Re: [hlcoders] Half-Life 2 SDK Help
Thank you Ondra but it seemed to be caused by wrong compiler switches. I now used project file from this thread at http://www.sourcewiki.org/viewtopic.php?t=60 but I am getting an error describet here http://www.sourcewiki.org/viewtopic.php?t=113. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2 SDK Help
http://www.valve-erc.com/srcsdk/Code/AlternativeMultiplayerPhysics.html Hope this might be some help. ~~ Ondra Martin E.T. Misuth wrote: Thank you Ondra but it seemed to be caused by wrong compiler switches. I now used project file from this thread at http://www.sourcewiki.org/viewtopic.php?t=60 but I am getting an error describet here http://www.sourcewiki.org/viewtopic.php?t=113. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Half-Life 2 SDK Help
I use Code::Blocks + Visual StudioToolkit 2003, I installed windows Paltform SDK to %ProgramFiles%\WinPlatformSDK and DX9 SDK to %ProgramFiles%\DirectXSDK. However when I try to compile client or hl dll it complains about not finding windows.h. So I want ask where and how should I set the pahts? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2 SDK Help
http://articles.thewavelength.net/678/ It shows you how to go about it You also dont need the dx sdk Adam --- Martin \E.T.\ Misuth [EMAIL PROTECTED] wrote: I use Code::Blocks + Visual StudioToolkit 2003, I installed windows Paltform SDK to %ProgramFiles%\WinPlatformSDK and DX9 SDK to %ProgramFiles%\DirectXSDK. However when I try to compile client or hl dll it complains about not finding windows.h. So I want ask where and how should I set the pahts? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders http://ammahls.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2 SDK Help
I would like to use Code::Blocks instead of VC2005 Beta. I got further now, I set the paths PlatformSDK\inc for includes and PlatformSDK\libs, same for DX too. Now everything compiles fine but in the linking stage I get plenty of errors of type LNK2001 with funcs and object methods prefixed by ___imp___ prefix. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2 SDK Help
Try searching for this fuction via MSDN (they are mostly called programmatically like their compiled counterparts without the prefix, so __imp__GetProcessName will be called GetProcessName). The MSDN has data about the header and library every function is in. http://msdn.microsoft.com/library/default.asp ~~ Ondra Martin E.T. Misuth wrote: I would like to use Code::Blocks instead of VC2005 Beta. I got further now, I set the paths PlatformSDK\inc for includes and PlatformSDK\libs, same for DX too. Now everything compiles fine but in the linking stage I get plenty of errors of type LNK2001 with funcs and object methods prefixed by ___imp___ prefix. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2 has hosed itself!
On Mon, Dec 20, 2004 at 07:09:18PM -0800, Roy Laurie wrote: Completely shooting off of the hip, here. Try renaming or deleting your clientregistry.blob file in your hl2 directory (where hl2.exe resides). That file should not exist in the hl2 directory at all. Maarten -- A: Because it fouls the order in which people normally read text. Q: Why is top-posting such a bad thing? A: Top-posting. Q: What is the most annoying thing on usenet and in e-mail? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2 has hosed itself!
Steam puts it there durring a non-attached debug. Not sure about attached. On 21 Dec 2004 at 12:25, Maarten van der Zwaart wrote: On Mon, Dec 20, 2004 at 07:09:18PM -0800, Roy Laurie wrote: Completely shooting off of the hip, here. Try renaming or deleting your clientregistry.blob file in your hl2 directory (where hl2.exe resides). That file should not exist in the hl2 directory at all. Maarten -- A: Because it fouls the order in which people normally read text. Q: Why is top-posting such a bad thing? A: Top-posting. Q: What is the most annoying thing on usenet and in e-mail? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2 has hosed itself!
That's probably because you have steam.dll and steamapp.cfg in there .. which shouldn't be needed now. On Tue, 21 Dec 2004 09:09:25 -0800, Roy Laurie [EMAIL PROTECTED] wrote: Steam puts it there durring a non-attached debug. Not sure about attached. On 21 Dec 2004 at 12:25, Maarten van der Zwaart wrote: On Mon, Dec 20, 2004 at 07:09:18PM -0800, Roy Laurie wrote: Completely shooting off of the hip, here. Try renaming or deleting your clientregistry.blob file in your hl2 directory (where hl2.exe resides). That file should not exist in the hl2 directory at all. Maarten -- A: Because it fouls the order in which people normally read text. Q: Why is top-posting such a bad thing? A: Top-posting. Q: What is the most annoying thing on usenet and in e-mail? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Half-Life 2 has hosed itself!
As the subject suggests, this latest update really hosed over my Half-Life 2 installation. After starting Steam and receiving the new update, here's what happened: 1) Steam updates and the Play Games window opens. 2) I double-click on the Half-Life 2 icon in the Steam menu. 3) Preparing to play dialog pops up, then disappears. Cursor turns to busy hourglass. 4) A few seconds later is when Half-Life 2 *usually* starts up. However it doesn't now. Instead, the cursor just turns back into normal and nothing happens. 5) I check the process window, and there is indeed a hl2.exe running the background taking up a mere 4 kb of memory. 6) I attempt to load the Source SDK app (with hl2.exe still in the background) and get this intimidating messagebox: SteamStartup() failed: SteamStartup(0xf,0x12f69c) failed with error 1 : failed to take master pipe connection lock, Win32 Error 2 The system cannot find the file specified. 7) So I shutdown the hl2.exe process and try again. However the error persists. 8) At this point, Steam won't close normally and I have to end that process too. Shutting down Steam resets everything back to it's original state where I can reproduce the above procedure again and again, and receive the same errors. If I go to Source SDK before attempting to run HL2, then it works without problem and Steam shutdowns normally. I get the same error with HL2DM and starting up HL2 with my mod in the -game path. In other words, the problems only start if HL2 is invoked in some way. Restarting the computer didn't help. I thought it was something I did with the SDK, so I re-downloaded that, refreshed everything etc., and the error persisted. I've done everything short of re-downloading Half-Life 2. I'm thinking that somewhere along the line my Filesystem_Steam.dll or Steam.dll got messed up. Between this update and the last update, I *did* copy Filesystem_Steam.dll from half-life 2/bin to sourcesdk/bin because Hammer was complaining about not being able to find it. But that's the only subversive change I've made. All these problems seem to relate to the system, and I know that this last update changed the directory structure a bit. If you need any more information I'd be happy to provide you with it. In the meantime I will give in and re-download Half-Life 2 (all 838 megs, jeez) and see if that helps. Thank God for fast university internet connections... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Half-Life 2 has hosed itself!
There's a Steam.dll in your game directory. Delete it. :) If it's not there, then find any that aren't in the main Steam directory and delete them. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Skyler York Sent: Monday, December 20, 2004 6:56 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Half-Life 2 has hosed itself! As the subject suggests, this latest update really hosed over my Half-Life 2 installation. After starting Steam and receiving the new update, here's what happened: 1) Steam updates and the Play Games window opens. 2) I double-click on the Half-Life 2 icon in the Steam menu. 3) Preparing to play dialog pops up, then disappears. Cursor turns to busy hourglass. 4) A few seconds later is when Half-Life 2 *usually* starts up. However it doesn't now. Instead, the cursor just turns back into normal and nothing happens. 5) I check the process window, and there is indeed a hl2.exe running the background taking up a mere 4 kb of memory. 6) I attempt to load the Source SDK app (with hl2.exe still in the background) and get this intimidating messagebox: SteamStartup() failed: SteamStartup(0xf,0x12f69c) failed with error 1 : failed to take master pipe connection lock, Win32 Error 2 The system cannot find the file specified. 7) So I shutdown the hl2.exe process and try again. However the error persists. 8) At this point, Steam won't close normally and I have to end that process too. Shutting down Steam resets everything back to it's original state where I can reproduce the above procedure again and again, and receive the same errors. If I go to Source SDK before attempting to run HL2, then it works without problem and Steam shutdowns normally. I get the same error with HL2DM and starting up HL2 with my mod in the -game path. In other words, the problems only start if HL2 is invoked in some way. Restarting the computer didn't help. I thought it was something I did with the SDK, so I re-downloaded that, refreshed everything etc., and the error persisted. I've done everything short of re-downloading Half-Life 2. I'm thinking that somewhere along the line my Filesystem_Steam.dll or Steam.dll got messed up. Between this update and the last update, I *did* copy Filesystem_Steam.dll from half-life 2/bin to sourcesdk/bin because Hammer was complaining about not being able to find it. But that's the only subversive change I've made. All these problems seem to relate to the system, and I know that this last update changed the directory structure a bit. If you need any more information I'd be happy to provide you with it. In the meantime I will give in and re-download Half-Life 2 (all 838 megs, jeez) and see if that helps. Thank God for fast university internet connections... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2 has hosed itself!
I had a similar problem with a previous update. To fix it, go to your half-life 2 directory where hl2.exe resides user\half-life 2\ and delete all the exe and dll files in that directory and in all subdirectories. run half-life 2 (from steam menu) and it should recreate those files. If it still doesn't run, then delete the whole half-life 2 directory, or better yet, rename it to something else. now run half-life 2, and see what happens. If that works, you probably would want to restore your config files and your saved game and demos .. etc. On Mon, 20 Dec 2004 21:56:10 -0500, Skyler York [EMAIL PROTECTED] wrote: As the subject suggests, this latest update really hosed over my Half-Life 2 installation. After starting Steam and receiving the new update, here's what happened: 1) Steam updates and the Play Games window opens. 2) I double-click on the Half-Life 2 icon in the Steam menu. 3) Preparing to play dialog pops up, then disappears. Cursor turns to busy hourglass. 4) A few seconds later is when Half-Life 2 *usually* starts up. However it doesn't now. Instead, the cursor just turns back into normal and nothing happens. 5) I check the process window, and there is indeed a hl2.exe running the background taking up a mere 4 kb of memory. 6) I attempt to load the Source SDK app (with hl2.exe still in the background) and get this intimidating messagebox: SteamStartup() failed: SteamStartup(0xf,0x12f69c) failed with error 1 : failed to take master pipe connection lock, Win32 Error 2 The system cannot find the file specified. 7) So I shutdown the hl2.exe process and try again. However the error persists. 8) At this point, Steam won't close normally and I have to end that process too. Shutting down Steam resets everything back to it's original state where I can reproduce the above procedure again and again, and receive the same errors. If I go to Source SDK before attempting to run HL2, then it works without problem and Steam shutdowns normally. I get the same error with HL2DM and starting up HL2 with my mod in the -game path. In other words, the problems only start if HL2 is invoked in some way. Restarting the computer didn't help. I thought it was something I did with the SDK, so I re-downloaded that, refreshed everything etc., and the error persisted. I've done everything short of re-downloading Half-Life 2. I'm thinking that somewhere along the line my Filesystem_Steam.dll or Steam.dll got messed up. Between this update and the last update, I *did* copy Filesystem_Steam.dll from half-life 2/bin to sourcesdk/bin because Hammer was complaining about not being able to find it. But that's the only subversive change I've made. All these problems seem to relate to the system, and I know that this last update changed the directory structure a bit. If you need any more information I'd be happy to provide you with it. In the meantime I will give in and re-download Half-Life 2 (all 838 megs, jeez) and see if that helps. Thank God for fast university internet connections... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Half-Life 2 has hosed itself!
Delete any SteamApp.cfg files you have on disk (this update removes the need for them) and also delete any Steam.dll files you may have copied around (except for, of course, the one in the base steam install directory). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Skyler York Sent: Monday, December 20, 2004 6:56 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Half-Life 2 has hosed itself! As the subject suggests, this latest update really hosed over my Half-Life 2 installation. After starting Steam and receiving the new update, here's what happened: 1) Steam updates and the Play Games window opens. 2) I double-click on the Half-Life 2 icon in the Steam menu. 3) Preparing to play dialog pops up, then disappears. Cursor turns to busy hourglass. 4) A few seconds later is when Half-Life 2 *usually* starts up. However it doesn't now. Instead, the cursor just turns back into normal and nothing happens. 5) I check the process window, and there is indeed a hl2.exe running the background taking up a mere 4 kb of memory. 6) I attempt to load the Source SDK app (with hl2.exe still in the background) and get this intimidating messagebox: SteamStartup() failed: SteamStartup(0xf,0x12f69c) failed with error 1 : failed to take master pipe connection lock, Win32 Error 2 The system cannot find the file specified. 7) So I shutdown the hl2.exe process and try again. However the error persists. 8) At this point, Steam won't close normally and I have to end that process too. Shutting down Steam resets everything back to it's original state where I can reproduce the above procedure again and again, and receive the same errors. If I go to Source SDK before attempting to run HL2, then it works without problem and Steam shutdowns normally. I get the same error with HL2DM and starting up HL2 with my mod in the -game path. In other words, the problems only start if HL2 is invoked in some way. Restarting the computer didn't help. I thought it was something I did with the SDK, so I re-downloaded that, refreshed everything etc., and the error persisted. I've done everything short of re-downloading Half-Life 2. I'm thinking that somewhere along the line my Filesystem_Steam.dll or Steam.dll got messed up. Between this update and the last update, I *did* copy Filesystem_Steam.dll from half-life 2/bin to sourcesdk/bin because Hammer was complaining about not being able to find it. But that's the only subversive change I've made. All these problems seem to relate to the system, and I know that this last update changed the directory structure a bit. If you need any more information I'd be happy to provide you with it. In the meantime I will give in and re-download Half-Life 2 (all 838 megs, jeez) and see if that helps. Thank God for fast university internet connections... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2 has hosed itself!
