[hlcoders] HL2 and Managed Code

2004-11-30 Thread ChessMess =/\=
Greetings and apologies, Apologies if this has already been covered but I'm interested in anyone's take on using managed code and C# to do HL2 coding. I was also curious, being new to HL2 development if Visual C++ .Net was the preferred development tool/environment. Thanks for you time,

Re: [hlcoders] HL2 and Managed Code

2004-11-30 Thread ChessMess
We'll I know Valve has shown interest in managed code for mod development as they have discussed this with at least one developer I'm aware of prior to HL2's release. I have not had the opportunity to discuss if anything furthur has become of Valve's original interest. On Tue, 30 Nov 2004 17:03:1

Re: [hlcoders] sdk release and a surprise ideas..

2004-11-30 Thread ChessMess
rences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please vis

[hlcoders] HL2 SDK Docs Available Online

2004-12-01 Thread ChessMess
Are the SDK available anywhere online? I'd like to grab and read during my lunch hour at work. -- ChessMess Stratactic Studios http://www.StratacticStudios.com ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] HL2 SDK Docs Available Online

2004-12-01 Thread ChessMess
Thanks! On Wed, 1 Dec 2004 13:22:15 -0500, James Williams <[EMAIL PROTECTED]> wrote: > On Wed, 1 Dec 2004 13:17:08 -0500, ChessMess <[EMAIL PROTECTED]> wrote: > > Are the SDK available anywhere online? I'd like to grab and read > > during my lunch hour at wor

[hlcoders] SDK - Valve vs. Epic

2004-12-01 Thread ChessMess
Out of curiosity, how do you feel Valve's efforts compare with Epics? -- ChessMess Stratactic Studios http://www.StratacticStudios.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

[hlcoders] New Physics Feature?

2004-12-01 Thread ChessMess
know. I'd also kinda like to hear what you guys think some of the possibilities of this aspect of the physics engine could produce in mod form or otherwise. Thanks for reading. Illuminati -- ChessMess Stratactic Studios http://www.StratacticStudios.com ___

Re: [hlcoders] SDK - Valve vs. Epic

2004-12-02 Thread ChessMess
a > > nightmare to do even the simplest things you can do in HL1. The -ONLY- > > good thing they have over valve is the mutators, that's it. > > > > - Bruce "Bahamut" Andrews > > > > > > > > Che

Re: [hlcoders] HL2 SDK Docs Available Online

2004-12-02 Thread ChessMess
preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ChessMess Stratactic Studios http://www.StratacticStudios.com ___ To unsubscribe, edit your list preferences, or

Re: [hlcoders] SDK - Valve vs. Epic

2004-12-02 Thread ChessMess
hy are > we talking Unreal? :) > > My 2 cents. > D > > On Thu, 02 Dec 2004 09:29:50 -0600, Jeffrey botman Broome > > > <[EMAIL PROTECTED]> wrote: > > ChessMess wrote: > > > Ahh let me clarify. I wasn't meaning the actual code and whatnot, I'm

[hlcoders] HL2 Modders Resource Link List

2004-12-02 Thread ChessMess
I'd like to ask the community veterns out there what thier favorite URLS are for modding news, tutorials, and documentation. Covering coding specifically, and mod development in general. -- ChessMess Stratactic Studios http://www.StratacticStudio

[hlcoders] Community Shared Code Base

2004-12-03 Thread ChessMess
Has there been a shared repository of code setup for the HL community? -- ChessMess Stratactic Studios http://www.StratacticStudios.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] Community Shared Code Base

2004-12-03 Thread ChessMess
> > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ChessMess Stratactic Studios http://www.StratacticStudios.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Community Shared Code Base

2004-12-03 Thread ChessMess
ause I want to see how they coded > it. And potentially fix bugs in it. > > Then again, does Valve's license allow such a group as the "Half Life > Open Source Group" exist or publish their code? > > D > > > > On Fri, 03 Dec 2004 20:44:58 +0100, tei <[E

Re: [hlcoders] Community Shared Code Base

2004-12-03 Thread ChessMess
I'll lead it. Otherwise I gotta feed the kids and while I can toss out the idea, I don't have time to take follow it through. :) ChessMess On Fri, 3 Dec 2004 18:03:24 -0600, Childe Roland <[EMAIL PROTECTED]> wrote: > What if some people have different ideas on how to do the

Re: Re[2]: [hlcoders] Community Shared Code Base

2004-12-03 Thread ChessMess
n Sat, 4 Dec 2004 00:36:55 +0200, Vyacheslav Djura <[EMAIL PROTECTED]> wrote: > Hello ChessMess, > > Friday, December 3, 2004, 6:33:47 PM, you wrote: > C> Yes, the wiki could work. > I am going to start Half-Life 2 coding wiki at > http://www.hl2source.com. Just tell me so

[hlcoders] Gmail & Mailing Lists

2004-12-04 Thread ChessMess
click the [+] or [-] to manually show associated emails). Just wanted to throw that out since I see several people still using Hotmail or other email clients. ..and now back to your regularly scheduled code. :) -- ChessMess Stratactic Studios http://www.StratacticS

Re: [hlcoders] HL2DM code?

2004-12-04 Thread ChessMess
for most modders. Any > chance of seeing the HL2DM code released? > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders &g

[hlcoders] IRC Channel

2004-12-04 Thread ChessMess
Is there a preferred IRC channel/server where HLCoders hang out at? -- ChessMess Stratactic Studios http://www.StratacticStudios.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com

Re: [hlcoders] Finally a coding wiki!

