Re: [hlcoders] void CTripmineGrenade::Spawn( void ) linux crash orangebox stock code.......

2010-10-11 Thread Olly Ginger
When checking function signatures, look at the header, not the cpp

Sent from my iPhone

On 12 Oct 2010, at 03:10, Nick  wrote:

> So i guess the solution is to disable tripmines compleletely?
> 
> I just did some more digging (gdb is still active on crashed process).
> It seems that in grenade_ tripmine, (and evwhere else)
> VPhysicsInitNormal is called with 3 arguments. But in
> baseentity_shared.cpp (only place coded) VPhysicsInitNormal has 4
> arguments? I am more confused. I guess somewhere VPhysicsInitNormal is
> overided, but it is hard to debug?
> 
> 
> 
> 
> (gdb) print GetSolidFlags()
> $5 = 8
> (gdb) print m_pPhysicsObject
> $6 = (IPhysicsObject *) 0x0
> 
> (gdb) print VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() |
> FSOLID_TRIGGER, true )
> too few arguments in function call
> 
> 
> src\game\shared\baseentity_shared.cpp == stock valve code (4 arguments)
> IPhysicsObject *CBaseEntity::VPhysicsInitNormal( SolidType_t
> solidType, int nSolidFlags, bool createAsleep, solid_t *pSolid )
> {
> 
> src\game\server\hl2mp\grenade_tripmine.cpp:: line 77 ( 3 arguments )
> IPhysicsObject *pObject = VPhysicsInitNormal( SOLID_BBOX,
> GetSolidFlags() | FSOLID_TRIGGER, true );
> 
> 
> 
> On Mon, Oct 11, 2010 at 8:17 PM, Tony Paloma  wrote:
>> VPhysicsInitNormal is not guaranteed to return non-null. It can fail for a
>> variety of reasons. Take a look at CBaseEntity::VPhysicsInitNormal in
>> baseentity_shared.cpp to see.
>> 
>> -Original Message-
>> From: hlcoders-boun...@list.valvesoftware.com
>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Nick
>> Sent: Monday, October 11, 2010 6:00 PM
>> To: Discussion of Half-Life Programming
>> Subject: [hlcoders] void CTripmineGrenade::Spawn( void ) linux crash
>> orangebox stock code...
>> 
>> gcc (GCC) 4.2.4
>> 
>> Linux dual-core 2.6.28-19-generic #65-Ubuntu SMP Thu Sep 16 14:14:28 UTC
>> 2010 i686 GNU/Linux
>> 
>> n...@dual-core:~/srcds/orangebox/orangebox$ ./srcds_i486 --version
>> Warning: falling back to auto detection of vproject directory.
>> Unable to find gameinfo.txt. Solutions:
>> 
>> 1. Read http://www.valve-erc.com/srcsdk/faq.html#NoGameDir
>> 
>> 
>> 
>> 
>> 
>> ldd server_i486.so
>>linux-gate.so.1 =>  (0xb7784000)
>>libm.so.6 => /lib/tls/i686/cmov/libm.so.6 (0xb6457000)
>>libdl.so.2 => /lib/tls/i686/cmov/libdl.so.2 (0xb6453000)
>>tier0_i486.so => not found
>>vstdlib_i486.so => not found
>>steam_api_i486.so => not found
>>libc.so.6 => /lib/tls/i686/cmov/libc.so.6 (0xb62ef000)
>>/lib/ld-linux.so.2 (0xb7785000)
>> 
>> 
>> 
>> 
>> 69  void CTripmineGrenade::Spawn( void )
>> 70  {
>> 71  Precache( );
>> 72  // motor
>> (gdb) l
>> 73  SetMoveType( MOVETYPE_FLY );
>> 74  SetSolid( SOLID_BBOX );
>> 75  SetModel( "models/Weapons/w_slam.mdl" );
>> 76
>> 77  IPhysicsObject *pObject = VPhysicsInitNormal( SOLID_BBOX,
>> GetSolidFlags() | FSOLID_TRIGGER, true );
>> 78  pObject->EnableMotion( false );
>> 79  SetCollisionGroup( COLLISION_GROUP_WEAPON );
>> 80
>> 81  SetCycle( 0.0f );
>> 82  m_nBody = 3;
>> 
>> 
>> 
>> (gdb) bt
>> #0  0xb520b112 in CTripmineGrenade::Spawn (this=0xbdf5bf0) at
>> ../game/server/hl2mp/grenade_tripmine.cpp:78
>> #1  0xb4ef5d39 in DispatchSpawn (pEntity=0xbdf5bf0) at
>> ../game/server/util.cpp:1880
>> #2  0xb4d0d348 in CBaseEntity::Create (szName=0xb53ba629 "npc_tripmine",
>> vecorig...@0xbfbedfac, vecangl...@0xbfbedf54,
>> pOwner=0x0)
>>at ../game/server/baseentity.cpp:2976
>> #3  0xb5064b4e in CWeapon_SLAM::TripmineAttach (this=0xbdf28d8) at
>> ../game/server/../shared/hl2mp/weapon_slam.cpp:381
>> #4  0xb5064d70 in CWeapon_SLAM::WeaponIdle (this=0xbdf28d8) at
>> ../game/server/../shared/hl2mp/weapon_slam.cpp:875
>> #5  0xb5063c16 in CWeapon_SLAM::ItemPostFrame (this=0xbdf28d8) at
>> ../game/server/../shared/hl2mp/weapon_slam.cpp:789
>> #6  0xb4fa108d in CBasePlayer::ItemPostFrame (this=0xbdd0810) at
>> ../game/server/../shared/baseplayer_shared.cpp:229
>> #7  0xb50af8f1 in CHL2_Player::ItemPostFrame (this=0xbdd0810) at
>> ../game/server/hl2/hl2_player.cpp:3588
>> #8  0xb4e5b3a9 in CBasePlayer::PostThink (this=0xbdd0810) at
>> ../game/server/player.cpp:4436
>> #9  0xb50b4643 in CHL2_Player::PostThink (this=0xbdd0810) at
>> ../game/server/hl2/hl2_player.cpp:891
>> #10 0xb5205732 in CHL2MP_Player::PostThink (this=0xbdd0810) at
>> ../game/server/hl2mp/hl2mp_player.cpp:998
>> #11 0xb4e68a5e in CPlayerMove::RunPostThink (this=0xb56a56b8,
>> player=0xbdd0810) at ../game/server/player_command.cpp:302
>> #12 0xb4e69a6c in CPlayerMove::RunCommand (this=0xb56a56b8,
>> player=0xbdd0810, ucmd=0xbdeddac, moveHelper=0xb566cae8)
>>at ../game/server/player_command.cpp:424
>> 
>> 
>> 
>> 
>> (gdb) print pObject
>> $3 = (IPhysicsObject *) 0x0
>> (gdb) print this
>> $4 = (CTripmineGrenade * const) 0xbdf5bf0
>> (gdb)
>> 
>> 

Re: [hlcoders] void CTripmineGrenade::Spawn( void ) linux crash orangebox stock code.......

2010-10-11 Thread Olly Ginger
Functions like that don't always return a pointer, and can just return null. 
Check the function to see why it returned null.

Sent from my iPhone

On 12 Oct 2010, at 01:59, Nick  wrote:

> gcc (GCC) 4.2.4
> 
> Linux dual-core 2.6.28-19-generic #65-Ubuntu SMP Thu Sep 16 14:14:28
> UTC 2010 i686 GNU/Linux
> 
> n...@dual-core:~/srcds/orangebox/orangebox$ ./srcds_i486 --version
> Warning: falling back to auto detection of vproject directory.
> Unable to find gameinfo.txt. Solutions:
> 
> 1. Read http://www.valve-erc.com/srcsdk/faq.html#NoGameDir
> 
> 
> 
> 
> 
> ldd server_i486.so
>linux-gate.so.1 =>  (0xb7784000)
>libm.so.6 => /lib/tls/i686/cmov/libm.so.6 (0xb6457000)
>libdl.so.2 => /lib/tls/i686/cmov/libdl.so.2 (0xb6453000)
>tier0_i486.so => not found
>vstdlib_i486.so => not found
>steam_api_i486.so => not found
>libc.so.6 => /lib/tls/i686/cmov/libc.so.6 (0xb62ef000)
>/lib/ld-linux.so.2 (0xb7785000)
> 
> 
> 
> 
> 69  void CTripmineGrenade::Spawn( void )
> 70  {
> 71  Precache( );
> 72  // motor
> (gdb) l
> 73  SetMoveType( MOVETYPE_FLY );
> 74  SetSolid( SOLID_BBOX );
> 75  SetModel( "models/Weapons/w_slam.mdl" );
> 76
> 77  IPhysicsObject *pObject = VPhysicsInitNormal( SOLID_BBOX,
> GetSolidFlags() | FSOLID_TRIGGER, true );
> 78  pObject->EnableMotion( false );
> 79  SetCollisionGroup( COLLISION_GROUP_WEAPON );
> 80
> 81  SetCycle( 0.0f );
> 82  m_nBody = 3;
> 
> 
> 
> (gdb) bt
> #0  0xb520b112 in CTripmineGrenade::Spawn (this=0xbdf5bf0) at
> ../game/server/hl2mp/grenade_tripmine.cpp:78
> #1  0xb4ef5d39 in DispatchSpawn (pEntity=0xbdf5bf0) at
> ../game/server/util.cpp:1880
> #2  0xb4d0d348 in CBaseEntity::Create (szName=0xb53ba629
> "npc_tripmine", vecorig...@0xbfbedfac, vecangl...@0xbfbedf54,
> pOwner=0x0)
>at ../game/server/baseentity.cpp:2976
> #3  0xb5064b4e in CWeapon_SLAM::TripmineAttach (this=0xbdf28d8) at
> ../game/server/../shared/hl2mp/weapon_slam.cpp:381
> #4  0xb5064d70 in CWeapon_SLAM::WeaponIdle (this=0xbdf28d8) at
> ../game/server/../shared/hl2mp/weapon_slam.cpp:875
> #5  0xb5063c16 in CWeapon_SLAM::ItemPostFrame (this=0xbdf28d8) at
> ../game/server/../shared/hl2mp/weapon_slam.cpp:789
> #6  0xb4fa108d in CBasePlayer::ItemPostFrame (this=0xbdd0810) at
> ../game/server/../shared/baseplayer_shared.cpp:229
> #7  0xb50af8f1 in CHL2_Player::ItemPostFrame (this=0xbdd0810) at
> ../game/server/hl2/hl2_player.cpp:3588
> #8  0xb4e5b3a9 in CBasePlayer::PostThink (this=0xbdd0810) at
> ../game/server/player.cpp:4436
> #9  0xb50b4643 in CHL2_Player::PostThink (this=0xbdd0810) at
> ../game/server/hl2/hl2_player.cpp:891
> #10 0xb5205732 in CHL2MP_Player::PostThink (this=0xbdd0810) at
> ../game/server/hl2mp/hl2mp_player.cpp:998
> #11 0xb4e68a5e in CPlayerMove::RunPostThink (this=0xb56a56b8,
> player=0xbdd0810) at ../game/server/player_command.cpp:302
> #12 0xb4e69a6c in CPlayerMove::RunCommand (this=0xb56a56b8,
> player=0xbdd0810, ucmd=0xbdeddac, moveHelper=0xb566cae8)
>at ../game/server/player_command.cpp:424
> 
> 
> 
> 
> (gdb) print pObject
> $3 = (IPhysicsObject *) 0x0
> (gdb) print this
> $4 = (CTripmineGrenade * const) 0xbdf5bf0
> (gdb)
> 
> 
> how on earth is pObject null when it was just created?
> 
> 77  IPhysicsObject *pObject = VPhysicsInitNormal( SOLID_BBOX,
> GetSolidFlags() | FSOLID_TRIGGER, true );
> 78  pObject->EnableMotion( false );
> 
> src\game\server\hl2mp\grenade_tripmine.cpp
> 
> 
> I am really really lost here.
> 
> ___
> 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] Asynchronous threads

2010-09-06 Thread Olly
Take a look at   //public/tier0/threadtools.h

unsigned MyThread( void *params )
{
 // cast params back to MyThreadParams_t   or whatever
 // Do thread stuff here
}

// ---

struct MyThreadParams_t
{
 int iVar;
 float flFloat;
}


MyThreadParams_t *some_params = new MyThreadParams_t;
some_params.iVar = 1;
some_params.flFloat = 0.3f;
CreateSimpleThread( MyThread, some_params );


VEEERY simple example, but the MyThread function will run in a seperate
thread (along with any subsequent calls from that function).


Olly

On 6 September 2010 20:16, Tom Edwards  wrote:

>  Hi everyone. I'm trying to push a set of sizeable HTTP downloads off to an
> asynch thread, but I can't work out how to do it: all of the approaches I've
> tried have frozen the server while processing. Will any of Source's built-in
> thread classes actually do what I want?
>
>
> ___
> 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] String_base error

2010-08-03 Thread Olly
Yea, or at very least, 2008 - I have personal experience of the code
compiling and running on 2008. But again, it is still not 'officially
supported'.

Olly

On 4 August 2010 03:33, Gabriel  wrote:

> It may be hard to find VS2005 but trust me it's worth your trouble to find
> it
>
> Gabriel Smith
>
> On Aug 3, 2010, at 10:16 PM, Olly  wrote:
>
> > The source code doesn't officially support Visual Studio 2010, not even
> VS
> > 2008. Your best bet is probably to use Visual C++ 2005 (Express if you
> don't
> > have a license). Most of the pre-built lib files that come from Valve are
> > probably compiled on 2005, so depending on what changed since VS2005, and
> > 2010, they might now be incompatible. I'm not saying that 2010 doesn't
> work,
> > or can't be made to work, but most people here will be using 2005, or
> 2008.
> >
> > On 4 August 2010 02:56, Jordan Friendshuh 
> wrote:
> >
> >> Hi.  I am new to coding and am having an issue.  I'm using Visual Studio
> >> 2010
> >> editing Game_HL2-2005 in the single player mod option for regular HL2.
> >> Without
> >> making any changes to the files except the "fix debug compilation", the
> >> build
> >> fails.  It has to do with the linker and not being able to find
> string_base
> >> or
> >> something.  Can anyone help me?  This is what it says when you build.
> >>
> >> -- Build started: Project: client_hl2, Configuration: Debug HL2
> Win32
> >> --
> >> Build started 8/3/2010 8:40:01 PM.
> >> InitializeBuildStatus:
> >> Creating "Debug HL2\client_hl2.unsuccessfulbuild" because "AlwaysCreate"
> >> was
> >> specified.
> >> ClCompile:
> >> All outputs are up-to-date.
> >> All outputs are up-to-date.
> >> All outputs are up-to-date.
> >> ManifestResourceCompile:
> >> All outputs are up-to-date.
> >> C:\Program
> >> Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(990,5):
> >> warning MSB8012: TargetPath(C:\Crazy Weapons\src\cl_dll\Debug
> >> HL2\client_hl2.dll) does not match the Linker's OutputFile property
> value
> >> (C:\Crazy Weapons\src\cl_dll\Debug HL2\client.dll). This may cause your
> >> project
> >> to build incorrectly. To correct this, please make sure that $(OutDir),
> >> $(TargetName) and $(TargetExt) property values match the value specified
> in
> >> %(Link.OutputFile).
> >> C:\Program
> >> Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(992,5):
> >> warning MSB8012: TargetName(client_hl2) does not match the Linker's
> >> OutputFile
> >> property value (client). This may cause your project to build
> incorrectly.
> >> To
> >> correct this, please make sure that $(OutDir), $(TargetName) and
> >> $(TargetExt)
> >> property values match the value specified in %(Link.OutputFile).
> >> Link:
> >> All outputs are up-to-date.
> >> Manifest:
> >> All outputs are up-to-date.
> >> BscMake:
> >> All outputs are up-to-date.
> >> CustomBuildStep:
> >> Description: Copying to destination folder
> >> 1 file(s) copied.
> >> FinalizeBuildStatus:
> >> Deleting file "Debug HL2\client_hl2.unsuccessfulbuild".
> >> Touching "Debug HL2\client_hl2.lastbuildstate".
> >>
> >> Build succeeded.
> >>
> >> Time Elapsed 00:00:03.32
> >> -- Build started: Project: server_hl2, Configuration: Debug HL2
> Win32
> >> --
> >> Build started 8/3/2010 8:40:06 PM.
> >> InitializeBuildStatus:
> >> Touching "Debug HL2\server_hl2.unsuccessfulbuild".
> >> ClCompile:
> >> All outputs are up-to-date.
> >> All outputs are up-to-date.
> >> All outputs are up-to-date.
> >> All outputs are up-to-date.
> >> ManifestResourceCompile:
> >> All outputs are up-to-date.
> >> C:\Program
> >> Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(990,5):
> >> warning MSB8012: TargetPath(C:\Crazy Weapons\src\dlls\Debug
> >> HL2\server_hl2.dll)
> >> does not match the Linker's OutputFile property value (C:\Crazy
> >> Weapons\src\dlls\Debug HL2\server.dll). This may cause your project to
> >> build
> >> incorrectly. To correct this, please make sure that $(OutDir),
> >> $(TargetName) and
> >> $(TargetExt) property values match the value s

Re: [hlcoders] String_base error

2010-08-03 Thread Olly
The source code doesn't officially support Visual Studio 2010, not even VS
2008. Your best bet is probably to use Visual C++ 2005 (Express if you don't
have a license). Most of the pre-built lib files that come from Valve are
probably compiled on 2005, so depending on what changed since VS2005, and
2010, they might now be incompatible. I'm not saying that 2010 doesn't work,
or can't be made to work, but most people here will be using 2005, or 2008.

On 4 August 2010 02:56, Jordan Friendshuh  wrote:

> Hi.  I am new to coding and am having an issue.  I'm using Visual Studio
> 2010
> editing Game_HL2-2005 in the single player mod option for regular HL2.
>  Without
> making any changes to the files except the "fix debug compilation", the
> build
> fails.  It has to do with the linker and not being able to find string_base
> or
> something.  Can anyone help me?  This is what it says when you build.
>
> -- Build started: Project: client_hl2, Configuration: Debug HL2 Win32
> --
> Build started 8/3/2010 8:40:01 PM.
> InitializeBuildStatus:
>  Creating "Debug HL2\client_hl2.unsuccessfulbuild" because "AlwaysCreate"
> was
> specified.
> ClCompile:
>  All outputs are up-to-date.
>  All outputs are up-to-date.
>  All outputs are up-to-date.
> ManifestResourceCompile:
>  All outputs are up-to-date.
> C:\Program
> Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(990,5):
> warning MSB8012: TargetPath(C:\Crazy Weapons\src\cl_dll\Debug
> HL2\client_hl2.dll) does not match the Linker's OutputFile property value
> (C:\Crazy Weapons\src\cl_dll\Debug HL2\client.dll). This may cause your
> project
> to build incorrectly. To correct this, please make sure that $(OutDir),
> $(TargetName) and $(TargetExt) property values match the value specified in
> %(Link.OutputFile).
> C:\Program
> Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(992,5):
> warning MSB8012: TargetName(client_hl2) does not match the Linker's
> OutputFile
> property value (client). This may cause your project to build incorrectly.
> To
> correct this, please make sure that $(OutDir), $(TargetName) and
> $(TargetExt)
> property values match the value specified in %(Link.OutputFile).
> Link:
>  All outputs are up-to-date.
> Manifest:
>  All outputs are up-to-date.
> BscMake:
>  All outputs are up-to-date.
> CustomBuildStep:
>  Description: Copying to destination folder
>  1 file(s) copied.
> FinalizeBuildStatus:
>  Deleting file "Debug HL2\client_hl2.unsuccessfulbuild".
>  Touching "Debug HL2\client_hl2.lastbuildstate".
>
> Build succeeded.
>
> Time Elapsed 00:00:03.32
> -- Build started: Project: server_hl2, Configuration: Debug HL2 Win32
> --
> Build started 8/3/2010 8:40:06 PM.
> InitializeBuildStatus:
>  Touching "Debug HL2\server_hl2.unsuccessfulbuild".
> ClCompile:
>  All outputs are up-to-date.
>  All outputs are up-to-date.
>  All outputs are up-to-date.
>  All outputs are up-to-date.
> ManifestResourceCompile:
>  All outputs are up-to-date.
> C:\Program
> Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(990,5):
> warning MSB8012: TargetPath(C:\Crazy Weapons\src\dlls\Debug
> HL2\server_hl2.dll)
> does not match the Linker's OutputFile property value (C:\Crazy
> Weapons\src\dlls\Debug HL2\server.dll). This may cause your project to
> build
> incorrectly. To correct this, please make sure that $(OutDir),
> $(TargetName) and
> $(TargetExt) property values match the value specified in
> %(Link.OutputFile).
> C:\Program
> Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(992,5):
> warning MSB8012: TargetName(server_hl2) does not match the Linker's
> OutputFile
> property value (server). This may cause your project to build incorrectly.
> To
> correct this, please make sure that $(OutDir), $(TargetName) and
> $(TargetExt)
> property values match the value specified in %(Link.OutputFile).
> Link:
> Creating library Debug HL2\server.lib and object Debug HL2\server.exp
> LINK : warning LNK4098: defaultlib 'LIBCMT' conflicts with use of other
> libs;
> use /NODEFAULTLIB:library
> choreoobjects.lib(choreoevent.obj) : error LNK2019: unresolved external
> symbol
> "public: static void __cdecl std::_String_base::_Xran(void)"
> (?_x...@_string_base@std@@SAXXZ) referenced in function "public: class
> std::basic_string,class
> std::allocator
> > & __thiscall std::basic_string,class
> std::allocator >::erase(unsigned int,unsigned int)"
> (?er...@?$basic_string@du?$char_tra...@d@std@@v?$alloca...@d@2@@std@
> @qaeaa...@ii@Z)
>
> choreoobjects.lib(choreoevent.obj) : error LNK2019: unresolved external
> symbol
> "public: static void __cdecl std::_String_base::_Xlen(void)"
> (?_x...@_string_base@std@@SAXXZ) referenced in function "protected: bool
> __thiscall std::basic_string,class
> std::allocator >::_Grow(unsigned int,bool)"
> (?_g...@?$basic_string@du?$char_tra...@d@std@@v?$alloca...@d@2@@std@
> @iae_n...@z)
> Debug HL2\server.dll : fatal error LNK1120: 2 unresolved externals
>
> Build FAILED.
>
> Time El

Re: [hlcoders] Alien Swarm

2010-07-21 Thread Olly
AlienSwarm isn't using Source 2009. S2k9 doesn't have support for VPK.

On 21 July 2010 16:55, Jonas 'Sortie' Termansen  wrote:

> On 2010-07-21 17:45, Tom Edwards wrote:
>
>> That simply isn't true. If another user of the computer owns HL2 then the
>> GCFs will be there, and I expect most of them will be there if the HL2 demo
>> is installed too.
>>
>> Requiring HL2 to be installed makes your whole effort redundant anyway!
>> It's already on Source 2009 (though evidently not exactly the same version
>> since it won't mount GCFs).
>>
>>
>>
> HL2 is on the Source 2009 engine, indeed, but HL2 mods are not. Our project
> is simply porting HL2 mods to this engine.
>
>
> ___
> 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] "Show Map List" issue..

2010-07-13 Thread Olly
Ah, I missed that part... Carry on :D

On 14 July 2010 04:07, Stephen Swires  wrote:

> I don't know if you noticed, but he did. The solution is that the map list
> doesn't show passworded or empty servers - regardless of filter settings -
> which of course is a bit misleading.
>
> On Wed, Jul 14, 2010 at 3:28 AM, Olly  wrote:
>
> > I'm personally having a problem with this; But care to say what you did
> to
> > fix it so that it's saved in the archive for years of future modders.
> >
> > On 14 July 2010 02:48, Andy Nemer  wrote:
> >
> > > ARGH!
> > >
> > > We figured it out.
> > >
> > > Not only does it not display empty servers, but it also won't display
> > > passworded servers (full or otherwise).
> > >
> > > This calls for a big :FACEPALM: moment.
> > >
> > > Thanks anyway for the help Jon!
> > >
> > >
> > > Andy
> > >
> > > On 13 July 2010 21:37, Andy Nemer  wrote:
> > >
> > > > Hey Jon,
> > > >
> > > > I actually even tried using the files from my GE:S folder with no
> luck.
> > > >
> > > > Either way, even if those files aren't there, the default "HL2" logo
> > > should
> > > > appear (I even deleted the materials/VGUI/maps folder from gesource
> and
> > > > servers still showed up with the default HL2 logo). In our case,
> > nothing
> > > is
> > > > showing up at all.
> > > >
> > > > If I toggle "Show Map List" off, get a server list, then toggle it
> back
> > > on,
> > > > it'll work. But as soon as I hit refresh (or if I launch the game
> with
> > it
> > > > checked), the list disappears.
> > > >
> > > > What did you guys use as a starting point for the code base? We're
> > using
> > > > HL2DM on SDK Base 2007.
> > > >
> > > >
> > > > Andy
> > > >
> > > > On 13 July 2010 19:05, Jonathan White 
> > wrote:
> > > >
> > > >> Andy,
> > > >>
> > > >> I am the GE:S programmer and I can personally tell you we didn't do
> > > >> anything
> > > >> special to get the map icons to work. Make sure you are saving the
> > .VTF
> > > >> properly (no mipmaps, DX5, no alpha, etc) and that the VMT is
> > > UnlitGeneric
> > > >> shader type. $ignorez is also important for any VGUI materials.
> > > >>
> > > >> We don't use the .res files because its part of our official
> release.
> > > Here
> > > >> is one of our VMT files:
> > > >>
> > > >> "UnlitGeneric"
> > > >> {
> > > >>"$basetexture" "vgui\maps\menu_thumb_ge_aztec"
> > > >>"$translucent" 1
> > > >>"$ignorez" 1
> > > >>"$vertexcolor" 1
> > > >> }
> > > >>
> > > >> and the corresponding VTF placed in "materials/vgui/maps/":
> > > >> http://www.divshare.com/download/11993942-65c
> > > >>
> > > >> Try renaming these guys to your map name and seeing if they work.
> > > >>
> > > >> Jon 
> > > >> GoldenEye: Source
> > > >> ___
> > > >> To unsubscribe, edit your list preferences, or view the list
> archives,
> > > >> please visit:
> > > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >>
> > > >>
> > > >
> > > >
> > > > --
> > > > Andy Nemer
> > > > Overwatch Mod
> > > >
> > > > +1 (514) 250-2684
> > > > an...@overwatchmod.com
> > > > http://www.overwatchmod.com/
> > > >
> > >
> > >
> > >
> > > --
> > > Andy Nemer
> > > Overwatch Mod
> > >
> > > +1 (514) 250-2684
> > > an...@overwatchmod.com
> > > http://www.overwatchmod.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
> >
> >
>
>
> --
> - Stephen Swires
> ___
> 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] "Show Map List" issue..

