Re: [hlcoders] Half-Life 2: Programming, Hmm?
Paolo, There is absolutely no way for you to backup this assertion. You certainly have not conducted any sort of survey of most people to determine what their views are or what influenced them. ...and Michael, there's no way for you to back up the assertion that Paolo can't back up his assertion. Kind of a pointless argument, don't you think? :) Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Weapon help:- again :/
Refering to the help request i sent before, i cloned the mp5 into both the server and the client a detaield description is here http://www.chatbear.com/board.plm?a=viewthreadt=801,1054221271,4594b=590id=467278s=0 Thanks in advance :) _ Get your own [EMAIL PROTECTED] http://www.mouselike.org _ Select your own custom email address for FREE! Get [EMAIL PROTECTED] w/No Ads, 6MB, POP more! http://www.everyone.net/selectmail?campaign=tag ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Weapon Names in DoD 1.0 from withing a MetaMod Plugin ( StatsMe to be exact )
Hi, Like you all know ( or not ) , StatsMe gathers in-game realtime Statistics from players. So it has per-weapon stats. The problem now in DoD 1.0 is that i cant figure out the weapon names. In prior versions, or in other HL Mods ( CS / TFC ) the weapon name is send with the WeaponList Engine msg to MetaMod. In DoD 1.0 it only sends the weapon id, and some more more-or-less useless infos. Is there any engine function to get the Weapon name from the ID ? or any other way _without_ hardcoding the weapon names ? -Punisher UA StatsMe Coordinator ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapon Names in DoD 1.0 from withing a MetaMod Plugin( StatsMe to be exact )
Why don't you want to hard code the weapon names? I know its not elegant, but I reckon it would be safer than any hack to pull the name from the engine. Punisher wrote: Hi, Like you all know ( or not ) , StatsMe gathers in-game realtime Statistics from players. So it has per-weapon stats. The problem now in DoD 1.0 is that i cant figure out the weapon names. In prior versions, or in other HL Mods ( CS / TFC ) the weapon name is send with the WeaponList Engine msg to MetaMod. In DoD 1.0 it only sends the weapon id, and some more more-or-less useless infos. Is there any engine function to get the Weapon name from the ID ? or any other way _without_ hardcoding the weapon names ? -Punisher UA StatsMe Coordinator ___ 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] Weapon Names in DoD 1.0 from withing a MetaMod Plugin ( StatsMe to be exact )
I will do if there is no other solution Is there any dod header file with all weapon names then ? that would be helpful if not it will take some more time to get all weapon names -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Alfred Sent: Friday, May 30, 2003 9:20 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Weapon Names in DoD 1.0 from withing a MetaMod Plugin ( StatsMe to be exact ) Why don't you want to hard code the weapon names? I know its not elegant, but I reckon it would be safer than any hack to pull the name from the engine. Punisher wrote: Hi, Like you all know ( or not ) , StatsMe gathers in-game realtime Statistics from players. So it has per-weapon stats. The problem now in DoD 1.0 is that i cant figure out the weapon names. In prior versions, or in other HL Mods ( CS / TFC ) the weapon name is send with the WeaponList Engine msg to MetaMod. In DoD 1.0 it only sends the weapon id, and some more more-or-less useless infos. Is there any engine function to get the Weapon name from the ID ? or any other way _without_ hardcoding the weapon names ? -Punisher UA StatsMe Coordinator ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] estimated release date foe hl2 sdk?
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I seem to remember seeing that the SDK for HL2 will be released ahead of the full game. Is there a target release date for the SDK? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] estimated release date foe hl2 sdk?
I seem to remember seeing that the SDK for HL2 will be released ahead of the full game. Is there a target release date for the SDK? I doubt this applies to us. A coding SDK would be basically useless without a copy of the engine. Even with well documented APIs, though then we'd at least be able to get acquainted with the system. More likely, they'll hold the coding SDK back at least until the game goes gold, so they have the room to make changes in response to things picked up QA without hurting community relations by releasing two versions of the SDK *before the game comes out*. -randomnine- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2: Programming, Hmm?