2004-12-05 Thread ChessMess
#wavelength > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ChessMess Stratactic Studios http://www.Str

[hlcoders] HL2 Modding - What you need and where to start

2004-12-06 Thread ChessMess
more in-depth documentation on the classes and entities that come with HL2. What is the best way to proceed in climbing this learning curve? -- ChessMess Stratactic Studios http://www.StratacticStudios.com ___ To unsubscribe, edit your list pref

Re: [hlcoders] Finally a coding wiki!

2004-12-08 Thread ChessMess
We'll this one seems to be getting updated everyday... http://hl2sdk.wolferix.de/index.php/Main_Page ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] HelloWorld mod tutorial needs beta testers

2004-12-09 Thread ChessMess
h at random from the list of HL2 wikis that were (a) functioning and (b) > not promoting warez SDKs. > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valv

[hlcoders] Netcode and Vehicles

2004-12-14 Thread ChessMess
I've read in some postings that there is net issues regarding vehicles and multiplayer. Is there any truth to this? Has anyone had any experience with multiplayer vehicles in thier mod? -- ChessMess Stratactic Studios http://www.StratacticStudio

Re: [hlcoders] Netcode and Vehicles

2004-12-14 Thread ChessMess
So basically what your saying is Vehicle based mods are a no go for the source engine? On Tue, 14 Dec 2004 18:40:02 -0600, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote: > ChessMess wrote: > > What about a Racing boat mod? > > Are they flying boats? ;) > > -

Re: [hlcoders] Netcode and Vehicles

2004-12-14 Thread ChessMess
I find this incredibly troubling considering that a main focal point of our mod is vehicular in nature (Hydroplane Racing). Can someone from Valve comment on this situation and what if any steps they are taking to help address this problem? ChessMess HydroRacers 2 http

Re: [hlcoders] Netcode and Vehicles

2004-12-14 Thread ChessMess
> If you're doing a Road Rally kind of MOD, or a Demolition Derby kind of > MOD, best of luck to you. :) > > -- > Jeffrey "botman" Broome > > ___ > To unsubscribe, edit your list preferences, or view the list arch

Re: [hlcoders] Netcode and Vehicles

2004-12-14 Thread ChessMess
]> wrote: > ChessMess wrote: > > So basically what your saying is Vehicle based mods are a no go for > > the source engine? > > A few ground based vehicles should be fine, I would imagine. Water > based vehicles are probably less complex physics-wise than wheeled > vehicle

Re: [hlcoders] Netcode and Vehicles

2004-12-14 Thread ChessMess
rey botman Broome <[EMAIL PROTECTED]> wrote: > ChessMess wrote: > > I find this incredibly troubling considering that a main focal point > > of our mod is vehicular in nature (Hydroplane Racing). Can someone > > from Valve comment on this situation and what if any steps the

Re: [hlcoders] Netcode and Vehicles

2004-12-14 Thread ChessMess
ity physics data over the network to keep the > clients and servers relatively in sync with each other. > > -- > Jeffrey "botman" Broome > > ___ > To unsubscribe, edit your list preferences, or view the list arch

Re: [hlcoders] Netcode and Vehicles

2004-12-15 Thread ChessMess
ke a water plane, or something similar) or has Jay say, > > you can optimize the sdk for your purpose > > > > total conversions are much more about breaktrough than to continue > > clonning stuff... its normal to push the limits with TC > > > > > > ChessM

Re: [hlcoders] Netcode and Vehicles

2004-12-15 Thread ChessMess
#x27;d be happy to > help with any technical issues along the way. > > Yahn > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of ChessMess > Sent: Tuesday, December 14, 2004 8:13 PM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] N

Re: [hlcoders] should I wait for hl2dm sdk?

2004-12-15 Thread ChessMess
Learning through example is much more efficient then learning by trial. If you have the time to spare, learn by trial. If you need to get up to speed quickly or you don't have the time to spare, learn by example. What ever became of that Book that was suppose to be published about modding for HL2?

Re: [hlcoders] mailinglist archives?

2004-12-27 Thread ChessMess
Hey Beppo! Welcome to the list! ChessMess UnrealScript List Owner ;) On Mon, 27 Dec 2004 21:26:29 +0100, Beppo <[EMAIL PROTECTED]> wrote: > am blind ... "blaming the flu" > > thanks guys! ;) > > -- > Norbert Bogenrieder aka Beppo Lead Programmer a

Re: Re[2]: [hlcoders] Merry Christmas!!!

2004-12-27 Thread ChessMess
Have someone throw a 25lb dethawed raw turkey at your head and you'll get an idea of what its like to get one of Lamarr's kisses. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mail

Re: [hlcoders] CS:S as SDK mod base

2004-12-28 Thread ChessMess
I agree with beppo regarding a good solid base and not having to reinvent the wheel. Beppo, check out this wiki... its updated on a daily basis: http://www.sourcewiki.org/wiki/index.php/Main_Page Also, do you need a gmail account? I can't recommend enough using Gmail for the mailing list with its

Re: [hlcoders] Updated SDK source code? - Incl list of files changed

2004-12-28 Thread ChessMess
; > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ChessMess Stratactic Studios http://www.StratacticStudios.com __

Re: [hlcoders] CS:S as SDK mod base

2004-12-28 Thread ChessMess
nrieder aka Beppo Lead Programmer and Project Lead > [EMAIL PROTECTED] Sentry Studios - Infiltration > [EMAIL PROTECTED] http://www.sentrystudios.net > http://infiltration.sentrystudios.net > > - Original Message - > From: "Ches