2010-07-13 Thread Olly
I'm _not_ personally having a problem with this** :P

On 14 July 2010 03:28, Olly  wrote:

> I'm personally having a problem with this; But care to say what you did to
> fix it so that it's saved in the archive for years of future modders.
>
>
> On 14 July 2010 02:48, Andy Nemer  wrote:
>
>> ARGH!
>>
>> We figured it out.
>>
>> Not only does it not display empty servers, but it also won't display
>> passworded servers (full or otherwise).
>>
>> This calls for a big :FACEPALM: moment.
>>
>> Thanks anyway for the help Jon!
>>
>>
>> Andy
>>
>> On 13 July 2010 21:37, Andy Nemer  wrote:
>>
>> > Hey Jon,
>> >
>> > I actually even tried using the files from my GE:S folder with no luck.
>> >
>> > Either way, even if those files aren't there, the default "HL2" logo
>> should
>> > appear (I even deleted the materials/VGUI/maps folder from gesource and
>> > servers still showed up with the default HL2 logo). In our case, nothing
>> is
>> > showing up at all.
>> >
>> > If I toggle "Show Map List" off, get a server list, then toggle it back
>> on,
>> > it'll work. But as soon as I hit refresh (or if I launch the game with
>> it
>> > checked), the list disappears.
>> >
>> > What did you guys use as a starting point for the code base? We're using
>> > HL2DM on SDK Base 2007.
>> >
>> >
>> > Andy
>> >
>> > On 13 July 2010 19:05, Jonathan White  wrote:
>> >
>> >> Andy,
>> >>
>> >> I am the GE:S programmer and I can personally tell you we didn't do
>> >> anything
>> >> special to get the map icons to work. Make sure you are saving the .VTF
>> >> properly (no mipmaps, DX5, no alpha, etc) and that the VMT is
>> UnlitGeneric
>> >> shader type. $ignorez is also important for any VGUI materials.
>> >>
>> >> We don't use the .res files because its part of our official release.
>> Here
>> >> is one of our VMT files:
>> >>
>> >> "UnlitGeneric"
>> >> {
>> >>"$basetexture" "vgui\maps\menu_thumb_ge_aztec"
>> >>"$translucent" 1
>> >>"$ignorez" 1
>> >>"$vertexcolor" 1
>> >> }
>> >>
>> >> and the corresponding VTF placed in "materials/vgui/maps/":
>> >> http://www.divshare.com/download/11993942-65c
>> >>
>> >> Try renaming these guys to your map name and seeing if they work.
>> >>
>> >> Jon 
>> >> GoldenEye: Source
>> >> ___
>> >> To unsubscribe, edit your list preferences, or view the list archives,
>> >> please visit:
>> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >>
>> >>
>> >
>> >
>> > --
>> > Andy Nemer
>> > Overwatch Mod
>> >
>> > +1 (514) 250-2684
>> > an...@overwatchmod.com
>> > http://www.overwatchmod.com/
>> >
>>
>>
>>
>> --
>> Andy Nemer
>> Overwatch Mod
>>
>> +1 (514) 250-2684
>> an...@overwatchmod.com
>> http://www.overwatchmod.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] "Show Map List" issue..

2010-07-13 Thread Olly
I'm personally having a problem with this; But care to say what you did to
fix it so that it's saved in the archive for years of future modders.

On 14 July 2010 02:48, Andy Nemer  wrote:

> ARGH!
>
> We figured it out.
>
> Not only does it not display empty servers, but it also won't display
> passworded servers (full or otherwise).
>
> This calls for a big :FACEPALM: moment.
>
> Thanks anyway for the help Jon!
>
>
> Andy
>
> On 13 July 2010 21:37, Andy Nemer  wrote:
>
> > Hey Jon,
> >
> > I actually even tried using the files from my GE:S folder with no luck.
> >
> > Either way, even if those files aren't there, the default "HL2" logo
> should
> > appear (I even deleted the materials/VGUI/maps folder from gesource and
> > servers still showed up with the default HL2 logo). In our case, nothing
> is
> > showing up at all.
> >
> > If I toggle "Show Map List" off, get a server list, then toggle it back
> on,
> > it'll work. But as soon as I hit refresh (or if I launch the game with it
> > checked), the list disappears.
> >
> > What did you guys use as a starting point for the code base? We're using
> > HL2DM on SDK Base 2007.
> >
> >
> > Andy
> >
> > On 13 July 2010 19:05, Jonathan White  wrote:
> >
> >> Andy,
> >>
> >> I am the GE:S programmer and I can personally tell you we didn't do
> >> anything
> >> special to get the map icons to work. Make sure you are saving the .VTF
> >> properly (no mipmaps, DX5, no alpha, etc) and that the VMT is
> UnlitGeneric
> >> shader type. $ignorez is also important for any VGUI materials.
> >>
> >> We don't use the .res files because its part of our official release.
> Here
> >> is one of our VMT files:
> >>
> >> "UnlitGeneric"
> >> {
> >>"$basetexture" "vgui\maps\menu_thumb_ge_aztec"
> >>"$translucent" 1
> >>"$ignorez" 1
> >>"$vertexcolor" 1
> >> }
> >>
> >> and the corresponding VTF placed in "materials/vgui/maps/":
> >> http://www.divshare.com/download/11993942-65c
> >>
> >> Try renaming these guys to your map name and seeing if they work.
> >>
> >> Jon 
> >> GoldenEye: Source
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >
> >
> > --
> > Andy Nemer
> > Overwatch Mod
> >
> > +1 (514) 250-2684
> > an...@overwatchmod.com
> > http://www.overwatchmod.com/
> >
>
>
>
> --
> Andy Nemer
> Overwatch Mod
>
> +1 (514) 250-2684
> an...@overwatchmod.com
> http://www.overwatchmod.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] (no subject)

2010-07-13 Thread Olly
There is no error ;)

On 13 July 2010 16:13, adam chance  wrote:

> When I Debug my Mod, I get this error
> What do I do?
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Taking high resolution screenshots?

2010-06-24 Thread Olly
add -windowed then you won't be limited by the resolution of your screen.

On 24 June 2010 21:19, Darth.Hunter  wrote:

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

2010-06-23 Thread Olly
You wont be able to do much with demo files as far as the actual network
data goes. All of that is closed source as part of the engine. If you only
want to learn, then play with the demo header, that info is widely known.

On 23 June 2010 12:41, C-F Strid  wrote:

> I'm doing some tinkering with demo files, trying to learn more about
> editing
> binary files.
>
> What should one look for to tell when each frame starts?
>
> I had a look at the wiki page for DEM Format, but I feel that didn't help
> much ("Each frame begins with *0 or more* of these commands").
>
> Thanks
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



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

2010-05-07 Thread Olly
Nope, only ~5% of steam users (that took part) still use DX8.

http://store.steampowered.com/hwsurvey

On 7 May 2010 15:57, Ryan Sheffer  wrote:

> A lot of dx8 users still.
>
> ~Ryan
>
> On May 7, 2010, at 6:19 AM, Marek Sieradzki
>  wrote:
>
> > On Fri, May 7, 2010 at 1:16 PM, Christopher Fortner 
> > wrote:
> >> Im trying to track down the problem, so far ive reached the psa.exe,
> >> wich gets called in the psh_prep.pl,
> >> this file executes the following command:
> >>
> >> ..\..\dx9sdk\utilities\psa /Foshader0.o /nologo
> >> SDK_emissive_scroll_blended_pass_dx8_ps11.psh > NIL
> >>
> >> wich makes psa.exe output the following error:
> >>
> >> assembly failed; no code produced
> >>
> >> Im unsure how to display debugging information about this process,
> >> any
> >> ideas about this error?
> >> Google isnt showing any results regarding it.
> >>
> > Come on. Who cares about DX8 and .psh/.vsh? Just use DX9 and SM 2.0
> > or higher.
> >
> > ___
> > 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] Source Profiling

2010-04-14 Thread Olly
People often get angry when people try and hijack threads - (it makes the
archives very hard to read too).

I'm sure if someone has a answer to your question, they will answer it in
the other thread you created already.

On 14 April 2010 18:57, Brent Lewis  wrote:

>
> How do I make the mouse cursor visible? I'd rather not resort to calling
> the Win32 API directly. Please help.
>
> > Date: Wed, 14 Apr 2010 19:19:57 +0200
> > From: marek.sierad...@gmail.com
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Source Profiling
> >
> > There are 2 ways of doing profiling:
> > - instrumentation (VProf)
> > - sampling
> >
> > VProf covers only some stuff. If you want to get accurate data and for
> > parts that are deep in the engine you should use sampling. AMD
> > CodeAnalyst or Intel VTune. If you use Linux for profiling, you will
> > have access to symbols for engine library files. When I did the
> > profiling it was really helpful because most of CPU load was in the
> > networking in the engine because I sent too much. What's really cool
> > in VTune/CodeAnalyst is checking how much on average each instruction
> > in C++/asm took. (it's an average due to out-of-order execution)
> >
> > You should expect that most of CPU time is spent in the engine and you
> > should try to find which part of the mod causes most of it.
> >
> > ___
> > 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] Source Profiling

2010-04-13 Thread Olly
There is a bunch of vprof report things (type: find vprof_) but it only
outputs to console, so you need to run the game with -condebug to have all
console output to console.log

On 13 April 2010 22:58, Iain Breen  wrote:

> Is there any way to set this up so it outputs to text? I'm basically
> comparing performance with my custom AI against the performance with
> the existing AI to see what the performance hit is, so it'd be nice to
> get the numbers somewhere I can study them.
>
> Cheers.
>
> On 13 Apr 2010, at 22:44, Olly  wrote:
>
> > Just FYI if you are after some more detailed profiling info...
> >
> > type:  vprof;+showvprof
> >
> > On 13 April 2010 22:30, Iain Breen  wrote:
> >
> >> Brilliant, thanks again.
> >>
> >> Iain
> >>
> >> On Tue, Apr 13, 2010 at 10:26 PM, Jonas 'Sortie' Termansen <
> >> hlcod...@maxsi.dk> wrote:
> >>
> >>> Iain Breen wrote:
> >>>> Hi list,
> >>>>
> >>>> how can I bring up the profiling tools ala the screenshot here:
> >>>> http://source.valvesoftware.com/programming.php
> >>>>
> >>>> Is that available to SDK users or just engine purchasers?
> >>>>
> >>>
> >>> It's done through the console. Enable cheats using sv_cheats 1 and
> >>> use
> >>> stuff like +showbudget, cl_showfps 2, net_graph 1 (not sure about
> >>> that
> >>> one), shift+f1 should also enable some debug stuff. There's plenty
> >>> of
> >>> stuff around, try developer 1 too. +showtexturebudget is also
> >>> useful.
> >>> Read the wiki for more information.
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list
> >>> archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Source Profiling

2010-04-13 Thread Olly
Just FYI if you are after some more detailed profiling info...

type:  vprof;+showvprof

On 13 April 2010 22:30, Iain Breen  wrote:

> Brilliant, thanks again.
>
> Iain
>
> On Tue, Apr 13, 2010 at 10:26 PM, Jonas 'Sortie' Termansen <
> hlcod...@maxsi.dk> wrote:
>
> > Iain Breen wrote:
> > > Hi list,
> > >
> > > how can I bring up the profiling tools ala the screenshot here:
> > > http://source.valvesoftware.com/programming.php
> > >
> > > Is that available to SDK users or just engine purchasers?
> > >
> >
> > It's done through the console. Enable cheats using sv_cheats 1 and use
> > stuff like +showbudget, cl_showfps 2, net_graph 1 (not sure about that
> > one), shift+f1 should also enable some debug stuff. There's plenty of
> > stuff around, try developer 1 too. +showtexturebudget is also useful.
> > Read the wiki for more information.
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Getting commands in an alias (autoexec.cfg)

2010-04-09 Thread Olly
Looks like all of this has been moved from Tier1/commandbuffer.cpp into the
engine. Doesn't look like there is a way to access aliases from outside the
engine.

On 9 April 2010 16:35, Janek  wrote:

> From what I understand, alias list is stored in memory bu I don't know how
> to get access to this list. Is there anybody (even in Valve Software) to
> explain how to access it ?
>
> J.
>
> 2010/4/9 Janek 
>
> > In fact I found this InstallGlobalChangeCallback but can't use it coz I'm
> > not able to get this alias as a ConCommand. There's probably somethiing
> > different to a standard ConCommand.
> >
> > J.
> >
> > 2010/4/9 Janek 
> >
> > I try to find where this callback could be hook for any alias but didn't
> >> succeed ;-( Still searching.
> >>
> >> 2010/4/9 Skillet 
> >>
> >> I don't know if checking at "runtime" whether commands are being
> executed
> >>> in
> >>> a batch as an alias command is possible but it certainly is possible to
> >>> change the callback for the engine alias ConCommand so you can check
> the
> >>> contents before it is fed to the engine.  If you're trying to disallow
> >>> the
> >>> use of particular primitive commands in aliases, that's the way to go.
> >>>
> >>> On Thu, Apr 8, 2010 at 4:41 PM, Janek  wrote:
> >>>
> >>> > Hi,
> >>> >
> >>> > In Source, you can write alias in autoexec.cfg file ala : alias
> >>> > "name_of_alias" "cmd1; cmd2; cmd3".
> >>> >
> >>> > I'd like to be able to check each command in the alias when this
> alias
> >>> is
> >>> > executed. I thought it was possible by studying pszCurrentBinding in
> >>> int
> >>> > CInput::KeyEvent( int down, ButtonCode_t code, const char
> >>> > *pszCurrentBinding
> >>> > ) in in_main.cpp but it failt as pszCurrentBinding is containing the
> >>> alias
> >>> > "name_of_alias" and not the primitive command.
> >>> > As it is returning 1, it is up to the engine to process this command.
> I
> >>> > imagine that the engine is able to properly parse the primitive
> >>> commands.
> >>> > I'd like to know if there is an other location to get these primitive
> >>> > commands. How would you proceed ?
> >>> >
> >>> > Thank you in advance for your help.
> >>> >
> >>> > ---
> >>> > j...@nek
> >>> > ___
> >>> > 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
> >>>
> >>>
> >>
> >>
> >> --
> >> ---
> >> j...@nek
> >>
> >
> >
> >
> > --
> > ---
> > j...@nek
> >
>
>
>
> --
> ---
> j...@nek
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



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

2010-03-17 Thread Olly
+1 removal

On 17 March 2010 16:48, Keeper  wrote:

> Can we please get this guy off of the coders list?
>
> The point of the coders section is to discuss things related to using the
> SDK.  That's what Jonas did.  Just because you don't like the tools and the
> method at which VALVe has done things, shouldn't give you the right to
> troll
> their mailing list and bash them every chance you get.
>
> I think the fact that somebody wants to pick up an orphaned utility and
> help
> the community out is a good thing.
>
> Oh, and programming during high school doesn't equate to being a
> loner/loser
> as you seem to suggest...
>
> -Original Message-
> From: Nick [mailto:xnicho...@gmail.com]
> Sent: Wednesday, March 17, 2010 12:20 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] I intend to make a free software alternative to
> VBCT
>
> Why? Valve doesn't much like open source, or linux. Valve doesn't want
> to release hammer as open source. Why not work on OpenSource projects
> that for an OpenSource friendly engine? You are in highschool right,
> why not spend time with your friends or if you have no friends join a
> club or sports team?
>
> Just a suggestion..
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



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

2010-03-17 Thread Olly
Nick, I thought you said you would never post on here again. Shame you
didn't keep to that.

Anyway, I think its good to write something to help others, and even better
that its open-source. Its a good way to get stuff on your CV when looking
for work, etc. Hammer isn't released as open-source because its a product
that is sold (part of each game that's bought); it's hardly comparable.

On 17 March 2010 16:19, Nick  wrote:

> Why? Valve doesn't much like open source, or linux. Valve doesn't want
> to release hammer as open source. Why not work on OpenSource projects
> that for an OpenSource friendly engine? You are in highschool right,
> why not spend time with your friends or if you have no friends join a
> club or sports team?
>
> Just a suggestion..
>
> On Wed, Mar 17, 2010 at 10:29 AM, Jonas 'Sortie' Termansen
>  wrote:
> > Hi, my name is Jonas 'Sortie' Termansen and I intend to make a free
> > software alternative to VBCT released under the GNU General Public
> License.
> >
> > VBCT ('Valve' Batch Compile Tool) was developed by qUiCkSiLvEr and it is
> > one of the most useful tools I have used for modding. It's a batch
> > compile tool that allows me to compile maps outside of Hammer, which is
> > much faster.
> >
> > Unfortunately the VBCT development has come to a halt and the developer
> > has been recently employeed full time. There has been no new release of
> > VBCT since early 2009. And the developer didn't want to make his source
> > code available when I asked him.
> >
> >
> > My vision is to create an user-friendly general purpose batch compile
> > tool for Source Mods. It should be written in pure C++ and licensed
> > under a free software license such as the GNU GPL. It should be
> > developed in union with the modding community.
> >
> > I will start hacking the basics together as soon as I have sent this
> > email and commit the sources to the Maxsi Distribution SVN later on.
> > 
> >
> >
> > Feel free to contact me via the following services if you are interested
> > in the project and would like to be part of its development. I would
> > also like to hear on this list what features you would like from the
> > ideal batch compile tool for Valve's Map.
> >
> > SteamId: Sortie
> > MSN: Sortie at Maxsi dot dk
> >
> > Also, Valve broke batch compiling when they released the OB engine,
> > though a workaround is known. I have created a simple GPL-licensed batch
> > system that programmers should have no trouble using if they set it up
> > properly. It's not my actual batch compile tool, but only a proof it's
> > possible.
> >
> > http://www.maxsi.dk/upload/data/sortie/MaxsiCompile-1.0.zip
> >
> > About me:
> > I am a highly skilled programmer with years of experience writing native
> > C++ programs. I am currently working on a free software digital
> > distribution platform platform for mods called Maxsi Distribution. I am
> > involved with the development of City17: Episode One part time. I
> > currently study high level Physics, Math, and Chemistry at my high
> > school and intend to study Computer Science later on.
> >
> > ___
> > 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] (no subject)

2010-01-31 Thread Olly
Download the SDK source-code, and look at:   ./utils/serverplugin_empty

On 31 January 2010 06:26, DHack  wrote:

> Hey!
> Im trying to learn hwo to make server plugins ("vdf"), I know Eventscripts
> but want to learn c++.
> How do I setup Microsoft visual c++?
> And if you can show me a simple plugin that just displays a message on
> load?
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Source pausing WMP and decreasing system volume

2010-01-30 Thread Olly
You running windows7? - There is a bunch of stuff in 7 that says 'reduce
volume if I'm running a communication program' or something. You can't
select what actually IS a communication program, nor can you see what it
thinks is a communication program. Might be that thinking source is a comms
thing.

Look for the option in the sound settings somewhere (forget where exactly)

On 30 January 2010 15:56, Tom Edwards  wrote:

> Ever since I built my new system I've been having trouble with the
> Orange Box engine (the 'old' mods/Ep2/Portal/Gmod build) messing with
> sound on my system. If I connect to a server or open the options window
> of a multiplayer game, Source will:
>
>* Pause or unpause Windows Media Player.
>* Slide its own volume down (the Windows sound mixer slider, not the
>  internal setting) over the course of about half a second to nearly
>  zero.
>* Reduce Spotify's volume in the same way, but not pause it.
>
> When I exit it restores volumes to their original levels and
> pauses/unpauses WMP again. To reiterate, this only happens when the
> engine is in MP mode (maxplayers > 1). It doesn't happen with the Ep1,
> OB-TF2 or L4D branches. It also wasn't a problem on my last computer.
>
> I've got MS Intellitype installed, but since Spotify isn't paused I'm
> unconvinced that global hotkey commands are behind this. Can anyone make
> a better suggestion?
>
> ___
> 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] Mod doesn't recognize custom translation file

2010-01-22 Thread Olly
Just for the record, it should be inside the resource folder, not scripts.

2010/1/22 Skillet 

> Make sure the file is saved as UTF-16 and it's in the scripts\ directory.
>
> On Fri, Jan 22, 2010 at 12:10 PM, jetscope  wrote:
>
> > I tried to add in some custom strings to my mod, but it doesn't recognize
> > the custom language file. The filename matches the mod's directory name
> > down
> > to the capitalization (mod dir name = platform, file =
> > platform_english.txt). I tried editing some of the pre-existing strings
> and
> > the game just displays the default ones. The language file does not
> contain
> > any errors - I tried extracting a clean copy from HL2DM and editing it,
> > still doesn't work. My searchpaths:
> >
> > SearchPaths
> > {
> > Game |gameinfo_path|.
> > Game |all_source_engine_paths|hl2mp
> > Game |all_source_engine_paths|hl2
> > }
> >
> > Regards,
> > Radimir
> > ___
> > 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] Mod doesn't recognize custom translation file

2010-01-22 Thread Olly
platform_english.txt already exists as part of the Steam Platform files.
Might be conflicting somehow. Try renaming the file and the directory

2010/1/22 jetscope 

> I tried to add in some custom strings to my mod, but it doesn't recognize
> the custom language file. The filename matches the mod's directory name
> down
> to the capitalization (mod dir name = platform, file =
> platform_english.txt). I tried editing some of the pre-existing strings and
> the game just displays the default ones. The language file does not contain
> any errors - I tried extracting a clean copy from HL2DM and editing it,
> still doesn't work. My searchpaths:
>
> SearchPaths
> {
> Game |gameinfo_path|.
> Game |all_source_engine_paths|hl2mp
> Game |all_source_engine_paths|hl2
> }
>
> Regards,
> Radimir
> ___
> 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] (no subject)

2010-01-19 Thread Olly
You're also on the wrong mailing list:

go here: http://list.valvesoftware.com/mailman/listinfo/hlds

2010/1/19 Siddharth Jain 

> i tried cstrike planet and i think my server  is done now tell me how to
> join other players also.
>
> On Tue, Jan 19, 2010 at 6:17 PM, Arg!  wrote:
>
> >
> >
> http://www.google.com.au/#q=Counter+Strike+1.6+windows&meta=&aq=f&oq=Counter+Strike+1.6+window&fp=1&cad=b
> >
> > On Tue, Jan 19, 2010 at 11:03 PM, Siddharth Jain
> > wrote:
> >
> > > hey could u please help me
> > > How to create Counter Strike 1.6 server on windows...
> > > please guide me step to step.
> > > i have a team and we all want to play at home.
> > >
> > > On Tue, Jan 19, 2010 at 3:26 PM, Adam "amckern" McKern <
> > amck...@yahoo.com
> > > >wrote:
> > >
> > > > Cool - i thought that was your email address :P
> > > >
> > > > You have to un-subs at the website
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > > 
> > > > Owner Nigredo Studios http://www.nigredostudios.com
> > > >
> > > > --- On Tue, 19/1/10, Siddharth Jain 
> wrote:
> > > >
> > > > From: Siddharth Jain 
> > > > Subject: [hlcoders] (no subject)
> > > > To: hlcoders@list.valvesoftware.com
> > > > Received: Tuesday, 19 January, 2010, 7:01 PM
> > > >
> > > > jainsiddhart...@gmail.com
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > >
> >
>  
> __
> > > > See what's on at the movies in your area. Find out now:
> > > > http://au.movies.yahoo.com/session-times/
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Filesystem_tools and DLLs

2010-01-08 Thread Olly
look at public\filesystem.h - IFileSystem

2010/1/9 Darien Hager 

> OK, so I'm a C++ newbie poking around at making a utility DLL which
> differently-exposes some SDK code, and I'm trying to figure out the
> "right way" to access files. Specifically, the way the Source engine
> does with the gameinfo.txt file. I know how it's supposed to work, but
> I'm not sure what code I need to start at.
>
> Looking at FileSystem_Init(...) in
> utils\common\filesystem_tools.cpp:152, there's an assertion that some
> sort of command-line set-up has already been performed. I'm concerned
> that if I pursue this route (the one followed in the demoinfo utility)
> with a test .exe it may work fine and then come back and bite me later
> when it's not something launched from a console.
>
> Can anybody shed some light on this? I'm trying to manage information
> like: "Does mod X have file Y on-disk or inside an archive" once I have
> the gameinfo file or vconfig environment settings.
>
> Thanks in advance,
> --Darien Hager
>
> ___
> 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] C_BaseAnimating::CreateUnragdollInfo() Assertion Failed question.

2010-01-05 Thread Olly
Just put it in the function that is calling the unragdoll stuff, don't edit
the base classes.

2010/1/5 Charkrid Pornpitackchaikul 

> Thanks for reply Olly,
>
>Oh yes I fixed it. I did add it like Know Issue on Sept 06
> suggested. But I still have this problem. So I add
> MDLCACHE_CRITICAL_SECTION() macro into C_BaseAnimating::GetModelPtr()
> itself.
> But what about the assertion from s_bAbsQueiresValid? Do you have any
> idea with that?
>
> Charkrid P.
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] C_BaseAnimating::CreateUnragdollInfo() Assertion Failed question.

2010-01-04 Thread Olly
Did you add the model cache critical section macro?

2010/1/4 Charkrid Pornpitackchaikul 

> Hi,
>  I get two of assertion error when my ragdoll is call
> CreateUnRagdollInfo() to blend all it bone with it owner to getup. I get
> "Assertion Failed: pModelCache->IsFrameLocking()" and "Assertion Failed:
> s_bAbsQueiresValid". I use UTIL_Remove() to remove ragdoll not
> UTIL_RemoveImmediate(). So I don't understand why I get the Framelocking
> error.
>  And for the "s_bAbsQueiresValid" the comment say it will occur when
> hierarchy is not completely set up. I create my ragdoll by call
> "CreateServerRagdoll". Please, help me on this two. Appreciate any
> suggestion. :)
>
> Thanks in advance.
> Charkrid P.
>
> ___
> 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] client side grame frame

2010-01-03 Thread Olly
You can't. Its a server plugin: CEmpty*Server*Plugin

2010/1/4 Joe Cabezas 

> hello!
>
> i want to execute some functions in a CLIENT SIDE PLUGIN, for tf2... with
> no
> results
>
> this is what i'm doing:
>
> void CEmptyServerPlugin::GameFrame( bool simulating )
> {
> Msg("this is a frame!");
> }
>
> but, it only works when i create a server, and not when i join a server...
>
>
> how can i access to a client-side gameframe event?
> ___
> 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] Duplicated Tracers

2009-12-18 Thread Olly
Sounds like prediction is causing frames on the client to play multiple
times, you might want to look into where the shells are being spawned, and
add a check something like the following:

#if defined( CLIENT_DLL )
if ( prediction->InPrediction() && !prediction->IsFirstTimePredicted() )
return;
#endif

This code will cause the function to return if the frame is being run more
than once due to the prediction code.

I think a problem like this was posted before on the list, with the same
resolution.

Olly

2009/12/18 Jonathan White 

> Actually, we have also noticed this issue but also with duplicate shells
> being ejected from the gun. I narrowed it down to being an animation event
> issue. I think that animation events are being queued up TWICE per shot. I
> haven't had the time to narrow it down further, but my suspicion is it has
> to do with the addition of the use of the PlayerAnimState classes and
> doubling up animation calls when that was implemented since we did not have
> this problem prior to updating to the latest SDK code back in August.
>
> Jon
> GE: Source
> ___
> 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] DoS Attack Fixer

2009-12-16 Thread Olly
Then it's probably an exploit of the networking code, and you should send
the log to valve. Not a denial of service.

2009/12/16 Harry Jeffery 

> I have an app that can bring down a server on a home connection. I
> logged the packets and all it seems to do is send a few server
> queries. When I replicated the queries it didn't work. No idea how the
> program manages to kill the server with barely 2 queries a second but
> it did.
>
> 2009/12/16 Olly :
> > You'd need a better than residential connection to bring down a server.
> > Unless the guy is playing though remote desktop to his server, I don't
> think
> > its gonna work ;o
> >
> > 2009/12/16 bl4nk 
> >
> >> That's why he said he wants to use a database to figure out which
> >> SteamID was being used. If you log connections to your server, you could
> >> easily connect an IP address to a SteamID (unless of course a proxy was
> >> used, which is the case most of the time).
> >>
> >> Harry Jeffery wrote:
> >> > DoS attacks generally use server queries. SteamID's are not sent. Only
> >> > IP's can be detected and they cannot be connected to a specific steam
> >> > account. All you can do is block the IP.
> >> >
> >> > 2009/12/15 Busy orange :
> >> >
> >> >> i want write same plugin for me. with one feature check db for match
> (to
> >> >> detect steamid player who attacks server)
> >> >>
> >> >> P.S. i hope D.F can help me :)
> >> >> ___
> >> >> To unsubscribe, edit your list preferences, or view the list
> archives,
> >> please visit:
> >> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >>
> >> >>
> >> >>
> >> >
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >
> >> >
> >> >
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] DoS Attack Fixer

2009-12-15 Thread Olly
You'd need a better than residential connection to bring down a server.
Unless the guy is playing though remote desktop to his server, I don't think
its gonna work ;o

2009/12/16 bl4nk 

> That's why he said he wants to use a database to figure out which
> SteamID was being used. If you log connections to your server, you could
> easily connect an IP address to a SteamID (unless of course a proxy was
> used, which is the case most of the time).
>
> Harry Jeffery wrote:
> > DoS attacks generally use server queries. SteamID's are not sent. Only
> > IP's can be detected and they cannot be connected to a specific steam
> > account. All you can do is block the IP.
> >
> > 2009/12/15 Busy orange :
> >
> >> i want write same plugin for me. with one feature check db for match (to
> >> detect steamid player who attacks server)
> >>
> >> P.S. i hope D.F can help me :)
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >>
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Writing my own Goldsrc... :)

2009-11-16 Thread Olly
That's why you post ALL of the relevant code the first time round :D

What's the line above return 1; in status_icons.cpp?

2009/11/16 Pagefile SYS 

> No. And in fact, cannot be because it points to statically alloced array:
>
> CVoiceLabel *pLabel = &m_Labels[i];
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Writing my own Goldsrc... :)

2009-11-16 Thread Olly
Is pLabel NULL ?

2009/11/16 Pagefile SYS 

> I'm writing my own program which uses Half-Life client and server DLLs.
>
> I started with loading client.dll and call Initialize function passing
> pointer to cl_enginefunc_s filled completely with zeros and then I
> call HUD_Init.
>
> Then I watched where does client.dll crash trying to call engine
> funcs, and I started implementing these funcs in my program one by
> one... These funcs are now implemented:
>
> pfnHookUserMsg - stub, returns 0
> pfnHookEvent - stub, returns 0
> GetClientTime - implemented, returns time since program startup
> pfnAddCommand - stub, returns 0
> pfnRegisterVariable - implemented, addt new crar_s to list and returns
> pointer to it
> CheckParm - stub, returns 0
> Con_DPrintf - implemented, prints to log file
> pfnGetCvarPointer - implemented, looks for cvar_s in the list
> pfnGetGameDirectory - implemented, returns FULL path to my "mod" directory
> :)
> pfnGetScreenInfo - implemented as:
>
> int CLEF_GetScreenInfo( SCREENINFO *pscrinfo )
> {
>pscrinfo->iWidth = 1024;
>pscrinfo->iHeight = 768;
>pscrinfo->iSize = 1;
>pscrinfo->iFlags = 0;
>pscrinfo->iCharHeight = 1;
>for ( int i = 0; i < 256; i++ )
>pscrinfo->charWidths[i] = 1;
>return 1;
> }
>
> pfnSPR_GetList - implemented, loads sprite list from my mod or valve
> directory
> pfnSPR_Load - stub, returns 1
> COM_LoadFile - implemented, reads whole file to buffer
> COM_FreeFile - implemented, frees the passed buffer
>
> My program crashes in voice_status.cpp CVoiceStatus::Init on line 220:
>
> pLabel->m_pBackground = new Label("");
>
> It seems like stack going corrupted here because debugger then shows
> like program crashed in status_icons.cpp CHudStatusIcon::Init on line
> 38:
>
> return 1;
>
> The program most likely crashes somewhere in vgui.dll. Do I need
> perform any initialization of VGUI before loading client?
>
> I'm using Half-Life SDK 2.3 and Half-Life 1.1.2.0
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] BSP V21

2009-10-28 Thread Olly Ginger
You want a file from the sdk a game that the demo hasn't even been
relesed for yet?

Sent from my iPhone

On 28 Oct 2009, at 11:57, Saul Rennison  wrote:

> Hey,
>
> I've just tried decompiling *c5m1_waterfront*, to find that the BSP
> version
> has changed to 21. After putting it through my BSP lump
> introspector, I've
> found that the BSP format has changed slightly (an integer has been
> placed
> somewhere, I think in each lump header).
>
> Are VALVe willing to elaborate on this new BSP format, possibly with
> just
> the *bspfile.h* in the L4D2 SDK?
>
> Much appreciated,
> - Saul.
> ___
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Interpolation of projectiles

2009-09-01 Thread Olly
"decreasing host_timescale
makes spotting the difference easier."
Thanks!

2009/9/1 Nick 

> Can you offer video/pictures to demonstrate how this bug effects all
> valve games?
>
> Or any way for a player to replicate or exploit it? Thus you make it
> both easier and more likely valve will look into this problem and fix
> it.
>
> On Tue, Sep 1, 2009 at 2:02 AM, James Gray
> wrote:
> > One possibility is to override ShouldDraw() and enforce the
> > appropriate conditions.
> >
> >
> >
> > On Aug 30, 2009, at 9:05 AM, Tom Edwards 
> > wrote:
> >
> >> I want to bring up the issue of projectiles hanging in the air for a
> >> moment after spawning again. The last time it was discussed the
> >> solution
> >> given was to predict:
> >>
> >>
> http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg21121.html
> >>
> >> This is a bad idea though, because it causes the projectile to
> >> materialise several feet in front of the firer on observers' computers
> >> (contrary to what Tony said at the time, TF2 does NOT predict
> >> rockets/grenades).
> >>
> >> The problem is that the projectile is spawned as soon as the client
> >> receives it, irrespective of interpolation, and then (correctly) does
> >> not start to move until interp catches up. You can change the length
> >> of
> >> the delay by increasing the interp period; decreasing host_timescale
> >> makes spotting the difference easier.
> >>
> >> I've run tests and discovered that /all/ of Valve's games are affected
> >> by this issue, including TF2. I've not compiled the SDK template game
> >> but I expect it also suffers.
> >>
> >> The solution is clear: prevent the projectile's clientside
> >> representation from spawning until the interpolated world is ready.
> >> Anyone know how to do that?
> >>
> >>
> >> ___
> >> 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
>
>


-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Source control solution?

2009-08-24 Thread Olly
They are harder to understand if you are coming from a simple  
filesystem one like ss

Sent from my iPhone

On 24 Aug 2009, at 12:24, joshua simmons  wrote:

> I don't think the distributed systems are any harder to conceptualise,
> at least not with a decent explanation. And they are infinitely
> better.
>
> http://mercurial.selenic.com/wiki/
> http://git-scm.org/
>
> And some other references for git.
> http://progit.org/book/
> http://github.com/guides/home
>
> On Mon, Aug 24, 2009 at 9:03 PM, Bob Somers  
> wrote:
>> For the love of god do not use CVS. If you're going to go with
>> centralized version control (which is conceptually easier to grok)
>> then stick with SVN. There's a free book on the web if you're having
>> problems learning how to use it. With TortoiseSVN, I've found it very
>> easy to work with once you have the basic concepts down.
>>
>> http://svnbook.red-bean.com/
>>
>> There's also the distributed version control systems like Git and
>> Mercurial, but those are going to more conceptually complicated to
>> understand at first. I'd stay stick with Subversion. Reading through
>> the book will help you get comfortable with it.
>>
>> --Bob
>>
>>
>>
>> On Mon, Aug 24, 2009 at 3:12 AM, Olly wrote:
>>> SourceSafe is a bit different to SVN, but SVN is alot like CVS (as  
>>> well as
>>> most new version control systems). You should try to get some more  
>>> knowledge
>>> of SVN because its probably the best solution (and sounds like you  
>>> are using
>>> it wrong).
>>> But SourceSafe is horrible, I used to use it at work, and it got  
>>> corrupt so
>>> many times.
>>>
>>> 2009/8/24 DAV 
>>>
>>>> Hi,
>>>>
>>>> I am looking for a free source control solution.
>>>> I am very used to MS Source Safe (use it at work).
>>>>
>>>> Recently I tried SVN in xp-dev.com but didn't like it. Mainly  
>>>> because of
>>>> not
>>>> being possible to checkout a single file from svn using tortoise  
>>>> and it is
>>>> very confusing (at least for me).
>>>>
>>>> How about CSV?
>>>> Anyone knows of a free CSV server?
>>>>
>>>> I could also use a source control server that doesn't require a  
>>>> 'install'
>>>> since the server a rent doesn't allow me to install software.
>>>> But if the install process is just to copy some files to it then  
>>>> it is ok.
>>>>
>>>> Ideias, sugestions?
>>>>
>>>> Thanks,
>>>> Davide (DAV)
>>>> Email: d...@davlevels.com
>>>> Azure Sheep: http://mods.davlevels.com/azuresheep/
>>>> Point of View: http://mods.davlevels.com/pointofview/
>>>> DAV Levels: http://www.davlevels.com/
>>>> ___
>>>> To unsubscribe, edit your list preferences, or view the list  
>>>> archives,
>>>> please visit:
>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>
>>>>
>>>
>>>
>>> --
>>> Sent from Olly's SEGA Game Gear
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list  
>>> archives, please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list  
>> archives, please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>
> ___
> To unsubscribe, edit your list preferences, or view the list  
> archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Source control solution?

2009-08-24 Thread Olly
SourceSafe is a bit different to SVN, but SVN is alot like CVS (as well as
most new version control systems). You should try to get some more knowledge
of SVN because its probably the best solution (and sounds like you are using
it wrong).
But SourceSafe is horrible, I used to use it at work, and it got corrupt so
many times.

2009/8/24 DAV 

> Hi,
>
> I am looking for a free source control solution.
> I am very used to MS Source Safe (use it at work).
>
> Recently I tried SVN in xp-dev.com but didn't like it. Mainly because of
> not
> being possible to checkout a single file from svn using tortoise and it is
> very confusing (at least for me).
>
> How about CSV?
> Anyone knows of a free CSV server?
>
> I could also use a source control server that doesn't require a 'install'
> since the server a rent doesn't allow me to install software.
> But if the install process is just to copy some files to it then it is ok.
>
> Ideias, sugestions?
>
> Thanks,
> Davide (DAV)
> Email: d...@davlevels.com
> Azure Sheep: http://mods.davlevels.com/azuresheep/
> Point of View: http://mods.davlevels.com/pointofview/
> DAV Levels: http://www.davlevels.com/
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Olly
So you can get stuff done quicker?

2009/8/19 Harry Jeffery 

> I never understood having multiple coders unless it's a large scale
> project. From experience usually only one is enough per mod.
>
> 2009/8/19 David Kraeutmann :
> > We use git, so every coder has a backup.
> > + additional encrypted ftp backup
> >
> > On 8/19/09, Logan Baldock  wrote:
> >> Harry Jeffery wrote:
> >>> H I really should get my code under svn before the next sdk update
> >>> is released.
> >>>
> >>> 2009/8/19 Jed :
> >>>
>  2 x 500GB in RAID 1 config + eSata 500GB external with Always Sync
>  works for me :)
> 
>  - Jed
> 
>  2009/8/19 Garry Newman :
> 
> > I've got offsite SVN and a windows home server.
> >
> > Windows Home Server is defo worth looking into just for day to day
> > stuff. I could throw any of my computers out of the window right now
> > and still be able to browse its hard drive via WHS.
> >
> > garry
> >
> > On Wed, Aug 19, 2009 at 7:21 AM, Nick wrote:
> >
> >> Please, everyone backup your mod data to different hard drives. It
> was
> >> a western digital btw, only 7 months old.
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >>
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
>  ___
>  To unsubscribe, edit your list preferences, or view the list archives,
>  please visit:
>  http://list.valvesoftware.com/mailman/listinfo/hlcoders
> 
> 
> 
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>>
> >> DVD backups for me :/
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >
> > --
> > Sent from my mobile device
> >
> > ___
> > 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
>
>


-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Lines of code in Source SDK?

2009-08-18 Thread Olly
I did a line count a while back, and it was about 1.5million

2009/8/19 Adam Buckland 

> Just a quick question:
>
> How many lines of code would you estimate, make up the Source SDK?
>
> --
>
> Bucky
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] World not rendered when launching with debugger

2009-08-05 Thread Olly
I have had some strange problems like this while doing things like sending a
UserMessage in the same frame that you (re)spawn in.

2009/8/5 Tom Edwards 

> Finally making some headway on this. The client doesn't know the
> camera's origin: in CViewRender::RenderView(), all three view.origin
> values are NaN ("1.#QNAN00" to be precise). All of the view object's
> other variables are present and correct though... :s
>
> Tom Edwards wrote:
> > If launch my mod with a debugger attached, the world is not rendered.
> > The server is working fine and I can hear myself walking about, but
> > apart from UI elements the screen is completely black. The mouse is also
> > permanently captured in the middle of the screen even after I disconnect
> > and if the map doesn't load.
> >
> > Yet when I launch normally, there isn't a problem! I have no idea at all
> > what's causing this to happen. Has anyone seen it before?
> >
> >
> > ___
> > 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
>
>


-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] whats happening with this engine

2009-07-25 Thread Olly
Its a good job you used tinyurl, otherwise it wouldn't have fit on my
screen!...

2009/7/25 Harry Pidcock 

> Valve contacted me yesterday to tell me they have successfully implemented
> a
> new feature.
>
> http://tinyurl.com/4f6mt
>
> I hope to see more of these innovations in the future.
>
> --
> From: "Andrew Ritchie" 
> Sent: Saturday, July 25, 2009 10:21 AM
> To: "Discussion of Half-Life Programming"  >
> Subject: Re: [hlcoders] whats happening with this engine
>
> > Surely this topic could be split into several different points.
> Personally
> > I
> > see 4 different ones here.
> >
> > 1) Engine features
> > 2) Tools Capabilities
> > 3) Tools Availability
> > 4) Tools Presentation
> >
> > The first is ignorable, Valve is clearly only going to add new features
> or
> > change things, like BSP and displacement maps, when they think it's
> > important.  It's their engine and it needs to do what their games need
> > doing.  If you choose to use Source then you have to accept you are
> > modding
> > their engine.  Sure TF, CS, DoD etc.. all were mods that made Valve a lot
> > of
> > money and brought huge success but they were also developed around the
> > constraints of the engine rather than the engine being built FOR these
> > mods
> > to be made.  If a technical limitation is big enough to warrent an engine
> > change then do so rather than hanging about wanting Valve to add the
> > feature, as big as the previous mentioned mods are you'd need to really
> > prove you're up to their popularity before Valve would make a drastic
> > change
> > for you.  So either accept the engine's features before you get underway
> > or
> > be prepared to encounter the fact you can't do certain things without a
> > lot
> > of work, if not at all.
> >
> > The Tools Capabilities I think is what Jed was really getting at, I don't
> > mean like adding features to hammer and stuff but specifically allowing
> > the
> > chance for modders to by pass say model exporting to smd and just use a
> > common format.  The tool would need to have the importer and converter
> > written but I personally think that approaching Valve with a specific and
> > industry accepted intermediate format might be a good cause. Especially
> if
> > it makes life easier for getting the raw assets into a format that the
> > tool
> > can then use.
> >
> > With the availability of tools, I mean those asking that they be open
> > source.  Specifically referring to a comment about hammer, look at
> > Worldcraft and BSP ( Yahn's editor iirc ) they were originally personal
> > projects.  So you could take a leaf and have a bash at your own editor
> and
> > open source it, you never know might turn out to be a better designed
> > tool.
> > However just having the source code to hammer, I doubt would be of any
> > benefit, you'd have dozens of versions of the tool floating around and do
> > you really think you could add something useful to it?  It may have bugs
> > but
> > if you advocate open source then why not take the initiative and lead by
> > example?
> >
> > The last one, has been brought up in regards to wrapping a tool with a UI
> > or
> > removing the need for QC files.  With this I think the issue is balancing
> > the technical knowledge and the capabilities of a tool.  However I feel
> it
> > again falls back to a situation where Valve are happy to use it the way
> it
> > is, they understand it and can get any of their tools to do what they
> > need.
> > It's the new, non technical, or perhaps slightly lazy people who would
> > need
> > that more complex aspects automated for them.  I'd refer this back to
> > Hammer, the early days of mapping could often mean rooting around in a
> hex
> > or text editor and as things progressed and art started needing the
> > technical requirements to be simplified you found map editors hiding away
> > the old formats.  Worldcraft and Hammer essentially sit between the user
> > and
> > the BSP, VIS, RAD etc.. compilers.  The format they accept might be, at
> > this
> > stage, more heavily tied into hammer but it's still a front end for
> those.
> > Again perhaps Worldcraft was a special case with Valve gobbling it up,
> > HLMV
> > too, but I think if the community is adamant enough about simplifying and
> > unifying the tool chain then perhaps a bit of proactive development could
> > lead the way or at least prove to Valve that everyone is serious about
> > rethinking the way we interact with the SDK.
> >
> > Ok, sorry bit of a ramble but mainly what I wanted to share was that
> > specific things like adding FBX to the formats studiomdl can accept would
> > be
> > good ventures as they are specific and have an immediately obvious
> reason.
> > The other stuff like creating a unified system might be something that is
> > best approached with good old community spirit.  If you're serious enough
> > about wanting to use the engine but can genuinely improve the way user

Re: [hlcoders] Setting C++ project to take #defines from?

2009-07-18 Thread Olly
Thats what people said about 2008 :p - But edit & continue seems broken in
2008

2009/7/18 Kohan Venets 

>
> D:  Sad.  Oh well, I'm sure VS2010 will be great.  Thanks anyway.
>
> -Kohan
>
>
>
> > From: mastersmit...@msn.com
> > To: hlcoders@list.valvesoftware.com
> > Date: Fri, 17 Jul 2009 21:33:11 -0700
> > Subject: Re: [hlcoders] Setting C++ project to take #defines from?
> >
> > I asked the mailing list the same question 2 or so months ago. There
> isn't a
> > solution to the problem, you just have to deal with it and wait for
> > microsoft's new version of intellisense that is supposedly going to fix
> this
> > along with other problems.
> >
> > --
> > From: "Kohan Venets" 
> > Sent: Friday, July 17, 2009 7:23 PM
> > To: "hlcoders" 
> > Subject: Re: [hlcoders] Setting C++ project to take #defines from?
> >
> > >
> > > Well, I set Server to be the 'Startup Project,' but that doesn't seem
> to
> > > do anything.  How do I set the default build target?
> > >
> > > -Kohan
> > >
> > >
> > >
> > >> From: nuclearfri...@gmail.com
> > >> To: hlcoders@list.valvesoftware.com
> > >> Date: Sat, 18 Jul 2009 12:19:19 +1000
> > >> Subject: Re: [hlcoders] Setting C++ project to take #defines from?
> > >>
> > >> It may depend on which project you currently have set to be the active
> > >> project ie your default build target. So you need to set the context
> > >> which it will perform intellisense within.
> > >>
> > >> On 18/07/2009, at 10:13 AM, Kohan Venets  wrote:
> > >>
> > >> >
> > >> > In Visual C++ 2008, Intellisense works pretty effectively.
> > >> > Unfortunately, when files are shared by the client and server, it
> > >> > assumes that I am working with the client, which keeps Intellisense
> > >> > from working properly with server stuff.  Is there any way that I
> > >> > can tell VC++ which project to use project-based 'defines' from?
> > >> > Thanks.
> > >> >
> > >> > -Kohan
> > >> >
> > >> >
> > >> > _
> > >> > Windows Live™: Keep your life in sync.
> > >> >
> http://windowslive.com/explore?ocid=TXT_TAGLM_WL_BR_life_in_synch_062009
> > >> > ___
> > >> > 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
> > >>
> > >
> > > _
> > > Windows Live™ SkyDrive™: Get 25 GB of free online storage.
> > >
> http://windowslive.com/online/skydrive?ocid=TXT_TAGLM_WL_SD_25GB_062009
> > > ___
> > > 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
> >
>
> _
> Lauren found her dream laptop. Find the PC that’s right for you.
> http://www.microsoft.com/windows/choosepc/?ocid=ftp_val_wl_290
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] OrangeBox Shader Compilations

2009-07-12 Thread Olly
Its not endless, let it finish.

2009/6/28 Jan Frederick Eick 

> Hi again...
>
> seems like the issue has something to do with the shadercompile.exe from
> the SDK.
> The final command which eats up the whole cpu is:
>
> D:\PROGRA~1\Steam\STEAMA~1\my_username\SOURCE~2\bin\ORANGE~1\bin\shadercompile.exe
> -nompi -nop4 -game "D:\progra~1\steam\steama~1\source~1\my_mod"
> -shaderpath "E:\dev\mod\src\materialsystem\stdshaders"
>
> I added a "-verbose" to get a look what's going on there.
> shadercompile.exe first copies some steamfiles (tier0.dll, etc), some .h
> files and all the fxc files in stdshaders to temporary folder on the c:
> drive.
>
> Then the output where I think it's doing something wrong.
> [-]
> Compiling 482,605,325 commands in 14,068,261 static combos.
> running: "fxc.exe /DTOTALSHADERCOMBOS=452984832 /DCENTROIDMASK=12
> /DNUMDYNAMICCOMBOS=48 /DFLAGS=0x0 /DSHADERCOMBO=429431247
> /DFASTPATHENVMAPCONTRAST=1 /DFASTPATH=1 /DWRITEWATERFOGTODESTALPHA=1
> /DPIXELFOGTYPE=1 /DLIGHTING_PREVIEW=0 /DMASKEDBLENDING=0
> /DBASETEXTURE2=0 /DDETAILTEXTURE=1 /DBUMPMAP=0 /DBUMPMAP2=0 /DCUBEMAP=1
> /DENVMAPMASK=0 /DBASEALPHAENVMAPMASK=0 /DSELFILLUM=0
> /DNORMALMAPALPHAENVMAPMASK=1 /DDIFFUSEBUMPMAP=0 /DBASETEXTURENOENVMAP=0
> /DBASETEXTURE2NOENVMAP=0 /DWARPLIGHTING=0 /DFANCY_BLENDING=0
> /DSEAMLESS=0 /DOUTLINE=1 /DSOFTEDGES=1 /DBUMPMASK=0
> /DNORMAL_DECODE_MODE=0 /DNORMALMASK_DECODE_MODE=0 /DDETAIL_BLEND_MODE=11
> /Dmain=main /Emain /Tps_2_0 /DSHADER_MODEL_PS_2_0=1 /LD /Foshader.o
> SDK_lightmappedgeneric_ps2x.fxc>output.txt 2>&1
> "
> [shadercompile] Using new faster Vitaliy's implementation.
>
> Compiling  SDK_lightmappedgeneric_ps20  [ 9437183 remaining ] ...
>
> Compiling  SDK_lightmappedgeneric_ps20  [ 9193607 remaining ] ...
>
> Compiling  SDK_lightmappedgeneric_ps20  [ 8968414 remaining ] ...
> running: "fxc.exe /DTOTALSHADERCOMBOS=452984832 /DCENTROIDMASK=12
> /DNUMDYNAMICCOMBOS=48 /DFLAGS=0x0 /DSHADERCOMBO=429431246
> /DFASTPATHENVMAPCONTRAST=0 /DFASTPATH=1 /DWRITEWATERFOGTODESTALPHA=1
> /DPIXELFOGTYPE=1 /DLIGHTING_PREVIEW=0 /DMASKEDBLENDING=0
> /DBASETEXTURE2=0 /DDETAILTEXTURE=1 /DBUMPMAP=0 /DBUMPMAP2=0 /DCUBEMAP=1
> /DENVMAPMASK=0 /DBASEALPHAENVMAPMASK=0 /DSELFILLUM=0
> /DNORMALMAPALPHAENVMAPMASK=1 /DDIFFUSEBUMPMAP=0 /DBASETEXTURENOENVMAP=0
> /DBASETEXTURE2NOENVMAP=0 /DWARPLIGHTING=0 /DFANCY_BLENDING=0
> /DSEAMLESS=0 /DOUTLINE=1 /DSOFTEDGES=1 /DBUMPMASK=0
> /DNORMAL_DECODE_MODE=0 /DNORMALMASK_DECODE_MODE=0 /DDETAIL_BLEND_MODE=11
> /Dmain=main /Emain /Tps_2_0 /DSHADER_MODEL_PS_2_0=1 /LD /Foshader.o
> SDK_lightmappedgeneric_ps2x.fxc>output.txt 2>&1
> "
> [... and endlessly so on...]
> [-]
>
> So it seems it calls fxc.exe a billion times.
> But the process never appears in the task manager or in process
> explorer. The output.txt is also never created.
> I hate it, that this tool is lacking documentation. :(
>
> Ideas?
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] OrangeBox Shader Compilation

2009-07-12 Thread Olly
Lightmapped generic is a complex shader, and takes a very long time to
compile (don't reply saying it compiles faster on your rig, because I don't
care). You don't really need this compiled unless you want to edit it.
Otherwise, just wait for the number to reach 0.
You can specify the shaders to be compiled in the 2 above text files. Most
of them compile faster.

2009/6/28 Jan Frederick Eick 

> Hi there!
>
> I'm desperately trying to get the shaders for OB to compile. I tried
> everything I stumbled upon - like adding "/LD " to the fxc command line
> flags in the perl script, modifying the batch-file to get rid of the
> "Can't find ... tier0.dll" errors etc. But the shaders still don't
> compile...
>
> shadercompile.exe somehow "hangs" using 100% cpu load while the bat
> tells me:
> Copy the inc files to their target
> Publishing shader inc files to target...
> Generating action list...
> Running distributed shader compilation...
> Compiling 482,605,325 commands in 14,068,261 static combos.
> [shadercompile] Using new faster Vitaliy's implementation.
> Compiling  SDK_lightmappedgeneric_ps20  [ 8676542 remaining ] ...
>
> Till then it takes forever (8676542??? does it mean seconds?) - and
> basically nothing happens... except it's toasting my CPU.
>
> Any ideas?
>
> Greets
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] HL-MP Third Person Mod

2009-06-11 Thread Olly
Do a search for either "+forward", "+left", "+right"

2009/6/11 "Christian Rieß" 

> Hello,
>
> I am (still) working with my team on a Third Person Multiplayer Mod. At the
> moment I have the following problem: I don't know how the Input-Keys are
> Mapped to a certain action. I want to have a set of walking animations, that
> do not blend and go only in 4 directions. So I want to connect the action,
> that the player walks left or right with the left/right walk animation of my
> player model.
> But I can't find the parts of code, where this could be changed.
> Any Idea what I am talking about or even how my problem can be solved?
>
> Greets
>
>  Christian
> --
> GMX FreeDSL Komplettanschluss mit DSL 6.000 Flatrate und Telefonanschluss
> für nur 17,95 Euro/mtl.!* http://portal.gmx.net/de/go/dsl02
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



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

2009-06-01 Thread Olly
Wasnt there a steam-like thing called Vapour that did stuff like this?

2009/6/1 Sykes 

> Well the user experience would have to be seamless..
>
> thus I would imagine it would be something bolted into your mod DLL
> somewhere!?
>
> As I had stated in my original (badly written) email, an extra
> application to "update" is OK for beta testers, however not really an
> acceptable user experience for the player base.
>
> the real key would be, how to have the game restart itself on a fresh
> set of DLLs once downloaded.
>
> "unreal tournament" handled this really nicely + was available to the
> modder :D  -> steam do have a mechanism, except its a walled garden :/
>
> + damn you Jonas!, you got me grammar and spell checking EVERY email now!
> ;o)
>
> S.
>
> 2009/6/1 Paul Peloski :
> > Nothing wrong with compressed files hosted on a website or torrent. I
> don't
> > want another piece of software just to keep one (or even a few) mods up
> to
> > date. If you give people the option I'm sure most will not want to
> install
> > another "mod toaster". You're just making work for yourself trying to
> find
> > or develop a solution to a problem that people don't have.
> >
> > No offense, I've thought about this issue myself and even contributed
> code
> > to some early "mod distribution platforms". My experience has been that
> it
> > was a waste of time.
> >
> > Paul
> >
> > On Mon, Jun 1, 2009 at 8:28 AM, Sykes  wrote:
> >
> >> So I know steam-works is the official solution to distributing your
> >> mod DLL's/content. This seems great if you are a major MOD or 
> >> game publisher.
> >>
> >> however for the small outfit MOD maker.. has anyone come up any
> >> solutions for keeping your mod player's dlls uptodate (hotfixes etc..)
> >> OR have i missed something and we can get hooked up to steamworks?!
> >>
> >> We use SVN for the betatesters + a small SVN enabled app which they
> >> run before starting the game to sync them up to our BETATEST build..
> >> however this isnt the experience we want for normal players..
> >>
> >> so any suggestions welcome : cuz quit frankly releasing zip
> >> files/website download links is s 90's :o)
> >> regards
> >> s.
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] 64-bit binaries?

2009-06-01 Thread Olly
You cant change an executable's architecture by using a startup argument. It
would need to be recompiled.
I've never tried to have a 64-bit dynamicly linked dll (client/server.dll)
linked with a 32bit exe, so I don't know if it would even work (I assume it
wouldnt as dlls share memory space with the exe, and as 64bit uses longer
pointers it might conflict).
I don't think valve ever released 64bit client binaries, I think when there
was some talk about valve doing 64bit it was just for srcds only.

Olly

2009/6/1 Aj Collins 

> You could also try putting "-64bit" in the launch options.
>
> On Mon, Jun 1, 2009 at 8:45 AM, Aj Collins  wrote:
>
> > I haven't seen anything for doing 64bit so I'm not quite sure. I'd try
> > making app ID 201 the app ID in the info.txt file. I don't believe the
> 64bit
> > version of Source ever got updated outside of a couple of small patches.
> >
> >
> > On Mon, Jun 1, 2009 at 8:33 AM, Alexander Hirsch <1ze...@googlemail.com
> >wrote:
> >
> >> You might need a 64-bit hl2.exe for that. "might" because I don't know
> >> that
> >> much about the different platforms.Try it out if you want them? :)
> >>
> >> On Mon, Jun 1, 2009 at 8:10 AM, Yaakov Smith 
> wrote:
> >> > If I wanted to create 64-bit binaries for a mod, is there anything
> >> special
> >> I
> >> > would need to do?
> >> >
> >> > (Just curious here.)
> >> >
> >> > ___
> >> > 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
>
>


-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] VS2010b1 - Linker probems.

2009-05-31 Thread Olly
Not if it doesn't compile source code they won't :)

2009/5/31 John 

> When the beta is over and it is released a lot of people are going to be
> using it - some of which will be source coders
>
> On Sun, May 31, 2009 at 1:07 PM, Olly  wrote:
>
> > Yea, why do you need to use 2010, especially when its not supported on
> > source AND its still in beta?
> >
> > 2009/5/31 Rodrigo 'r2d2rigo' Diaz 
> >
> > > Going back to 2008 or 2005.
> > >
> > > 2009/5/31 Yaakov Smith 
> > >
> > > > Downgrade the compiler?
> > > >
> > > > -Original Message-
> > > > From: hlcoders-boun...@list.valvesoftware.com
> > > > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
> Rodrigo
> > > > 'r2d2rigo' Diaz
> > > > Sent: Sunday, 31 May 2009 1:20 PM
> > > > To: Discussion of Half-Life Programming
> > > > Subject: Re: [hlcoders] VS2010b1 - Linker probems.
> > > >
> > > > It would be easier if you downgrade your compiler. VS tends to be
> very
> > > > picky
> > > > sometimes.
> > > >
> > > > 2009/5/31 Yaakov Smith 
> > > >
> > > > > More linker errors now.
> > > > >
> > > > > linkererrors.txt - http://www.megaupload.com/?d=KM2EI3IM
> > > > >
> > > > > Linking against:
> > > > > winmm.lib
> > > > > tier0.lib
> > > > > vgui_controls.lib
> > > > > vstdlib.lib
> > > > > kernel32.lib
> > > > > user32.lib
> > > > > gdi32.lib
> > > > > winspool.lib
> > > > > comdlg32.lib
> > > > >
> > > > > Please help!
> > > > >
> > > > > -Original Message-
> > > > > From: hlcoders-boun...@list.valvesoftware.com
> > > > > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom
> > > > Leighton
> > > > > Sent: Wednesday, 27 May 2009 10:18 PM
> > > > > To: Discussion of Half-Life Programming
> > > > > Subject: Re: [hlcoders] VS2010b1 - Linker probems.
> > > > >
> > > > > You will probably need to recompile the old library files, since
> they
> > > > > would be using the old vs2008 runtime.
> > > > >
> > > > > Also, i believe the build log is saved as BuildLog.htm in the
> > > > > build/project directory.
> > > > >
> > > > > Alexander Hirsch wrote:
> > > > > > Seems like the project isn't linking against tier0.lib.
> > > > > >
> > > > > > On Wed, May 27, 2009 at 7:00 AM, Yaakov Smith <
> m4ngr...@gmail.com>
> > > > > wrote:
> > > > > >
> > > > > >
> > > > > >> I installed and am testing Visual Studio 2010 Beta 1. It
> converted
> > > the
> > > > > >> VS2008 projects (which in turn were converted from VS2005), and
> > gets
> > > > > heaps
> > > > > >> of linker errors such as "unresolved external symbol
> > > > > >> __imp_DoNewAssertDialog". The problem is that after cancelling
> the
> > > > > build,
> > > > > >> VS2010 crashes so I can't post a full log.
> > > > > >>
> > > > > >>
> > > > > >>
> > > > > >> Anyone else in a similar position, or anyone know what's wrong?
> > > > > >>
> > > > > >> ___
> > > > > >> 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,

Re: [hlcoders] VS2010b1 - Linker probems.

2009-05-31 Thread Olly
Yea, why do you need to use 2010, especially when its not supported on
source AND its still in beta?

2009/5/31 Rodrigo 'r2d2rigo' Diaz 

> Going back to 2008 or 2005.
>
> 2009/5/31 Yaakov Smith 
>
> > Downgrade the compiler?
> >
> > -Original Message-
> > From: hlcoders-boun...@list.valvesoftware.com
> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Rodrigo
> > 'r2d2rigo' Diaz
> > Sent: Sunday, 31 May 2009 1:20 PM
> > To: Discussion of Half-Life Programming
> > Subject: Re: [hlcoders] VS2010b1 - Linker probems.
> >
> > It would be easier if you downgrade your compiler. VS tends to be very
> > picky
> > sometimes.
> >
> > 2009/5/31 Yaakov Smith 
> >
> > > More linker errors now.
> > >
> > > linkererrors.txt - http://www.megaupload.com/?d=KM2EI3IM
> > >
> > > Linking against:
> > > winmm.lib
> > > tier0.lib
> > > vgui_controls.lib
> > > vstdlib.lib
> > > kernel32.lib
> > > user32.lib
> > > gdi32.lib
> > > winspool.lib
> > > comdlg32.lib
> > >
> > > Please help!
> > >
> > > -Original Message-
> > > From: hlcoders-boun...@list.valvesoftware.com
> > > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom
> > Leighton
> > > Sent: Wednesday, 27 May 2009 10:18 PM
> > > To: Discussion of Half-Life Programming
> > > Subject: Re: [hlcoders] VS2010b1 - Linker probems.
> > >
> > > You will probably need to recompile the old library files, since they
> > > would be using the old vs2008 runtime.
> > >
> > > Also, i believe the build log is saved as BuildLog.htm in the
> > > build/project directory.
> > >
> > > Alexander Hirsch wrote:
> > > > Seems like the project isn't linking against tier0.lib.
> > > >
> > > > On Wed, May 27, 2009 at 7:00 AM, Yaakov Smith 
> > > wrote:
> > > >
> > > >
> > > >> I installed and am testing Visual Studio 2010 Beta 1. It converted
> the
> > > >> VS2008 projects (which in turn were converted from VS2005), and gets
> > > heaps
> > > >> of linker errors such as "unresolved external symbol
> > > >> __imp_DoNewAssertDialog". The problem is that after cancelling the
> > > build,
> > > >> VS2010 crashes so I can't post a full log.
> > > >>
> > > >>
> > > >>
> > > >> Anyone else in a similar position, or anyone know what's wrong?
> > > >>
> > > >> ___
> > > >> 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
> > >
> > >
> > > __ Information from ESET Smart Security, version of virus
> > signature
> > > database 4100 (20090525) __
> > >
> > > The message was checked by ESET Smart Security.
> > >
> > > http://www.eset.com
> > >
> > >
> > >
> > > __ Information from ESET Smart Security, version of virus
> > signature
> > > database 4117 (20090530) __
> > >
> > > The message was checked by ESET Smart Security.
> > >
> > > http://www.eset.com
> > >
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> > __ Information from ESET Smart Security, version of virus
> signature
> > database 4117 (20090530) __
> >
> > The message was checked by ESET Smart Security.
> >
> > http://www.eset.com
> >
> >
> >
> > __ Information from ESET Smart Security, version of virus
> signature
> > database 4117 (20090530) __
> >
> > The message was checked by ESET Smart Security.
> >
> > http://www.eset.com
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Depth buffer problem

2009-05-28 Thread Olly
Me and James are both having the exact same problem, and are running Vista
32bit. I have tried running shadercompile.exe in compatability mode, but
seems to not make a difference.
I'm beginning to wonder if the operating system is a factor of the problems
me and James are seeing.

2009/5/28 KLIMaka 

> WinXP Prof x64 SP2
>
> > Yeah, I have no problems with running studiocompile. Out of curiosity,
> what
> > version of Windows are you all running this on?
> >
> > On Tue, May 26, 2009 at 2:13 PM, BEaST  wrote:
> >
> > > Really? I have everything works fine! Maybe problem in erroneous
> bat-files?
> > > The solution, which helped me:
> > >
> > > 1) Copy from your ...\sourcesdk\bin\orangebox\bin\ directory into
> > > ...\src\materialsystem\stdshaders\ next files - shadercompile.exe and
> > > shadercompile_dll.dll
> > >
> > > 2) Change buildshaders.bat : following lines
> > >
> > > echo %SDKBINDIR%\shadercompile.exe >> filestocopy.txt
> > > echo %SDKBINDIR%\shadercompile_dll.dll >> filestocopy.txt
> > > echo %SDKBINDIR%\vstdlib.dll >> filestocopy.txt
> > > echo %SDKBINDIR%\tier0.dll >> filestocopy.txt
> > >
> > > modify to
> > >
> > > echo shadercompile.exe >> filestocopy.txt
> > > echo shadercompile_dll.dll >> filestocopy.txt
> > > rem echo %SDKBINDIR%\vstdlib.dll >> filestocopy.txt
> > > rem echo %SDKBINDIR%\tier0.dll >> filestocopy.txt
> > > > Sorry I don't have anything to contribute, but how were you able to
> > > > get the shader SDK working? Using the beta SDK and DXSDK Nov2008,
> > > > the .fxc files do not seem to build successfully.
> > > >
> > > >
> > > >
> > > >
> > > >
> > > > On May 23, 2009, at 9:29 PM, "walter" 
> wrote:
> > > > > I tried to make CShadowDepthView draw into a custom render target
> > > > > which
> > > > > would then be passed to shader, but I cant find the right way how
> to
> > > > > do
> > > > > it. Being inexperienced in programming, I really could use some
> > > > > advice.
> > > > > > only way - additional render pass with depth write only. Simplest
> way
> > > > > > (IMHO) to use CClientShadowMgr. It uses CShadowDepthView::Draw()
> for
> > > > > > writing full range depth. I think it should look like "always
> > > > > > turned on
> > > > > > flashlight" with FOV`s (horizontal and vertical) and resolution
> > > > > > equal to
> > > > > > viewport FOV and resolution accordingly. Something like that...
> > > > > >
> > > > > > Pardon for poorly english ))
> > > > > > > Is there any other way how to get depth (distance) into shader?
> > > > > > >
> > > > > > > It is for Orange Box-based mod.
> > > > > > > > On PC platform _rt_FullFrameDepth is a compressed depth
> buffer.
> > > > > > > > This
> > > > > > > means
> > > > > > > > that presented not full depth range, but only part, not to
> exceed
> > > > > > > > OO_DESTALPHA_DEPTH_RANGE (as defined in the file
> > > common_ps_fxc.h).
> > > > > > > That is
> > > > > > > > why we have fake soft particles. Sadly :(
> > > > > > > > > Is this for ep1?
> > > > > > > > >
> > > > > > > > > On Fri, May 22, 2009 at 12:52 PM, walter
> > > > > > > > > 
> > > > > > > > > wrote:
> > > > > > > > > > I wrote a custom shader which accesses depth buffer
> through
> > > > > > > > > > "_rt_FullFrameDepth" render target. It works, but alpha
> > > channel
> > > > > > > > > becomes
> > > > > > > > > > maxed out to white just few meters from camera,
> preventing
> > > > > > > intended
> > > > > > > > > > function. Any idea what could I be doing wrong?
> > > > > > > > > > Jan "Walter" Sluka
> > > > > > > > > >
> > > > > > > > > > ___
> > > > > > > > > > To unsubscribe, edit your list preferences, or view the
> list
> > > > > > > archives,
> > > > > > > > > > please visit:
> > > > > > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > > > > > > ___
> > > > > > > > > To unsubscribe, edit your list preferences, or view the
> list
> > > > > > > archives,
> > > > > > > > > please visit:
> > > > > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > > > > > ___
> > > > > > > > To unsubscribe, edit your list preferences, or view the list
> > > > > > > > archives,
> > > > > > > > please visit:
> > > > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > > > > ___
> > > > > > > To unsubscribe, edit your list preferences, or view the list
> > > > > > > archives,
> > > > > > > please visit:
> > > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > > > ___
> > > > > > To unsubscribe, edit your list preferences, or view the list
> > > > > > archives,
> > > > > > please visit:
> > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > >

Re: [hlcoders] VS2010b1 - Linker probems.

2009-05-27 Thread Olly
VS2010 isn't supported, neither is VS2008 (apart from OB Beta)
The fact you are also using a beta product, doesn't put you in a good
position to get help.

2009/5/27 Yaakov Smith 

> I installed and am testing Visual Studio 2010 Beta 1. It converted the
> VS2008 projects (which in turn were converted from VS2005), and gets heaps
> of linker errors such as "unresolved external symbol
> __imp_DoNewAssertDialog". The problem is that after cancelling the build,
> VS2010 crashes so I can't post a full log.
>
>
>
> Anyone else in a similar position, or anyone know what's wrong?
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-05-16 Thread Olly
Seems to have the same problem as the OB Beta (along with the l4d
shadercomile not being able to be launched because a lack of
shadercompile_dll.dll) I copied the dll from OB, which seemed to fix the
problem, and because of a lack of entry point not found, i'm assuming the
two bins are the same
 ):

As far as I know, everything is setup here correctly, and I don't get any
errors. Has anyone else managed to compile the fxc's using this new beta?

2009/5/16 Tobias Kammersgaard 

> Great. Let us know ;-)
> /ScarT
>
>
> 2009/5/16 Olly 
>
> > Thanks Tobias, Ill check it out (:
> >
> > 2009/5/16 Tobias Kammersgaard 
> >
> > > Bumping this. The L4D Authoring tool was released, and it contains a
> > > shadercompiler.exe. I don't know if it works, but its worth a shot.
> > >
> > > /ScarT
> > >
> > >
> > > 2009/4/11 Olly 
> > >
> > > > Is there any update on when the new shadercompile.exe will be added
> to
> > > the
> > > > beta?
> > > >
> > > > 2009/3/26 Walter Gray 
> > > >
> > > > > Just an update, with a bit of tweaking I was able to make this work
> > by
> > > > > commenting out the following lines in buildshaders.bat
> > > > >
> > > > > echo %SDKBINDIR%\shadercompile.exe >> filestocopy.txt
> > > > > echo %SDKBINDIR%\shadercompile_dll.dll >> filestocopy.txt
> > > > > echo %SDKBINDIR%\vstdlib.dll >> filestocopy.txt
> > > > > echo %SDKBINDIR%\tier0.dll >> filestocopy.txt
> > > > >
> > > > > I also had to get a copy of mysql_wrapper.dll from the wiki.  After
> > > that
> > > > > it seemed to work fine.
> > > > >
> > > > > fl...@planet-mtv.de wrote:
> > > > > > There's a small fix for this problem that works for me.
> > > > > > Go inside the "buildsdkshaders.bat" and comment the "set
> > SDKBINDIR="
> > > > out.
> > > > > >
> > > > > > After that open up the "buildshaders.bat" and change the line (73
> &
> > > 74)
> > > > > from:
> > > > > >
> > > > > >  if not exist "%SDKBINDIR%\shadercompile.exe" goto
> NoShaderCompile"
> > > > > > set ChangeToDir=%SDKBINDIR%
> > > > > >
> > > > > > to
> > > > > >
> > > > > > if not exist "%sourcesdk%\bin\orangebox\bin\shadercompile.exe"
> goto
> > > > > NoShaderCompile
> > > > > > set ChangeToDir=%sourcesdk%\bin\orangebox\bin
> > > > > >
> > > > > >
> > > > > > Hope it helps.
> > > > > > Thanks Valve and of course Toni for that great SDK!
> > > > > >
> > > > > >
> > > > > > -- Walter Gray wrote :
> > > > > > Same problem here.  Even with the String::CRC32 package
> installed,
> > I
> > > > get
> > > > > > the second error.
> > > > > >
> > > > > > Garrett wrote:
> > > > > >
> > > > > >> I was messing around trying to compile shaders, and I've come
> > across
> > > a
> > > > > couple of issues.
> > > > > >> In updateshaders.pl, psh_prep.pl, copyshaderincfiles.pl, and
> > > > > vsh_prep.pl, there's a line at the beginning, "use String::CRC32;"
> > that
> > > > > really doesn't seem to be needed, as well as the couple of lines
> that
> > > > > actually use that CRC32 stuff.
> > > > > >> updateshaders.pl - lines 244 - 248
> > > > > >> psh_prep.pl - lines 267, 284
> > > > > >> vsh_prep.pl - lines 1025, 1041
> > > > > >>
> > > > > >> After getting through that, I ran into some trouble when it
> > actually
> > > > got
> > > > > to the part where it runs shadercompile.exe and I got the following
> > > > output:
> > > > > >>
> > > > > >> Running distributed shader compilation...
> > > > > >> Can't find
> > > > >
> > > >
> > >
> >
> "D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\shadercompile.exe

Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-05-16 Thread Olly
Thanks Tobias, Ill check it out (:

2009/5/16 Tobias Kammersgaard 

> Bumping this. The L4D Authoring tool was released, and it contains a
> shadercompiler.exe. I don't know if it works, but its worth a shot.
>
> /ScarT
>
>
> 2009/4/11 Olly 
>
> > Is there any update on when the new shadercompile.exe will be added to
> the
> > beta?
> >
> > 2009/3/26 Walter Gray 
> >
> > > Just an update, with a bit of tweaking I was able to make this work by
> > > commenting out the following lines in buildshaders.bat
> > >
> > > echo %SDKBINDIR%\shadercompile.exe >> filestocopy.txt
> > > echo %SDKBINDIR%\shadercompile_dll.dll >> filestocopy.txt
> > > echo %SDKBINDIR%\vstdlib.dll >> filestocopy.txt
> > > echo %SDKBINDIR%\tier0.dll >> filestocopy.txt
> > >
> > > I also had to get a copy of mysql_wrapper.dll from the wiki.  After
> that
> > > it seemed to work fine.
> > >
> > > fl...@planet-mtv.de wrote:
> > > > There's a small fix for this problem that works for me.
> > > > Go inside the "buildsdkshaders.bat" and comment the "set SDKBINDIR="
> > out.
> > > >
> > > > After that open up the "buildshaders.bat" and change the line (73 &
> 74)
> > > from:
> > > >
> > > >  if not exist "%SDKBINDIR%\shadercompile.exe" goto NoShaderCompile"
> > > > set ChangeToDir=%SDKBINDIR%
> > > >
> > > > to
> > > >
> > > > if not exist "%sourcesdk%\bin\orangebox\bin\shadercompile.exe" goto
> > > NoShaderCompile
> > > > set ChangeToDir=%sourcesdk%\bin\orangebox\bin
> > > >
> > > >
> > > > Hope it helps.
> > > > Thanks Valve and of course Toni for that great SDK!
> > > >
> > > >
> > > > -- Walter Gray wrote :
> > > > Same problem here.  Even with the String::CRC32 package installed, I
> > get
> > > > the second error.
> > > >
> > > > Garrett wrote:
> > > >
> > > >> I was messing around trying to compile shaders, and I've come across
> a
> > > couple of issues.
> > > >> In updateshaders.pl, psh_prep.pl, copyshaderincfiles.pl, and
> > > vsh_prep.pl, there's a line at the beginning, "use String::CRC32;" that
> > > really doesn't seem to be needed, as well as the couple of lines that
> > > actually use that CRC32 stuff.
> > > >> updateshaders.pl - lines 244 - 248
> > > >> psh_prep.pl - lines 267, 284
> > > >> vsh_prep.pl - lines 1025, 1041
> > > >>
> > > >> After getting through that, I ran into some trouble when it actually
> > got
> > > to the part where it runs shadercompile.exe and I got the following
> > output:
> > > >>
> > > >> Running distributed shader compilation...
> > > >> Can't find
> > >
> >
> "D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\shadercompile.exe
> > > "
> > > >> Can't find
> > >
> >
> "D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\shadercompile_dll.dll
> > > "
> > > >> Can't find
> > >
> >
> "D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\tier0.dll
> > > "
> > > >> Can't find
> > >
> >
> "D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\vstdlib.dll
> > > "
> > > >> Can't open mysql_wrapper.dll!
> > > >>
> > > >> Modifying line 184 in buildshaders.bat to take out the -shaderpath
> > > parameter caused those errors to go away, but then I got an error of
> > "Can't
> > > find \filelist.txt", which I'm assuming is because I took out the
> > > -shaderpath.
> > > >>
> > > >>
> > > >>
> > > >> ___
> > > >> To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > > >> http://list.valves

Re: [hlcoders] Game Content

2009-05-14 Thread Olly
I meant email valve directly. Not post on the list.