The discussion has ended, C++ will be the official language for Half-Life 2's SDK. Erik Johnson replied to question at hand. Please, no more flame-worthy/pointless scripting VS C++ discussions. Sniper - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, May 30, 2003 1:08 PM Subject: Re: [hlcoders] Half-Life 2: Programming, Hmm? Paolo, There is absolutely no way for you to backup this assertion. You certainly have not conducted any sort of survey of most people to determine what their views are or what influenced them. ...and Michael, there's no way for you to back up the assertion that Paolo can't back up his assertion. Kind of a pointless argument, don't you think? :) Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] estimated release date foe hl2 sdk?
Valve clearly stated that the SDK will be released BEFORE the game, not when it goes gold. As I recall, some time in August was the official word. By releasing the SDK that early, it's going to jump-start the mod community for Half-Life 2... which is probably what Valve is hoping for. Sniper - Original Message - From: RDG O'Sullivan [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, May 30, 2003 4:40 PM Subject: Re: [hlcoders] estimated release date foe hl2 sdk? I seem to remember seeing that the SDK for HL2 will be released ahead of the full game. Is there a target release date for the SDK? I doubt this applies to us. A coding SDK would be basically useless without a copy of the engine. Even with well documented APIs, though then we'd at least be able to get acquainted with the system. More likely, they'll hold the coding SDK back at least until the game goes gold, so they have the room to make changes in response to things picked up QA without hurting community relations by releasing two versions of the SDK *before the game comes out*. -randomnine- ___ 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] estimated release date foe hl2 sdk?
Subject: Re: [hlcoders] estimated release date foe hl2 sdk? Valve clearly stated that the SDK will be released BEFORE the game, not when it goes gold. As I recall, some time in August was the official word. By releasing the SDK that early, it's going to jump-start the mod community for Half-Life 2... which is probably what Valve is hoping for. Sniper Still, 'released' can also mean that they'll only release it to a few mod teams under strict NDA... say DoD and NS team -Beef - Original Message - From: RDG O'Sullivan [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, May 30, 2003 4:40 PM Subject: Re: [hlcoders] estimated release date foe hl2 sdk? I seem to remember seeing that the SDK for HL2 will be released ahead of the full game. Is there a target release date for the SDK? I doubt this applies to us. A coding SDK would be basically useless without a copy of the engine. Even with well documented APIs, though then we'd at least be able to get acquainted with the system. More likely, they'll hold the coding SDK back at least until the game goes gold, so they have the room to make changes in response to things picked up QA without hurting community relations by releasing two versions of the SDK *before the game comes out*. -randomnine- ___ 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] estimated release date foe hl2 sdk?
Still, 'released' can also mean that they'll only release it to a few mod teams under strict NDA... say DoD and NS team -Beef I love all the paranoid speculation that's been going on surrounding Half-Life2 and the Half-Life2 SDK. I suspect the G-man is behind all of this! :) Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] estimated release date foe hl2 sdk?
Why would Valve do that? It defeats the purpose of getting the modification community jump-started. Sniper - Original Message - From: Beef [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, May 30, 2003 6:06 PM Subject: Re: [hlcoders] estimated release date foe hl2 sdk? Subject: Re: [hlcoders] estimated release date foe hl2 sdk? Valve clearly stated that the SDK will be released BEFORE the game, not when it goes gold. As I recall, some time in August was the official word. By releasing the SDK that early, it's going to jump-start the mod community for Half-Life 2... which is probably what Valve is hoping for. Sniper Still, 'released' can also mean that they'll only release it to a few mod teams under strict NDA... say DoD and NS team -Beef - Original Message - From: RDG O'Sullivan [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, May 30, 2003 4:40 PM Subject: Re: [hlcoders] estimated release date foe hl2 sdk? I seem to remember seeing that the SDK for HL2 will be released ahead of the full game. Is there a target release date for the SDK? I doubt this applies to us. A coding SDK would be basically useless without a copy of the engine. Even with well documented APIs, though then we'd at least be able to get acquainted with the system. More likely, they'll hold the coding SDK back at least until the game goes gold, so they have the room to make changes in response to things picked up QA without hurting community relations by releasing two versions of the SDK *before the game comes out*. -randomnine- ___ 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] estimated release date foe hl2 sdk?
