Re: [hlcoders] Half-Life 2 SDK Help

2005-06-16 Thread Martin \E.T.\ Misuth
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.

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Re: [hlcoders] Half-Life 2 SDK Help

2005-06-16 Thread Ondřej Hošek
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.



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[hlcoders] Half-Life 2 SDK Help

2005-06-15 Thread Martin \E.T.\ Misuth
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?

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Re: [hlcoders] Half-Life 2 SDK Help

2005-06-15 Thread Adam \amckern\ Mckern
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?

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Re: [hlcoders] Half-Life 2 SDK Help

2005-06-15 Thread Martin \E.T.\ Misuth
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.

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Re: [hlcoders] Half-Life 2 SDK Help

2005-06-15 Thread Ondřej Hošek
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.



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Re: [hlcoders] Half-Life 2 has hosed itself!

2004-12-21 Thread Maarten van der Zwaart
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?

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Re: [hlcoders] Half-Life 2 has hosed itself!

2004-12-21 Thread Roy Laurie
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?

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Re: [hlcoders] Half-Life 2 has hosed itself!

2004-12-21 Thread Hasan Aljudy
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?
 
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[hlcoders] Half-Life 2 has hosed itself!

2004-12-20 Thread Skyler York
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...
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RE: [hlcoders] Half-Life 2 has hosed itself!

2004-12-20 Thread Taylor Sherman
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...

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Re: [hlcoders] Half-Life 2 has hosed itself!

2004-12-20 Thread Hasan Aljudy
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...

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RE: [hlcoders] Half-Life 2 has hosed itself!

2004-12-20 Thread Alfred Reynolds
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...

 ___
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Re: [hlcoders] Half-Life 2 has hosed itself!

2004-12-20 Thread Roy Laurie
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...

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Re: [hlcoders] Half-Life 2 has hosed itself!

2004-12-20 Thread Skyler York
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.
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Re: [hlcoders] Half-Life 2 has hosed itself!

2004-12-20 Thread Hasan Aljudy
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.
 

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Re: [hlcoders] Half-Life 2 has hosed itself!

2004-12-20 Thread Skyler York
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 :/

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[hlcoders] Half-Life 2 - LOD Bias. DirectX vs Opengl. Problem Solution.

2004-11-19 Thread Sniper
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

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Re: [hlcoders] Half-Life 2 - LOD Bias. DirectX vs Opengl. Problem Solution.

2004-11-19 Thread Stephen Micheals
Can i ask what nvidia driver version did you use while doing this testing?

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Re: [hlcoders] Half-Life 2 - LOD Bias. DirectX vs Opengl. Problem Solution.

2004-11-19 Thread Sniper
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?
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Re: [hlcoders] Half-Life 2, physic and gameplay brainstorm

2004-08-23 Thread tei
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
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Re: [hlcoders] Half-Life 2, physic and gameplay brainstorm

2004-08-21 Thread Imperio59
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...
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[hlcoders] Half-Life 2, physic and gameplay mindstorm

2004-08-19 Thread tei
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? ()
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Re: [hlcoders] Half-Life 2, physic and gameplay mindstorm

2004-08-19 Thread Adam \amckern\ Mckern
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?
 ()

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Re: [hlcoders] Half-Life 2 Targeted for Summer Release

2004-02-05 Thread Bob_the_Cannibal
 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.


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[hlcoders] Half-Life 2 Targeted for Summer Release

2004-02-03 Thread tei
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].
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Re[2]: [hlcoders] Half-Life 2 rendering api

2003-09-12 Thread tei
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.


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Re[3]: [hlcoders] Half-Life 2 rendering api

2003-09-12 Thread Vyacheslav Djura
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


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[hlcoders] Half-Life 2 rendering api

2003-09-11 Thread Vyacheslav Djura
Hello,

does anyone know if Half-Life 2 will support OpenGL / OpenGL 2 ?

Best regards,
 Slava


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RE: [hlcoders] Half-Life 2 rendering api

2003-09-11 Thread Tony \omega\ Sergi
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


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Re: [hlcoders] Half-Life 2 rendering api

2003-09-11 Thread tei

__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


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Re: [hlcoders] Half-Life 2 rendering api

2003-09-11 Thread Phantom
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.


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[hlcoders] Half-Life 2 / Source Mod FAQ

2003-07-07 Thread Chris Bokitch
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.

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Re: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)

2003-06-02 Thread RDG O'Sullivan
 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-
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RE: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)

2003-06-02 Thread Phil
 /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...


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Re: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)

2003-06-02 Thread RDG O'Sullivan
 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-
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RE: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)

2003-06-02 Thread RDG O'Sullivan
  /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-
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RE: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)

2003-06-02 Thread Phil

 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


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RE: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)

2003-06-02 Thread Tony \omega\ Sergi
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


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RE: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)

2003-06-02 Thread RDG O'Sullivan
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-
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Re: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-31 Thread botman
 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

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Re: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-31 Thread Sniper
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

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Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)

2003-05-31 Thread Paolo \Nusco\ Perrotta
 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


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Re: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)

2003-05-31 Thread Michael A. Hobson
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]
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Re: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-27 Thread MoD
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
 --


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Re: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-27 Thread Jeroen \ShadowLord\ Bogers
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
--


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Re: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-27 Thread Oskar Lindgren
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
 --


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Re: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-27 Thread Jonathan Day
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

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Re: [hlcoders] Half-Life 2??????

2002-10-17 Thread Florian Zschocke
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.
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[hlcoders] Half-Life 2??????

2002-10-17 Thread Ryan \MaJ-ReD\ Carbotte
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.
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[hlcoders] Half-Life 2??????

2002-10-17 Thread Ryan \MaJ-ReD\ Carbotte
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...)

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Re[4]: [hlcoders] Half-Life 2??????

2002-10-16 Thread Vyacheslav Djura

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)

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Re: [hlcoders] Half-Life 2??????

2002-10-16 Thread barret

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)

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Re: Re[4]: [hlcoders] Half-Life 2??????

2002-10-16 Thread botman

 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
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Re: [hlcoders] Half-Life 2??????

2002-10-16 Thread Peter Immarco


- 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.



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Re: [hlcoders] Half-Life 2??????

2002-10-16 Thread Chris Foss

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...)
 
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 please visit:
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Re: [hlcoders] Half-Life 2??????

2002-10-15 Thread botman

  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

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Re: [hlcoders] Half-Life 2??????

2002-10-15 Thread Miguel Alemán

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

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Re: [hlcoders] Half-Life 2??????

2002-10-15 Thread botman

 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

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Re[2]: [hlcoders] Half-Life 2??????

2002-10-15 Thread Vyacheslav Djura

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)

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Re: Re[2]: [hlcoders] Half-Life 2??????

2002-10-15 Thread 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 !?

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

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Re: [hlcoders] Half-Life 2??????

2002-10-15 Thread Chris Foss

-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...)

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RE: [hlcoders] Half-Life 2??????

2002-10-15 Thread Philip (Fiber)


 -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)

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