Completely shooting off of the hip, here. Try renaming or deleting your clientregistry.blob file in your hl2 directory (where hl2.exe resides). -- Roy Kylratix Laurie On 20 Dec 2004 at 21:56, Skyler York wrote: As the subject suggests, this latest update really hosed over my Half-Life 2 installation. After starting Steam and receiving the new update, here's what happened: 1) Steam updates and the Play Games window opens. 2) I double-click on the Half-Life 2 icon in the Steam menu. 3) Preparing to play dialog pops up, then disappears. Cursor turns to busy hourglass. 4) A few seconds later is when Half-Life 2 *usually* starts up. However it doesn't now. Instead, the cursor just turns back into normal and nothing happens. 5) I check the process window, and there is indeed a hl2.exe running the background taking up a mere 4 kb of memory. 6) I attempt to load the Source SDK app (with hl2.exe still in the background) and get this intimidating messagebox: SteamStartup() failed: SteamStartup(0xf,0x12f69c) failed with error 1 : failed to take master pipe connection lock, Win32 Error 2 The system cannot find the file specified. 7) So I shutdown the hl2.exe process and try again. However the error persists. 8) At this point, Steam won't close normally and I have to end that process too. Shutting down Steam resets everything back to it's original state where I can reproduce the above procedure again and again, and receive the same errors. If I go to Source SDK before attempting to run HL2, then it works without problem and Steam shutdowns normally. I get the same error with HL2DM and starting up HL2 with my mod in the -game path. In other words, the problems only start if HL2 is invoked in some way. Restarting the computer didn't help. I thought it was something I did with the SDK, so I re-downloaded that, refreshed everything etc., and the error persisted. I've done everything short of re-downloading Half-Life 2. I'm thinking that somewhere along the line my Filesystem_Steam.dll or Steam.dll got messed up. Between this update and the last update, I *did* copy Filesystem_Steam.dll from half-life 2/bin to sourcesdk/bin because Hammer was complaining about not being able to find it. But that's the only subversive change I've made. All these problems seem to relate to the system, and I know that this last update changed the directory structure a bit. If you need any more information I'd be happy to provide you with it. In the meantime I will give in and re-download Half-Life 2 (all 838 megs, jeez) and see if that helps. Thank God for fast university internet connections... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2 has hosed itself!
I didn't check because I've never touched a Steam.dll in my life, but it appears one managed to sneak it's way into half-life 2/bin :) Sneaky bastard child of a file. But I'm an idiot and already started re-downloading HL2, so I won't be able to let you know if things work for another two hours or so. Although I'm sure it will work. Taylor Sherman wrote: There's a Steam.dll in your game directory. Delete it. :) If it's not there, then find any that aren't in the main Steam directory and delete them. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2 has hosed itself!
you could have tried to validate the cache before redownloading :/ On Mon, 20 Dec 2004 22:14:29 -0500, Skyler York [EMAIL PROTECTED] wrote: I didn't check because I've never touched a Steam.dll in my life, but it appears one managed to sneak it's way into half-life 2/bin :) Sneaky bastard child of a file. But I'm an idiot and already started re-downloading HL2, so I won't be able to let you know if things work for another two hours or so. Although I'm sure it will work. Taylor Sherman wrote: There's a Steam.dll in your game directory. Delete it. :) If it's not there, then find any that aren't in the main Steam directory and delete them. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2 has hosed itself!
True, but I figured re-downloading it would be the best way to get a clean sweep of the whole installation. And I actually have a lot of work I should be doing instead of playing with Steam, so it's all for the better :P Why must Valve release such a distracting toy right around the time most American college students have final exams? ;-) Hasan Aljudy wrote: you could have tried to validate the cache before redownloading :/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Half-Life 2 - LOD Bias. DirectX vs Opengl. Problem Solution.
When I first loaded up Half-Life 2 on my nVidia card, I was a tad bit annoyed that the graphics appeared muddy even when all of the graphics settings were at their maximum. This seemed to be an issue with mipmaps. I did some hunting, and I found the solution, for nVidia at least. On nVidia cards, OpenGL has a lesser LOD Bias than in DirectX. Opengl = -1.125 DirectX = 0.000 This has caused an appearance of muddy textures in Half-Life 2 for users. This is also why OpenGL tends to look better than DirectX, when using an nVidia card. This setting can be modified, and it is best to have DirectX's LOD Bias /match/ OpenGL's default specified -1.125 After doing so, the results are quite noticeable and the game looks crisp and clean. Comparison Shots, using Half-Life: Source ---Bad--- LOD Bias set to a positive value: (1.125), default 0 http://www.svencoop.com/davemcd/compare/c1a0pos.jpg ---Great--- LOD Bias set to a negative value: (-1.125), default 0 http://www.svencoop.com/davemcd/compare/c1a0neg.jpg As you can see, this setting is very important and should be modified. I am unaware of how ATI treats this setting. A quick check to see if you have an LOD Bias issue with your driver settings, is to look at the 357 Barrel in Half-Life 2. If you can not see engraved text on the side, you have the problem. Also you can notice by looking at the end of the shotgun. If the shotgun's end appears blurry, you have the problem. http://ds80-237-203-199.dedicated.hosteurope.de/atuner/ Use this tool to change LOD Bias if you have an nVidia card. I hope this is helpful for everyone. - David Sniper McDermott Sven Co-op Programmer ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2 - LOD Bias. DirectX vs Opengl. Problem Solution.
Can i ask what nvidia driver version did you use while doing this testing? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2 - LOD Bias. DirectX vs Opengl. Problem Solution.