Omega, perhaps you forgot about the information on Planet Half-Life: Erik says: Yes, we will be releasing an SDK for the Source engine for MOD developers before the game is shipped. I don't have to say anymore. Sniper - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, May 30, 2003 8:54 PM Subject: RE: [hlcoders] estimated release date foe hl2 sdk? You missed the whole point of what R9 said. They also said the TOOLKIT will be released, which leads *ME* to believe its Hammer, and all other tools to make CONTENT. Releasing the actual game source BEFORE the game ships would be rather, well, stupid. No-one would be able to test anything at all, at least with the other tools you can LOOK at what you've done. omega Blackened Interactive - http://www.blackened-interactive.com Wavelength - http://www.thewavelength.net -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Sniper Sent: May 30, 2003 5:27 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] estimated release date foe hl2 sdk? Valve clearly stated that the SDK will be released BEFORE the game, not when it goes gold. As I recall, some time in August was the official word. By releasing the SDK that early, it's going to jump-start the mod community for Half-Life 2... which is probably what Valve is hoping for. Sniper - Original Message - From: RDG O'Sullivan [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, May 30, 2003 4:40 PM Subject: Re: [hlcoders] estimated release date foe hl2 sdk? I seem to remember seeing that the SDK for HL2 will be released ahead of the full game. Is there a target release date for the SDK? I doubt this applies to us. A coding SDK would be basically useless without a copy of the engine. Even with well documented APIs, though then we'd at least be able to get acquainted with the system. More likely, they'll hold the coding SDK back at least until the game goes gold, so they have the room to make changes in response to things picked up QA without hurting community relations by releasing two versions of the SDK *before the game comes out*. -randomnine- ___ 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] estimated release date foe hl2 sdk?
Assuming they have used a sane OOP setup it shouldnt take long for a programmer used to C++ and OOP designs etc to get their head around it all :) I hope this SDK is proper pure C++ and not the C with classes added to try to help that the old SDK was, now i've become alot more fluant and experianced with C++ I cant live with the STL and other nice goodies in the template librarys :) - Original Message - From: Tim Faehnle [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, May 30, 2003 3:01 PM Subject: RE: [hlcoders] estimated release date foe hl2 sdk? You could just learn your way around the files and figure out the entity inheritance. Find out where guns are initialized/implemented. Stuff like that. I'd rather not know what I'm looking forward to, so I'm not going to look at it before the game is released. On Sat, 2003-05-31 at 06:54, Tony omega Sergi wrote: You missed the whole point of what R9 said. They also said the TOOLKIT will be released, which leads *ME* to believe its Hammer, and all other tools to make CONTENT. Releasing the actual game source BEFORE the game ships would be rather, well, stupid. No-one would be able to test anything at all, at least with the other tools you can LOOK at what you've done. omega Blackened Interactive - http://www.blackened-interactive.com Wavelength - http://www.thewavelength.net -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Sniper Sent: May 30, 2003 5:27 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] estimated release date foe hl2 sdk? Valve clearly stated that the SDK will be released BEFORE the game, not when it goes gold. As I recall, some time in August was the official word. By releasing the SDK that early, it's going to jump-start the mod community for Half-Life 2... which is probably what Valve is hoping for. Sniper - Original Message - From: RDG O'Sullivan [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, May 30, 2003 4:40 PM Subject: Re: [hlcoders] estimated release date foe hl2 sdk? I seem to remember seeing that the SDK for HL2 will be released ahead of the full game. Is there a target release date for the SDK? I doubt this applies to us. A coding SDK would be basically useless without a copy of the engine. Even with well documented APIs, though then we'd at least be able to get acquainted with the system. More likely, they'll hold the coding SDK back at least until the game goes gold, so they have the room to make changes in response to things picked up QA without hurting community relations by releasing two versions of the SDK *before the game comes out*. -randomnine- ___ 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 -- Tim Faehnle [EMAIL PROTECTED] ___ 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] estimated release date foe hl2 sdk?