> But it still depends on products purchased from Valve in order to function.


That statement is not valid, since Microsoft Office requires Windows which
is a Microsoft product, but I'm sure if I took some images/icons or
something from Office, and used them in my own open source app Microsoft
would have something to say about it.

I don't think any of us here are lawyers (maybe there is), so most of this
discussion is based on opinion, or what you think is right.
Its irrelevant if you think it should be allowed or not; It's not up-to any
of us to decide, as none of us have bought a redistrobution license to the
assets.

As I said before, if you are in doubt, just email someone who looks like
they could deal with this kind of thing from the valve staff page, as you
are never going to get a definitive answer here!

2009/5/14 Rodrigo 'r2d2rigo' Diaz 

> >
> > b) Do any of the Source game packs that allow you to play a mod made
> > with the SDK *not* include CSS these days?
> >
>
> Orange Box doesn't, nor does L4D ;)
>
> 2009/5/14 Jed 
>
> > Yeah but...
> >
> > a) You need another Source game to be able to play the mod anyway so
> > Valve are getting a sale right here.
> > b) Do any of the Source game packs that allow you to play a mod made
> > with the SDK *not* include CSS these days?
> >
> > I'd say that maybe 85% of the time someone with the relevant "base"
> > games to play your mod probably has CSS installed anyway. If you want
> > to use CSS content in an unmodified form, then yes, just mount the GCF
> > and make it a requirement for the mod. If you're making derived model
> > then it will be necessary to ship with your mod.
> >
> > I think as well you have to think a bit beyond "he stole my bike!" -
> > stopping this kind of derivative work stifles innovation and puts
> > people off modding. I'd say at least 75% of the mods I've seen out
> > there use modified content from other Source games in one form or
> > another. As it's being used for a Source game, your in a way "keeping
> > it in the family" and there's also the follow on of tying a playing to
> > Steam, exposure to other games and maybe leading to more sales. Also
> > don't forget that games like CSS, DoDS and TF2 all started out as
> > mods. It's not in Valves interest to stifle this kind of derivative
> > work - especially when its non-profit and could potentially lead them
> > to their next-big-hit.
> >
> > As I said, I think Valve "get" this and are forward thinking enough to
> > see that this sort of incestuous breeding of content across their
> > games is actually a good thing.
> >
> > - Jed
> >
> >
> > 2009/5/14 Julian Moschüring :
> > > I agree, but your second point implies that you mount, in this case,
> the
> > > CS:S content, which was the question which started this thread. :-)
> > > Perhaps one of the main reason someone plays your mod is that the
> models
> > > are so great. If you don't mount the CS:S content you would take money
> > > from valve because if you had mounted it some people would have bought
> > > CS:S to play your mod... mmh
> > >
> > > I would mount the content and publish the mod with the model. You could
> > > also check if the content is mountable and if not use some standard
> > > model instead of the CS:S ones.
> > >
> > > Jed schrieb:
> > >> I think the great questions are:
> > >>
> > >> Is it hurting them?
> > >> Is it worth them taking legal action?
> > >>
> > >> As has been pointed out, if you are just borrowing a few low-key (i.e
> > >> not character/player)  models such as props you're not really giving
> > >> away the whole CSS game nor are you really damaging sales.
> > >>
> > >> Secondly, if borrowing a few models helps you get your free mod out
> > >> the door, it might well prompt a player to purchase say the Orange Box
> > >> to be able to play your mod - $$$ for Valve.
> > >>
> > >> Thirdly, the legal costs of taking any modder to task for borrowing a
> > >> few props for his Source mod is going to be far in excess of their
> > >> market value.
> > >>
> > >> >From my experience of dealing with Valve first hand I like to think
> > >> their a level headed bunch of chaps and their attitude is that if
> > >> you're not "taking the piss" with borrowed/reworked content or using
> > >> it outside of a Source mod then it's acceptable. Of course that's my
> > >> opinion and not fact.
> > >>
> > >> Then again I think it's a sad reflection on the litigious society of
> > >> today if a few modders would be stomped on from trying to learn and
> > >> innovate for fear of legal repercussion.
> > >>
> > >> - Jed
> > >>
> > >>
> > >>
> > >>
> > >> 2009/5/14 Jonas 'Sortie' Termansen :
> > >>
> > >>> Technically, you are not stealing from Valve by making a copy of
> their
> > >>> works, if they don't lose anything, which the clause that you only
> use
> > a
> > >>> small portion of their content includes, because the content cannot
> > >>> substitute CS:S, a

Re: [hlcoders] Game Content

2009-05-14 Thread Olly
If its in the EULA (which I think it is) that says that you cannot use
unmounted content. Then you just shouldn't unless you have consent from
Valve.
Downloading music is illigal, and that's just copying data. I also wouldn't
make any money from doing so.

Emailing them would have been a much easier/accurate way to get an answer.

2009/5/14 Saul Rennison 

> If it is actually illegal Valve will confront you and politely ask you to
> remove the copyrighted content, then when you do everything's OK. No
> trouble!
>
> 2009/5/14 Jonas 'Sortie' Termansen 
>
> > Technically, you are not stealing from Valve by making a copy of their
> > works, if they don't lose anything, which the clause that you only use a
> > small portion of their content includes, because the content cannot
> > substitute CS:S, and then it won't affect their sales, thus it can
> quality
> > as Fair Use under the US Copyright laws. But it's still untested in
> court,
> > and will vary on a case basis, and I am not an US copyright expert. The
> > same
> > argument goes for editing the content. Again, note that I don't recommend
> > doing this, but if it's legal due to Fair Use, and you only use small
> > amounts of content, it will be much faster for the mod to load the
> content
> > from its own folder, instead of adding another search path, which
> increases
> > loadtimes.
> >
> > Oh and be careful when mounting .GCFs from code and not the gameinfo.txt,
> I
> > had some experience that some people couldn't launch the mod
> successfully,
> > even if they had the .GCF I was mounting. Might be fixed though, but
> still.
> >
> > - Original Message -
> > From: "Julian Moschüring" 
> > To: "Discussion of Half-Life Programming" <
> hlcoders@list.valvesoftware.com
> > >
> > Sent: Thursday, May 14, 2009 2:57 PM
> > Subject: Re: [hlcoders] Game Content
> >
> >
> > > "-You only included small amounts of Valve's copyrighted works"
> > > Nice reasoning, so if I go into a shop and only steal eg a part of a
> > > computer thats okay? :-)
> > >
> > > I think you should mount the CS:S content because you have to make sure
> > > the users who use your mod own the right to have the models you
> provide.
> > > Legally you are not even allowed to ship the modified model. To do it
> > > totally right you would have to extract the gcf during install and
> modify
> > > the original model... but, as Jonas said, I don't think valve will
> > > complain about this.
> > >
> > >
> > > Jonas 'Sortie' Termansen schrieb:
> > >> My personal expierence is that you can use CS:S Content in your mod.
> The
> > >> 100% legal way is to mount CS:S content but that requires CS:S to be
> > >> installed and owned by everyone who own your mod. Then if you modify a
> > >> few
> > >> models, you can simply make some replacements in your own mod folder
> > that
> > >> will override the CS:S content.
> > >>
> > >> If you want a more questionable method that allows everyone to play
> your
> > >> mod
> > >> (and faster because you don't have to mount another .gcf file or two),
> > >> you
> > >> can simply extract the few models you wish to edit and their
> materials,
> > >> and
> > >> put them in your mod's folder. This way you don't depend on any extra
> > >> .gcf
> > >> files or that people have CS:S installed. This should work fine for
> > small
> > >> amounts of content. While untested in court, it could qualify for Fair
> > >> Use
> > >> because:
> > >> - You only included small amounts of Valve's copyrighted works
> > >> - The content required at least one of Valve's products
> > >> - The content used doesn't include the whole CS:S and doesn't limit
> > >> Valve's
> > >> sales, because the content isn't CS:S
> > >> - You do not earn any money from their works
> > >> - (You edited their works to some degree)
> > >> - (I have never heard of Valve having any complaints about this, as
> long
> > >> as
> > >> the above is true, despite the EULA probably saying otherwise)
> > >>
> > >> Again, whether it's legal or advised to extract and ship the contents
> of
> > >> a
> > >> GCF file, the perfectly safe but annoying way of doing it is mounting
> > the
> > >> CSS GCF file, but the way you do it is up to you.
> > >>
> > >> - Original Message -
> > >> From: "Yaakov Smith" 
> > >> To: "'Discussion of Half-Life Programming'"
> > >> 
> > >> Sent: Thursday, May 14, 2009 12:09 PM
> > >> Subject: [hlcoders] Game Content
> > >>
> > >>
> > >>
> > >>> Example: I want to mess with CS:S models and include modifications of
> > >>> the
> > >>> said models in my mod.
> > >>>
> > >>> Could I legally do that, but mount the CS:S content to cover the
> legal
> > >>> aspect?
> > >>>
> > >>> ___
> > >>> To unsubscribe, edit your list preferences, or view the list
> archives,
> > >>> please visit:
> > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>>
> > >>>
> > >>
> > >>
> > >> ___
> > >> To un

Re: [hlcoders] point_viewcontrol in OB Beta

2009-05-02 Thread Olly
Just FYI the same issue is present with the colour correction entity.

2009/5/2 Alexander Hirsch <1ze...@googlemail.com>

> point_viewcontrol expects the game to be singleplayer: "m_hPlayer =
> UTIL_GetLocalPlayer();"
> So, instead of that, either do UTIL_PlayerByIndex( 1 ) to get the
> first one or use an array of players; find them with a loop and
> UTIL_PlayerByIndex( i );.
>
> On Sat, May 2, 2009 at 5:04 PM, Grash  wrote:
> > point_viewcontrol in the stock OB Beta HL2DM mod code is broken.
> > Right now I can verify that the lookat ent on camera is not functioning.
> >
> > I did check this against stock OB HL2DM mod code from before the beta.
> >
> > I haven't had a chance to dig in and check why this is.
> > So I'm just throwing it out there in case someone else can get to it
> before I can.
> >
> >
> >
> >
> >
> > ___
> > 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
>
>


-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Cannonfodder's MDL compiler sources?

2009-05-01 Thread Olly
The domain is being camped.

2009/5/1 Matt Hoffman 

> Jake: He ignores his emails about source, or doesn't use that email
> anymore.
>
> On Fri, May 1, 2009 at 2:55 PM, Jake 
> wrote:
>
> > You could just email him..it's right there.
> >
> > Dan L wrote:
> > > what would you write this "letter" on? and his address doesn't have an
> @,
> > > how is it supposed to know which host to goto?
> > >
> > > On Fri, May 1, 2009 at 5:45 PM, Matt Hoffman <
> > lord.matt.hoff...@gmail.com>wrote:
> > >
> > >
> > >> What's a pen? Or a letter?
> > >>
> > >> On Fri, May 1, 2009 at 2:41 PM, Jed  wrote:
> > >>
> > >>
> > >>> You know, you could always pick up a pen and write him a letter. Less
> > >>> intrusive than a call and its still his choice whether to answer or
> > >>> not.
> > >>>
> > >>> - Jed
> > >>>
> > >>> 2009/5/1 Dan L :
> > >>>
> >  Anyone live in that area where it wouldn't be long distance?
> > 
> >  On Fri, May 1, 2009 at 5:25 PM, Jarno Veuger 
> > wrote:
> > 
> > 
> > > I suppose you could call him. Just say you really need it and not
> > >
> > >> force
> > >>
> > > him. Just ask him gently :) .
> > >
> > > Regards,
> > > Ywa
> > >
> > > Dan L wrote:
> > >
> > >> Osborne, Larry  la...@osborne.net
> > >>5112 Shelter Cove
> > >>Austin, TX 78730
> > >>US
> > >>(512) 651-9568
> > >>
> > >> Anyone tried that email? and would it be mega-creepy if someone(
> > >>
> > >> liek
> > >>
> > >>> me
> > >>>
> > >> lol) called him?
> > >>
> > >>
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > >
> >  ___
> >  To unsubscribe, edit your list preferences, or view the list
> archives,
> > 
> > >>> please visit:
> > >>>
> >  http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > 
> > 
> > 
> > >>> ___
> > >>> To unsubscribe, edit your list preferences, or view the list
> archives,
> > >>> please visit:
> > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>>
> > >>>
> > >>>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>
> > >>
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Particle System of Orange Box in EP1-Mod

2009-05-01 Thread Olly
You cant comile shaders in the OB beta, since shadercompile.exe /
shadercompile_dll.dll is broken.

2009/5/1 Tony Sergi 

> You'd have to port the shaders, and modify the particles.lib which.. you
> can't really do.
>
> The shader could probably be ported since there is the sdk version of it in
> the OB beta.
> Either way, you don't have the source to particles.lib so there's nothing
> you can do ;)
>
> -Tony
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com [mailto:
> hlcoders-boun...@list.valvesoftware.com] On Behalf Of Alexander Hirsch
> Sent: May-01-09 6:30 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Particle System of Orange Box in EP1-Mod
>
> Well, you could port the code over to the OB-engine. Get some
> merging-software for that (Wikipedia has a neat list:
> http://en.wikipedia.org/wiki/Comparison_of_file_comparison_tools ).
> I doubt that you want to port the OB particles over to the Ep1-engine;
> when porting to the OB-engine you also get other sweet features :)
>
> On Fri, May 1, 2009 at 12:12 PM, Biz  wrote:
> > Hey there,
> >
> > can the particle system of the orange box be somehow used in a mod which
> > was created with ep1-system?
> >
> > Regards,
> > xs57
> >
> > ___
> > 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
>
>


-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Particle System of Orange Box in EP1-Mod

2009-05-01 Thread Olly
No

2009/5/1 Biz 

> Hey there,
>
> can the particle system of the orange box be somehow used in a mod which
> was created with ep1-system?
>
> Regards,
> xs57
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Checkpoints Triggers

2009-04-29 Thread Olly
Just FYI there is: CBaseEntity::IsPlayer()

2009/4/29 Jonas 'Sortie' Termansen 

> I'd make a variable in the player class called int_Rounds (or something
> clever) and then make a custom trigger, that could be called
> Trigger_Checkpoint. Then make a variable in the Trigger_Checkpoint called
> int_RoundOfThisTrigger (that can be edited through hammer, see .fgd). Then
> in the Touch Function of Trigger_Checkpoint, dynamically cast the
> baseentity* and see if it's a player. If it is a player, then check if the
> pPlayer->int_Rounds = int_RoundsOfThisTrigger-1, and if it is,  then set
> pPlayer->int_Rounds = intRoundsOfThisTrigger. Of course, the logic has to
> be
> expanded, so when the player reaches the goal, the int_Rounds is set to
> Zero
> again. But that should be straightforward.
>
> Of course, it could be done with some advanced in-map entity input/output,
> but it's much simpler (and more reliable) to do it via programming.
>
> Have Fun,
> Sortie
>
> - Original Message -
> From: "FaMiNe" 
> To: "Discussion of Half-Life Programming"  >
> Sent: Tuesday, April 28, 2009 11:50 PM
> Subject: [hlcoders] Checkpoints Triggers
>
>
> > I've been looking into this for a while, but I'm still new.
> >
> > I'm trying to create a checkpoint system, where the player cannot
> > activate the next checkpoint until they get the current one (ex: have to
> > get checkpoint 1 before you can get checkpoint 2).
> >
> > I created a map entity, and using trigger_multiple as a base for my
> > checkpoint trigger, I'm trying to find a place to put a variable that
> > contains the previous checkpoint that they grabbed, and a method to
> > trigger it in the first place. Since this is a multiplayer mod, I expect
> > each player instance to have their own checkpoint status variable.
> >
> >
> > ___
> > 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
>
>


-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] (no subject)

2009-04-28 Thread Olly
The beta to the SDK was released (check steam settings > beta) but there are
still some pretty bad bugs.
The main one for us, being that the wrong
shadercompile.exe/shadercompile_dll.dll is on steam, so we STILL can't
compile shaders for orangebox.

2009/4/28 Saul Rennison 

> Bump?
>
> I'm gonna get killed for this :'( I dream for a day when little dolphins
> like Devin can live in peace with angry ninja pirates.
>
>
>
> A
>
> 2009/3/8 James Gray 
>
> > An SDK code update is definitely overdue, but unfortunately I wouldn't
> > count on it. :\
> >
> > Yaakov Smith wrote:
> > > I know, this thread is ridiculous. I logged on last night to find 156
> new
> > messages, most of which were from here.
> > >
> > > BTW Tony when do we get the SDK update? Didn't you say there were just
> a
> > couple of verification checks you had to do?
> > >
> > > -Original Message-
> > > From: hlcoders-boun...@list.valvesoftware.com [mailto:
> > hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony Sergi
> > > Sent: Sunday, 8 March 2009 3:37 PM
> > > To: Discussion of Half-Life Programming
> > > Subject: Re: [hlcoders] (no subject)
> > >
> > > I'm only adding this response to say one thing; because of all of these
> > ridiculous posts, I have 173 unread emails in my hlcoders folder.. so
> > therefore, in 2 seconds they will all be marked as read and never touched
> > again.
> > >
> > > -Tony
> > >
> > > -Original Message-
> > > From: hlcoders-boun...@list.valvesoftware.com [mailto:
> > hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
> > > Sent: March-07-09 1:29 PM
> > > To: Discussion of Half-Life Programming
> > > Subject: Re: [hlcoders] (no subject)
> > >
> > > Don't let this die...
> > >
> > > 2009/3/6 John Standish 
> > >
> > >
> > >> MEDALS FOR EVERYONE!
> > >>
> > >> On Fri, Mar 6, 2009 at 3:12 PM, Ben Mears  > >>
> > >>> wrote:
> > >>>
> > >>> Does that mean this thread can finally rest peacefully alongside
> Devin
> > >>> the Dolphin?
> > >>>
> > >>>
> > >>>
> > >>> John Standish wrote:
> > >>>
> >  Achievement Unlocked
> > 
> >  On Fri, Mar 6, 2009 at 3:09 PM, John Standish 
> > 
> > >> wrote:
> > >>
> > 
> > > *Franz Kafka* (IPA: [ˈfʀanʦ ˈkafka]<
> > >
> > >>> http://en.wikipedia.org/wiki/Wikipedia:IPA>)
> > >>>
> > > (3 July 1883 – 3 June 1924) was one of the major fiction<
> > >
> > >>> http://en.wikipedia.org/wiki/Fiction> writers
> > >>>
> > > of the 20th century. He was born to a middle-class<
> > >
> > >>> http://en.wikipedia.org/wiki/Middle-class>
> > >>>
> > >  German -speaking
> > >
> > >> Jewish<
> > >>
> > >>> http://en.wikipedia.org/wiki/Jewish>
> > >>>
> > >  family  in Prague<
> > >
> > >>> http://en.wikipedia.org/wiki/Prague>
> > >>>
> > > , Austria-Hungary ,
> > > presently the Czech Republic <
> > >
> > >>> http://en.wikipedia.org/wiki/Czech_Republic>.
> > >>>
> > > His unique body of writing—much of which is incomplete<
> > >
> > >>> http://en.wikipedia.org/wiki/Unfinished_work> and
> > >>>
> > > which was mainly published posthumously—is considered to be among
> the
> > >
> > >>> most
> > >>>
> > > influential in Western literature<
> > >
> > >>> http://en.wikipedia.org/wiki/Western_literature>
> > >>>
> > > .[1] 
> > >
> > > His stories, such as *The Metamorphosis<
> > >
> > >>> http://en.wikipedia.org/wiki/The_Metamorphosis>
> > >>>
> > > * (1915), and novels, including *The Trial<
> > >
> > >>> http://en.wikipedia.org/wiki/The_Trial>
> > >>>
> > > * (1925) and *The Castle <
> > >
> > >>> http://en.wikipedia.org/wiki/The_Castle_(novel)<
> http://en.wikipedia.org/wiki/The_Castle_%28novel%29>
> > >
> > >>>
> > > * (1926), concern troubled individuals in a nightmarishly
> impersonal
> > >
> > >> and
> > >>
> > >>> - Show quoted text -
> > >>>
> > > bureaucratic world.
> > >
> > > On Fri, Mar 6, 2009 at 3:05 PM, Skyler Clark 
> > >
> > >>> wrote:
> > >>>
> > >
> > >> Thank god for gmail...
> > >>
> > >> On Fri, Mar 6, 2009 at 6:01 PM,   wrote:
> > >> - Show quoted text -
> > >> - Show quoted text -
> > >>
> > >>
> > >>> Lmao that would be hilarious
> > >>> Thanks,
> > >>> Timothy Fenton
> > >>> Animation and Game Design Student
> > >>>
> > >>> -Original Message-
> > >>> From: 1nsane <1nsane...@gmail.com>
> > >>>
> > >>> Date: Fri, 6 Mar 2009 17:58:22
> > >>> To: Discussion of Half-Life Programming<
> > >>>
> > >>> hlcoders@list.valvesoftware.com
> > >>>
> > >>> Subject: Re: [hlcoders] (no subject)
> > >>>
> > >>>
> > >>> I think he left the list. Someone wanna forward him the messages?
> > >>>
> > >>> On Fri, Mar 6, 20

Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?

2009-04-28 Thread Olly
You could at-least give people pointers to help him out. No-one asked you
for the source-code.

2009/4/28 Cory de La Torre 

> Minh's got it right ;D Like Garry had ever released how to parent the
> projector, amirite.
>
> On Mon, Apr 27, 2009 at 8:10 PM, Stephen Micheals <
> stephen.miche...@gmail.com> wrote:
>
> > Staying on topic a bit wasn't the grain in the shadows introduced by
> > valve because of nvidia (forcing a cheaper version to be used) cards
> > that could not handle the newer flashlight effect in EP2 without lag?
> >
> > On Mon, Apr 27, 2009 at 4:00 PM, James Keith 
> wrote:
> > > Once again, thanks for the totally-explaining-how-to-do-it post...
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> Gear Dev
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] posting

2009-04-27 Thread Olly
Indeed, I just got slapped in the face with some irony just then =(

2009/4/27 Andrew Ritchie 

> Ironic?
>
> On Mon, Apr 27, 2009 at 7:37 PM, Piotr Burzykowski  >wrote:
>
> > Hi,
> >
> > Can we avoid the silliness of another pointless thread? This is spam of
> > the worst kind which the good Valve people will simply skip/delete along
> > with valid threads.
> >
> > Best regards,
> >
> > Piotr Burzykowski
> > LocWorks - Play. Adapt. Disseminate.
> >
> >
> > ___
> > 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
>
>


-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] remove me from list!

2009-04-27 Thread Olly
You aren't getting spammed enough if you cant see how to unsubscribe.

2009/4/27 Ian T. Jacobsen 

> Hello
>
> I want to be removed from HLCoders since I'm now getting spammed with
> more important stuff...
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?

2009-04-27 Thread Olly
Way to be more helpful than your last post...
Oh.

2009/4/27 Cory de La Torre 

> http://geardev.wordpress.com/2008/12/13/the-update/
>
> On Sun, Apr 26, 2009 at 9:53 PM, Yaakov Smith  wrote:
>
> > I thought only SDK Beta supported OB Shaders?
> >
> > -Original Message-
> > From: hlcoders-boun...@list.valvesoftware.com
> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tobias
> > Kammersgaard
> > Sent: Monday, 27 April 2009 1:56 PM
> > To: Discussion of Half-Life Programming
> > Subject: Re: [hlcoders] Grainy edges on flashlight shadows - can they be
> > removed?
> >
> > For your information you can disable the signature shit in Gmail.
> > On-topic. I'd take a look at
> > materialsystem/stdshaders/common_flashlight_fxc.h
> > It's really a shot in the dark, since I haven't looked at any shader code
> > for the Orange Box.
> >
> >
> > /ScarT
> >
> >
> > 2009/4/27 Matt Hoffman 
> >
> > > More derailed and destroyed*
> > >
> > > On Sun, Apr 26, 2009 at 8:38 PM, James Keith 
> > wrote:
> > >
> > > > Suddenly this thread is more derailed than episode 2's train :/
> > > >
> > > > Sent from my iPod
> > > >
> > > > On Apr 26, 2009, at 11:33 PM, "Tony Paloma"  >
> > > > wrote:
> > > >
> > > > > Everyone does it.
> > > > >
> > > > > Sent via BlackBerry by AT&T
> > > > > Do you Yahoo?
> > > > > Rediscover Hotmail
> > > > >
> > > > > -Original Message-
> > > > > From: hlcoders-boun...@list.valvesoftware.com
> > > > > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh
> > > > > Sent: Sunday, April 26, 2009 6:23 PM
> > > > > To: Discussion of Half-Life Programming
> > > > > Subject: Re: [hlcoders] Grainy edges on flashlight shadows - can
> > > > > they be
> > > > > removed?
> > > > >
> > > > > Wait, how do we know he knows how to do it. He just put up a
> picture
> > > > > saying it can be done..
> > > > >
> > > > > Off topic. I think it's lame how Apple has to throw it's branding
> all
> > > > > over the place..
> > > > >
> > > > > Ryan Sheffer wrote:
> > > > >> Way to know the answer but beat around the bush.
> > > > >>
> > > > >> Skidz (Ryan)
> > > > >>
> > > > >> On 26-Apr-09, at 14:19, Cory de La Torre 
> > wrote:
> > > > >>
> > > > >>
> > > > >>> Way to derail the question guys.
> > > > >>>
> > > > >>> On Sun, Apr 26, 2009 at 1:28 PM, James Keith <
> jimmy4...@gmail.com>
> > > > >>> wrote:
> > > > >>>
> > > > >>>
> > > > >>>> Yes my iPod automatically adds that to the end, it's really
> > stupid.
> > > > >>>>
> > > > >>>> I don't think the grain is shader based, because it appears on
> all
> > > > >>>> types of
> > > > >>>> materials, so it leads me to believe it's code based to grain on
> > > > >>>> all
> > > > >>>> entites. Dunno. If certain people would've actually told me how
> to
> > > > >>>> do it
> > > > >>>> instead of just saying "yeah", i would know.
> > > > >>>>
> > > > >>>> *incoming mail signature*
> > > > >>>>
> > > > >>>> Thanks,
> > > > >>>> James
> > > > >>>> - Original Message -
> > > > >>>> From: "Saul Rennison" 
> > > > >>>> To: "Discussion of Half-Life Programming"
> > > > >  > > > >>>>
> > > > >>>> Sent: Sunday, April 26, 2009 3:27 PM
> > > > >>>> Subject: Re: [hlcoders] Grainy edges on flashlight shadows - can
> > > > >>>> they
> > > > >>>> beremoved?
> > > > >>>>
> > > > >>>>
> > > > >>>>
> > > > >>>>> Same
> > > > >>>

Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?

2009-04-26 Thread Olly
What of it? :D

My mail client adds mine automatically too :D

-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Corner-shot

2009-04-20 Thread Olly
CBasePlayer *pOwner = ToBasePlayer( /*--*/ );
to

CBasePlayer *pOwner = this;

Should work, if I understand the problem.

2009/4/20 Jean Marcel Knapp dos Santos 

> Hi, I'm Xblah, and I'm the programmer of Offline: Source. I'm trying
> to build a corner-shot system. The player just leans the screen, so he
> has better cover.
>
> This is what I coded into void CHL2_Player::ItemPostFrame()
>
>CBasePlayer *pOwner = ToBasePlayer( /*--*/ );   //HELP HELP HELP:
> FIX ME!!!
>
>if ( pOwner == NULL )
>return;
>
>if ( pOwner->m_nButtons & IN_LEANLEFT )
>
>{
>QAngle viewPunch;
>
>viewPunch.x = 0.0f;
>viewPunch.y = 0.0f;
>viewPunch.z = 1.0f;
>
>//Add it to the view punch
>ViewPunch( viewPunch );
>}
>
>if ( pOwner->m_nButtons & IN_LEANRIGHT )
>{
>QAngle viewPunch;
>
>viewPunch.x = 0.0f;
>viewPunch.y = 0.0f;
>viewPunch.z = -1.0f;
>
>//Add it to the view punch
>ViewPunch( viewPunch );
>}
>
> I need to check if the player is pressing the IN_LEANRIGHT or
> IN_LEANLEFT buttons. What should I put in the place of the /*--*/
> Or is there another way to use m_nButtons?
>
> --
> __
> Jean Marcel Knapp dos Santos
> changremi...@gmail.com
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-04-10 Thread Olly
Is there any update on when the new shadercompile.exe will be added to the
beta?

2009/3/26 Walter Gray 

> Just an update, with a bit of tweaking I was able to make this work by
> commenting out the following lines in buildshaders.bat
>
> echo %SDKBINDIR%\shadercompile.exe >> filestocopy.txt
> echo %SDKBINDIR%\shadercompile_dll.dll >> filestocopy.txt
> echo %SDKBINDIR%\vstdlib.dll >> filestocopy.txt
> echo %SDKBINDIR%\tier0.dll >> filestocopy.txt
>
> I also had to get a copy of mysql_wrapper.dll from the wiki.  After that
> it seemed to work fine.
>
> fl...@planet-mtv.de wrote:
> > There's a small fix for this problem that works for me.
> > Go inside the "buildsdkshaders.bat" and comment the "set SDKBINDIR=" out.
> >
> > After that open up the "buildshaders.bat" and change the line (73 & 74)
> from:
> >
> >  if not exist "%SDKBINDIR%\shadercompile.exe" goto NoShaderCompile"
> > set ChangeToDir=%SDKBINDIR%
> >
> > to
> >
> > if not exist "%sourcesdk%\bin\orangebox\bin\shadercompile.exe" goto
> NoShaderCompile
> > set ChangeToDir=%sourcesdk%\bin\orangebox\bin
> >
> >
> > Hope it helps.
> > Thanks Valve and of course Toni for that great SDK!
> >
> >
> > -- Walter Gray wrote :
> > Same problem here.  Even with the String::CRC32 package installed, I get
> > the second error.
> >
> > Garrett wrote:
> >
> >> I was messing around trying to compile shaders, and I've come across a
> couple of issues.
> >> In updateshaders.pl, psh_prep.pl, copyshaderincfiles.pl, and
> vsh_prep.pl, there's a line at the beginning, "use String::CRC32;" that
> really doesn't seem to be needed, as well as the couple of lines that
> actually use that CRC32 stuff.
> >> updateshaders.pl - lines 244 - 248
> >> psh_prep.pl - lines 267, 284
> >> vsh_prep.pl - lines 1025, 1041
> >>
> >> After getting through that, I ran into some trouble when it actually got
> to the part where it runs shadercompile.exe and I got the following output:
> >>
> >> Running distributed shader compilation...
> >> Can't find
> "D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\shadercompile.exe
> "
> >> Can't find
> "D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\shadercompile_dll.dll
> "
> >> Can't find
> "D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\tier0.dll
> "
> >> Can't find
> "D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\vstdlib.dll
> "
> >> Can't open mysql_wrapper.dll!
> >>
> >> Modifying line 184 in buildshaders.bat to take out the -shaderpath
> parameter caused those errors to go away, but then I got an error of "Can't
> find \filelist.txt", which I'm assuming is because I took out the
> -shaderpath.
> >>
> >>
> >>
> >> ___
> >> 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
> >
> >
> > --
> > This message was sent on behalf of fl...@planet-mtv.de at
> openSubscriber.com
> >
> http://www.opensubscriber.com/message/hlcoders@list.valvesoftware.com/11706712.html
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Model Entity attached to play

2009-03-27 Thread Olly
Is it predicted and you didn't write a client side version? or the client
side version isn't the same

2009/3/27 Dan Clark 

> I am trying to attach a model entity to a player. I want it to follow
> the player in a sense. I have it working but when the player moves, the
> entity jitters back and forth. Anyway to fix this?
>
> --
> Best regards,
>  Dan
>  http://www.lnxmad.com
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Orange Box SDK Beta Bugs

2009-03-18 Thread Olly
Didn't valve used to have a bugzilla? Maybe they would be more useful there.

2009/3/18 Walter Gray 

> Bugs only in this thread please, put questions somewhere else.
>
> Yaakov Smith wrote:
> > What is the command to go prone?
> >
> >
> > ___
> > 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
>
>


-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-03-16 Thread Olly
Yay +5.75 points!

2009/3/16 Tony Sergi 

> ==Source SDK==
> Several significant enhancements and bug fixes have been made to the Source
> SDK tools and source code. See below for additional details and please note
> that this update does not include support for Left4Dead content creation.
> Support for Left4Dead will be included in a future update.
> =SDK Tools=
>
>  *   Fixed the issues with the following tools: height2ssbump,
> normal2ssbump, pfm2tga, splitskybox, vbspinfo, vmt_tweak, vmtcheck
>  *   Fixed an issue in studiomdl pertaining to $shadowlod {
> =Hammer=
>
>  *   The texture browser automatically ignores most textures that cannot be
> placed on brushes or displacements, as well as anything inside a .svn folder
> for those using svn as their choice of versioning software.
>  *   Added additional auto visgroups for sprites and cubemaps
>  *   Seperated the VRAD calls into two sequential while using HDR (-ldr and
> -hdr) instead of -both
>  *   Model browser is now created once per session
>  *   Displacement brush dial now has greater range
>  *   Added a stop button to sound previews
> =SDK Launcher=
>
>  *   Added the ability to edit game configurations with vconfig
> = Source Code=
>
>  *   Added a new template mod that replaces the old 'advanced' source .
> This template has options for teams,classes, sprinting, prone, stamina, etc.
> When you create a mod with the wizard it will ask you which options to
> enable by default. Note: you must build the source. Users wishing to create
> only content should not use this option.
>  *   Added shader source;  fxc.exe, psa.exe and vsa.exe must be placed into
> the dx9sdk\utilities folder and you must modify
> materialsystem\stdshaders\buildsdkshaders.bat to set your paths.
>  *   Most tonemap controller options now work in multiplayer. The 'template
> mod' map 'sdk_teams_hdr' demonstrates this.
>  *   All three mod types by default mount the required appid's -
> Multiplayer uses 218 and mounts 320 for example. Gameinfo.txt contains a new
> entry 'AdditionalAppId' for this purpose.
>  *   Particle systems can now be defined with a per-map manifest, similar
> to soundscapes. Inside the particles folder you simply create
> particles_mapname.txt and declare your particle system files just like the
> regular manifest. Prefix with ! to cache automatically. Ex: "file"
>  "!particles/mymap_effects.pcf"
>  *   Fixed a number of issues which caused the server to not compile in
> linux.
> =Multiplayer Source Code=
>
>  *   Players animate with the new animation system that came along with
> TF2.
>  *   Fixed third person animations and all effects
>  *   Fixed SLAM issues
>  *   Fixed Use of UTIL_GetLocalPlayer on the server in various locations
>  *   Fixed a number of other bugs / asserts.
> =Singleplayer Source Code=
>
>  *   Fixed a number of issues preventing the source from functioning
> correctly
>  *   Added new vehicle "hl2buggy" so that users may have both the charger
> and the old buggy.
>
>
>
> -Tony
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Server CVars

2009-03-11 Thread Olly
There is a way to get a list of cvars from the server using the query
interface. I don't remember how it works, and i'm at work so I cant get an
example now.
But if you get it working, you may notice that linux servers (I don't know
if windows ones do it now also) seem to have the packet contents bzip'd
before its sent down the tubes.

2009/3/11 Andrew Armstrong 

> Then probably not. Other than whats provided via the query response servers
> give back (player count, timelimit, etc). I also don't know off the top of
> my head how that list is populated.
>
> - Andrew
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yaakov Smith
> Sent: Wednesday, 11 March 2009 5:04 PM
> To: 'Discussion of Half-Life Programming'
> Subject: Re: [hlcoders] Server CVars
>
> No, I want to get the value of the CVAR from an external application I'm
> writing.
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew
> Armstrong
> Sent: Wednesday, 11 March 2009 5:00 PM
> To: 'Discussion of Half-Life Programming'
> Subject: Re: [hlcoders] Server CVars
>
> Yep, at least from a VSP environment, simply call:
>
> ConVar* hostName = cvar->FindVar("hostname");
> if (hostName) {
>// Do stuff with this variable
>std::string currentHostName = std::string(hostName->GetString());
> }
>
> You can also call GetInt() and a few others on the convar to interpret it
> differently; check the valve wiki.
>
> - Andrew
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yaakov Smith
> Sent: Wednesday, 11 March 2009 1:29 PM
> To: 'Discussion of Half-Life Programming'
> Subject: [hlcoders] Server CVars
>
> Is there a way to get the value of server CVars, without using RCON?
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Particle editor still broken

2009-03-06 Thread Olly
EP3 anyone?

2009/3/6 Saul Rennison 

> Valve Time ftw.
> It will be fixed when Duke Nukem Forever goes gold.
>
> 2009/3/6 James Keith 
>
> > Guess we'll still have to wait for their next-next gen engine when
> > everything but their tools are broke :(
> >
> > --
> > From: "Rodrigo 'r2d2rigo' Diaz" 
> > Sent: Friday, March 06, 2009 12:04 PM
> > To: "Discussion of Half-Life Programming" <
> hlcoders@list.valvesoftware.com
> > >
> > Subject: Re: [hlcoders] Particle editor still broken
> >
> > > What Valve giveth, Valve taketh away.
> > >
> > > 2009/3/6 Matt Hoffman 
> > >
> > >> Yep. Still waiting on the particle editor so I can start adding
> > particles
> > >> to
> > >> my map... Great of you to give us the tools Valve... Now only if they
> > >> worked.
> > >>
> > >> On Fri, Mar 6, 2009 at 6:45 AM, Jonas 'Sortie' Termansen
> > >> wrote:
> > >>
> > >> > I really hope they are - I got a release the 23rd, and I can't
> release
> > >> the
> > >> > final map without the particle editor working - the effects aren't
> > done
> > >> > yet.
> > >> >
> > >> > - Original Message -
> > >> > From: "James Keith" 
> > >> > To: 
> > >> > Sent: Friday, March 06, 2009 3:51 AM
> > >> > Subject: [hlcoders] Particle editor still broken
> > >> >
> > >> >
> > >> > >I messaged the board about this, but it seems to have been lost in
> > >> space.
> > >> > >Is valve working on this?
> > >> > > ___
> > >> > > To unsubscribe, edit your list preferences, or view the list
> > >> > > archives,
> > >> > > please visit:
> > >> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >> > >
> > >> >
> > >> >
> > >> > ___
> > >> > To unsubscribe, edit your list preferences, or view the list
> archives,
> > >> > please visit:
> > >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >> >
> > >> >
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> Thanks,
> - Saul.
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
Sent from Olly's SEGA Game Gear
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] (no subject)

2009-03-06 Thread Olly
OIC ¬¬
Sent from Olly's SEGA Game Gear

2009/3/6 Rodrigo 'r2d2rigo' Diaz 

> Hah, I beat you all. Writing from my laptop!
>
> 2009/3/6 Saul Rennison 
>
> > FROM MY IPHONE!!!
> >
> > Sent from my iPhone
> >
> > 2009/3/6 Tobias Kammersgaard 
> >
> > > Sending more messages from my Nokia 5310 XpressMusic while I'm sitting
> > > in front of my computer laugh out loud!
> > >
> > > 2009/3/5, homi :
> > > > please dont send mi this mesges. thanks
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > >
> > > --
> > > Sendt fra min mobile enhed
> > >
> > > /ScarT
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> > --
> > Thanks,
> > - Saul.
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Can no longer access IServerGameDLL from plugin

2009-02-20 Thread Olly
Lots of the interfaces have been updated in the last version. I sent an
email to alfred asking for the new headers, but apparently we don't need
them, and there is going to be a steam client update soon. This is the case
for steam_api interfaces, I guess its the same for server plugin interfaces.

2009/2/20 Andrew Armstrong 

> Maybe there's V6 now? Worth a shot.
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Paul
> Sent: Friday, 20 February 2009 11:28 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Can no longer access IServerGameDLL from plugin
>
> Sorry . That was outdated code. I was using version 5 and this also
> failed to load
>
> Hope someone can help
>
>
> On 20 Feb 2009, at 00:21, "Spencer 'voogru' MacDonald"   > wrote:
>
> > TF2 is ServerGameDLL005 (INTERFACEVERSION_SERVERGAMEDLL)
> >
> >
> >
> > -Original Message-
> > From: hlcoders-boun...@list.valvesoftware.com
> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
> > cheeseh-bu
> > Sent: Thursday, February 19, 2009 6:52 PM
> > To: Discussion of Half-Life Programming
> > Subject: [hlcoders] Can no longer access IServerGameDLL from plugin
> >
> > From the new OrangeBox/TF2 updates I can no longer get the
> > IServerGameDLL
> > interface from a server plugin. This is imperative for my plugin.
> >
> > Cannot open game server interface INTERFACEVERSION_SERVERGAMEDLL
> > IServerGameDLL servergamedll
> >
> > ---code---
> >
> > LOAD_GAME_SERVER_INTERFACE(
> > servergamedll,IServerGameDLL,INTERFACEVERSION_SER
> > VERGAMEDLL_VERSION_4);
> >
> > #define LOAD_GAME_SERVER_INTERFACE(var,type,version) if ( (var =
> > (type*)gameServerFactory(version,NULL)) == NULL ) { Warning("Cannot
> > open
> > game server interface "## #version ##" "## #type ##" "## #var ##"\n");
> > return false; } else { Msg("Found interface "## #version ##" "##
> > #type ##"
> > "## #var ## "\n"); }
> >
> > ---/code---
> >
> > Anything changed? Any work around?
> >
> > Thanks
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
Sent from Olly's Computer
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Tools not working for Orange Box games after the last engine update

2009-02-01 Thread Olly
+1 gtfo tbh

2009/2/1 Rodrigo 'r2d2rigo' Diaz 

> Nick: if you hate so much Valve and their way of doing things, why do you
> keep working with Source? And most important, why do you keep trolling this
> list? I think I'm not the only one that gets annoyed by your harsh and
> insightful mails.
>
> 2009/2/1 Nick 
>
> > Wait? They answer questions SINCE WHEN? Why didn't someone
> > tell me this earlier..
> >
> > "Just because noone responds directly to a particular issue doesn't
> > necessarily mean issues are ignored ;)
> >
> >
> > -Tony"
> >
> > That is my new quote of the year! I lold so hard.
> >
> > On Sun, Feb 1, 2009 at 6:51 AM, Benjamin Davison
> >  wrote:
> > > Thanks Tony. Keep on posting, you are always gonna get the odd
> complainer
> > > and snarky comment but the vast majority of us are very thankful that
> > Valve
> > > employs dedicated people for the SDK and answering my stupid questions
> ;P
> > >
> > > On Sun, Feb 1, 2009 at 12:43 PM, Tobias Kammersgaard <
> > > tobias.kammersga...@gmail.com> wrote:
> > >
> > >> Is this where I say the *N* word again, and you lot get offended for
> no
> > >> reason? Laugh:|
> > >>
> > >>
> > >> /ScarT
> > >>
> > >>
> > >> 2009/2/1 Walton Hoops 
> > >>
> > >> > Meh, Ignore the whiners! We welcome your responses and shall not
> flame
> > >> you
> > >> > for them well unless theres an opportunity!
> > >> >
> > >> > --
> > >> > From: "Tony Sergi" 
> > >> > Sent: Sunday, February 01, 2009 12:31 AM
> > >> > To: "Discussion of Half-Life Programming" <
> > >> hlcoders@list.valvesoftware.com
> > >> > >
> > >> > Subject: Re: [hlcoders] Tools not working for Orange Box games after
> > the
> > >> > last engine update
> > >> >
> > >> > > I'm wondering if it's possible due to the types of 'responses'
> that
> > are
> > >> > > posted on hlcoders could be the cause of nothing official being
> > >> mentioned
> > >> > > under normal circumstances. I regret actually responding.
> > >> > >
> > >> > >
> > >> > > -Tony
> > >> > >
> > >> > > -Original Message-
> > >> > > From: hlcoders-boun...@list.valvesoftware.com
> > >> > > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
> > >> > > aguic...@aol.com
> > >> > > Sent: February-01-09 2:18 AM
> > >> > > To: hlcoders@list.valvesoftware.com
> > >> > > Subject: Re: [hlcoders] Tools not working for Orange Box games
> after
> > >> the
> > >> > > last engine update
> > >> > >
> > >> > > This is the part where Tony explains to us on how to download
> these
> > new
> > >> > > updates to regain access to the tools...
> > >> > >
> > >> > >
> > >> > > -Original Message-
> > >> > > From: Matt Hoffman 
> > >> > > To: Discussion of Half-Life Programming <
> > >> hlcoders@list.valvesoftware.com
> > >> > >
> > >> > > Sent: Sat, 31 Jan 2009 11:12 pm
> > >> > > Subject: Re: [hlcoders] Tools not working for Orange Box games
> after
> > >> the
> > >> > > last engine update
> > >> > >
> > >> > >
> > >> > >
> > >> > >
> > >> > >
> > >> > >
> > >> > >
> > >> > >
> > >> > > Another one of those "Fixed but not approved to go out yet"
> things?
> > >> > >
> > >> > > On Sat, Jan 31, 2009 at 11:09 PM, Tony Sergi
> > >> > > wrote:
> > >> > >
> > >> > >> Curses, you figured out my secret!
> > >> > >>
> > >> > >>
> > >> > >> Anyway, I believe it's been fixed, but I don't know if it's live
> on
> > >> pub
> > >> > >> steam.
> > >> > >>
> > >> > >> Just because noone responds directly to a particular issue
> doesn't
> > >> > >> necessarily mean issues are ignored ;)
> > >> > >>
> > >> > >>
> > >> > >> -Tony
> > >> > >>
> > >> > >> -Original Message-
> > >> > >> From: hlcoders-boun...@list.valvesoftware.com [mailto:
> > >> > >> hlcoders-boun...@list.valvesoftware.com] On Behalf Of Angie
> > >> > Scheidweiler
> > >> > >> Sent: February-01-09 1:07 AM
> > >> > >> To: Discussion of Half-Life Programming
> > >> > >> Subject: Re: [hlcoders] Tools not working for Orange Box games
> > after
> > >> the
> > >> > >> last engine update
> > >> > >>
> > >> > >> Maybe it's just his mechanical clock has been ticking too loudly,
> > and
> > >> he
> > >> > >> created the bug as a ruse to find potential offspring-producers.
> > >> Perhaps
> > >> > >> Botman should give him said mechanical babies, and the bug will
> be
> > >> > >> removed?
> > >> > >>
> > >> > >> ___
> > >> > >> 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] Resizing font..

2009-01-24 Thread Olly
Would be useful to be able to scale vector fonts (would look better than
bitmap scaled), but I guess it makes sense.

2009/1/24 Tony Sergi 

> You can dynamically scale bitmap fonts.. but not TTF. The point of TTF is
> that they have different pre-set sizes. I suppose you could render text off
> into a rendertarget and then scale it to however you want though, but then
> it may end up 'fuzzy'.
>
> -Tony
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com [mailto:
> hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
> Sent: January-24-09 9:00 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Resizing font..
>
> Is it not possible to have dynamicly scaled fonts then?
>
> 2009/1/24 Tony Sergi 
>
> > You add new entries, and set the resolution range.
> >
> >
> > -Tony
> >
> > -Original Message-
> > From: hlcoders-boun...@list.valvesoftware.com [mailto:
> > hlcoders-boun...@list.valvesoftware.com] On Behalf Of Skyler Clark
> > Sent: January-23-09 9:46 PM
> > To: Discussion of Half-Life Programming
> > Subject: Re: [hlcoders] Resizing font..
> >
> > Thanks, I tried that and it's looking better. Right now I'm just using
> > a proportional one-- how would I actually specify the sizes for the
> > different resolutions in the ClientScheme.res file? Or did you mean
> > just make new fonts for each resolution?
> >
> > -Skyler
> >
> > On Fri, Jan 23, 2009 at 9:38 PM, Tony Sergi 
> > wrote:
> > > Edit your scheme res file and add different scales for different
> > resolutions.
> > >
> > >
> > > -Tony
> > >
> > > -Original Message-
> > > From: hlcoders-boun...@list.valvesoftware.com [mailto:
> > hlcoders-boun...@list.valvesoftware.com] On Behalf Of Skyler Clark
> > > Sent: January-23-09 6:00 PM
> > > To: Discussion of Half-Life Programming
> > > Subject: [hlcoders] Resizing font..
> > >
> > > Hopefully this is a really simple question. I'm using text in my HUD
> > > but it's too big. I tried to use DrawSetTextScale but it says it can't
> > > do that on non-bitmap fonts.
> > > Before I made it proportional by changing it to GetFont(name, true),
> > > it was just the right size but obviously didn't scale with the
> > > resolution. Now it's too big, and I don't know how to make it smaller.
> > >
> > >
> > > Here's the code:
> > >
> > >   m_fntNumbers = pScheme->GetFont("HudNumbersGlow", true);
> > >
> > > ...
> > >
> > >   int value = 5;
> > >
> > >   surface()->DrawSetTextColor(211,67,207,255);
> > >
> > >   wchar_t unicode[3];
> > >
> > >   if (value < 10)
> > >   swprintf( unicode, L"0%d", value );
> > >   else
> > >   swprintf( unicode, L"%d", value);
> > >
> > >   surface()->DrawSetTextFont(m_fntNumbers);
> > >   surface()->DrawSetTextPos(x, y);
> > >   surface()->DrawSetTextScale(0.625f,0.625f);
> > >   surface()->DrawUnicodeString( unicode );
> > >
> > > ...
> > >
> > >
> > > Thanks guys.
> > >
> > > -Skyler
> > >
> > >
> > > p.s. If this message gets sent to the list twice I apologize, the
> > > first time it says it bounced because I sent it from the wrong email.
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Linux server disconnects

2009-01-24 Thread Olly
I'm telling you, linux cant read dll's, and there is never a client_i486.so
><

2009/1/24 Nick 

> I am not sure about that at all. Servers always check client binaries.
> Can someone else check this for us?
>
> On Fri, Jan 23, 2009 at 6:38 AM, Olly  wrote:
> > Linux cant/doesn't read DLLs, they are for windows only. In any case,
> there
> > is no need for a client 'binary' for a server
> >
> > 2009/1/23 Nick 
> >
> >> I've had this problem before. I think the problem was solved by running
> >>
> >>  ./steam -command update -game
> >>
> >>  is the correct way i think. I don't remember if the linux server
> >> needed the exact same dll's as the  clients but i would make sure both
> >> the client and the server have the exact same DLLS.
> >>
> >> Yes, running a  blank hl2mp mod is probably the best idea. Although, I
> >> don't even know if that that works out of the box. Goodluck, I hope u
> >> get it working
> >>
> >> On Wed, Jan 21, 2009 at 5:30 PM, Andrew Watkins 
> wrote:
> >> > Update: after some mucking around in notepad++ & excel, I can confirm
> >> > that the file list for the linux server is identical to the list of
> .cpp
> >> > files included in the visual studio project. Not much of a surprise,
> >> > given that one was used to generate the other. I can also confirm that
> >> > there's definately no network tables inside windows-only defines.
> >> >
> >> > Lastly, I tried hosting a TF2 server, and the build numbers shown in
> the
> >> > console were the same as with my mod, so that's definately not to
> blame
> >> > either.
> >> >
> >> > What else could be causing the "Server uses different class tables"
> >> > disconnect, and only for the linux server? I haven't got the slightest
> >> > idea at this point. Is it worth checking to see if a blank hl2mp mod
> >> > works?
> >> >
> >> > Thanks,
> >> >
> >> > Andrew
> >> >
> >> > On Mon, 2009-01-19 at 14:12 -0800,
> >> > hlcoders-requ...@list.valvesoftware.com wrote:
> >> >> Date: Mon, 19 Jan 2009 20:42:52 +
> >> >> From: Andrew Watkins 
> >> >> Subject: [hlcoders] Linux server disconnects
> >> >> To: hlcoders@list.valvesoftware.com
> >> >> Message-ID: <1232397772.8330.7.ca...@2800mhz>
> >> >> Content-Type: text/plain
> >> >>
> >> >> Thanks to Nick's suggestion, I've managed to get my linux server
> >> >> compiled & running. Turns out the error was down to the way I'd
> linked
> >> >> the sqlite dll, that had been one of the things I'd thought of, but
> it
> >> >> seems that I hadn't removed the sqlite header include from one file,
> and
> >> >> that was messing things up.
> >> >>
> >> >> Now I have a server that I can try to connect to, but when I try to
> >> >> connect, very near the end of the process I get disconnected with the
> >> >> error:
> >> >>   Server uses different class tables
> >> >>
> >> >> Normally I'd have expected this to say which network table / value
> was
> >> >> missing or incorrect, but there's nothing. I'm pretty damn sure all
> the
> >> >> same files are being used by linux as by Visual studio; I've been
> >> >> through my makefiles many times over. I really can't see anything
> thats
> >> >> in one & not the other, though I guess its possible I'm being dumb
> here.
> >> >> I can't find any network tables that are within #ifdef _WIN32 or
> >> >> anything like that - strikes me that would be a bit ridiculous if it
> >> >> were the case anyway. Anyone run into this error with a linux server?
> >> >>
> >> >> One thing that I do notice - when I try to connect to the linux
> server,
> >> >> it lists its Build version as 3691, but when I run a listen server,
> it
> >> >> says its Build 3704. Now I've repeatedly run the update commands for
> the
> >> >> linux server, but its not loading any other updates. Could this
> version
> >> >> issue be behind my network table issue, or is that just the way its
> >> >> meant to be?
> 

Re: [hlcoders] Resizing font..

2009-01-24 Thread Olly
Is it not possible to have dynamicly scaled fonts then?

2009/1/24 Tony Sergi 

> You add new entries, and set the resolution range.
>
>
> -Tony
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com [mailto:
> hlcoders-boun...@list.valvesoftware.com] On Behalf Of Skyler Clark
> Sent: January-23-09 9:46 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Resizing font..
>
> Thanks, I tried that and it's looking better. Right now I'm just using
> a proportional one-- how would I actually specify the sizes for the
> different resolutions in the ClientScheme.res file? Or did you mean
> just make new fonts for each resolution?
>
> -Skyler
>
> On Fri, Jan 23, 2009 at 9:38 PM, Tony Sergi 
> wrote:
> > Edit your scheme res file and add different scales for different
> resolutions.
> >
> >
> > -Tony
> >
> > -Original Message-
> > From: hlcoders-boun...@list.valvesoftware.com [mailto:
> hlcoders-boun...@list.valvesoftware.com] On Behalf Of Skyler Clark
> > Sent: January-23-09 6:00 PM
> > To: Discussion of Half-Life Programming
> > Subject: [hlcoders] Resizing font..
> >
> > Hopefully this is a really simple question. I'm using text in my HUD
> > but it's too big. I tried to use DrawSetTextScale but it says it can't
> > do that on non-bitmap fonts.
> > Before I made it proportional by changing it to GetFont(name, true),
> > it was just the right size but obviously didn't scale with the
> > resolution. Now it's too big, and I don't know how to make it smaller.
> >
> >
> > Here's the code:
> >
> >   m_fntNumbers = pScheme->GetFont("HudNumbersGlow", true);
> >
> > ...
> >
> >   int value = 5;
> >
> >   surface()->DrawSetTextColor(211,67,207,255);
> >
> >   wchar_t unicode[3];
> >
> >   if (value < 10)
> >   swprintf( unicode, L"0%d", value );
> >   else
> >   swprintf( unicode, L"%d", value);
> >
> >   surface()->DrawSetTextFont(m_fntNumbers);
> >   surface()->DrawSetTextPos(x, y);
> >   surface()->DrawSetTextScale(0.625f,0.625f);
> >   surface()->DrawUnicodeString( unicode );
> >
> > ...
> >
> >
> > Thanks guys.
> >
> > -Skyler
> >
> >
> > p.s. If this message gets sent to the list twice I apologize, the
> > first time it says it bounced because I sent it from the wrong email.
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] mod randomly stops drawing viewmodels of weapons.

2009-01-23 Thread Olly
Ask them to type cl_predictionlist (assuming you are using
CPredictedViewmodel) they should see  'viewmodel' or 'predicted_viewmodel'
in the list. If not, chances are (not always, see below), the entity has
been removed for some reason (check code?).
There is probobly better ways of checking for an entity but i'm at work at
the moment and don't have my code open.

2009/1/23 Yorg Kuijs 

> Hey list,
>
> weird issue some testers of my mod have been having, I only got this
> like once a long time ago, I also seen it happen several times in the
> mod Smashball so I know I'm not the only one who has this bug.
>
> at random times it stops drawing the viewmodels for some players, they
> can still use their weapons but simply can't see what they're holding!
> After respawn or round changes it sometimes works again, only to
> randomly stop drawing viewmodels again.
> I've asked them to check the command for drawing viewmodel's but that's
> on(I think it's also a cheat so it can't be turned off anyway...)
>
> I looked at the wavelength(which is flooded with spam on the forums...)
> and steam forums, no info on it.
> Anybody here know what's causing it? If I had any idea what triggers it
> then I could track it and hopefully fix it, but it apperently happens
> randomly, sometimes when they get flashed, sometimes when they're
> throwing a grenade, sometimes when they're simply walking around, the
> problem seems so random and there's only like 2 or 3 testers who get it
> often, for the rest of us it's a really rare bug.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Linux server disconnects

2009-01-23 Thread Olly
Linux cant/doesn't read DLLs, they are for windows only. In any case, there
is no need for a client 'binary' for a server

2009/1/23 Nick 

> I've had this problem before. I think the problem was solved by running
>
>  ./steam -command update -game
>
>  is the correct way i think. I don't remember if the linux server
> needed the exact same dll's as the  clients but i would make sure both
> the client and the server have the exact same DLLS.
>
> Yes, running a  blank hl2mp mod is probably the best idea. Although, I
> don't even know if that that works out of the box. Goodluck, I hope u
> get it working
>
> On Wed, Jan 21, 2009 at 5:30 PM, Andrew Watkins  wrote:
> > Update: after some mucking around in notepad++ & excel, I can confirm
> > that the file list for the linux server is identical to the list of .cpp
> > files included in the visual studio project. Not much of a surprise,
> > given that one was used to generate the other. I can also confirm that
> > there's definately no network tables inside windows-only defines.
> >
> > Lastly, I tried hosting a TF2 server, and the build numbers shown in the
> > console were the same as with my mod, so that's definately not to blame
> > either.
> >
> > What else could be causing the "Server uses different class tables"
> > disconnect, and only for the linux server? I haven't got the slightest
> > idea at this point. Is it worth checking to see if a blank hl2mp mod
> > works?
> >
> > Thanks,
> >
> > Andrew
> >
> > On Mon, 2009-01-19 at 14:12 -0800,
> > hlcoders-requ...@list.valvesoftware.com wrote:
> >> Date: Mon, 19 Jan 2009 20:42:52 +
> >> From: Andrew Watkins 
> >> Subject: [hlcoders] Linux server disconnects
> >> To: hlcoders@list.valvesoftware.com
> >> Message-ID: <1232397772.8330.7.ca...@2800mhz>
> >> Content-Type: text/plain
> >>
> >> Thanks to Nick's suggestion, I've managed to get my linux server
> >> compiled & running. Turns out the error was down to the way I'd linked
> >> the sqlite dll, that had been one of the things I'd thought of, but it
> >> seems that I hadn't removed the sqlite header include from one file, and
> >> that was messing things up.
> >>
> >> Now I have a server that I can try to connect to, but when I try to
> >> connect, very near the end of the process I get disconnected with the
> >> error:
> >>   Server uses different class tables
> >>
> >> Normally I'd have expected this to say which network table / value was
> >> missing or incorrect, but there's nothing. I'm pretty damn sure all the
> >> same files are being used by linux as by Visual studio; I've been
> >> through my makefiles many times over. I really can't see anything thats
> >> in one & not the other, though I guess its possible I'm being dumb here.
> >> I can't find any network tables that are within #ifdef _WIN32 or
> >> anything like that - strikes me that would be a bit ridiculous if it
> >> were the case anyway. Anyone run into this error with a linux server?
> >>
> >> One thing that I do notice - when I try to connect to the linux server,
> >> it lists its Build version as 3691, but when I run a listen server, it
> >> says its Build 3704. Now I've repeatedly run the update commands for the
> >> linux server, but its not loading any other updates. Could this version
> >> issue be behind my network table issue, or is that just the way its
> >> meant to be?
> >>
> >> Thanks for any insight anyone has to offer
> >>
> >> Andrew
> >>
> >> >
> >> > Message: 5
> >> > Date: Sat, 27 Dec 2008 13:50:06 -0600
> >> > From: Nick 
> >> > Subject: Re: [hlcoders] Linux binary runtime error
> >> > To: "Discussion of Half-Life Programming"
> >> > 
> >> > Message-ID:
> >> > 
> >> > Content-Type: text/plain; charset=ISO-8859-1
> >> >
> >> > can you try debugging with gdb? starting srcds with gdb is a real
> >> > pain, but generally you can hook to srcds process easily enough...
> >> >
> >> > On Sat, Dec 27, 2008 at 1:06 PM, Andrew Watkins 
> wrote:
> >> > > Hey list,
> >> > > Still having srcds linux issues. I've discovered I can force it to
> use
> >> > > only my binary with the -binary command, and now I get a crash
> related
> >> > > to my binary, although I wouldn't exactly call it meaningful. The
> debug
> >> > > log looks like this:
> >> > >
> >> > > --
> >> > > CRASH: Sat Dec 27 17:48:18 GMT 2008
> >> > > Start Line: modularcombat/bin/server_i486.so -game modularcombat
> -binary
> >> > > modularcombat/bin/server_i486.so -debug
> >> > > Core was generated by `modularcombat/bin/server_i486.so -game
> >> > > modularcombat -binary modularcombat/bin/'.
> >> > > Program terminated with signal 11, Segmentation fault.
> >> > > [New process 27928]
> >> > > #0  0xb73fa536 in __do_global_dtors_aux ()
> >> > > #0  0xb73fa536 in __do_global_dtors_aux ()
> >> > > #1  0xb73fa4f9 in CMemoryStack::CMemoryStack ()
> >> > > #2  0x in ?? ()
> >> > > Current language:  auto; currently asm
> >> > > No locals.
> >> > > No shared libra

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-11 Thread Olly
Microsoft already tried to compete with STEAM, it was called Games for
windows - Live... and it sucked. Again they tried to charge a subscription
which failed epicly.
I much prefer engines that are written in C++, they are much MUCH more
powerful than having to 1) Learn the syntax/structure of the in-house
language 2) Hack your way round doing the simplest of things that you could
do with open source C libraries.

2009/1/11 Nick 

> I am not Valve, I do not work for Valve, but I like Valve, and like a
> good friend I like to point out where I think they go wrong.
>
> There is no such technical design document for source, available to
> the modders, but I suspect there is such a design document if you pay
> for a license.
>
> Valve is a good company, and has excellent people. But the top games
> released for source have been made exclusively by and for Valve. The
> source engine is powerful and highly adaptable, if you work for Valve.
> I think other engines are designed to be easier to understand because
> the other major game engines are being used by people outside the
> original company. Quake/id and Bioshock/ut3 and america's army/ut3 are
> some examples I can think of here.
>
> Source engine is powerful if you know how to use it, Valve people are
> the only ones who know how to use it properly. That isn't going to
> change unless Valve invests heavily in making it more open or
> documenting it more. ( not anytime within the next 3 years).
>
> UT3 engine is equally powerful, but epic games has gone to great
> lengths to make it easier to use, and highly documented. Also actively
> encourages scripting instead of forcing everyone to use c++ like valve
> does. Bioshock/Americas Army/Gears of War 2. Look at the material
> editor that comes with ue3
> http://hourences.com/book/tutorialsue3mated.htm includes shaders also
> from almost one and half years ago!
> http://www.unrealtechnology.com/features.php?ref=editor
>
> I hope valve seriously thinks about open sourcing the tools, formats,
> and making the engine available on linux. Unless valve thinks it can
> exist only by relying on steam sales/distribution. Eventually
> microsoft will make steam obsolete(by creating a steamlike replacement
> for windows7) or buy valve out entirely, which is probably bad for
> most people working for valve, but good for the owners :P
>
> On Sat, Jan 10, 2009 at 10:29 PM, Walter Gray 
> wrote:
> > I want to preface this by saying I know it's probably a kind of silly
> > thing to be asking for, but on the other hand I feel it would would be
> > stupendously useful.
> > I'm looking for something akin to a Technical Design Document for
> > the source engine, or at least the parts of it which are distributed
> > with the Source SDK.  Really, any single document that lays out, in a
> > concise fashion, the general structure of the most commonly used
> > systems, what base classes they use, and enough about how they are
> > supposed to work for someone to start messing with them.  It seems to me
> > that the general approach for mod developers has been to use the code
> > itself as the documentation and ask the community or check the wiki if
> > they find something they don't understand.  This, unfortunately, means
> > that there's no easy way to get new developers on a team familiar with
> > the engine, which is what I'm aiming to do.  I've looked around, and
> > there doesn't seem to be anything like this.  Am I missing something, or
> > does it not exist, and if it doesn't, why not?  It seems like it's the
> > kind of thing that would cut down on a lot of confusion for new mod
> > programmers and encourage 3rd party Source development in general.
> >
> > ___
> > 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] Exploits in master server protocol

2008-12-31 Thread Olly
You don't own a master server ¬¬

2008/12/31 Nick 

> Please send them to me, I want to know how to protect my servers.
>
> Also, I must give you a round of applause, I don't think anyone has
> ever gotten valve to reply to this mailing list so quicky :P You must
> be a very important person ..
>
> On Tue, Dec 30, 2008 at 10:38 PM, Brian Rak  wrote:
> > -BEGIN PGP SIGNED MESSAGE-
> > Hash: SHA1
> >
> > I've found a few problems in the master server protocol, that let me
> > do a few bad things.  While these are not terribly major, I cannot for
> > example crash the server, or execute code remotely, they do have the
> > potential to create some problems for dedicated server hosts.  I'm
> > wondering who I should be emailing about this?  Obviously, going
> > through steam support is not really a decent option, and I don't want
> > to disclose them here without at least warning Valve about them.
> >
> > Any idea's who I should be emailing?  My messages to valve staff
> > usually seem to be ignored if I send them without warning.
> >
> > Thanks,
> > Brian "devicenull" Rak
> > -BEGIN PGP SIGNATURE-
> > Version: GnuPG v1.4.9 (MingW32)
> > Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org
> >
> > iEYEARECAAYFAkla9y4ACgkQdYIfzEQqW+kfSQCeKavoXIj4qjzAD954Qr6VibU0
> > qxgAn12429qw7VmX2+jNDxZYbgZ4C3ea
> > =wvai
> > -END PGP SIGNATURE-
> >
> >
> > ___
> > 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] Orange Box bot plugin - SVN available - anyone willing to contribute?

2008-12-23 Thread Olly
You really need to learn the facts before making statements like you do.
If someone posted any CLOSED source code of valve, it would be off very
quick. And chances are, you wouldn't even know about it.

Do you even know how many open-source projects that are based on the sdk
exist already? It would seem you don't.

Anyone can download the source SDK from steam, as many times as you want,
and within reason, you can do what you like with it (as-long as its no
profit). The SDK is posted up on numerous websites.

Did you also get a written confirmation from valve that they hate
open-source?

2008/12/23 Nick 

> Because valve hates open source with a vengeance, and also some one
> posted the entire valve source sdk onto sourceforge?? Sourceforge, the
> open source code sharing place? If that doesn't get a call from the
> lawyers I don't know what will
>
> https://rcbot2.svn.sourceforge.net/svnroot/rcbot2/
>
> https://rcbot2.svn.sourceforge.net/svnroot/rcbot2/game/client/animatedtextureproxy.cpp
>
> I would like the idea of an open source tf2 bot, but the likely hood
> of valve tolerating it is like zero. Right now, If I was Valve, I
> would ignore this thread and just send the lawyers in with a DMCA
> takedown. Big corporations tend to do that.
>
>
> On Mon, Dec 22, 2008 at 8:33 PM, Daniel Glenn 
> wrote:
> > Because... not everyone has an internet connection worth playing? Also,
> some
> > Source mods don't have that many players anyway.
> >
> > Also, answer this for me. Why would Valve sue someone because they made a
> > bot plugin?
> >
> > Anyway, this is a great idea and I hope that it blossoms into something
> big.
> > HL1 had a great bot community.
> >
> > On Mon, Dec 22, 2008 at 8:21 PM, Nick  wrote:
> >
> >> I don't understand why anyone would ever want to go through the hassle
> >> and waste of time to make a bot framework for orange box. Then they
> >> want to make it open source, (not their code btw), and prey valve
> >> doesn't stick their lawyers on them.
> >>
> >> If valve doesn't want to make an bot for tf2, why would you want
> to???
> >>
> >> TF2 is a really fun game, there is no point in destroying it by
> >> playing against bots.
> >>
> >> On Mon, Dec 22, 2008 at 4:34 PM, cheeseh-bu  wrote:
> >> > Hi all,
> >> >
> >> > first of all, thanks for the help to get my plugin for the Orange box
> SDK
> >> > working, My plugin is at *http://rcbot.bots-united.com*
> >> >
> >> > Now just a message for anyone interested in contributing to the source
> >> (Bear
> >> > in mind it is in *Alpha stage*):
> >> >
> >> > So now I'm just doing a little advertising for my bot framework for
> >> Orange
> >> > Box, I'm basically *looking for developers* that are interested in
> >> > contributing to generating a more functional HL2 bot (For mods such as
> >> TF2,
> >> > FF, and MODs in the pipeline such as NS2, SvenCoop2 etc..) by using
> the
> >> *SVN
> >> > *code repository.
> >> >
> >> > The latest *Rcbot2* source code is up on SVN here,
> >> >
> >> > https://sourceforge.net/svn/?group_id=248612
> >> >
> >> > If interested in developing make a sourceforge account and contact me.
> >> >
> >> > If you have Visual Studio, use:
> >> >
> >> > http://ankhsvn.open.collab.net/
> >> >
> >> > and the repository:
> >> >
> >> > https://rcbot2.svn.sourceforge.net/svnroot/rcbot2
> >> >
> >> > *Don't forget* to put it into a new folder (such as RCBot2) in the
> Source
> >> > SDK utils directory
> >> >
> >> > (If u need any help with SVN give me a message)
> >> >
> >> > Hope some out there are interested
> >> >
> >> > (now time to rest and have a merry xmas + new year )
> >> >
> >> >
> >> > Thanks!!!
> >> >
> >> > -[RCbot] Cheeseh
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >
> >> >
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Orange Box bot plugin - SVN available - anyone willing to contribute?

2008-12-22 Thread Olly
Are you still not banned from the internet?
Why doesn't valve want people making bots for TF2? And why should valve get
lawyers on anyone??

2008/12/23 Nick 

> I don't understand why anyone would ever want to go through the hassle
> and waste of time to make a bot framework for orange box. Then they
> want to make it open source, (not their code btw), and prey valve
> doesn't stick their lawyers on them.
>
> If valve doesn't want to make an bot for tf2, why would you want to???
>
> TF2 is a really fun game, there is no point in destroying it by
> playing against bots.
>
> On Mon, Dec 22, 2008 at 4:34 PM, cheeseh-bu  wrote:
> > Hi all,
> >
> > first of all, thanks for the help to get my plugin for the Orange box SDK
> > working, My plugin is at *http://rcbot.bots-united.com*
> >
> > Now just a message for anyone interested in contributing to the source
> (Bear
> > in mind it is in *Alpha stage*):
> >
> > So now I'm just doing a little advertising for my bot framework for
> Orange
> > Box, I'm basically *looking for developers* that are interested in
> > contributing to generating a more functional HL2 bot (For mods such as
> TF2,
> > FF, and MODs in the pipeline such as NS2, SvenCoop2 etc..) by using the
> *SVN
> > *code repository.
> >
> > The latest *Rcbot2* source code is up on SVN here,
> >
> > https://sourceforge.net/svn/?group_id=248612
> >
> > If interested in developing make a sourceforge account and contact me.
> >
> > If you have Visual Studio, use:
> >
> > http://ankhsvn.open.collab.net/
> >
> > and the repository:
> >
> > https://rcbot2.svn.sourceforge.net/svnroot/rcbot2
> >
> > *Don't forget* to put it into a new folder (such as RCBot2) in the Source
> > SDK utils directory
> >
> > (If u need any help with SVN give me a message)
> >
> > Hope some out there are interested
> >
> > (now time to rest and have a merry xmas + new year )
> >
> >
> > Thanks!!!
> >
> > -[RCbot] Cheeseh
> > ___
> > 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] Best way to mod scratch SDK

2008-12-21 Thread Olly
Yea, that one :D

2008/12/22 Skyler Clark 

> From an actual game architecture perspective I agree with you, but for ease
> of development I don't.
> CSDKPlayer is like a second layer BasePlayer. It provides the basics, as
> you
> say.
>
> If you wanted to keep it at the same level, you should make your own
> extension to the BasePlayer and just copy over any code that you are going
> to use. If you're just renaming it you are just accomplishing the same
> thing
> as extending the class (you get all the same functionality), but your code
> will mixed in and hard to maintain. Extending will provide one extra level
> of inheritence which will provide no noticable difference in performance
> but
> will allow your code base to be cleaner and more easily maintained.
>
> -Skyler Clark
>
> On Sun, Dec 21, 2008 at 7:27 PM, Tony Sergi 
> wrote:
>
> > Olly is right though.
> >
> > The SDK layer is the same level as CCSPlayer, CTFPlayer, CPortalPlayer,
> > CHL2MPPlayer, etc.
> >
> > The most ideal thing to do would be to either just leave it as CSDKPlayer
> > for porting later, or replace all SDK with your mods prefix. Inheriting
> it
> > is actually rather silly, since all it is at the moment is a sample
> player
> > that inherits CBasePlayer and does the basics. It's like a template.
> >
> >
> > -Original Message-
> > From: hlcoders-boun...@list.valvesoftware.com [mailto:
> > hlcoders-boun...@list.valvesoftware.com] On Behalf Of Skyler Clark
> > Sent: December-21-08 7:11 PM
> > To: Discussion of Half-Life Programming
> > Subject: Re: [hlcoders] Best way to mod scratch SDK
> >
> > The SDK stuff is not a bunch of empty classes, there is code and logic
> > provided there. If you don't need that code, you should remove any code
> > from
> > the SDK layer and only use your own code.
> > If you are planning on using the SDK level's code, you should extend the
> > class.
> > Sure, you're adding an extra layer of overhead, but what you gain from
> that
> > is complete isolation of your mod's player code.
> >
> > Every architectural decision has tradeoffs. And in this case, I have
> found
> > that creating my own SDK_Player extension allowed my team to isolate our
> > code and greatly helped to increase our productivity, which greatly
> > outweighs the slight extra overhead. The difference in overhead is
> marginal
> > when you consider the depth of inheritance already present in the source
> > engine.
> >
> > -Skyler Clark
> >
> > On Sun, Dec 21, 2008 at 6:43 PM, Olly  wrote:
> >
> > > The SDK stuff is there to be renamed, its the same class level as
> > > CCSPlayer,
> > > CTFPlayer, etc. If you extend CSDKPlayer, you are just adding more
> > overhead
> > > that doesn't need to be there. The SDK files don't contain any base
> code;
> > > so
> > > there is no need to inherit from them.
> > >
> > > 2008/12/21 Skyler Clark 
> > >
> > > > Olly, what a terrible suggestion. There is much to be gained from
> > > extending
> > > > the sdk_player rather than just renaming it...
> > > > To do it, you just need to extend both C_SDK_Player and CSDK_Player.
> > > > The player is instantiated in ClientPutInServer in sdk_client.cpp,
> line
> > > > around line 80... So make it instantiate your extended player there
> > > instead
> > > > and you're solid.
> > > >
> > > > -Skyler Clark
> > > >
> > > > On Sat, Dec 20, 2008 at 3:59 PM, Olly  wrote:
> > > >
> > > > > rename the classes/files
> > > > >
> > > > > 2008/12/20 Michael Chang 
> > > > >
> > > > > > Hey all
> > > > > > After months (years?) of failing to fix HL2DM I've finally
> switched
> > > > over
> > > > > to
> > > > > > scratch SDK, thank heavens for that.
> > > > > >
> > > > > > I want to know how best to mod scratch SDK. For example I want to
> > > > > implement
> > > > > > my own player type that inherits SDKPlayer. Where in the code do
> I
> > > tell
> > > > > > gamerules to instantiate my own player type instead of
> CSDKPlayer?
> > > > > >
> > > > > > On that note, even after I traced the calls and hierarchy all the
> > way
> > > > up,
> > > > > I
> > >

Re: [hlcoders] Best way to mod scratch SDK

2008-12-21 Thread Olly
The SDK stuff is there to be renamed, its the same class level as CCSPlayer,
CTFPlayer, etc. If you extend CSDKPlayer, you are just adding more overhead
that doesn't need to be there. The SDK files don't contain any base code; so
there is no need to inherit from them.

2008/12/21 Skyler Clark 

> Olly, what a terrible suggestion. There is much to be gained from extending
> the sdk_player rather than just renaming it...
> To do it, you just need to extend both C_SDK_Player and CSDK_Player.
> The player is instantiated in ClientPutInServer in sdk_client.cpp, line
> around line 80... So make it instantiate your extended player there instead
> and you're solid.
>
> -Skyler Clark
>
> On Sat, Dec 20, 2008 at 3:59 PM, Olly  wrote:
>
> > rename the classes/files
> >
> > 2008/12/20 Michael Chang 
> >
> > > Hey all
> > > After months (years?) of failing to fix HL2DM I've finally switched
> over
> > to
> > > scratch SDK, thank heavens for that.
> > >
> > > I want to know how best to mod scratch SDK. For example I want to
> > implement
> > > my own player type that inherits SDKPlayer. Where in the code do I tell
> > > gamerules to instantiate my own player type instead of CSDKPlayer?
> > >
> > > On that note, even after I traced the calls and hierarchy all the way
> up,
> > I
> > > end up at sdk_client. Who calls/instantiates sdk_client? How do I
> > implement
> > > my own mod_client? Should I even bother?
> > >
> > > Basically, I want to use everything sdk_ etc but inherit it into a new
> > > class
> > > instead. I want to try limiting my edits to SDK_etc and do everything
> in
> > > the
> > > "proper" OOP way. So instead of sdk_gamerules, I want my own
> > mod_gamerules
> > > that inherits that. My own mod_playeranimstate... etc
> > >
> > > But where does it start? Where is the very beginning of switching over
> to
> > > my
> > > own objects/codebase?
> > >
> > > Thanks.
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Best way to mod scratch SDK

2008-12-20 Thread Olly
rename the classes/files

2008/12/20 Michael Chang 

> Hey all
> After months (years?) of failing to fix HL2DM I've finally switched over to
> scratch SDK, thank heavens for that.
>
> I want to know how best to mod scratch SDK. For example I want to implement
> my own player type that inherits SDKPlayer. Where in the code do I tell
> gamerules to instantiate my own player type instead of CSDKPlayer?
>
> On that note, even after I traced the calls and hierarchy all the way up, I
> end up at sdk_client. Who calls/instantiates sdk_client? How do I implement
> my own mod_client? Should I even bother?
>
> Basically, I want to use everything sdk_ etc but inherit it into a new
> class
> instead. I want to try limiting my edits to SDK_etc and do everything in
> the
> "proper" OOP way. So instead of sdk_gamerules, I want my own mod_gamerules
> that inherits that. My own mod_playeranimstate... etc
>
> But where does it start? Where is the very beginning of switching over to
> my
> own objects/codebase?
>
> Thanks.
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Linux (Ubuntu) makefile woes (Andrew Watkins)

2008-12-16 Thread Olly
Yea, dos2unix is nice, this helped me save alot of time when editing a
makefile on my network drive between windows and linux

2008/12/15 Willem Engel 

> And otherwise use a tool like dos2unix.
>
> botman wrote:
> > Andrew Watkins wrote:
> >> As far as I can tell, clean orange box makefiles have this problem,
> >> although someone else should confirm this before I go & post a big
> >> warning on the wiki.
> >
> > If you use FTP to transfer files between PC and *nix, the FTP
> > application should do all the cr/lf to newline translation for you.
> >
> > --
> > Jeffrey "botman" Broome
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
> --
> Willem Engel
> Refresh Marketing & Internetapplicaties
> Laan van Muijs 38
> 1852RD Heiloo
>
> +31 (0)6 42 44 99 40
> wil...@refreshmi.nl
>
> ___
> 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] High amount of NPCs on the map

2008-12-06 Thread Olly
Its probably more of a problem because of the AI logic rather than actually
rendering lots of entities.

2008/12/6 Gustavo Ramos Lira <[EMAIL PROTECTED]>

> Hi,
>
> I've read that source really doesn't like you if you place a lot of NPCs
> (I mean dozens of them, maybe up to 150 or so) in a map. Besides the
> obvious performance issues depending on the players' hardware, is there
> a problem with having a lot of entities appearing? And if so, is there a
> way to work around this? I'm asking because I'd like to do a battle
> scene with several soldiers from each faction interacting and am not
> sure if it's doable.
>
> Thank you,
>
> Gustavo Ramos Lira
>
> ___
> 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] SteamID in-game and community

2008-11-21 Thread Olly
Remember now that any players that join though a lobby in L4D will have the
steam id of STEAM_1:x:xx


2008/11/21 Zach Kanzler <[EMAIL PROTECTED]>

> A full explanation is available here:
> http://forums.alliedmods.net/showthread.php?t=60899
>
> On Fri, Nov 21, 2008 at 16:08, Sam Klinger <[EMAIL PROTECTED]> wrote:
>
> > Attached is a python script that does both Community -> Steam and Steam
> ->
> > Community.
> >
> >
> > Sebastian Staudt wrote:
> >
> >> Does anyone know a way to calculate the Steam Community SteamID
> >> ("SteamID64") from the in-game SteamID (STEAM_X:X:XX)?
> >> This would be a nice way to get fast access to the Steam Community pages
> >> of
> >> each player on a server.
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >>
> >
> >
> > import sys, os, re
> >
> > SID_NONE= 1<<0
> > SID_PRINT   = 1<<1
> > SID_PROCESS = 1<<2
> > SID_QUIET   = 1<<3
> >
> > def about():
> >print "Steam Id <-> Community ID Converter\n" \
> >  "Programmed by theY4Kman, algorithm discovered by voogru\n"
> >
> > def syntax(command=None):
> >if command == ["help", "?", "/?"]:
> >print "Displays the help message."
> >else:
> >print "Usage:  ", os.path.basename(sys.argv[0]), "
> > SteamID|CommunityID [/p] [/q]\n" \
> >  "Options:\n" \
> >  " /p  Show the process of deriving the
> Steam/Community
> > ID\n" \
> >  " /q  Quiet mode. Only print out the Steam/Community
> > ID"
> >
> > def proc(message, check=SID_NONE, flags=SID_NONE):
> >if flags & check: print message
> >
> > def convert(i, flags=SID_NONE):
> >steamid = re.compile(r'STEAM_0:([01]):(\d{1,10})').match(i)
> >commid  = re.compile(r"(\d{17})").match(i)
> >if steamid:
> >proc("Steam ID -> Community ID\n\n%s" % i, SID_PROCESS, flags)
> >tok = steamid.groups()
> >auth = int(tok[1]) * 2
> >server = int(tok[0])
> >proc("%s * 2 = %d" % (tok[1], auth), SID_PROCESS, flags)
> >tok = auth + 76561197960265728 + server
> >proc("%d + 76561197960265728 + %d = %d" % (auth, server, tok),
> > SID_PROCESS, flags)
> >if flags & SID_PRINT: print "\nCommunity ID:", tok
> >else: return tok
> >else:
> >proc("Community ID -> Steam ID\n", SID_PROCESS, flags)
> >tok = int(i)
> >server = tok % 2
> >proc("%s is %s, so the auth server is %d" % (i, (server and "odd")
> > or "even", server), SID_PROCESS, flags)
> >auth = tok - server
> >proc("%d - %d = %d" % (tok, server, auth), SID_PROCESS, flags)
> >auth -= 76561197960265728
> >proc("%d - 76561197960265728 = %d" % (tok - server, auth),
> > SID_PROCESS, flags)
> >proc("%d / 2 = %d" % (auth, auth/2), SID_PROCESS, flags)
> >auth /= 2
> >if flags & SID_PRINT: print "\nSteam ID: STEAM_0:%d:%d" % (server,
> > auth)
> >else: return "STEAM_0:%d:%d" % (server, auth)
> >return
> > if __name__ == '__main__':
> >if len(sys.argv) < 2:
> >syntax()
> >exit()
> >if sys.argv[1] == "about":
> >about()
> >exit()
> >if sys.argv[1] in ["help", "?", "/?"]:
> >syntax((len(sys.argv) >= 3) and sys.argv[2] or None)
> >exit()
> >
> >flags = SID_NONE
> >i = None
> >for option in sys.argv[1:]:
> >if option == "/p": flags |= SID_PROCESS
> >if option == "/q": flags |= SID_QUIET
> >else:
> >if not i and
> re.compile(r'STEAM_0:[01]:\d{1,10}').match(option)
> > or re.compile(r"\d{17}").match(option): i = option
> >
> >if not i: # Then whom?
> >syntax()
> >else:
> >if flags & (SID_QUIET|SID_PROCESS) == (SID_QUIET|SID_PROCESS):
> flags
> > ^= SID_PROCESS
> >convert(i, flags|SID_PRINT)
> > ___
> > 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] Request

2008-11-15 Thread Olly
It's nice to see there is such intellectual input here.

2008/11/15 Nick <[EMAIL PROTECTED]>

> Nobody cares about maya, and really nobody cares about making it easy
> for you. LOLOL
>
> On Sat, Nov 15, 2008 at 2:47 PM, red box <[EMAIL PROTECTED]> wrote:
> > Hi list.
> > I have request to Mike, Valve, and maybe God. Please, give us plugin for
> Maya, for export *.VTA.
> >
> > Thanks!
> >
> > -- реклама ---
> > Акция! Реальные деньги в бесплатных играх на http://www.uapoker.info
> > Пользовательский рейтинг покер-румов на http://www.pokertop.com.ua
> >
> >
> > ___
> > 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] L4D Plugin Headers

2008-11-13 Thread Olly
Alot of us have been waiting for this update for a VERY long time... I
wouldn't hold your breath.

2008/11/13 Saul Rennison <[EMAIL PROTECTED]>

> I'm wondering if one of the Valve Devs would be able to zip up the new SDK
> headers that are required to make plugins.
>
> Mattie [Casper] noticed that VEngineCVar has updated from 004 (TF2) to 007
> (L4D). He also noticed an update in eiface.
>
> I politely ask any of the Valve Devs to stick the new headers and or
> libraries up somewhere.
>
> Much thanks in advance,
> - Saul.
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] WARNING: VAC may be banning developers bymisdetecting server plugins as cheats.

2008-11-05 Thread Olly
Pretty much what I do... what functions are you scanning for?

2008/11/6 Michael Barr <[EMAIL PROTECTED]>

> Oops!
> http://forums.gungame5.com/viewtopic.php?p=1063#p1063
>
> There ya go. It is an attachment in that post in the forum. I hope you can
> see it without creating an account. If not, let me know.
> On Wed, Nov 5, 2008 at 7:08 PM, Tom Leighton <[EMAIL PROTECTED]
> >wrote:
>
> > The list strips attachments Mike, you'd be better off pastebinning it
> > somewhere, say, http://pb.luahelp.net/
> >
> >
> > Michael Barr wrote:
> > > Also, attached is the sigscan method that is used by the plugin author.
> > He
> > > was kind enough to zip it up for me, but it is Greek to me.
> > >
> > > On Wed, Nov 5, 2008 at 6:51 PM, Michael Barr <[EMAIL PROTECTED]>
> wrote:
> > >
> > >
> > >> Well, I have 2 games that I play. Below I will outline all games &
> > plugins
> > >> that I use.
> > >>
> > >> Team Fortress 2: (EventScripts 2.0 for Orange Box)
> > >> http://forums.mattie.info/cs/forums/viewtopic.php?p=213018#213018
> > >>
> > >> Counter-Strike: Source:
> > >> (EventScripts 2.0 for Source Engine)
> > >> http://forums.mattie.info/cs/forums/viewtopic.php?p=242607#242607
> > >> http://forums.mattie.info/cs/forums/viewtopic.php?p=160271#160271
> > >>
> > >> (GunGame Utils --- used to respawn players, and change teams without
> > >> killing players)
> > >> http://forums.gungame5.com/download.php
> > >>
> > >> All of the above are pretty much it. Of course, I have a full
> directory
> > of
> > >> scripts and tests scripts that I wrote, but the main one I use and
> test
> > >> would be GunGame5. The SVN for GunGame5 can be found here:
> > >> http://code.google.com/p/gungame-python/
> > >>
> > >> I will double check on my other machine. There is a possibility that
> > >> ES_Tools might be installed on it, but that would be it to my
> knowledge.
> > >>
> > >> Thanks Again,
> > >>
> > >> Michael
> > >>
> > >> On Wed, Nov 5, 2008 at 5:35 PM, Kevin Ottalini <
> [EMAIL PROTECTED]
> > >wrote:
> > >>
> > >>
> > >>> Please post exactly what you were doing, what addons you were using,
> > the
> > >>> command lines you added.
> > >>>
> > >>>
> > >>>
> > >>> - Original Message -
> > >>> From: "Michael Barr"
> > >>> To: "Discussion of Half-Life Programming" <
> > >>> hlcoders@list.valvesoftware.com>
> > >>> Sent: Wednesday, November 05, 2008 2:23 PM
> > >>> Subject: Re: [hlcoders] WARNING: VAC may be banning developers
> > >>> bymisdetecting server plugins as cheats.
> > >>>
> > >>>
> > >>>
> >  Trust me, I expected to be flamed.  I have been just as skeptical,
> if
> > 
> > >>> not
> > >>>
> >  more, than a few that have replied in this thread when I have seen
> > 
> > >>> similar
> > >>>
> >  posts, and thought the same thing. This is an "open forum" for
> > 
> > >>> discussion.
> > >>>
> >  If it makes someone feel better to call me a script kiddie that
> hacks
> > or
> >  cheats, feel free to do so. Feel free to question my motives, but I
> > have
> >  nothing but good intentions here.
> > 
> >  The primary point of this posting is simple. It is a warning of
> > genuine
> >  concern, as I can not see any reasoning behind the ban aside from
> what
> > I
> >  stated above. While I would love to be unbanned, that is not quite
> the
> >  point.
> > 
> > 
> > >>>  ___
> > >>> To unsubscribe, edit your list preferences, or view the list
> archives,
> > >>> please visit:
> > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>>
> > >>>
> > >>>
> > >>
> 
> >  >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] WARNING: VAC may be banning developers by misdetecting server plugins as cheats.

2008-11-05 Thread Olly
I wasn't refering to anyone, but just to say that just because everyone
knows someone, doesn't mean you should always trust them. Maybe I am wrong
(I hope I am) and this is a mistake on valves end. But you see too many
posts like this from people that try to find any excuse to get their games
back.
Sorry if I caused any offence, it wasn't meant ><

2008/11/5 Saul Rennison <[EMAIL PROTECTED]>

> Garry Glitter is a kiddie fiddler, that's quite offensive if your
> referencing the OP. All of us that have posted here have been (legally)
> playing CS:S since Day 1.
>
> 2008/11/5 Olly <[EMAIL PROTECTED]>
>
> > Garry glitter is well known, has been around for a lnog time, and
> > doesn't post here often, but would you believe anything he would say
> about
> > what he gets up-to in his spare time?
> >
> > 2008/11/5 Keeper <[EMAIL PROTECTED]>
> >
> > > #1) these guys are not unknown.  They have been around for a long
> > time.
> > > Just not active on this list.
> > >
> > > #2) Do you honestly think anybody here gives any credence to your
> > opinion?
> > > Especially now that you admit to having cheated multiple times???  Nah,
> > > just
> > > do us all a favor and unsubscribe.
> > >
> > > Dang, now I've responded to you and am all out of troll food. :(
> > >
> > > Good day!
> > >
> > > -Original Message-
> > > From: Nick [mailto:[EMAIL PROTECTED]
> > > Sent: Wednesday, November 05, 2008 3:28 PM
> > > To: Discussion of Half-Life Programming
> > > Subject: Re: [hlcoders] WARNING: VAC may be banning developers by
> > > misdetecting server plugins as cheats.
> > >
> > > I call bullshit on this entire mess. Seems like someone got vac
> > > banned, and now they want to blame it on custom plugin or some crap.
> > > The 10 unknown people (who have never posted here before) entering
> > > this discussion "ensuring" that this isn't a cheater who got banned
> > > for hacking only reinforces my belief.
> > >
> > > I have never, ever heard of anyone being vac banned falsely. Also, I
> > > have used cheats many times and not been banned. You get what I am
> > > saying?
> > >
> > >
> > > ___
> > > 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
> >
> >
>
>
> --
> Thanks,
> - Saul.
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] WARNING: VAC may be banning developers by misdetecting server plugins as cheats.

2008-11-05 Thread Olly
Garry glitter is well known, has been around for a lnog time, and
doesn't post here often, but would you believe anything he would say about
what he gets up-to in his spare time?

2008/11/5 Keeper <[EMAIL PROTECTED]>

> #1) these guys are not unknown.  They have been around for a long time.
> Just not active on this list.
>
> #2) Do you honestly think anybody here gives any credence to your opinion?
> Especially now that you admit to having cheated multiple times???  Nah,
> just
> do us all a favor and unsubscribe.
>
> Dang, now I've responded to you and am all out of troll food. :(
>
> Good day!
>
> -Original Message-
> From: Nick [mailto:[EMAIL PROTECTED]
> Sent: Wednesday, November 05, 2008 3:28 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] WARNING: VAC may be banning developers by
> misdetecting server plugins as cheats.
>
> I call bullshit on this entire mess. Seems like someone got vac
> banned, and now they want to blame it on custom plugin or some crap.
> The 10 unknown people (who have never posted here before) entering
> this discussion "ensuring" that this isn't a cheater who got banned
> for hacking only reinforces my belief.
>
> I have never, ever heard of anyone being vac banned falsely. Also, I
> have used cheats many times and not been banned. You get what I am
> saying?
>
>
> ___
> 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] hlcoders Digest, Vol 9, Issue 7

2008-11-05 Thread Olly
Update to source... jesuz.

>  "Its not a cheat, obviously"
>

Source code.. or its cheats...

2008/11/5 Saint Thoth (hotmail) <[EMAIL PROTECTED]>

> Bloom Mod is a good example of what happens when VAC gets out of control:
>
> http://www.madabouthats.org/projects/cgshader
>
> Several dozen of our MSC players downloaded this mod. Its not a cheat,
> obviously, it just supplies bloom effects for GoldSrc games - however, VAC
> detects it as a cheat, as it changes the client rendering engine.
>
> It resulted in the VAC ban of so many of our players that we now recommend
> to our server hosts not to run VAC (It doesn't do much good for MSC, as
> it's
> basically a coop game, and the only good cheats for it, VAC does not yet
> detect.) You will note that most MSC servers do not run VAC. (You'll also
> note, there is now a VAC warning on the Bloom Mod site.)
>
> We've been trying to get in contact with MadAboutThats in hope that he will
> give us some clues as to how to integrate his Bloom Mod into the game DLL
> itself in hopes that this will bypass the VAC issue, but we aren't entirely
> sure if it is even possible.
>
>
> ___
> 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] WARNING: VAC may be banning developers by misdetecting server plugins as cheats.

2008-11-05 Thread Olly
Im sure he has heard it all before tbh :P
VAC DOES NOT 'detect behaviour' it only goes on known modules that have been
added by valve (according to SW)
2008/11/5 Tom Leighton <[EMAIL PROTECTED]>

> Since SigScanning was mentioned, I am VERY very scared.
>
> On a listen server, both the Server AND client dll are loaded into the
> same process. VAC would be scanning that process, and may not be
> limiting itself to the client.dll boundaries, and indeed, if VAC detects
> Signature Scanning behaviour, it might ban you.
>
> I think Alfred needs to hear about this. Has someone else forwarded this
> to him? Or made him aware?
>
> LDuke wrote:
> > A listenserver still uses the server.dll to provide the server portion of
> > the game.  It's hard to imagine how VAC could pick it up unless you were
> > also doing something with the client.dll.
> >
> >
> >
> > On Wed, Nov 5, 2008 at 8:39 AM, Saul Rennison <[EMAIL PROTECTED]
> >wrote:
> >
> >
> >> GunGame Utils using sigscanning. The original poster has used a
> >> sig-scanning
> >> plugin on a listen server. He THINKS that VAC has mis-detected the
> >> sigscanning DLL (rightly so) for him hacking.
> >>
> >> 2008/11/5 Keeper <[EMAIL PROTECTED]>
> >>
> >>
> >>> What I was saying, not knowing how the VAC system works, could hooking
> >>>
> >> and
> >>
> >>> using an individual client's data somehow maybe trip the VAC (altering
> >>> angles, shooting data...)?  That is what has me worried.  There's no
> >>> telling
> >>> what raised the flag for XE_ManUp.  But if you can do it in a plugin,
> >>>
> >> then
> >>
> >>> maybe the VAC system would pick up on something that is being changed
> >>>
> >> from
> >>
> >>> the server on the client.
> >>>
> >>> Maybe not though, I just don't know.  That's why it's important for him
> >>>
> >> to
> >>
> >>> get with VALVe and figure this out.
> >>>
> >>> -Original Message-
> >>> From: Olly [mailto:[EMAIL PROTECTED]
> >>> Sent: Wednesday, November 05, 2008 9:15 AM
> >>> To: Discussion of Half-Life Programming
> >>> Subject: Re: [hlcoders] WARNING: VAC may be banning developers by
> >>> misdetecting server plugins as cheats.
> >>>
> >>> It cant happen on a dedicated server, because the client never 'HAS'
> the
> >>> plugin on their hdd. And there isn't much sense banning a server via
> VAC
> >>>
> >> ;p
> >>
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>>
> >> --
> >> Thanks,
> >> - Saul.
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >>
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
>
> ___
> 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] WARNING: VAC may be banning developers by misdetecting server plugins as cheats.

2008-11-05 Thread Olly
Seeing as all of the player locations are stored on the server anyway,
altering them would have no effect on the client (apart from being in a
different place obviously...)
I have used SigScanning MULTIPLE times and its never been a problem.

Just because someone 'seems' to not be like the cheating type, if you wern't
there, you don't know... (This is the internet after all...)

>From the SteamWorks site it said that VAC uses a list of known cheats, so
either you (possibly inadvertently) got one of these on your computer, or
there was hash collision (which is extremely unlikely).

If it does turn out to be a problem with VAC, then I wouldn't get all hot
under the collar about it.. im sure valve will sort it, and un-ban anyone
that did get banned.

2008/11/5 Keeper <[EMAIL PROTECTED]>

> I would definitely get in touch with Alfred to let him know what's going
> on.  If he can't help you then he might be able to get you with somebody who
> can.
>
> Keeper
>
> -Original Message-
> From: Mattie [mailto:[EMAIL PROTECTED]
> Sent: Wednesday, November 05, 2008 10:41 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] WARNING: VAC may be banning developers by
> misdetecting server plugins as cheats.
>
> Hey guys,
>
> I know XE/Michael personally-- he's devoted almost all of his free time
> (for years) improving player experiences with Counter-Strike: Source.
> There's absolutely no way a real cheat is involved here. Unless his
> account was stolen/masqueraded by someone and means unknown to him, this
> is a false positive.
>
> As a plugin developer, this is really scary-- developers need to be able
> to work on their plugins without fear of losing all of their Steam games
> (and having to make a plea against their reputation).
>
> Since the Steam support groups are wildly unsympathetic for these cases,
> it would be tremendous help if someone from Valve could forward this
> thread internally to help us track down how this false positive was
> caused. It would prevent a lot of confusion if we could pin down what
> actually caused this specific VAC ban.
>
> I can't imagine this would be anything triggered by EventScripts (or
> we'd have a lot more bans), but if it's caused by the GunGame Utils
> plugin or something similar, the community needs to understand this risk
> and change their processes accordingly.
>
> Thanks for your understanding,
> -Mattie
>
>
> ___
> 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] WARNING: VAC may be banning developers by misdetecting server plugins as cheats.

2008-11-05 Thread Olly
It cant happen on a dedicated server, because the client never 'HAS' the
plugin on their hdd. And there isn't much sense banning a server via VAC ;p

2008/11/5 Keeper <[EMAIL PROTECTED]>

> This is strange, I can't see how it could possible trip VAC.
>
> But I would definitely get with VALVe on this.  It might help them close
> out
> a false positive.
>
> My first guess is that it has something to do with you running it as a
> listen server.  I always add -insecure -dev -allowdebug on my server when
> testing/debugging my plugin locally.
>
> I really hope it wouldn't happen on a dedicated server or else there could
> be a world of hurt out there with SourceMod and EventScripts making it
> easier to alter the game on the server side.
>
> Keeper
>
>
>
> -Original Message-
> From: Michael Barr [mailto:[EMAIL PROTECTED]
> Sent: Tuesday, November 04, 2008 10:29 PM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] WARNING: VAC may be banning developers by misdetecting
> server plugins as cheats.
>
> Hey guys,
>
> I'm seriously worried that VAC is misdetecting server plugins and banning
> developers-- perhaps when the plugins are loaded from listen servers
> inadvertantly.
>
> My name is Michael Barr, also known in the community as XE_ManUp. I'm no
> griefer or hacker-- I'm the lead developer of GunGame5, the latest version
> of GunGame for the Source Engine. I have been a great supporter of VAC, and
> I absolutely love the idea that if a player gets caught cheating, they get
> banned to avoid annoying other players. I have heard of players getting
> banned for "no reason" and I've been a great skeptic of that in the past.
>
> Yet, somehow, after a weekend of GunGame testing (with the EventScripts and
> GunGame Utils addons loaded), I was banned by VAC. Without ever using any
> sort of cheat of any type, nor even knowing anything about cheats. Per the
> Steam forums, there's always some (unlikely) chance that the account got
> "hijacked" or "hacked", but there's no indication that ever happened. I'm
> the only person to use any of my machines and no other gamers live with me.
> I've discussed with other plugin developers, and the most likely cause
> would
> be VAC misdetecting the loaded server plugins as being associated with a
> cheat.
>
> Ideally, a Valve developer would help me figure out whether these plugins
> caused an erroneous VAC ban. But right now, I need to warn developers not
> to
> load server plugins on their listen servers because they might accidentally
> be detected by VAC-- thereby ruining your Steam account like mine has been.
>
>
> -Michael Barr (aka XE_ManUp)
>
>
> ___
> 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



  1   2   >