I'm using forceware 61.77. I just realized new drivers (66.93) came out, I'll update to those in a bit. - David Sniper McDermott Sven Co-op Programmer - Original Message - From: Stephen Micheals [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, November 19, 2004 9:28 PM Subject: Re: [hlcoders] Half-Life 2 - LOD Bias. DirectX vs Opengl. Problem Solution. Can i ask what nvidia driver version did you use while doing this testing? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2, physic and gameplay brainstorm
Imperio59 wrote: Personally, i have already planned some gameplay additions to our MOD's basic gameplay wich is the classics: CTF, SD, Team DM... :D The additions would be player controlled drone planes with a camera mounted on the front to be able to recon without having to go there. Like Duke Nukem :D maybe dificult (may need huge netcode support) The possible additions of Player controlled air defenses for Battlefield-type maps, with homing missiles and plane countermesures... also big maps and lower r_speeds (?) :D Vehicles, vehicles and moe vehicles! Everything ranging from blackhawk helicopters for troup transport to maybe space battles to tanks and buggys and motorcycles, parachutes, all that stuff. Be warned not all mods with vehicles are fun: - Desert Combat (bf1942) fun vehicles - Galactic Conquest (bf1942) fun capital ships :D - Soldner (Soldner) somewhat crappy vehicles - Command Conquer Renegade (CC:R) somewhat lame vehicles - FarCray (FarCry) lame vehicles (imho) Military MODs would be awesome to do with HL2, tons of possibilities to simulate an entire battlefield: Airplanes, artillery, scouts to plot artillery targets, helicopters, infantry (of course), tanks, boats, airplane carriers... my eyes hurt :D How about an underwater MOD? Maybe fish battles ;) Underwater can be slower by shaders and may have waterfog, or slighty dificult mapping. Only a few good subs games here and there :/ In tactical MODs with urban warfare, you could simulate footsteps, creaking stairs, sounds of the wind. You could have drills that made holes into the wall to plant cameras (in a SWAT-like rescue mission for example...) From the reviews, Counter Strike: Source looks fun. That realism add a something. The possibilities are endless, and i think that compared to HL1, we will have much more room to do as we please with HL2's engine... hl2 Oh Oh.. :D my precciousss ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2, physic and gameplay brainstorm
Personally, i have already planned some gameplay additions to our MOD's basic gameplay wich is the classics: CTF, SD, Team DM... The additions would be player controlled drone planes with a camera mounted on the front to be able to recon without having to go there. The possible additions of Player controlled air defenses for Battlefield-type maps, with homing missiles and plane countermesures... Vehicles, vehicles and moe vehicles! Everything ranging from blackhawk helicopters for troup transport to maybe space battles to tanks and buggys and motorcycles, parachutes, all that stuff. Military MODs would be awesome to do with HL2, tons of possibilities to simulate an entire battlefield: Airplanes, artillery, scouts to plot artillery targets, helicopters, infantry (of course), tanks, boats, airplane carriers... How about an underwater MOD? Maybe fish battles ;) In tactical MODs with urban warfare, you could simulate footsteps, creaking stairs, sounds of the wind. You could have drills that made holes into the wall to plant cameras (in a SWAT-like rescue mission for example...) The possibilities are endless, and i think that compared to HL1, we will have much more room to do as we please with HL2's engine... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Half-Life 2, physic and gameplay mindstorm
We suggest to the list a mindstorm about gameplay feature of physics. Very soon, with the new mayor upgrade for Half-Life (the version 2.0), will be posible to write mods that will interact with the builtin phisic engine. What will be posible that will enhance playability? I am not interested in eyecandy or realism, nor in Tribal alike games (jumping and jumping). Humm... Whats about a better simulation of sand and mug? so players not only generate other footstep sound, but can travel faster?. (???) Having destructible architecture fund_destructible or something similar, to add strategy options for gameplay?. Actually most destructible architecture is emulated, a gross hack, a fake broken architecture, and the resulting decals where a joke. With a better physic engine can be posible to see flyiing crates, block/unblock passages, etc.. in a realistic way. (???) Vehicles?, at least copters, tanks and buggies. The resulting gameplay can be less repetitive. (???) New weapons? New devices (mines etc..)?... Better bbox? perpolycollision??? (???) Will be posible to use texture interfaces ala doom3. I have received reports about CS:Source that use a real bomb coding animation, more about that can help to have a better inmersion. (?) QuakeWorld physics,.. for eons QW whas the better physics, because able to run fast *and* accurate, cross huge maps in a fake realism, huge bbox, and able to use explosions and decors to help navigate the map very fast. Will the new physics be farter from this cool original point?.. Can be interesting to ADD effect to help a QW feel to DeathMach games so leet gamers will navigate much much faster than n00bs ones? If the game is == fast for noobs than leets, the pros of being a leet is nullified. The actual (HL1) phisic model is very basic, we have splash damage, we have explosion feedback, colision boincing (for grenades, etc..), flyying control? (I dont know HL1 that good). (???) I have a dream, about sand and destructible ghotic ruins, 2 teams, and some horizontal AND vertical strategy to win. Physics itself, removing competitivity, its a toy that you can play for fun. Humm... can able hl 2.0 to make lara croft-ish fun mods? (???) How will feel a grapple hook with the HL2 engine? () ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2, physic and gameplay mindstorm
looking at one of the screen shots in PCG UK 137s, e3 round up, on hl 2, i was thinking that you might be able to phiscics jump with the Manip you toss something of the correct wighting down, just as you press the jump key ie something like the plasma, or rocket jumps from the quake side of gaming amckern --- tei [EMAIL PROTECTED] wrote: We suggest to the list a mindstorm about gameplay feature of physics. Very soon, with the new mayor upgrade for Half-Life (the version 2.0), will be posible to write mods that will interact with the builtin phisic engine. What will be posible that will enhance playability? I am not interested in eyecandy or realism, nor in Tribal alike games (jumping and jumping). Humm... Whats about a better simulation of sand and mug? so players not only generate other footstep sound, but can travel faster?. (???) Having destructible architecture fund_destructible or something similar, to add strategy options for gameplay?. Actually most destructible architecture is emulated, a gross hack, a fake broken architecture, and the resulting decals where a joke. With a better physic engine can be posible to see flyiing crates, block/unblock passages, etc.. in a realistic way. (???) Vehicles?, at least copters, tanks and buggies. The resulting gameplay can be less repetitive. (???) New weapons? New devices (mines etc..)?... Better bbox? perpolycollision??? (???) Will be posible to use texture interfaces ala doom3. I have received reports about CS:Source that use a real bomb coding animation, more about that can help to have a better inmersion. (?) QuakeWorld physics,.. for eons QW whas the better physics, because able to run fast *and* accurate, cross huge maps in a fake realism, huge bbox, and able to use explosions and decors to help navigate the map very fast. Will the new physics be farter from this cool original point?.. Can be interesting to ADD effect to help a QW feel to DeathMach games so leet gamers will navigate much much faster than n00bs ones? If the game is == fast for noobs than leets, the pros of being a leet is nullified. The actual (HL1) phisic model is very basic, we have splash damage, we have explosion feedback, colision boincing (for grenades, etc..), flyying control? (I dont know HL1 that good). (???) I have a dream, about sand and destructible ghotic ruins, 2 teams, and some horizontal AND vertical strategy to win. Physics itself, removing competitivity, its a toy that you can play for fun. Humm... can able hl 2.0 to make lara croft-ish fun mods? (???) How will feel a grapple hook with the HL2 engine? () ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders = http://ammahls.com ___ Do you Yahoo!? Win 1 of 4,000 free domain names from Yahoo! Enter now. http://promotions.yahoo.com/goldrush ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2 Targeted for Summer Release
And there was me thinking that this list was for HL coders, not HL2 speculation ?? Sort of. HL mods 'should be easy' to port to HL2. thus, this -announce has heavy bearing on the release of mods: release (or rel. next version), or wait and port to HL2. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Half-Life 2 Targeted for Summer Release
http://games.slashdot.org/article.pl?sid=04/02/03/1717257mode=threadtid=127tid=186tid=204tid=206 Half-Life 2 Targeted for Summer Release Posted by simoniker on Tuesday February 03, @02:38PM from the coming-soonish dept. Gudlyf writes According to CNN Money, Valve's director of marketing Doug Lombardi announced that the company is 'currently targeting this summer for the completion of Half-Life 2'. From the article: 'Valve does not plan to reveal any additional information until the time surrounding the E3 trade show, where the game will once again be shown this year. E3 will be held in Los Angeles May 12-14.' The game was delayed following a previously covered code leak, and the article also notes: Arkane Studios, an independent French developer that created the critically-acclaimed role-playing game 'Arx Fatalis,' has licensed [Half-Life 2's Source engine] for a forthcoming title [as has Troika's Vampire: The Masquerade - Bloodlines]. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re[2]: [hlcoders] Half-Life 2 rendering api
Hello Phantom, Friday, September 12, 2003, 3:33:45 AM, you wrote: P why would a DX9 windows CLIENT stop there being a linux SERVER, its totaly P unrelated. Ok, that sane to me. /me cross fingers P btw, just coz things are described as being for DX6 card to DX9 cards doesnt P mean it wont use OGL, its just easier to work out which cards are which DX P class hardware than it is to work out what OGL version a card will run :) P For example its easier to say 'this requires DX9 hardware' than it is to say P 'this requires OpenGL1.4 with ARB shader support', both can equate to the P same thing in a technical sense but if I said DX9 hardware to someone they P would know what cards i was on about right away :) P (this isnt imply that HL2 uses OGL, afaik its a pure DX engine, i just like P to point these things out :)) Thats how stuff work in perfect world. /me cross crossed fingers Coding a api independant render engine mean adding a level of indirection, this way a OpenGL api can be fake with SDL/OpenGL/D3D... But a D3D app writted in D3D looks like a very distinct animal. Half-Life 1 was Quake1 bases that was a OpenGL alike code, but If HL2 is based in other engine (Steam?) written from scrach, Who knows?,.. maybe is a pure D3D app to gain 2%, 5% speed.. and is frozzon as only a D3D app withouth support for SDL/OpenGL/'Old D3D version'/'unknowm incompatible future D3D version' I don't know, but I don't expect a OpenGL based engine :I P - Original Message - P From: tei [EMAIL PROTECTED] P To: [EMAIL PROTECTED] P Sent: Friday, September 12, 2003 12:21 AM P Subject: Re: [hlcoders] Half-Life 2 rendering api __About Will be sad if HL2 will not have a linux dedicated servers. For perfomance, and popularity issues. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re[3]: [hlcoders] Half-Life 2 rendering api
Hello tei, Friday, September 12, 2003, 10:27:47 AM, you wrote: t Coding a api independant render engine mean adding a level of t indirection, this way a OpenGL api can be fake with SDL/OpenGL/D3D... t But a D3D app writted in D3D looks like a very distinct animal. t Half-Life 1 was Quake1 bases that was a OpenGL alike code, but If HL2 t is based in other engine (Steam?) written from scrach, Who knows?,.. t maybe is a pure D3D app to gain 2%, 5% speed.. and is frozzon as only t a D3D app withouth support for SDL/OpenGL/'Old D3D version'/'unknowm t incompatible future D3D version' I also guess there won't be OpenGL support :( Best regards, Slava ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Half-Life 2 rendering api
Hello, does anyone know if Half-Life 2 will support OpenGL / OpenGL 2 ? Best regards, Slava ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Half-Life 2 rendering api
Doesn't the fact that its directx 9 kind of clue you in as to what API it is? Where it requires dx6, and is scalable up to dx9. thus, its all dx. -omega http://www.frontline2.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Waldher Sent: September 11, 2003 11:45 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Half-Life 2 rendering api It sounds highly doubtful. The benchmarks haven't had anything to do with OpenGL. Which probably means there wont be any linux client :(. - Original Message - From: Vyacheslav Djura [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, September 10, 2003 12:22 PM Subject: [hlcoders] Half-Life 2 rendering api Hello, does anyone know if Half-Life 2 will support OpenGL / OpenGL 2 ? Best regards, Slava ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2 rendering api
__About Will be sad if HL2 will not have a linux dedicated servers. For perfomance, and popularity issues. __Some Guess___ But I guess Valve will have to fix a lot of mistakes that windows coders make: This is from a valve BSP file : \quiver\valve\halflife.wad;\quiver\valve\decals.wad;\quiver\valve\liquid.wad Whats happens if i pass this paths to a standard C or standard C++ function? Bad stuff. You need to parse this before to pass to a function. char filename[] = \normal\quiver\valve\halflife.wad; f = fopen( filename, r);//BOMB! at windows, BOMB! at linux... __Conclusion Interesting enough, most errors compiling a windows app to linux where mistakes, as not follow standards. Code that is good (ANSI-C, ISO C++,..) compile withouth problem. Maybe the infestation d3d can be isolated with #defines, and project compiled with gcc. I think the HL2 engine is .. GREAT .. and If is need to firm a pact with Bill Gates with blood, I will do. But he.. a cool ping with Linux dedicated server'is lotsa cool, too. That sucks... I was hoping for a linux client. Doesn't the fact that its directx 9 kind of clue you in as to what API it is? Where it requires dx6, and is scalable up to dx9. thus, its all dx. -omega http://www.frontline2.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2 rendering api
why would a DX9 windows CLIENT stop there being a linux SERVER, its totaly unrelated. btw, just coz things are described as being for DX6 card to DX9 cards doesnt mean it wont use OGL, its just easier to work out which cards are which DX class hardware than it is to work out what OGL version a card will run :) For example its easier to say 'this requires DX9 hardware' than it is to say 'this requires OpenGL1.4 with ARB shader support', both can equate to the same thing in a technical sense but if I said DX9 hardware to someone they would know what cards i was on about right away :) (this isnt imply that HL2 uses OGL, afaik its a pure DX engine, i just like to point these things out :)) - Original Message - From: tei [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, September 12, 2003 12:21 AM Subject: Re: [hlcoders] Half-Life 2 rendering api __About Will be sad if HL2 will not have a linux dedicated servers. For perfomance, and popularity issues. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Half-Life 2 / Source Mod FAQ
I've posted a Half-Life 2 / Source Mod FAQ at the Collective, here: http://collective.valve-erc.com/?go=source_mod_faq It is comprised of questions received through email, seen on forums, and answered in interviews. As I receive more (and more, and more) email, I'll be adding more content to this FAQ. All of the content in this FAQ is checked through the Half-Life 2 team, so it should be fairly accurate, minus my own typos. :) I will be keeping it focused mainly on modding related questions and engine specs and guidelines that affect mods (map size, polygon budget, etc). Chris. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)
Anyway, that's all for the sake of chatting. Now we know that we'll be able to use C++ in HL2. Still, I think it would be great if they added a good script language as a second option. /me wonders how hard it would be to port the source to Java... -randomnine- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)
/me wonders how hard it would be to port the source to Java... /me wonders how hard it would be to port the source to ASM... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)