And you know that this SDK that erik spoke of, isn't the same as the tookit that gabe had said in an interview before.. how? Right, you don't. We don't know what they're releasing. But releasing SOURCE CODE to a game that's not even out yet, is REALLY silly. omega Blackened Interactive - http://www.blackened-interactive.com Wavelength - http://www.thewavelength.net -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Sniper Sent: May 30, 2003 9:32 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] estimated release date foe hl2 sdk? Omega, perhaps you forgot about the information on Planet Half-Life: Erik says: Yes, we will be releasing an SDK for the Source engine for MOD developers before the game is shipped. I don't have to say anymore. Sniper - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, May 30, 2003 8:54 PM Subject: RE: [hlcoders] estimated release date foe hl2 sdk? You missed the whole point of what R9 said. They also said the TOOLKIT will be released, which leads *ME* to believe its Hammer, and all other tools to make CONTENT. Releasing the actual game source BEFORE the game ships would be rather, well, stupid. No-one would be able to test anything at all, at least with the other tools you can LOOK at what you've done. omega Blackened Interactive - http://www.blackened-interactive.com Wavelength - http://www.thewavelength.net -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Sniper Sent: May 30, 2003 5:27 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] estimated release date foe hl2 sdk? Valve clearly stated that the SDK will be released BEFORE the game, not when it goes gold. As I recall, some time in August was the official word. By releasing the SDK that early, it's going to jump-start the mod community for Half-Life 2... which is probably what Valve is hoping for. Sniper - Original Message - From: RDG O'Sullivan [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, May 30, 2003 4:40 PM Subject: Re: [hlcoders] estimated release date foe hl2 sdk? I seem to remember seeing that the SDK for HL2 will be released ahead of the full game. Is there a target release date for the SDK? I doubt this applies to us. A coding SDK would be basically useless without a copy of the engine. Even with well documented APIs, though then we'd at least be able to get acquainted with the system. More likely, they'll hold the coding SDK back at least until the game goes gold, so they have the room to make changes in response to things picked up QA without hurting community relations by releasing two versions of the SDK *before the game comes out*. -randomnine- ___ 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] estimated release date foe hl2 sdk?
But releasing SOURCE CODE to a game that's not even out yet, is REALLY silly. Really? I'd assume that they would release the SDK (with source code) when the game goes RTM or something, to make it non-stupid. -Philip ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)
You certainly have not conducted any sort of survey of most people to determine what their views are or what influenced them. ...and Michael, there's no way for you to back up the assertion that Paolo can't back up his assertion. Kind of a pointless argument, don't you think? :) Anyway, I'm sorry if that sounded arrogant. I should have added: most people I talked with about that. :) I've met lots of persons who think that script languages are toy languages, which is not justified by the current state of the art (http://home.pacbell.net/ouster/scripting.html). The difference between script languages and compiled languages has nothing to do with power, expressiveness, or availability of libraries. Just check Python's libraries or expressive power. Performance is a moot point too. In a game like HL, the bottlenecks usually reside in the graphical engine and the network communications. I've rarely heard of a mod where performance local to the game logics actually made a difference. Unless you're Jeffrey himself, of course - but we only get a handful of modders who do such sophisticated stuff. :) I'm not saying that a script language wouldn't make any difference. For example, you can argue wether strong type checking is good or not - and we'd probably agree that it can be either, depending on the particular project you're undertaking. I suspect that the whole UnrealScript versus C++ debate has more to do with the language being proprietary or standard then with it being precompiled or script. Anyway, that's all for the sake of chatting. Now we know that we'll be able to use C++ in HL2. Still, I think it would be great if they added a good script language as a second option. --- Paolo Nusco Perrotta Holy Wars Team http://www.planethalflife.com/holywars ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)
Paolo, My post may have seemed unnecessarily harsh. For that, I apologize. No disrespect was intended. Clearly, I mistook your intent. At 11:31 AM 5/31/2003 +0200, you wrote: You certainly have not conducted any sort of survey of most people to determine what their views are or what influenced them. ...and Michael, there's no way for you to back up the assertion that Paolo can't back up his assertion. Kind of a pointless argument, don't you think? :) Anyway, I'm sorry if that sounded arrogant. I should have added: most people I talked with about that. :) I've met lots of persons who think that script languages are toy languages, which is not justified by the current state of the art (http://home.pacbell.net/ouster/scripting.html). {OLD}Sneaky_Bastard! Michael A. Hobson icq:#2186709 email: [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders