standard to some extend. Somehow I don't
  feel comfortable being forced to use Visual Studio. I do realize,
  though, a MinGW port is not going to happen unless I do it myself and I
  don't have the time for that.
 
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Re: [hlcoders] Steam 'Connect'

2010-03-22 Thread Tobias Kammersgaard
Valve is currently using Steam login shizzle on a new site which
they're testing in closed beta (external from Steamcommunity.com ) :)

-ScarT

2010/3/22, David Kraeutmann da...@davidkra.net:
 It was never fully implemented.
 https://steamcommunity.com/openid/login returns main page.

 On Mon, Mar 22, 2010 at 12:44 AM, David Kellaway
 david.kella...@member.fsf.org wrote:
 It's a real shame the OpenID provider doesn't work properly
 (DotNetOpenAuth rejects it because it's not fully compliant with the
 spec somehow). It'd be much less of a pain than making peoples'
 profiles public, editing them, and digging through the horrible XML
 feed.

 Is there anyone at Valve who'd know more about this?

 ---
 Dave Kellaway


 On 21 March 2010 23:06, Stephen Swires stephen.swi...@gmail.com wrote:
 I tried logging into Stack Overflow with that as the OID provider, but it
 wouldn't work. It'd be very cool if it did.

 On Sun, Mar 21, 2010 at 9:43 PM, Saul Rennison
 saul.renni...@gmail.comwrote:

 Even better, I bet you could just use: http://steamcommunity.com/openid/

 Thanks,
 - Saul.


 On 21 March 2010 12:32, Garry Newman garrynew...@gmail.com wrote:

  Thanks, this is what I ended up doing. It's working great right now.
 
  garry
 
  On Sun, Mar 21, 2010 at 12:12 PM, Harry Jeffery
  harry101jeff...@googlemail.com wrote:
   Prehaps try linking an account on your website to a steam account.
  
   For example:
  
   To verify that they own an account with gmod on it ask them to put a
   small code/id in their steam community profile about-me section
   temporarily. Then you can have your website check it's existence by
   parsing the user's profile in xml:
  
   http://steamcommunity.com/id/profilename/?xml=1
  
   If it exists you can then check if their account posesses the game:
  
   http://steamcommunity.com/id/profilename/games/?xml=1
  
   Of course they would have to temporarily set their profile to public
   for this to work. Just make it a one off thing and you should have a
   pretty good way of verifying that the user owns a copy of gmod
   legitimately.
  
   On 21 March 2010 08:45, Garry Newman garrynew...@gmail.com wrote:
   Is there any way that another website can verify a steam login?
  
   I'm quite keen to make one of my websites check whether a user owns
   GMod before letting them download files (because at the moment in
   the
   comments there's a lot of does this work on non-steam - and I
   don't
   want to pay to let them download stuff).
  
   I'm sure I could manually post to the steam login form and see if
   it
   succeeds - but I'm guessing that if it doesn't, it will eventually
   ban
   my web server's IP.
  
   Anyone got any ideas, anyone already done something similar?
  
   garry
  
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Re: [hlcoders] Steam 'Connect'

2010-03-22 Thread Tobias Kammersgaard
Valve's external site they're using works just fine. You're sent to the
Steam community login page, log in and sent back to the other site.

/ScarT


On 22 March 2010 18:47, David Kellaway david.kella...@member.fsf.orgwrote:

 It doesn't. If you're already logged in, it changes the login box to a
 continue button (with your username displayed above it), but it
 still doesn't return valid data to the relying party.

 ---
 Dave Kellaway


 On 22 March 2010 17:19, Garry Newman garrynew...@gmail.com wrote:
  I was told that it works, but you need to already be logged in on the
  steam community site..
 
  garry
 
  On Mon, Mar 22, 2010 at 5:01 PM, David Kraeutmann da...@davidkra.net
 wrote:
  Strange, it doesn't work for me...
 
  On Mon, Mar 22, 2010 at 5:06 PM, Tom Edwards t_edwa...@btinternet.com
 wrote:
  Oh yeah? Spill the beans! :p
 
  On 22/03/2010 12:03, Tobias Kammersgaard wrote:
  Valve is currently using Steam login shizzle on a new site which
  they're testing in closed beta (external from Steamcommunity.com ) :)
 
  -ScarT
 
  2010/3/22, David Kraeutmannda...@davidkra.net:
 
  It was never fully implemented.
  https://steamcommunity.com/openid/login returns main page.
 
  On Mon, Mar 22, 2010 at 12:44 AM, David Kellaway
  david.kella...@member.fsf.org  wrote:
 
  It's a real shame the OpenID provider doesn't work properly
  (DotNetOpenAuth rejects it because it's not fully compliant with the
  spec somehow). It'd be much less of a pain than making peoples'
  profiles public, editing them, and digging through the horrible XML
  feed.
 
  Is there anyone at Valve who'd know more about this?
 
  ---
  Dave Kellaway
 
 
  On 21 March 2010 23:06, Stephen Swiresstephen.swi...@gmail.com
  wrote:
 
  I tried logging into Stack Overflow with that as the OID provider,
 but it
  wouldn't work. It'd be very cool if it did.
 
  On Sun, Mar 21, 2010 at 9:43 PM, Saul Rennison
  saul.renni...@gmail.comwrote:
 
 
  Even better, I bet you could just use:
 http://steamcommunity.com/openid/
 
  Thanks,
  - Saul.
 
 
  On 21 March 2010 12:32, Garry Newmangarrynew...@gmail.com
  wrote:
 
 
  Thanks, this is what I ended up doing. It's working great right
 now.
 
  garry
 
  On Sun, Mar 21, 2010 at 12:12 PM, Harry Jeffery
  harry101jeff...@googlemail.com  wrote:
 
  Prehaps try linking an account on your website to a steam
 account.
 
  For example:
 
  To verify that they own an account with gmod on it ask them to
 put a
  small code/id in their steam community profile about-me section
  temporarily. Then you can have your website check it's existence
 by
  parsing the user's profile in xml:
 
  http://steamcommunity.com/id/profilename/?xml=1
 
  If it exists you can then check if their account posesses the
 game:
 
  http://steamcommunity.com/id/profilename/games/?xml=1
 
  Of course they would have to temporarily set their profile to
 public
  for this to work. Just make it a one off thing and you should
 have a
  pretty good way of verifying that the user owns a copy of gmod
  legitimately.
 
  On 21 March 2010 08:45, Garry Newmangarrynew...@gmail.com
  wrote:
 
  Is there any way that another website can verify a steam login?
 
  I'm quite keen to make one of my websites check whether a user
 owns
  GMod before letting them download files (because at the moment
 in
  the
  comments there's a lot of does this work on non-steam - and I
  don't
  want to pay to let them download stuff).
 
  I'm sure I could manually post to the steam login form and see
 if
  it
  succeeds - but I'm guessing that if it doesn't, it will
 eventually
  ban
  my web server's IP.
 
  Anyone got any ideas, anyone already done something similar?
 
  garry
 
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Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-19 Thread Tobias Kammersgaard
Both VRad and VVis are multi-threaded.

-threads # on the commandline to specific the number of threads.

- ScarT


On 19 March 2010 16:49, Harry Jeffery harry101jeff...@googlemail.comwrote:

 Hammer works fine for me to be honest. I'm not sure if vrad is
 multi-threaded but if it isn't, t should be. An opensource
 multi-threaded vrad would really speed up compile times for i7 users
 like myself. I spend a lot more time compiling the map than setting up
 the compile.

 On 18 March 2010 21:54, Tobias Kammersgaard
 tobias.kammersga...@gmail.com wrote:
  30 replies of bashing and license discussion. Effectiving working here
 bros!
  The tools aren't really the problem, Hammer is to be honest.
 
  - ScarT
 
 
  On 18 March 2010 22:50, Jonas 'Sortie' Termansen hlcod...@maxsi.dk
 wrote:
 
  David Kraeutmann wrote:
   LGPL is useless for standalone apps. BSD-style licenses are good tho'.
  
  That is not true. What if I wanted to copy code from my GPL'd program to
  my LGPL library and the code is commited by others?
 
  If I released my Maxsi Compile tool under the GNU LGPLv3, then you are
  allowed to copy its code to GNU LGPLv3 libraries. This would not be
  permitted if I released it under GNU GPLv3. All my programs are
  currently under GNU LGPLv3 (because of licensing issues with
  implementing them in Source, just to be safe) and I frequently move code
  between the actual .exe files and my shared library Maxsi Engine. I
  would not be able to do that with code commited by others if I released
  it under GNU GPLv3 - so that's a bit of a problem. If I am wrong about
  any of this, feel free to correct me with properly sourced material.
 
  Whether to use GPL or LGPL is a matter of strategy and I am leaning
  towards GPL here.
 
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Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-18 Thread Tobias Kammersgaard
All this license bullshit. What's the point.

- ScarT


On 18 March 2010 22:12, Alexander Hirsch 1ze...@googlemail.com wrote:

 Really just depends on your ethics.
 If you don't care what others do with it, choose the WTFPL or something.
 If you want to give big freedom, but still credits a BSD-style licence is
 good.
 If you want to force others to pass on the freedom, a GPL-style licence is
 good.

 On Thu, Mar 18, 2010 at 9:47 PM, David Kraeutmann da...@davidkra.net
 wrote:
  LGPL is useless for standalone apps. BSD-style licenses are good tho'.
 
  On Thu, Mar 18, 2010 at 9:50 AM, Marek Sieradzki
  marek.sierad...@gmail.com wrote:
   My vision is to create an user-friendly general purpose batch
 compile
   tool for Source Mods. It should be written in pure C++ and licensed
   under a free software license such as the GNU GPL. It should be
   developed in union with the modding community.
 
  GPL is far too restrictive. Use LGPL or BSD3.
 
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Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-18 Thread Tobias Kammersgaard
30 replies of bashing and license discussion. Effectiving working here bros!
The tools aren't really the problem, Hammer is to be honest.

- ScarT


On 18 March 2010 22:50, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote:

 David Kraeutmann wrote:
  LGPL is useless for standalone apps. BSD-style licenses are good tho'.
 
 That is not true. What if I wanted to copy code from my GPL'd program to
 my LGPL library and the code is commited by others?

 If I released my Maxsi Compile tool under the GNU LGPLv3, then you are
 allowed to copy its code to GNU LGPLv3 libraries. This would not be
 permitted if I released it under GNU GPLv3. All my programs are
 currently under GNU LGPLv3 (because of licensing issues with
 implementing them in Source, just to be safe) and I frequently move code
 between the actual .exe files and my shared library Maxsi Engine. I
 would not be able to do that with code commited by others if I released
 it under GNU GPLv3 - so that's a bit of a problem. If I am wrong about
 any of this, feel free to correct me with properly sourced material.

 Whether to use GPL or LGPL is a matter of strategy and I am leaning
 towards GPL here.

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Re: [hlcoders] DirectX 10.1 and SM4.0

2010-02-05 Thread Tobias Kammersgaard
Source only supports fully supports DirectX 9. There are a few DirectX 10
features that's supposed relating to textures, but that's all as far as I
know.
You can't update the engine to use newer versions of DirectX since the
source for the ShaderAPI isn't available.

/ScarT


On 5 February 2010 21:41, Adam amckern McKern amck...@yahoo.com wrote:

 Brent,

 Even though the overlay has been updated to support DX10  DX11, i suspect
 that this is only for new PC Games, has nothing to do with the source
 engine.

 I think source is stuck in the dark ages of DX9 - let me know however if
 anything is incorrect.

 Thanks,

 Adam McKern

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

 --- On Sat, 6/2/10, Brent Lewis coder0...@hotmail.com wrote:

 From: Brent Lewis coder0...@hotmail.com
 Subject: [hlcoders] DirectX 10.1 and SM4.0
 To: hlcoders@list.valvesoftware.com
 Received: Saturday, 6 February, 2010, 4:06 AM


 I'm pretty certain that this is not possible, but doesn't hurt to ask. Is
 there a way to enable multisample render target and depth buffer readback.
 It's new in DX10 and I don't see anything in the interfaces that suggests
 that source is aware of it. Otherwise anti-aliasing wont be available in a
 deferred shading implementation. I suspect it needs SM4.0 as well, but I
 haven't looked at the implementation details for the read back stuff. Will
 changing some perl scripts be enough to compile SM4.0 or is
 shadercompile.exe (or whatever it's called) internally incapable of
 compiling SM4.0? Thanks!

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Re: [hlcoders] HL1 Third Person Camera Problems

2010-01-27 Thread Tobias Kammersgaard
I pastebinned my in_camera.cpp, try that.

http://pastebin.ca/1768157

Make sure your binaries are getting copied once they're built.
http://pastebin.ca/1768157
- ScarT


2010/1/27 kevin bowen fragmasterbo...@gmail.com

 In in_camera.cpp I've commented out this section, so thirdperson SHOULD
 work
 in console, but it does nothing. Turning sv_cheats on doesn't change
 anything either.


   1. #if !defined( _DEBUG )
   2.   if ( gEngfuncs.GetMaxClients()  1 )
   3.   {
   4. // no thirdperson in multiplayer.
   5. return;
   6.   }
   7. #endif


 I've also added CLIENT_COMMAND (pPlayer-edict(), thirdperson\n); under
 PlayerSpawn in multiplay_gamerules.cpp but that doesn't seem to work
 either.
 I'm beginning to think something in the GFC is overriding my command, but I
 have no clue what it could be. Any ideas?

 (I'm using the 2.3 sdk and I'm rebuilding the dll's(release) to the root of
 my HDD then pasting them into the appropriate folders (so it can't be a
 problem with spaces in the export)
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Re: [hlcoders] Making WorldVertexTransition, $blendmodulate and $detail play nice?

2010-01-20 Thread Tobias Kammersgaard
Support for DirectX 6 wasn't in the retail release, and 7 isn't
supported anymore.

/FarTLOL

2010/1/20, Allan Button abut...@netaccess.ca:
 Maybe ... Windows CE as implemented on Dreamcast

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Matt Hoffman
 Sent: Tuesday, January 19, 2010 8:28 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Making WorldVertexTransition, $blendmodulate and
 $detail play nice?

 DX6? What is this, 1998? http://en.wikipedia.org/wiki/DirectX#Releases

 On Tue, Jan 19, 2010 at 5:24 PM, ZuM eduardo...@gmail.com wrote:

 As far as i know, DX6 is not fully supported and result in quite some
 graphic issues, so it's best if you don't use it.

 For the other problems, unfortunately i don't have much knowledge in
 these areas to help :(

 2010/1/19 Robert Briscoe robert.bris...@littlelostpoly.co.uk

  Also wanted to add that I've been additionally having problems with
  the UnlitTwoTexture shader only working properly if I use
  UnlitTwoTexture_DX6, this also causes a secondary problem using
  DX6
 mode
  in that it causes artifacts with the flashlight. Anyone else
  experienced this or know why it's broken?
 
  Thanks,
  Rob
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Robert
  Briscoe
  Sent: 18 January 2010 09:06
  To: 'Discussion of Half-Life Programming'
  Subject: Re: [hlcoders] Making WorldVertexTransition, $blendmodulate
  and $detail play nice?
 
  I'd be very grateful if you let me know if you manage to get this
  working on 2.0b!
 
  Thanks!
  Rob
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
 Christopher
  Harris
  Sent: 17 January 2010 22:32
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] Making WorldVertexTransition, $blendmodulate
  and $detail play nice?
 
  I've been working on this for our mod, but the shader is this way
  from
  2.0 instruction limits. For 2.0b and up I've been working to allow
  all these things together.
 
  Christopher Harris
  Software Engineer
  Research Network Incorporated
  770-235-8190
 
  On Jan 17, 2010, at 5:15 PM, Saul Rennison saul.renni...@gmail.com
  wrote:
 
   Not a fix but: from the screenshot those textures look awesome :o
  
   Thanks,
   - Saul.
  
  
   2010/1/17 Robert Briscoe robert.bris...@littlelostpoly.co.uk
  
   Yeah sorry that's what I meant! My vmt looks like this:
  
   WorldVertexTransition
   {
 $blendmodulatetexture esther/nature/Blendmod_02
   //  $seamless_scale   0.005 - disabled as it really
   messes
   things up!
 %detailtype   esther_grass01
 $basetexture  esther/nature/rock/rockface_002
 $basetexture2 esther/nature/grass/grass_001
 %tooltexture  esther/nature/grass/grass_001
  
 $detail esther/nature/rock/rocks_depth
 $detailscale 0.20
  
 $surfaceprop rock
 $surfaceprop2 grass
   }
  
   I have also quickly made a comparison image here which shows how
   it
   breaks:
   http://www.littlelostpoly.co.uk/PVT/Misc/blendmodbroke.jpg
  
   thanks again,
   Rob
  
  
   -Original Message-
   From: hlcoders-boun...@list.valvesoftware.com
   [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
   Saul Rennison
   Sent: 17 January 2010 20:43
   To: Discussion of Half-Life Programming
   Subject: Re: [hlcoders] Making WorldVertexTransition,
   $blendmodulate and $detail play nice?
  
   Have you tried using *$blendmodulatetexture* instead?
  
   Thanks,
   - Saul.
  
  
   2010/1/17 Robert Briscoe robert.bris...@littlelostpoly.co.uk
  
   Hi everyone,
  
  
  
   I've recently hit a bit of a bump in the road with my mod
   recently due to issues I'm currently having with the
   WorldVertexTransition shader.
   I have
   discovered that you can't have $detail and $blendmodulate
   (and/or
   $seamless
   scale) enabled at the same time with WorldVertexTransition and
   it's
   causing
   me some big problems. The problems seem to come from the $detail
   parameter
   as all the other options seem to work together fine.
  
  
  
   I'm wondering if it's actually at all possible to fix the
   WorldVertexTransition shader to make these parameters work
   nicely
   together?
   I'm no coder, but I'd appreciate any help or advice you could
   give me! If
   I
   could get this solved the visual quality of my mod could be
   immensely improved!
  
  
  
   Thanks,
  
   Rob Briscoe
  
   P.S. more info on the mod can be found here:
   http://www.littlelostpoly.co.uk/devblog/
  
  
  
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Re: [hlcoders] (no subject)

2010-01-19 Thread Tobias Kammersgaard
Get out of here stalker!

Give the players your IP and tell them to join that.

2010/1/19, Siddharth Jain jainsiddhart...@gmail.com:
 i tried cstrike planet and i think my server  is done now tell me how to
 join other players also.

 On Tue, Jan 19, 2010 at 6:17 PM, Arg! chillic...@gmail.com wrote:


 http://www.google.com.au/#q=Counter+Strike+1.6+windowsmeta=aq=foq=Counter+Strike+1.6+windowfp=1cad=b

 On Tue, Jan 19, 2010 at 11:03 PM, Siddharth Jain
 jainsiddhart...@gmail.comwrote:

  hey could u please help me
  How to create Counter Strike 1.6 server on windows...
  please guide me step to step.
  i have a team and we all want to play at home.
 
  On Tue, Jan 19, 2010 at 3:26 PM, Adam amckern McKern 
 amck...@yahoo.com
  wrote:
 
   Cool - i thought that was your email address :P
  
   You have to un-subs at the website
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
   
   Owner Nigredo Studios http://www.nigredostudios.com
  
   --- On Tue, 19/1/10, Siddharth Jain jainsiddhart...@gmail.com wrote:
  
   From: Siddharth Jain jainsiddhart...@gmail.com
   Subject: [hlcoders] (no subject)
   To: hlcoders@list.valvesoftware.com
   Received: Tuesday, 19 January, 2010, 7:01 PM
  
   jainsiddhart...@gmail.com
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-- 
Sendt fra min mobile enhed


/ScarT

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Re: [hlcoders] Shader Compiling Issues

2010-01-02 Thread Tobias Kammersgaard
It worked perfectly for me with the relative path. All on the same drive of
course.

/ScarT


2010/1/1 Piotr coderd...@o2.pl

 I recall having problems with the orangebox shadercompile.exe, but the ep1
 one works fine for me. Probably because I don't have any orangebox game
 (only SDK Base for OB). Do you have the same situation? See if EP1 compiler
 works for you.

 --
 From: Christopher Harris char...@resrchnet.com
 Sent: Thursday, December 31, 2009 11:36 PM
 To: 'Discussion of Half-Life Programming'
 hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Shader Compiling Issues

  I tried now to put my code on the same drive as the steam install and
  still
  has this issue. So I tried a relative path and it errors out because of
  relative path sooner.
 
  Chris
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
 Christopher
  Harris
  Sent: Monday, December 28, 2009 1:28 PM
  To: 'Discussion of Half-Life Programming'
  Subject: Re: [hlcoders] Shader Compiling Issues
 
  I have narrowed this error down to occurring in shadercompile.exe and on
  my
  end I have all my path vars set correctly (my username is in the place of
  user). If you don't set it correctly the batch file will error out
  sooner
  because it could not even find the shadercompile.exe
 
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saul
  Rennison
  Sent: Monday, December 28, 2009 8:01 AM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] Shader Compiling Issues
 
  You need to replace user to your STEAM username in the Perl compile
  file.
 
  On Saturday, November 14, 2009, Skillet skillet5...@gmail.com wrote:
  Sorry if this has been addressed before but I couldn't find any
  resolution
  in the archives.  I can't seem to compile .fxc files with the OB SDK.
 
  Example output:
  C:\Code\DHL\materialsystem\stdshadersbuildsdkshaders.bat
  Setting environment for using Microsoft Visual Studio 2008 x86 tools.
  09:37 PM
 
  09:37 PM
  Building inc files, asm vcs files, and VMPI worklist for dhl_dx9_20b...
  Publishing shader inc files to target...
  Generating action list...
  Running distributed shader compilation...
  Can't find C:\Code\DHL\materialsystem\stdshaders\c:\program
 
 
 files\steam\steamapps\user\sourcesdk\bin\orangebox\bin\shadercompile.exe
  
  Can't find C:\Code\DHL\materialsystem\stdshaders\c:\program
 
 
 files\steam\steamapps\user\sourcesdk\bin\orangebox\bin\shadercompile_dll.
  dll
  
  Can't find C:\Code\DHL\materialsystem\stdshaders\c:\program
  files\steam\steamapps\user\sourcesdk\bin\orangebox\bin\tier0.dll 
  Can't find C:\Code\DHL\materialsystem\stdshaders\c:\program
  files\steam\steamapps\user\sourcesdk\bin\orangebox\bin\vstdlib.dll 
  Compiling 1,348 commands in 388 static combos.
  0 File(s) copied
  09:40 PM
 
 
  No errors are given besides those can't find... warnings.  All the
 .inc
  files are generated normally and I can build the shader DLL with no
  problems.  The shaders written in assembly all compile fine as well, but
  neither my fxc's nor the ones in the SDK generate any output at all,
  despite
  the compiler apparently working on them for a few minutes.  Turning on
  verbose mode doesn't give any additional output between Compiling and
  0
  File(s) copied so I'm stumped.  Anyone else had trouble?
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  --
 
  Thanks,
  - Saul.
 
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Re: [hlcoders] Shader Compiling Issues

2010-01-02 Thread Tobias Kammersgaard
You do have the DirectX shader compilers in the right directory, right? And
what DirectX SDK are you using (e.g. December 2007 etc.)?

/ScarT


2010/1/2 Christopher Harris char...@resrchnet.com

 Hmmm

 Well I discovered some old old hlcoders entries and fixed all these errors,
 but now it gets to compiling my 2 shader files in 2 shader combos and just
 sits there doing nothing.

 The problem was that buildshaders.bat some reason echo'd the
 shadercompile.exe its dll and the other two dlls that have error into the
 filelist and then shadercompile used that file list to try and build the
 shaders to be compiled. Since those 4 files are not in the shaderpath
 folder
 they don't even need to be in there.

 I also tried the ep1 compiler but it doesn't support all the flags in use.
 /DMain etc.

 Chris

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tobias
 Kammersgaard
 Sent: Saturday, January 02, 2010 12:24 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Shader Compiling Issues

 It worked perfectly for me with the relative path. All on the same drive of
 course.

 /ScarT


 2010/1/1 Piotr coderd...@o2.pl

  I recall having problems with the orangebox shadercompile.exe, but the
 ep1
  one works fine for me. Probably because I don't have any orangebox game
  (only SDK Base for OB). Do you have the same situation? See if EP1
 compiler
  works for you.
 
  --
  From: Christopher Harris char...@resrchnet.com
  Sent: Thursday, December 31, 2009 11:36 PM
  To: 'Discussion of Half-Life Programming'
  hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Shader Compiling Issues
 
   I tried now to put my code on the same drive as the steam install and
   still
   has this issue. So I tried a relative path and it errors out because of
   relative path sooner.
  
   Chris
  
   -Original Message-
   From: hlcoders-boun...@list.valvesoftware.com
   [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
  Christopher
   Harris
   Sent: Monday, December 28, 2009 1:28 PM
   To: 'Discussion of Half-Life Programming'
   Subject: Re: [hlcoders] Shader Compiling Issues
  
   I have narrowed this error down to occurring in shadercompile.exe and
 on
   my
   end I have all my path vars set correctly (my username is in the place
 of
   user). If you don't set it correctly the batch file will error out
   sooner
   because it could not even find the shadercompile.exe
  
  
   -Original Message-
   From: hlcoders-boun...@list.valvesoftware.com
   [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saul
   Rennison
   Sent: Monday, December 28, 2009 8:01 AM
   To: Discussion of Half-Life Programming
   Subject: Re: [hlcoders] Shader Compiling Issues
  
   You need to replace user to your STEAM username in the Perl compile
   file.
  
   On Saturday, November 14, 2009, Skillet skillet5...@gmail.com wrote:
   Sorry if this has been addressed before but I couldn't find any
   resolution
   in the archives.  I can't seem to compile .fxc files with the OB SDK.
  
   Example output:
   C:\Code\DHL\materialsystem\stdshadersbuildsdkshaders.bat
   Setting environment for using Microsoft Visual Studio 2008 x86 tools.
   09:37 PM
  
   09:37 PM
   Building inc files, asm vcs files, and VMPI worklist for
 dhl_dx9_20b...
   Publishing shader inc files to target...
   Generating action list...
   Running distributed shader compilation...
   Can't find C:\Code\DHL\materialsystem\stdshaders\c:\program
  
  
 
 files\steam\steamapps\user\sourcesdk\bin\orangebox\bin\shadercompile.exe
   
   Can't find C:\Code\DHL\materialsystem\stdshaders\c:\program
  
  
 

 files\steam\steamapps\user\sourcesdk\bin\orangebox\bin\shadercompile_dll.
   dll
   
   Can't find C:\Code\DHL\materialsystem\stdshaders\c:\program
   files\steam\steamapps\user\sourcesdk\bin\orangebox\bin\tier0.dll 
   Can't find C:\Code\DHL\materialsystem\stdshaders\c:\program
   files\steam\steamapps\user\sourcesdk\bin\orangebox\bin\vstdlib.dll
 
   Compiling 1,348 commands in 388 static combos.
   0 File(s) copied
   09:40 PM
  
  
   No errors are given besides those can't find... warnings.  All the
  .inc
   files are generated normally and I can build the shader DLL with no
   problems.  The shaders written in assembly all compile fine as well,
 but
   neither my fxc's nor the ones in the SDK generate any output at all,
   despite
   the compiler apparently working on them for a few minutes.  Turning on
   verbose mode doesn't give any additional output between Compiling
 and
   0
   File(s) copied so I'm stumped.  Anyone else had trouble?
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   --
  
   Thanks,
   - Saul

[hlcoders] Trouble with bodygroups

2009-12-27 Thread Tobias Kammersgaard
Sup my brothers!

I've got a model which uses multiple bodygroups, my QC entry looks like this

$bodygroup guns
{
blank
studio pistols_reference.smd
}


I'm doing SetBodygroup( 1, 1 ); in the Spawn function of my NPC,
and SetBodygroup( 1, 0 ); in the Event_Killed function - the guns are
supposed to disappear when the NPC dies but it doesn't work at all. What am
I doing wrong?

I've used the Buggy QC as a base for my doings (the QC entry is more or less
the same), and same goes for the code part.

I sure hope someone is able to help, I've been struggling with this all
night now :-(


/ScarT
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Re: [hlcoders] Trouble with bodygroups

2009-12-27 Thread Tobias Kammersgaard
Oh of course! I moved blank down and fiddled with the code some more.

SetBodygroup( 1, 1 ); in Event_Killed



SetBodygroup( 0, 1 ); in Spawn

That only took about a billion years to figure out. OH WELL!
Nevermind me.

/ScarT


2009/12/28 Tobias Kammersgaard tobias.kammersga...@gmail.com

 Sup my brothers!

 I've got a model which uses multiple bodygroups, my QC entry looks like
 this

 $bodygroup guns
 {
 blank
 studio pistols_reference.smd
 }


 I'm doing SetBodygroup( 1, 1 ); in the Spawn function of my NPC,
 and SetBodygroup( 1, 0 ); in the Event_Killed function - the guns are
 supposed to disappear when the NPC dies but it doesn't work at all. What am
 I doing wrong?

 I've used the Buggy QC as a base for my doings (the QC entry is more or
 less the same), and same goes for the code part.

 I sure hope someone is able to help, I've been struggling with this all
 night now :-(


 /ScarT

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Re: [hlcoders] Looking for some advice and direction

2009-11-26 Thread Tobias Kammersgaard
I'd like to see it too to be honest.

/ScarT


2009/11/25 David Kraeutmann da...@davidkra.net

 Krenzo learned to code by writing Empires, now we've got to clean up...

 On Wed, Nov 25, 2009 at 11:41 PM, David Kraeutmann da...@davidkra.net
 wrote:
  Ours, but some Valve code is mess too :)
 
  On Wed, Nov 25, 2009 at 10:37 PM, Matt Hoffman
  lord.matt.hoff...@gmail.com wrote:
  Who's code, yours or valve's? ;)
 
  On Wed, Nov 25, 2009 at 1:29 PM, David Kraeutmann da...@davidkra.net
 wrote:
 
  I can clean it up and post there. It's a real mess tbh, but the whole
 code
  is.
 
  On Wed, Nov 25, 2009 at 7:14 PM, Saul Rennison 
 saul.renni...@gmail.com
  wrote:
   Is the Empires team willing to post their vehicle code on *
   developer.valvesoftware.com*?
  
   Thanks,
   - Saul.
  
  
   2009/11/25 Nick xnicho...@gmail.com
  
   I was also impressed with Empiresmod's  vehicles, extremely well
 coded
   and developed. Fun to drive and fun to play.
   I would suggest you visit http://www.empiresmod.com/ for all those
 who
   haven't played it.
  
   On Thu, Nov 26, 2009 at 11:37 AM, Matt Hoffman
   lord.matt.hoff...@gmail.com wrote:
I always was impressed with Empires lack of traditional mp vehicle
  view
   lag.
Still want multiple-body groups for them though. :P
   
On Wed, Nov 25, 2009 at 6:27 AM, David Kraeutmann 
 da...@davidkra.net
   wrote:
   
We somehow solved that problem in Empires, need to lookup tho
 how.
Maybe we have a vehicle movement class somewhere, but I doubt
 that.
IIRC we had rather large issues with prediction, tho.
   
On 11/25/09, Christopher Harris char...@resrchnet.com wrote:
 I'd think it be best to derive a new gamemovement class where
 you
implement
 movement logic for how your vehicle will behave, I suggest
 highly
  to
   not
use
 the vehicle interface because then it will require that players
  have a
 decent ping or it will lag big time.

 By making a custom gamemovement logic you can run the logic
 both
   server
and
 client side meaning the player can predict it and therefore not
  appear
   to
 suffer as much from latency. You could start out simplistic
 with
  just
 getting the player to behave like a vehicle and then focus on
  issues
   such
as
 suspension and decoupling turning from mouselook, etc.

 Mainly, with players you want movement to be responsive, and
 when
   dealing
 with latency that means that the movement code must exist on
 both
   client
and
 server so they can predict what their commands will do and show
 it
  as
quick
 as possible.

 Chris

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
  David
 Kraeutmann
 Sent: Wednesday, November 25, 2009 6:21 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Looking for some advice and direction

 Vehicles have a couple of specific physics rules, I'd suggest
  creating
 a CVehiclePlayer which extends some vehicle class or interface
 and
 implements the needed methods.

 On 11/25/09, Matt Hoffman lord.matt.hoff...@gmail.com wrote:
  Why not replacing the player with a vehicle, and making him
 fast?
Wouldn't
  that cut an unnecessary segment out of the loop and make life
  more
  peaceful/less effin source physics grr?
 
  Depends on what he's trying to accomplish.
 
  On Wed, Nov 25, 2009 at 1:33 AM, Tom Edwards
 t_edwa...@btinternet.comwrote:
 
   I was going to compliment you on your use of the English
  language,
but
   then I realised that you should have said /effect/. :-P
  
   The player model can be defined anywhere you see fit, but
 it's
normally
   done either in the player ent's Spawn() function or the
  GameRules'
   FinshPutClientInServer() - or whatever its precise name is.
  
   That's going to be a tricky way of doing things however. It
  could
   be
   considered a hack, but spawning the existing player ent
 inside
  a
vehicle
   and making sure he can never leave would be much more
  effective.
  
   Shawn Somers wrote:
I'm relatively new to Source modding, and I need some
 help
   getting
off
the ground,
   
I'm trying to create a mod that replaces the player with
 a
   vehicle,
bu
am having trouble determining what all I need to do in
 order
  to
affect
these changes. I already have the vehicle model, (static
 with
  no
anims
yet) and am capable of placing the model in a map as a
 static
   prop.
   
What code do I need to change, to replace the player
 model
  with
   the
vehicle, and use the weapon/weapons on the vehicle?
   
Where do I start?
   
can someone point me in the right direction?
   
  

Re: [hlcoders] Replacing rain particles with updated real particles?

2009-11-22 Thread Tobias Kammersgaard
Oh. Actually I'd like to see how L4D does do it (code wise).

/ScarT


2009/11/22 James K jimmy4...@gmail.com

 I wrote that. That just adds the splashes, the raindrops are still just
 textured tracers, which I want to be particles.

 On Sun, Nov 22, 2009 at 1:02 PM, Tobias Kammersgaard 
 tobias.kammersga...@gmail.com wrote:

  Someone posted some code for this on the VDC, but the effects are far
 from
  L4D(2)'s.
 
  http://developer.valvesoftware.com/wiki/Rain_splashes
 
  http://developer.valvesoftware.com/wiki/Rain_splashesIt also gives
  rather
  bad performance in my experience.
 
  /ScarT
 
 
  2009/11/22 James K jimmy4...@gmail.com
 
   func_precipitation rain seems to create a tracer with a texture slapped
  on
   it and tells it to go downward. This would've been okay about 7 years
  ago,
   but it looks really bad today compared to L4D/L4D2's rain. Is there any
  way
   I can create a particle effect like L4D and L4D2 use and attach it to
  that
   tracer and use that instead of a material? I'm unsure of how to do
 that.
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Re: [hlcoders] SVN GPL Question

2009-11-21 Thread Tobias Kammersgaard
This. More or less. Don't waste your time on license stuff, keep your focus
on your plugins ;-)

2009/11/20 Garry Newman garrynew...@gmail.com

 All this license bullshit. What's the point.

 garry
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Re: [hlcoders] SVN GPL Question

2009-11-20 Thread Tobias Kammersgaard
If you mean whether the assumption whether you can get the Source SDK
without buying a game or not, then the answer would be yes.

Forsaken released their codebase with the version of the SDK they're
using, and many other teams have done so. Technically it's against the
terms of use, as far as I know (I do believe that's why some Doxygen
versions of the SDK were removed?) but I doubt Valve will spend time on
damaging their own community.

/ScarT


2009/11/20 hl2li...@afksoftware.com

 I am working on a plugin development team.  Since our plugin is open
 source, I was wondering if it is a nono to include in our trunk the
 EP1-SDK and the OB-SDK files?

 iirc, you can't gain access to the sdk unless you purchase games.

 Is this assumption correct?

 Thanks,
 Keeper



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Re: [hlcoders] Bump mapping in HL1

2009-10-05 Thread Tobias Kammersgaard
http://web.archive.org/web/20070204162935/http://collective.valve-erc.com/index.php?doc=1091469531-97736200
http://web.archive.org/web/20070204162935/http://collective.valve-erc.com/index.php?doc=1091469531-97736200
;-)

/ScarT


2009/10/5 Doeke Wartena clankil...@gmail.com

 there was also a way of getting bump maps in hl1,
 i tried to find it back but i wasn't able to find it anymore.

 this was the link but verc is dead :(
 http://collective.valve-erc.com/index.php?doc=1091469531-97736200

 here is a screen, dunno if it was the final result:

 http://farm3.static.flickr.com/2061/2217645224_25143d73c8.jpg

 sorry for not being helpfull..
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Re: [hlcoders] terrains...finally its here:)

2009-10-02 Thread Tobias Kammersgaard
*List**Description**hlcoders*http://list.valvesoftware.com/mailman/listinfo/hlcodersDiscussion
of Half-Life Programming
/ScarT


2009/10/2 Adam Donovan adamjjdono...@gmail.com

 so yeah I rant on about terrains systems..had to go and work for a game
 company to actually get things moving in the direction I wanted...glad I
 didnt just wait for valve to make one:)
 So after about a year working on this part time I can show off our new
 terrain engine...Highest res engine for terains I know of..less that half a
 meter pixel res..

 i would have done this for Valve but they never sounded interested:P
 chuckle chuckle..Probably going to get shit for being so cocky now..oh I
 guess my spelling will come up again too haha

 http://tinyurl.com/ybhyyje
 Nav
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Re: [hlcoders] Getting the SteamID or CommunityID if the player in a Singleplayer game?

2009-09-18 Thread Tobias Kammersgaard
What happens if someone modifies that list of Steamids? I'm assuming it'll
be an offline list?

/ScarT


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

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

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Re: [hlcoders] Huge SDK/Hammer Problems

2009-09-13 Thread Tobias Kammersgaard
Delete your Source SDK folder, and the GCF. Redownload it from Steam and
done.

/ScarT


2009/9/13 Alex Kane lexywex...@aol.com

 Thanks for the replies both of you, but those are two things I tried a
 long time ago to no avail. Steam is running as an administrator and
 verifying the cache doesn't say anything is wrong.

 And no, it doesn't say what files are missing.


 Jed wrote:
  Have you tried running steam in compatibility mode or as administrator?
 
  I'm running the Windows 7 RTM 64-bit and haven't had any issues with
  the SDK launcher (yet).
 
  - Jed
 
  2009/9/13 Alex Kane lexywex...@aol.com:
 
  I have now reinstalled Steam in its entirety, and it STILL does not
 work.
  This is a joke.
 
 
  Matt Hoffman wrote:
 
  I'm running on Windows 7 RC (Build 7100) 64 Bit and it works fine.
 
  On Sat, Sep 12, 2009 at 2:33 PM, Tom Edwards t_edwa...@btinternet.com
 wrote:
 
 
 
  You're running a pre-release 64bit operating system. Hmm...
 
  The Hammer problems happen to everyone who launches Hammer directly. I
  really wish they'd fix it!
 
  Alex Kane wrote:
 
 
  Firstly, I'm running Windows 7 RC, 64 bit, for reference.
 
  So basically, the problem is firstly, that the Source SDK is not
 working.
  I try to launch it through Steam, and the program appears to start,
  appearing in the Superbar, however nothing ever appears on screen (I
  left it going all day).
 
  However, this is not a huge deal as I can get around this by manually
  launching Hammer from its executable in the orangebox folder.
 
  Again, however, upon launching and choosing the TF2 launch option and
  trying to load my map, I get the message Failed to load the default
  scheme file. The map views may be missing some visual elements. This
 is
  true, as I cannot see any measurements for my brushes - e.g. how
 high,
  wide, long something is. It's simply not there.
 
  Then, the second problem is that the editor will crash as soon as I
  attempt to browse for models. I create a prop entity and try to
 choose a
  world model, however a few seconds after clicking 'browse', the
 editor
  will close completely with no error message.
 
  As well as this, when I try to compile a map I get errors, and
 vbsp.exe
  crashes. Here's a log:
  http://pastebin.com/m1eb545cd
 
  I'm really stuck here, as this makes it really tricky to do anything
 but
  copy/paste existing brushes and fit them to already existing areas in
 my
  level.
 
  If anyone could help, I'd greatly appreciate it!
 
  Thanks,
 
  - Beacon
 
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Re: [hlcoders] Disable Warning

2009-08-02 Thread Tobias Kammersgaard
He doesn't work AT Valve hope this helps.

/ScarT


2009/8/2 Harry Jeffery harry101jeff...@googlemail.com

 Yeah, I knew he works at valve. I was just saying it would be great to
 have more of him around the place. :)

 2009/8/2 Saul Rennison saul.renni...@gmail.com:
  He works at Valve, that would probably explain his knowledge is such
  areas.
 
  Thanks,
  -Saul.
 
  On 2 Aug 2009, at 09:19, Harry Jeffery
  harry101jeff...@googlemail.com wrote:
 
  Thanks, if only more people had your knoledge for th source engine.
 
  2009/8/2 Tony Sergi to...@valvesoftware.com:
  It's not the warning that you want to get rid of, you need to fix
  the actual entry. m_VecBaseVelocity is clamped to -1000, 1000 by
  default. So during network transmission, it's clamping to -1000 or
  1000 and then spitting out the warning because you're exceeding the
  limits.
 
  Fix it in DT_LocalPlayerExclusive in player.cpp.
 
 
 
  -Tony
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
  boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
  Sent: August-02-09 5:29 AM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] Disable Warning
 
  It gets mixed up because it seems much more logical to most people
  for
  it to be called func_push because it's not a trigger. It affects the
  player itself.
 
  2009/8/1 Tobias Kammersgaard tobias.kammersga...@gmail.com:
  I'd search for the warning tbh. Pretty sure you'd be able to find
  it.
 
  /ScarT
 
 
  2009/8/1 Matt Hoffman lord.matt.hoff...@gmail.com
 
  I don't see why people mix that up. 95% of the time I see
  trigger_push
  mentioned, they type func_push. :s
 
  On Sat, Aug 1, 2009 at 9:31 AM, Tom Edwards 
 t_edwa...@btinternet.com
  wrote:
 
  BTW, it's trigger_push not func_push.
 
  Harry Jeffery wrote:
  Is it possible to disable this warning from within the SDK or
  would I
  need engine access? My mod will involve players travelling at
  somewhat
  high speeds and being pushed around by func_push brush
  entities. I
  cannot find func_push in the SDK either so I cant edit that.
  It'd be
  really nice if my console wasn't spammed like this as I use the
  console a lot.
 
  If this warning is in the engine could it be possible in future
  for
  specific warnings to be disabled, like in visual studio?
 
  The out of range value varies depending on the velocity with
  which the
  func_push, pushes the player.
  DataTable warning: (class player): Out-of-range value
  (-2000.00)
  in SendPropFloat 'm_vecBaseVelocity', clamping.
 
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Tobias Kammersgaard
I *think* the reason why Valve still uses command line tools is the fact
that you can easily integrate it into the Windows context menus.I was
working on a decompiler, but simply stopped my work on it, due to the SMD
format, which is quite lame to work with.

Oh, and reloading materials ingame IS possible. Check out

mat_reloadallmaterials - reload all materials
mat_reloadmaterial - reloads specified material
mat_reloadtexture - reload all textures

/ScarT
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Re: [hlcoders] TF2 style player collisions (again)

2009-07-22 Thread Tobias Kammersgaard
Code for this was in the latest SDK release, wasn't it?
/ScarT


2009/7/23 Richard Slaughter slau...@vault13.co.uk

 Hi List,

 This has been discussed before but I can't find any concrete advice to
 get TF2 style player collisions working fully (team mates can pass
 through each other, enemies are solid).

 I've gotten as far as modifying PlayerSolidMask to:

 unsigned int CGameMovement::PlayerSolidMask( bool brushOnly )
 {
  unsigned int playerMask = MASK_PLAYERSOLID;
  if(player-GetTeamNumber() == 2)
playerMask |= CONTENTS_TEAM1;
  else if(player-GetTeamNumber() == 3)
playerMask |= CONTENTS_TEAM2;

return ( brushOnly ) ? MASK_PLAYERSOLID_BRUSHONLY : playerMask;
 }

 And shouldCollide in baseentity to:

 bool CBaseEntity::ShouldCollide( int collisionGroup, int contentsMask )
 const
 {
if ( m_CollisionGroup == COLLISION_GROUP_DEBRIS )
{
if ( ! (contentsMask  CONTENTS_DEBRIS) )
return false;
}

  if(contentsMask  CONTENTS_TEAM1  GetTeamNumber() == 2 ||
 contentsMask  CONTENTS_TEAM2  GetTeamNumber() == 3 )
return false;

return true;
 }


 And this seems to nearly do it, but theres still something stopping the
 player mid way through.

 What else am I missing? Is it VPhysics related?
 Thanks!

 Rich

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Re: [hlcoders] Could not load library client Error

2009-07-07 Thread Tobias Kammersgaard
Everything from (officially released) engine revisions from before the
Orange Box works perfectly on the Orange Box engine.

/ScarT


2009/7/7 Mark Chandler lo...@iinet.net.au

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


 mark

 Jonas 'Sortie' Termansen wrote:
  (Ep1 maps works in OB according to my experience)
 
  - Original Message -
  From: Mark Chandler lo...@iinet.net.au
  To: Discussion of Half-Life Programming 
 hlcoders@list.valvesoftware.com
  Sent: Tuesday, July 07, 2009 4:37 PM
  Subject: Re: [hlcoders] Could not load library client Error
 
 
 
  Are you compiling the map for the right engine version as ep1 maps dont
  work in ob and ob maps dont work in ep1.
 
 
  Mark
 
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Re: [hlcoders] Could not load library client Error

2009-07-07 Thread Tobias Kammersgaard
Well I was more thinking content wise, e.g. models, maps and textures. Of
course not all entities will work.
/ScarT


2009/7/7 Harry Jeffery harry101jeff...@googlemail.com

 Except func_ladders in tf2.

 2009/7/7 Tobias Kammersgaard tobias.kammersga...@gmail.com:
  Everything from (officially released) engine revisions from before the
  Orange Box works perfectly on the Orange Box engine.
 
  /ScarT
 
 
  2009/7/7 Mark Chandler lo...@iinet.net.au
 
  Thought there was some texture/model issue (remember the good old days
  before hammer for ob and you had to hack all the textures up)
 
 
  mark
 
  Jonas 'Sortie' Termansen wrote:
   (Ep1 maps works in OB according to my experience)
  
   - Original Message -
   From: Mark Chandler lo...@iinet.net.au
   To: Discussion of Half-Life Programming 
  hlcoders@list.valvesoftware.com
   Sent: Tuesday, July 07, 2009 4:37 PM
   Subject: Re: [hlcoders] Could not load library client Error
  
  
  
   Are you compiling the map for the right engine version as ep1 maps
 dont
   work in ob and ob maps dont work in ep1.
  
  
   Mark
  
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Re: [hlcoders] Stuck on where to look

2009-06-16 Thread Tobias Kammersgaard
My first thought is prediction is turned off, that's the only suggestion so
far.

/ScarT


2009/6/16 Keeper hl2li...@afksoftware.com

 I am helping somebody with a HL2MP type mod.  They said they can't figure
 out what's going on.

 Here's the issue:  When you pick something up with the physgun, move around
 and drop or throw it, the object snaps back to the original
 angles/orientation it was when the player originally picked it up.  Other
 clients don't see this, it's just seen locally.  I'm guessing somehow the
 angles aren't getting updated on the server until it gets dropped and the
 server takes control of the object again.

 There are so many places to look, but I'm afraid if I meddle with the
 angles
 it will mess things up for the other clients.

 Did something change in the OB where the server doesn't get updated with
 physobjects angles and it's just handled client side?  If so, how do I fix
 the local client without messing up the rest of the clients?

 Thanks,
 Keeper


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Re: [hlcoders] HL1 (On-Demand Animations)

2009-06-07 Thread Tobias Kammersgaard
That's for textures. They're usually called e.g. barney.mdl (mesh and
whatnot) and barneyT.mdl.

/ScarT


2009/6/7 Tom Schumann schumann@gmail.com

 Some Half-Life models are already split into multiple .mdl files, but I'm
 not sure why. You might want to check out the studiomdl source and see why.

 2009/6/8 Drak hlco...@wowway.com

  If anyone has ever played Second Life, you know that you can Upload
  animations to your model/avatar.
 
  And allow them to play, live/on-demand. I'm trying to do something
 similar
  with the GoldSrc engine.
 
 
 
  Many of the models I use have over 200 animations, and I would like to be
  able to keep just the basics and have some external animation file. (I
  think
  HL2 does this?)
  That can add animations to the model. I have a small Client-Server
  connection using RakNet, and my idea would be to send the animation file
  from the server to the client, and have the client play it. (Without
 having
  to re-connect or any of that sort).
 
 
 
  I honestly have no idea where to begin. I'm just wondering if anybody has
  any idea if this is even accomplishable.
 
  Thanks.
 
 
 
  Sorry for the dup e-mail.
 
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Re: [hlcoders] 64-bit binaries?

2009-06-01 Thread Tobias Kammersgaard
I don't think Valve ever supported 64-bit for anything but the vanilla
Half-Life 2. If you've got a 64-bit CPU, and OS Steam will automatically
detect this, download the appropriate binaries, and launch them. It'll
display a label as shown in the image below.
http://scart.slkandy.com/images/64-bit%20hl2.jpg

/ScarT


2009/6/1 KLIMaka beast...@yandex.ru

 Already happened )) Look into SteamApps directory, and you can find source
 engine 64-bit.gcf. However, I do not know how to make it work ))

  You cant change an executable's architecture by using a startup argument.
 It
  would need to be recompiled.
  I've never tried to have a 64-bit dynamicly linked dll
 (client/server.dll)
  linked with a 32bit exe, so I don't know if it would even work (I assume
 it
  wouldnt as dlls share memory space with the exe, and as 64bit uses longer
  pointers it might conflict).
  I don't think valve ever released 64bit client binaries, I think when
 there
  was some talk about valve doing 64bit it was just for srcds only.
 
  Olly
 
  2009/6/1 Aj Collins gamerzwo...@gmail.com
 
   You could also try putting -64bit in the launch options.
  
   On Mon, Jun 1, 2009 at 8:45 AM, Aj Collins gamerzwo...@gmail.com
 wrote:
I haven't seen anything for doing 64bit so I'm not quite sure. I'd
 try
making app ID 201 the app ID in the info.txt file. I don't believe
 the
   64bit
version of Source ever got updated outside of a couple of small
 patches.
   
   
On Mon, Jun 1, 2009 at 8:33 AM, Alexander Hirsch 
 1ze...@googlemail.com
wrote:
 You might need a 64-bit hl2.exe for that. might because I don't
 know
 that
 much about the different platforms.Try it out if you want them? :)

 On Mon, Jun 1, 2009 at 8:10 AM, Yaakov Smith m4ngr...@gmail.com
   wrote:
  If I wanted to create 64-bit binaries for a mod, is there
 anything
 special
 I
  would need to do?
 
  (Just curious here.)
 
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Re: [hlcoders] VS2010b1 - Linker probems.

2009-05-31 Thread Tobias Kammersgaard
I just tried doing a compile of the scratch beta SDK source. Worked just
fine.
Make sure you've added the libraries properly (Linker  Input  Additional
Dependencies)

Add these on the Server project:

choreoobjects.lib
dmxloader.lib
mathlib.lib
particles.lib
steam_api.lib
tier0.lib
tier1.lib
tier2.lib
tier3.lib
vstdlib.lib


These on the Client project:

bitmap.lib
choreoobjects.lib
dmxloader.lib
mathlib.lib
matsys_controls.lib
particles.lib
steam_api.lib
tier0.lib
tier1.lib
tier2.lib
tier3.lib
vgui_controls.lib
vstdlib.lib


I haven't tested if the binaries actually work, but I'm going to assume they
do.

/ScarT


2009/5/27 Yaakov Smith m4ngr...@gmail.com

 I installed and am testing Visual Studio 2010 Beta 1. It converted the
 VS2008 projects (which in turn were converted from VS2005), and gets heaps
 of linker errors such as unresolved external symbol
 __imp_DoNewAssertDialog. The problem is that after cancelling the build,
 VS2010 crashes so I can't post a full log.



 Anyone else in a similar position, or anyone know what's wrong?

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Re: [hlcoders] Unknown Command NewGame

2009-05-19 Thread Tobias Kammersgaard
Is it called client.dll or Client.dll? This caused errors one time for me, I
think. Even though it shouldn't.

/ScarT


2009/5/19 Walter Gray chrysal...@gmail.com

 yep, that's in.  The wierdest thing is that it IS finding the
 server.dll.  The only thing I can think of is that it is finding the
 client.dll, but failing to load it because it has a dependency on an
 external .dll that it's not finding (we added a dependency on binkw32.dll)

 Jonas 'Sortie' Termansen wrote:
  Hmm, weird. Perhaps your gameinfo.txt is broken, do you have the search
  path:
 
  Game|gameinfo_path|.
 
  That might be the cause, while it's highly unlikely.
 
  - Original Message -
  From: Walter Gray chrysal...@gmail.com
  To: Discussion of Half-Life Programming 
 hlcoders@list.valvesoftware.com
  Sent: Tuesday, May 19, 2009 8:37 PM
  Subject: Re: [hlcoders] Unknown Command NewGame
 
 
 
  I'm another member of the team she's on, so I should clarify that the
  problem she's having is actually that the client.dll is being loaded
  from source sdk base/sourcetest instead of ModDir which is why the
  NewGame command isn't being found.
  Removing sourcetest from the gameconfig.txt search paths just causes the
  game to crash with a could not load library error. Unfortunately I
  don't know why or how to resolve the issue.
 
  Jonas 'Sortie' Termansen wrote:
 
  If it doesn't work on some other computer than your own, then you
  probably
  forgot to copy a few important files to the other computer. Make sure
 you
  have all the scripts, cfg/*.* files and whatever is required to run it.
 
  It sounds like you are missing a console command entry in your .dlls,
 or
  the
  NewGame command actually doesn't exist in your mod, and you have a
 script
  that overrides that command, but you forgot to include it, or whatever.
 
  - Original Message -
  From: Corey Elizabeth Brennan galacti...@gmail.com
  To: Discussion of Half-Life Programming
  hlcoders@list.valvesoftware.com
  Sent: Tuesday, May 19, 2009 5:10 AM
  Subject: [hlcoders] Unknown Command NewGame
 
 
 
 
  HLCoders,
 
  When I try to put my newly finished Sourcemod on a different computer
  than
  one of the ones it was developed on, it doesn't work, complaining,
  Unknown
  Command NewGame.  I've tried re-installing various ways, adding
 Bink
  DLLs
  to various places, and installing the Source SDK, none of which seems
 to
  resolve it.  I'm out of ideas.  Any help is greatly appreciated.
 
  Thanks!
  -Corey
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Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-05-16 Thread Tobias Kammersgaard
Bumping this. The L4D Authoring tool was released, and it contains a
shadercompiler.exe. I don't know if it works, but its worth a shot.

/ScarT


2009/4/11 Olly oli...@gmail.com

 Is there any update on when the new shadercompile.exe will be added to the
 beta?

 2009/3/26 Walter Gray chrysal...@gmail.com

  Just an update, with a bit of tweaking I was able to make this work by
  commenting out the following lines in buildshaders.bat
 
  echo %SDKBINDIR%\shadercompile.exe  filestocopy.txt
  echo %SDKBINDIR%\shadercompile_dll.dll  filestocopy.txt
  echo %SDKBINDIR%\vstdlib.dll  filestocopy.txt
  echo %SDKBINDIR%\tier0.dll  filestocopy.txt
 
  I also had to get a copy of mysql_wrapper.dll from the wiki.  After that
  it seemed to work fine.
 
  fl...@planet-mtv.de wrote:
   There's a small fix for this problem that works for me.
   Go inside the buildsdkshaders.bat and comment the set SDKBINDIR=
 out.
  
   After that open up the buildshaders.bat and change the line (73  74)
  from:
  
if not exist %SDKBINDIR%\shadercompile.exe goto NoShaderCompile
   set ChangeToDir=%SDKBINDIR%
  
   to
  
   if not exist %sourcesdk%\bin\orangebox\bin\shadercompile.exe goto
  NoShaderCompile
   set ChangeToDir=%sourcesdk%\bin\orangebox\bin
  
  
   Hope it helps.
   Thanks Valve and of course Toni for that great SDK!
  
  
   -- Walter Gray wrote :
   Same problem here.  Even with the String::CRC32 package installed, I
 get
   the second error.
  
   Garrett wrote:
  
   I was messing around trying to compile shaders, and I've come across a
  couple of issues.
   In updateshaders.pl, psh_prep.pl, copyshaderincfiles.pl, and
  vsh_prep.pl, there's a line at the beginning, use String::CRC32; that
  really doesn't seem to be needed, as well as the couple of lines that
  actually use that CRC32 stuff.
   updateshaders.pl - lines 244 - 248
   psh_prep.pl - lines 267, 284
   vsh_prep.pl - lines 1025, 1041
  
   After getting through that, I ran into some trouble when it actually
 got
  to the part where it runs shadercompile.exe and I got the following
 output:
  
   Running distributed shader compilation...
   Can't find
 
 D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\shadercompile.exe
  
   Can't find
 
 D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\shadercompile_dll.dll
  
   Can't find
 
 D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\tier0.dll
  
   Can't find
 
 D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\vstdlib.dll
  
   Can't open mysql_wrapper.dll!
  
   Modifying line 184 in buildshaders.bat to take out the -shaderpath
  parameter caused those errors to go away, but then I got an error of
 Can't
  find \filelist.txt, which I'm assuming is because I took out the
  -shaderpath.
  
  
  
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