Anyway, I'm sorry if that sounded arrogant. I should have added: most people I talked with about that. :) I've met lots of persons who think that script languages are toy languages, which is not justified by the current state of the art (http://home.pacbell.net/ouster/scripting.html). He states initially and in closing that scripting languages and system programming languages (C, C++, ...Java) do and should complement each other. The remainder of the article is largely a head-to-head comparison of Tcl and C/C++ solely in the areas where Tcl's strengths come through. Tcl's GUI code is compared directly with the Win32 API and MFC, and the 25-fold expansion in code blamed directly on the strong typing in C++ (section 3). It is written by the creator of Tcl, whose reputation relies in part upon the success of Tcl. It is hosted on his personal website. To be entirely fair, the author makes some good points. It's unfortunate that he then undermines these by wildly exaggerating his claims by so blatantly picking and choosing his statistics. -randomnine- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)
/me wonders how hard it would be to port the source to Java... /me wonders how hard it would be to port the source to ASM... Aren't there tools that'll do that automatically? From what I've heard the compiled ASM runs as fast as the original C++, even. Exactly as fast. :p -randomnine- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)
I am guessing this hard: $ find . -type f -name '*.cpp' -exec gcc `grep CFLAGS Makefile | sed 's/CFLAGS *= *//'` -S '{}' ';' I meant manually, line for line. -Phil ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)
It doesn't matter anymore. 5 years ago, maybe. But there's no real difference anymore. There are some exceptions however, for example swapping rgb to bgr, doing inline asm is a *little* quicker. omega Blackened Interactive - http://www.blackened-interactive.com Wavelength - http://www.thewavelength.net -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Phil Sent: June 1, 2003 10:14 PM To: [EMAIL PROTECTED] Subject: RE: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?) Aren't there tools that'll do that automatically? From what I've heard the compiled ASM runs as fast as the original C++, even. ASM runs much faster than C++ because it's a lower-level programming language. Some could argue that it's the fastest understandable (if) programming language. -Phil ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)
On Mon, 2 Jun 2003 14:14:05 +1200 Phil [EMAIL PROTECTED] wrote: Aren't there tools that'll do that automatically? From what I've heard the compiled ASM runs as fast as the original C++, even. ASM runs much faster than C++ because it's a lower-level programming language. Some could argue that it's the fastest understandable (if) programming language. ...just joking. -_- I meant the ASM that a compiler would generate from the C++, as with the method in Jonah's post. Which would naturally run exactly as fast as the C++ it was generated from, because it'd have been generated by the same routines as used in compilation. -randomnine- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2: Programming, Hmm?
Paolo, There is absolutely no way for you to backup this assertion. You certainly have not conducted any sort of survey of most people to determine what their views are or what influenced them. ...and Michael, there's no way for you to back up the assertion that Paolo can't back up his assertion. Kind of a pointless argument, don't you think? :) Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2: Programming, Hmm?
The discussion has ended, C++ will be the official language for Half-Life 2's SDK. Erik Johnson replied to question at hand. Please, no more flame-worthy/pointless scripting VS C++ discussions. Sniper - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, May 30, 2003 1:08 PM Subject: Re: [hlcoders] Half-Life 2: Programming, Hmm? Paolo, There is absolutely no way for you to backup this assertion. You certainly have not conducted any sort of survey of most people to determine what their views are or what influenced them. ...and Michael, there's no way for you to back up the assertion that Paolo can't back up his assertion. Kind of a pointless argument, don't you think? :) Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)
You certainly have not conducted any sort of survey of most people to determine what their views are or what influenced them. ...and Michael, there's no way for you to back up the assertion that Paolo can't back up his assertion. Kind of a pointless argument, don't you think? :) Anyway, I'm sorry if that sounded arrogant. I should have added: most people I talked with about that. :) I've met lots of persons who think that script languages are toy languages, which is not justified by the current state of the art (http://home.pacbell.net/ouster/scripting.html). The difference between script languages and compiled languages has nothing to do with power, expressiveness, or availability of libraries. Just check Python's libraries or expressive power. Performance is a moot point too. In a game like HL, the bottlenecks usually reside in the graphical engine and the network communications. I've rarely heard of a mod where performance local to the game logics actually made a difference. Unless you're Jeffrey himself, of course - but we only get a handful of modders who do such sophisticated stuff. :) I'm not saying that a script language wouldn't make any difference. For example, you can argue wether strong type checking is good or not - and we'd probably agree that it can be either, depending on the particular project you're undertaking. I suspect that the whole UnrealScript versus C++ debate has more to do with the language being proprietary or standard then with it being precompiled or script. Anyway, that's all for the sake of chatting. Now we know that we'll be able to use C++ in HL2. Still, I think it would be great if they added a good script language as a second option. --- Paolo Nusco Perrotta Holy Wars Team http://www.planethalflife.com/holywars ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)
Paolo, My post may have seemed unnecessarily harsh. For that, I apologize. No disrespect was intended. Clearly, I mistook your intent. At 11:31 AM 5/31/2003 +0200, you wrote: You certainly have not conducted any sort of survey of most people to determine what their views are or what influenced them. ...and Michael, there's no way for you to back up the assertion that Paolo can't back up his assertion. Kind of a pointless argument, don't you think? :) Anyway, I'm sorry if that sounded arrogant. I should have added: most people I talked with about that. :) I've met lots of persons who think that script languages are toy languages, which is not justified by the current state of the art (http://home.pacbell.net/ouster/scripting.html). {OLD}Sneaky_Bastard! Michael A. Hobson icq:#2186709 email: [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2: Programming, Hmm?
that gives me a) relief, no more silly discussion. b) confusion, how will they makej it easier for modders, documentation, perhaps? : c) hope, valve ppl still read our mumblings : -- MoD, Always @ your service. - Original Message - From: Erik Johnson [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, May 27, 2003 11:41 PM Subject: RE: [hlcoders] Half-Life 2: Programming, Hmm? The Source SDK will be similar to the existing Half-Life SDK in that it will be C++ based, not a using a proprietary scripting language. Erik Johnson -Original Message- From: Sniper [mailto:[EMAIL PROTECTED] Sent: Saturday, May 24, 2003 7:56 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Half-Life 2: Programming, Hmm? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Just a quick thought/question. Half-Life 2 and it's modifications will be done with C/C++, as it was in Half-Life, correct? There's a handful of discussions blooming up on various Half-Life 2 forums talking about this. Scripting languages can be very limiting... so it's a bit scary what Gabe Newell's quote from a PC Gamer article said: While the old system required its fair share of technical know-how, amateur modders are now promised the chance to focus on content and gameplay flow rather than the nuts and bolts of programming. This could imply a scripting language, don't you agree? (Emphasis on could) Hopefully this is not the case, of course. A scripting language might be neat for people new to creating modifications, but it'd be nice to have C/C++ in addition. I don't think Valve would step away from the power C/C++ offers to modders, but nothing has really been confirmed. Can anyone from Valve confirm if C/C++ will still be used for Half-Life 2? Sniper -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2: Programming, Hmm?
A bit of an update on this. GamingNEXT had an interview with Gabe Newell... This is what he had to say about the modability of the engine: GamingNEXT - Finally, how user friendly is this engine and will modders be able to create unique environments and maps that made the first Half-Life last so long? Gabe Newell - We learned a lot through our experiences with TFC, Counter-Strike, Day of Defeat, and so on. This engine is much more MOD'able (if that's a word) than Half-Life 1 was, and the tool set has been improved a lot. We'll also be releasing a bunch of material to help MOD teams get their existing work up and running on the new engine as a starting point. His last line suggests that you can port existing work for HL MODs to HL2. If this is the case, it's almost certain there will be C/C++ modding. Please note that this does NOT exclude a scripting language. To read the full interview, go to http://www.gamingnext.com/articles/index.asp?id=17 Jeroen ShadowLord Bogers - Original Message - From: Sniper [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, May 25, 2003 04:56 Subject: [hlcoders] Half-Life 2: Programming, Hmm? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Just a quick thought/question. Half-Life 2 and it's modifications will be done with C/C++, as it was in Half-Life, correct? There's a handful of discussions blooming up on various Half-Life 2 forums talking about this. Scripting languages can be very limiting... so it's a bit scary what Gabe Newell's quote from a PC Gamer article said: While the old system required its fair share of technical know-how, amateur modders are now promised the chance to focus on content and gameplay flow rather than the nuts and bolts of programming. This could imply a scripting language, don't you agree? (Emphasis on could) Hopefully this is not the case, of course. A scripting language might be neat for people new to creating modifications, but it'd be nice to have C/C++ in addition. I don't think Valve would step away from the power C/C++ offers to modders, but nothing has really been confirmed. Can anyone from Valve confirm if C/C++ will still be used for Half-Life 2? Sniper -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2: Programming, Hmm?
Lovely :D - Original Message - From: Erik Johnson [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, May 27, 2003 11:41 PM Subject: RE: [hlcoders] Half-Life 2: Programming, Hmm? The Source SDK will be similar to the existing Half-Life SDK in that it will be C++ based, not a using a proprietary scripting language. Erik Johnson -Original Message- From: Sniper [mailto:[EMAIL PROTECTED] Sent: Saturday, May 24, 2003 7:56 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Half-Life 2: Programming, Hmm? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Just a quick thought/question. Half-Life 2 and it's modifications will be done with C/C++, as it was in Half-Life, correct? There's a handful of discussions blooming up on various Half-Life 2 forums talking about this. Scripting languages can be very limiting... so it's a bit scary what Gabe Newell's quote from a PC Gamer article said: While the old system required its fair share of technical know-how, amateur modders are now promised the chance to focus on content and gameplay flow rather than the nuts and bolts of programming. This could imply a scripting language, don't you agree? (Emphasis on could) Hopefully this is not the case, of course. A scripting language might be neat for people new to creating modifications, but it'd be nice to have C/C++ in addition. I don't think Valve would step away from the power C/C++ offers to modders, but nothing has really been confirmed. Can anyone from Valve confirm if C/C++ will still be used for Half-Life 2? Sniper -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2: Programming, Hmm?
Yes, it did clear some questions up. I'm glad C++ is still being used. I never thought it would be any other way, but you never know. Well, I guess now you know. Jonathan Day www.trepid.net - Original Message - From: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, May 28, 2003 1:30 AM Subject: RE: [hlcoders] Half-Life 2: Programming, Hmm? Erik Johnson wrote: The Source SDK will be similar to the existing Half-Life SDK in that it will be C++ based, not a using a proprietary scripting language. Erik Johnson Thank you Erik for replying! I'm sure it meant a lot to quite a few on this list. HoundDawg http://www.unitedadmins.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2??????
Vyacheslav Djura wrote: I just wanted to ask that because magazine is rather proffesional and never published rumor newsCouldn't you just write No, it is not a true !? No, it is not a true. Me not being affiliated with or working for Valve I don't know if that helps you but my opinion is that this is far from the truth. Maybe HL2 will be released for the Xbox first. But it will also be released for the PC for sure. And I seriously doubt that it will be released in January 2003. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Half-Life 2??????
Actually, Chris you are quite wrong. Though making your Xbox does involve voiding your warranty, in no way at all does it make your system no longer a gaming console. XboxLinux is only loaded when booted from the CD. There is no way at all to know if it's on your system without inserting the XboxLinux boot CD. Anything else put into the system will have it react as an un modded system would. Plus, the only money you'll spend is maybe 50 bucks on standard USB connectors to replace the modified ended USB Xbox controllers, and that is all. You should probably read the resources before making statements like that. All the info you'll need is right here on the XboxLinux main webpage. http://xbox-linux.sourceforge.net/index.php -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Florian Zschocke Sent: Thursday, October 17, 2002 4:09 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Half-Life 2?? Vyacheslav Djura wrote: I just wanted to ask that because magazine is rather proffesional and never published rumor newsCouldn't you just write No, it is not a true !? No, it is not a true. Me not being affiliated with or working for Valve I don't know if that helps you but my opinion is that this is far from the truth. Maybe HL2 will be released for the Xbox first. But it will also be released for the PC for sure. And I seriously doubt that it will be released in January 2003. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Half-Life 2??????
Well, all I have to say is that if this is true, I will not be playing anything new in the Half-Life series. There is no way in hell I'm going to buy an Xbox (POS console) for one game. -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Chris Foss Sent: Tuesday, October 15, 2002 11:26 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Half-Life 2?? -snip snip- exclusively for XBox platform. Price is 49.95$. and publisher is not a Sierra, but some well-known publisher name of which I don't remember. -glue- ah, that has to be fake. I don't think anyone would shell out 248.99$ for an Xbox and the game, just to get their fix. I'm sure most of the gaming public would express outrage, and it would also probably alienate everyone on this list. (Xbox is a closed platform mind you. nothing that isn't digitally signed, doesn't run. you have to get approval from Big Brother^w^w microsoft everytime you want to modify your code...) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re[4]: [hlcoders] Half-Life 2??????
Hello botman, Thanks for reply :) Just curios: why Blizzard and Sierra are owned by Vivendi? can't they be free as they where in the beginning of their career. Or this is some finansional trick in gaming industry ;) ? -- Vyacheslav Level-designer Deep-Shadows(http://www.deep-shadows.com) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2??????
Hi everyone - While we're on the subject: whatever happened to Havas Interactive? I thought they owned Blizzard and Sierra. barret - Original Message - From: Vyacheslav Djura [EMAIL PROTECTED] To: botman [EMAIL PROTECTED] Sent: Wednesday, October 16, 2002 4:13 PM Subject: Re[4]: [hlcoders] Half-Life 2?? Hello botman, Thanks for reply :) Just curios: why Blizzard and Sierra are owned by Vivendi? can't they be free as they where in the beginning of their career. Or this is some finansional trick in gaming industry ;) ? -- Vyacheslav Level-designer Deep-Shadows(http://www.deep-shadows.com) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[4]: [hlcoders] Half-Life 2??????
Just curios: why Blizzard and Sierra are owned by Vivendi? can't they be free as they where in the beginning of their career. Or this is some finansional trick in gaming industry ;) ? It doesn't really matter, soon everyone will be owned by Microsoft... Homer: I reluctantly accept your proposal! Bill Gates: Well everyone always does. Buy 'em out, boys! [Gates' lackeys trash the room.] Homer: Hey, what the hell's going on! Bill Gates: Oh, I didn't get rich by writing a lot of checks! [insane laughter] Das Bus: http://www.snpp.com/episodes/5F11 Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2??????
- Original Message - From: Philip (Fiber) [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, October 16, 2002 1:49 AM Subject: RE: [hlcoders] Half-Life 2?? -glue- ah, that has to be fake. I don't think anyone would shell out 248.99$ for an Xbox and the game, just to get their fix. [Phil] But I'm willing to shell out $1k (NZD) for a PS2 and PS2 Linux Kit. Hell, I'm not even going to pay for an Xbox based on principle (if it was given to me on the other hand) The XBox SDK and kit is $10,000 USD. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2??????
Linux on Xbox requires end-user warranty voiding. you have to install modchips that are potentially illegal, or, make the xbox a non-game platform permanmently. - Original Message - From: Tom [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, October 16, 2002 12:24 AM Subject: Re: [hlcoders] Half-Life 2?? what about linux on xbox? You can edit that :) - Original Message - From: Chris Foss [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, October 16, 2002 5:25 AM Subject: Re: [hlcoders] Half-Life 2?? -snip snip- exclusively for XBox platform. Price is 49.95$. and publisher is not a Sierra, but some well-known publisher name of which I don't remember. -glue- ah, that has to be fake. I don't think anyone would shell out 248.99$ for an Xbox and the game, just to get their fix. I'm sure most of the gaming public would express outrage, and it would also probably alienate everyone on this list. (Xbox is a closed platform mind you. nothing that isn't digitally signed, doesn't run. you have to get approval from Big Brother^w^w microsoft everytime you want to modify your code...) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2??????
Today in popular Ukrainian gaming magazine I read information about Half-Life 2 and I am shocked! :O I hope information in this magazine is not a true. They wrote that Half-Life 2 will be released on the 19th of January (or 14th, don't remember exactly) exclusively for XBox platform. Price is 49.95$. and publisher is not a Sierra, but some well-known publisher name of which I don't remember. Is this a true?!?!?! :O Valve people, please, comment this! I don't have that magazine at the moment, but I'll have it in a hour, so if you want, I can write you absolute replica of these news. VALVE, please respond!!! I'm sure Valve won't respond to such rumors on this list. If you haven't seen an official press release from Valve about any of their upcoming projects, then assume that what you hear is a rumor. See this... http://www.dictionary.com/search?q=rumor Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2??????
That was mean. - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, October 15, 2002 8:25 AM Subject: Re: [hlcoders] Half-Life 2?? Today in popular Ukrainian gaming magazine I read information about Half-Life 2 and I am shocked! :O I hope information in this magazine is not a true. They wrote that Half-Life 2 will be released on the 19th of January (or 14th, don't remember exactly) exclusively for XBox platform. Price is 49.95$. and publisher is not a Sierra, but some well-known publisher name of which I don't remember. Is this a true?!?!?! :O Valve people, please, comment this! I don't have that magazine at the moment, but I'll have it in a hour, so if you want, I can write you absolute replica of these news. VALVE, please respond!!! I'm sure Valve won't respond to such rumors on this list. If you haven't seen an official press release from Valve about any of their upcoming projects, then assume that what you hear is a rumor. See this... http://www.dictionary.com/search?q=rumor Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2??????
That was mean. I'm just trying to point out that you can't believe everything you hear or read. The saying they can't print it if it isn't true, is not a true statement. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re[2]: [hlcoders] Half-Life 2??????
Hello botman, Tuesday, October 15, 2002, 7:05:25 PM, you wrote: b I'm just trying to point out that you can't believe everything you hear or b read. The saying they can't print it if it isn't true, is not a true b statement. I just wanted to ask that because magazine is rather proffesional and never published rumor newsCouldn't you just write No, it is not a true !? -- Vyacheslav Level-designer Deep-Shadows(http://www.deep-shadows.com) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[2]: [hlcoders] Half-Life 2??????
Tuesday, October 15, 2002, 7:05:25 PM, you wrote: b I'm just trying to point out that you can't believe everything you hear or b read. The saying they can't print it if it isn't true, is not a true b statement. I just wanted to ask that because magazine is rather proffesional and never published rumor newsCouldn't you just write No, it is not a true !? I don't know if it's true or not. Valve typically doesn't post things to this list that they have not announced publicly, so asking about future Valve projects on this list probably won't get a response. I do know that Sierra and Vivendi Interactive (Vivendi has ownership in Sierra) have had financial analyst speculations of financial problems and Vivendi at one point had announced that it would sell off it's ownership in the gaming companies that it has (Sierra is one of them). As far as I know, this never happened, but it doesn't mean that it won't happen in the future. Sierra may get sold off to somebody else or may cease to exist. Only time will tell. If Sierra does cease to exist, Valve would, more than likely, pursue other publishers to distribute games (Microsoft, et. al.). Microsoft seems to be pushing everyone who develops games for them to come out with an X-box version of a game. In some (many?) cases, the X-box version comes out before the PC version does (can anyone say Halo?). I don't know anything about what Sierra, Valve, or Microsoft have planned for the future, but you should not believe anything that you read unless it comes directly from the company that is making the product. And you should not necessarily believe anything in this e-mail either, since I am only stating an opinion, not absolute fact. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2??????
-snip snip- exclusively for XBox platform. Price is 49.95$. and publisher is not a Sierra, but some well-known publisher name of which I don't remember. -glue- ah, that has to be fake. I don't think anyone would shell out 248.99$ for an Xbox and the game, just to get their fix. I'm sure most of the gaming public would express outrage, and it would also probably alienate everyone on this list. (Xbox is a closed platform mind you. nothing that isn't digitally signed, doesn't run. you have to get approval from Big Brother^w^w microsoft everytime you want to modify your code...) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Half-Life 2??????
-glue- ah, that has to be fake. I don't think anyone would shell out 248.99$ for an Xbox and the game, just to get their fix. [Phil] But I'm willing to shell out $1k (NZD) for a PS2 and PS2 Linux Kit. Hell, I'm not even going to pay for an Xbox based on principle (if it was given to me on the other hand) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders