Re: [hlcoders] HL2dm SDK
When I read that, I just about had a coronary. Then I remembered: Next year is less than a week away. :D And now I realize that next year includes 365.25 days. drat. On Fri, 24 Dec 2004 02:14:28 +, Ben Davison [EMAIL PROTECTED] wrote: From Adrian Finol Hey Ben, Sorry but it wont be until next year. There's a couple of stuff we are working on that we want to get in the codebase before we release it. Take care. On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: I guess the suprise to have the hl2dm sdk released for the holidays isn't going to happen :( r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.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] HL2dm SDK
:O I would probably take a wild guess and say we are going to get it in the first quarter of the year :P On Mon, 27 Dec 2004 00:53:47 -0800, Andrew Foss [EMAIL PROTECTED] wrote: When I read that, I just about had a coronary. Then I remembered: Next year is less than a week away. :D And now I realize that next year includes 365.25 days. drat. On Fri, 24 Dec 2004 02:14:28 +, Ben Davison [EMAIL PROTECTED] wrote: From Adrian Finol Hey Ben, Sorry but it wont be until next year. There's a couple of stuff we are working on that we want to get in the codebase before we release it. Take care. On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: I guess the suprise to have the hl2dm sdk released for the holidays isn't going to happen :( r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.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 -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2dm SDK
Honestly im not that excited about getting my hands on the HL2dm code. The HL2 code is already there and IMO it's plenty to figure out how it all works. I just hope they don't start making major changes to the code base, because my mod is already on its way and having to accomodate changes to the codebase can be a pain. Ofcourse people looking to mod HL2dm is a different story, but for TCs, I think you're better off working from the barebones SDK mod. On Mon, 27 Dec 2004 14:14:24 +, Ben Davison [EMAIL PROTECTED] wrote: :O I would probably take a wild guess and say we are going to get it in the first quarter of the year :P On Mon, 27 Dec 2004 00:53:47 -0800, Andrew Foss [EMAIL PROTECTED] wrote: When I read that, I just about had a coronary. Then I remembered: Next year is less than a week away. :D And now I realize that next year includes 365.25 days. drat. On Fri, 24 Dec 2004 02:14:28 +, Ben Davison [EMAIL PROTECTED] wrote: From Adrian Finol Hey Ben, Sorry but it wont be until next year. There's a couple of stuff we are working on that we want to get in the codebase before we release it. Take care. On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: I guess the suprise to have the hl2dm sdk released for the holidays isn't going to happen :( r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.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 -- - Ben Davison - http://www.shadow-phoenix.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
[hlcoders] mailinglist archives?
Before I ask questions discussed here a thousand times already... Normally it is mentioned in the sub, but, well, it only shows the unsubscribe information and nothing more. So, does this list has an archive somewhere? Thanks, Beppo -- Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead [EMAIL PROTECTED] Sentry Studios - Infiltration [EMAIL PROTECTED] http://www.sentrystudios.net http://infiltration.sentrystudios.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] mailinglist archives?
Beppo wrote: Before I ask questions discussed here a thousand times already... Normally it is mentioned in the sub, but, well, it only shows the unsubscribe information and nothing more. So, does this list has an archive somewhere? Look at the VERY last line of every email sent to this email list. :) -- 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] mailinglist archives?
Hello Beppo, You wrote: So, does this list has an archive somewhere? http://list.valvesoftware.com/ -- Greetings, Yarin [EMAIL PROTECTED] -BEGIN GEEK CODE BLOCK- Version: 3.12 GCS d-(++) s:+: a- c++(+++)$ UL++ P--(---) L+++(++)$ E--- W+++$ N+++ o? K? w++(---) !O M-- !V Y(+) PGP--- t+++ 5-- X R- tv++ b(+) DI@ D+ G++ e? h! r-- !y+ --END GEEK CODE BLOCK-- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2dm SDK
Do you mean we as in the royal we? Or have you been working on hl2dm all this time? I thought you were the guy from shadowphoenix ben, now i'm all confused On Fri, 24 Dec 2004 02:14:28 +, Ben Davison [EMAIL PROTECTED] wrote: From Adrian Finol Hey Ben, Sorry but it wont be until next year. There's a couple of stuff we are working on that we want to get in the codebase before we release it. Take care. On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: I guess the suprise to have the hl2dm sdk released for the holidays isn't going to happen :( r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.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] HL2dm SDK
I mean we as in mod teams. :) I havent been working on it, the original email was from Adrian Finol a developer who works with valve. On Tue, 28 Dec 2004 05:44:52 +1000, Teddy [EMAIL PROTECTED] wrote: Do you mean we as in the royal we? Or have you been working on hl2dm all this time? I thought you were the guy from shadowphoenix ben, now i'm all confused On Fri, 24 Dec 2004 02:14:28 +, Ben Davison [EMAIL PROTECTED] wrote: From Adrian Finol Hey Ben, Sorry but it wont be until next year. There's a couple of stuff we are working on that we want to get in the codebase before we release it. Take care. On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: I guess the suprise to have the hl2dm sdk released for the holidays isn't going to happen :( r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.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 -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2dm SDK
Teddy wrote: Do you mean we as in the royal we? Or have you been working on hl2dm all this time? I thought you were the guy from shadowphoenix ben, now i'm all confused I think the important part of that email is... From Adrian Finol (Adrian works for Valve, ben was just forwarding Adrian's response.) -- 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] mailinglist archives?
am blind ... blaming the flu thanks guys! ;) -- Norbert Bogenrieder 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: Jeffrey botman Broome [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, December 27, 2004 6:51 PM Subject: Re: [hlcoders] mailinglist archives? Beppo wrote: Before I ask questions discussed here a thousand times already... Normally it is mentioned in the sub, but, well, it only shows the unsubscribe information and nothing more. So, does this list has an archive somewhere? Look at the VERY last line of every email sent to this email list. :) -- 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] mailinglist archives?
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 and Project Lead [EMAIL PROTECTED] Sentry Studios - Infiltration [EMAIL PROTECTED] http://www.sentrystudios.net http://infiltration.sentrystudios.net - Original Message - From: Jeffrey botman Broome [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, December 27, 2004 6:51 PM Subject: Re: [hlcoders] mailinglist archives? Beppo wrote: Before I ask questions discussed here a thousand times already... Normally it is mentioned in the sub, but, well, it only shows the unsubscribe information and nothing more. So, does this list has an archive somewhere? Look at the VERY last line of every email sent to this email list. :) -- 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 -- 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: Re[2]: [hlcoders] Merry Christmas!!!
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/mailman/listinfo/hlcoders
Re: Re[2]: [hlcoders] Merry Christmas!!!
Sounds like an ex girlfreind. On Mon, 27 Dec 2004 15:36:09 -0500, ChessMess [EMAIL PROTECTED] wrote: 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/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] CS:S as SDK mod base
Hi, I know that you folks already discussed this stuff a bit but most of you only talked about HL2DM as a possible base for 'us' developers out there. What about CS:S ? It would by far be the more logical base for many mod ideas out there. Sure, there could be the fact that by allowing to use CS:S as a base, many modifications of the original CS:S would pop up, and this would 'split up' the CS community into a bunch of communities for sure. But on the other hand CS:S seems to be the more logical base on a quick look. The current MP SDK base looks bugged and for a HL coding newbie like me the thousands of classes are a bit much to dig in to find the missing 'parts' or fix bugs. Normally a modder would think about modding a game that works and not a ripped out version of the full thing. So, why not allow modifying a fully working base, step by step, to get as many mods out there as fast as possible. HL2DM looks ok as a base, but many things are missing it seems. CS:S has a lot of things already in place to use as examples. Sure some things are missing like the invers kinematics of the HL2 characters and things like vehicles. But I'm sure that in a 'perfect' mod base these elements could be integrated more or less bug free to let modders start developing their new content directly, instead of letting all of them reinvent the same wheels to then build their own stuff upon. The cool thing about other engines is/was to use a working game and exchange, replace or add your own stuff step by step. You do not need to develop a GUI, a HUD and stuff alike, right from the start. You 'only' need to replace some meshs and codes to ie. get your own weapons and player classes into the game... everything around it to test things out already there. As said, I'm a newbie on this engine so if this is already possible, then plz enlighten me ;) cheers, Beppo PS: Hi ChessMess... you seem to be pretty active here already ... found the archives ;) -- Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead [EMAIL PROTECTED] Sentry Studios - Infiltration [EMAIL PROTECTED] http://www.sentrystudios.net http://infiltration.sentrystudios.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2dm SDK
I need the HL2DM code for some CTF type mods I'm going to make. The current multiplayer source code is just like it says, It's completley empty.. The score board doesn't even work, neither does weapon reloading and about a hundred other things. Honestly im not that excited about getting my hands on the HL2dm code. The HL2 code is already there and IMO it's plenty to figure out how it all works. I just hope they don't start making major changes to the code base, because my mod is already on its way and having to accomodate changes to the codebase can be a pain. Ofcourse people looking to mod HL2dm is a different story, but for TCs, I think you're better off working from the barebones SDK mod. On Mon, 27 Dec 2004 14:14:24 +, Ben Davison [EMAIL PROTECTED] wrote: :O I would probably take a wild guess and say we are going to get it in the first quarter of the year :P On Mon, 27 Dec 2004 00:53:47 -0800, Andrew Foss [EMAIL PROTECTED] wrote: When I read that, I just about had a coronary. Then I remembered: Next year is less than a week away. :D And now I realize that next year includes 365.25 days. drat. On Fri, 24 Dec 2004 02:14:28 +, Ben Davison [EMAIL PROTECTED] wrote: From Adrian Finol Hey Ben, Sorry but it wont be until next year. There's a couple of stuff we are working on that we want to get in the codebase before we release it. Take care. On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: I guess the suprise to have the hl2dm sdk released for the holidays isn't going to happen :( r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.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 -- - Ben Davison - http://www.shadow-phoenix.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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CS:S as SDK mod base
I would prefer the HL2DM Code for a base, if it started as CS:S, milions of annoying CS/T type mods would start popping up. PS: Can anyone tell me how to make a new thread for mailing lists? I'm sort of new to these things. Hi, I know that you folks already discussed this stuff a bit but most of you only talked about HL2DM as a possible base for 'us' developers out there. What about CS:S ? It would by far be the more logical base for many mod ideas out there. Sure, there could be the fact that by allowing to use CS:S as a base, many modifications of the original CS:S would pop up, and this would 'split up' the CS community into a bunch of communities for sure. But on the other hand CS:S seems to be the more logical base on a quick look. The current MP SDK base looks bugged and for a HL coding newbie like me the thousands of classes are a bit much to dig in to find the missing 'parts' or fix bugs. Normally a modder would think about modding a game that works and not a ripped out version of the full thing. So, why not allow modifying a fully working base, step by step, to get as many mods out there as fast as possible. HL2DM looks ok as a base, but many things are missing it seems. CS:S has a lot of things already in place to use as examples. Sure some things are missing like the invers kinematics of the HL2 characters and things like vehicles. But I'm sure that in a 'perfect' mod base these elements could be integrated more or less bug free to let modders start developing their new content directly, instead of letting all of them reinvent the same wheels to then build their own stuff upon. The cool thing about other engines is/was to use a working game and exchange, replace or add your own stuff step by step. You do not need to develop a GUI, a HUD and stuff alike, right from the start. You 'only' need to replace some meshs and codes to ie. get your own weapons and player classes into the game... everything around it to test things out already there. As said, I'm a newbie on this engine so if this is already possible, then plz enlighten me ;) cheers, Beppo PS: Hi ChessMess... you seem to be pretty active here already ... found the archives ;) -- Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead [EMAIL PROTECTED] Sentry Studios - Infiltration [EMAIL PROTECTED] http://www.sentrystudios.net http://infiltration.sentrystudios.net ___ 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] CS:S as SDK mod base
okay, thanks. Jeffrey botman Broome wrote: Knifa wrote: PS: Can anyone tell me how to make a new thread for mailing lists? I'm sort of new to these things. Send a new message (not a reply) to: hlcoders@list.valvesoftware.com -- 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] CS:S as SDK mod base
Knifa wrote: PS: Can anyone tell me how to make a new thread for mailing lists? I'm sort of new to these things. Send a new message (not a reply) to: hlcoders@list.valvesoftware.com -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HL2 Crash immediatly...
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I've created a mod from scratch (or somthing like that...) and I did some modifications which I don't remember and then HL2 crashed (return to desktop, no error msg) just before showing the main menu of my mod ! Is it possible to know why ??? (is there any log before game starts ?) Thanks... And Happy Winter Holidays !!! Elektordi -- _ Envie de discuter gratuitement avec vos amis ? Téléchargez Yahoo! Messenger http://yahoo.ifrance.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2 Crash immediatly...
Bad game code? Elektordi wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I've created a mod from scratch (or somthing like that...) and I did some modifications which I don't remember and then HL2 crashed (return to desktop, no error msg) just before showing the main menu of my mod ! Is it possible to know why ??? (is there any log before game starts ?) Thanks... And Happy Winter Holidays !!! Elektordi -- _ Envie de discuter gratuitement avec vos amis ? Téléchargez Yahoo! Messenger http://yahoo.ifrance.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] CS:S as SDK mod base
as said already... sure, CS:S would get a bunch of modifications that will flood the scene, but only a few would really survive. Others would maybe survive like mutators do on the Unreal engine that later on develop to their own style of game. What would be so wrong to have a fully working 'mod' as a base instead of a HL2DM that has only a few things made available to mod on? A mix of both worlds would be perfect of course, but the HL architecture doesn't seem to support such things unfortunately. So why use HL2DM that would only allow a few mods to develop fast instead of using CS:S that would allow the 'millions' of mods to start developing? A newbie with a cool idea will never manage to dig into a MP base that needs a new base to be developed first, before he/she can even try to get his/her new idea implemented. HL2DM looks too stripped down from what you can see in the game right now. Well, maybe it will get a big bunch of codes to play around with that do work and build a nice base for mod authors out there if it gets released as SDK MP mod base, who knows... The thing I would like to see is a real base to mod on... reinventing the wheel simply consumes way too much time... not all modders out there are 16 years old and go to school, ya know. Some have families and a regular job, study or have to do other things that only leave a small amount of free time to be used for their 'hobby'. The more mods can show up, the more will have the chance to survive for a longer time period... and this should be the thing Valve is aming for... keeping their engine online and played on by as many as possible for as long as possible. Ideas like CS and DOD do not show up each time a company releases a new title. So someone should try to increase the chances to get such things to show up again. Easiest method... allow as many to develop their own ideas as possible, and as easy as possible. -- Norbert Bogenrieder 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: Knifa [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, December 27, 2004 10:10 PM Subject: Re: [hlcoders] CS:S as SDK mod base I would prefer the HL2DM Code for a base, if it started as CS:S, milions of annoying CS/T type mods would start popping up. PS: Can anyone tell me how to make a new thread for mailing lists? I'm sort of new to these things. Hi, I know that you folks already discussed this stuff a bit but most of you only talked about HL2DM as a possible base for 'us' developers out there. What about CS:S ? It would by far be the more logical base for many mod ideas out there. Sure, there could be the fact that by allowing to use CS:S as a base, many modifications of the original CS:S would pop up, and this would 'split up' the CS community into a bunch of communities for sure. But on the other hand CS:S seems to be the more logical base on a quick look. The current MP SDK base looks bugged and for a HL coding newbie like me the thousands of classes are a bit much to dig in to find the missing 'parts' or fix bugs. Normally a modder would think about modding a game that works and not a ripped out version of the full thing. So, why not allow modifying a fully working base, step by step, to get as many mods out there as fast as possible. HL2DM looks ok as a base, but many things are missing it seems. CS:S has a lot of things already in place to use as examples. Sure some things are missing like the invers kinematics of the HL2 characters and things like vehicles. But I'm sure that in a 'perfect' mod base these elements could be integrated more or less bug free to let modders start developing their new content directly, instead of letting all of them reinvent the same wheels to then build their own stuff upon. The cool thing about other engines is/was to use a working game and exchange, replace or add your own stuff step by step. You do not need to develop a GUI, a HUD and stuff alike, right from the start. You 'only' need to replace some meshs and codes to ie. get your own weapons and player classes into the game... everything around it to test things out already there. As said, I'm a newbie on this engine so if this is already possible, then plz enlighten me ;) cheers, Beppo PS: Hi ChessMess... you seem to be pretty active here already ... found the archives ;) -- Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead [EMAIL PROTECTED] Sentry Studios - Infiltration [EMAIL PROTECTED] http://www.sentrystudios.net http://infiltration.sentrystudios.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___
Re: [hlcoders] HL2dm SDK
Uhhh whoops. Nevermind me, i'm on crack :) Knifa: you can fix most of those things in about a day's worth of coding. It's even easier now, thanks to this thread: http://forums.thewavelength.net/index.php?showtopic=11025 On Mon, 27 Dec 2004 20:56:47 +, Knifa [EMAIL PROTECTED] wrote: I need the HL2DM code for some CTF type mods I'm going to make. The current multiplayer source code is just like it says, It's completley empty.. The score board doesn't even work, neither does weapon reloading and about a hundred other things. Honestly im not that excited about getting my hands on the HL2dm code. The HL2 code is already there and IMO it's plenty to figure out how it all works. I just hope they don't start making major changes to the code base, because my mod is already on its way and having to accomodate changes to the codebase can be a pain. Ofcourse people looking to mod HL2dm is a different story, but for TCs, I think you're better off working from the barebones SDK mod. On Mon, 27 Dec 2004 14:14:24 +, Ben Davison [EMAIL PROTECTED] wrote: :O I would probably take a wild guess and say we are going to get it in the first quarter of the year :P On Mon, 27 Dec 2004 00:53:47 -0800, Andrew Foss [EMAIL PROTECTED] wrote: When I read that, I just about had a coronary. Then I remembered: Next year is less than a week away. :D And now I realize that next year includes 365.25 days. drat. On Fri, 24 Dec 2004 02:14:28 +, Ben Davison [EMAIL PROTECTED] wrote: From Adrian Finol Hey Ben, Sorry but it wont be until next year. There's a couple of stuff we are working on that we want to get in the codebase before we release it. Take care. On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: I guess the suprise to have the hl2dm sdk released for the holidays isn't going to happen :( r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.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 -- - Ben Davison - http://www.shadow-phoenix.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 ___ 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] HL2dm SDK
A day's worth for someone that is actully good at coding. I am a newb :/ Teddy wrote: Uhhh whoops. Nevermind me, i'm on crack :) Knifa: you can fix most of those things in about a day's worth of coding. It's even easier now, thanks to this thread: http://forums.thewavelength.net/index.php?showtopic=11025 On Mon, 27 Dec 2004 20:56:47 +, Knifa [EMAIL PROTECTED] wrote: I need the HL2DM code for some CTF type mods I'm going to make. The current multiplayer source code is just like it says, It's completley empty.. The score board doesn't even work, neither does weapon reloading and about a hundred other things. Honestly im not that excited about getting my hands on the HL2dm code. The HL2 code is already there and IMO it's plenty to figure out how it all works. I just hope they don't start making major changes to the code base, because my mod is already on its way and having to accomodate changes to the codebase can be a pain. Ofcourse people looking to mod HL2dm is a different story, but for TCs, I think you're better off working from the barebones SDK mod. On Mon, 27 Dec 2004 14:14:24 +, Ben Davison [EMAIL PROTECTED] wrote: :O I would probably take a wild guess and say we are going to get it in the first quarter of the year :P On Mon, 27 Dec 2004 00:53:47 -0800, Andrew Foss [EMAIL PROTECTED] wrote: When I read that, I just about had a coronary. Then I remembered: Next year is less than a week away. :D And now I realize that next year includes 365.25 days. drat. On Fri, 24 Dec 2004 02:14:28 +, Ben Davison [EMAIL PROTECTED] wrote: From Adrian Finol Hey Ben, Sorry but it wont be until next year. There's a couple of stuff we are working on that we want to get in the codebase before we release it. Take care. On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: I guess the suprise to have the hl2dm sdk released for the holidays isn't going to happen :( r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.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 -- - Ben Davison - http://www.shadow-phoenix.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 ___ 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] HL2dm SDK
Yeah I agree, I'm pretty well set except for the whole physics-prediction issue. Maybe someone from Valve can give us a snippet/hint on that whole deal because I think more than few people are stumped on that one. Justin -- http://www.radi-8.com - Original Message - From: Teddy [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, December 27, 2004 4:18 PM Subject: Re: [hlcoders] HL2dm SDK Uhhh whoops. Nevermind me, i'm on crack :) Knifa: you can fix most of those things in about a day's worth of coding. It's even easier now, thanks to this thread: http://forums.thewavelength.net/index.php?showtopic=11025 On Mon, 27 Dec 2004 20:56:47 +, Knifa [EMAIL PROTECTED] wrote: I need the HL2DM code for some CTF type mods I'm going to make. The current multiplayer source code is just like it says, It's completley empty.. The score board doesn't even work, neither does weapon reloading and about a hundred other things. Honestly im not that excited about getting my hands on the HL2dm code. The HL2 code is already there and IMO it's plenty to figure out how it all works. I just hope they don't start making major changes to the code base, because my mod is already on its way and having to accomodate changes to the codebase can be a pain. Ofcourse people looking to mod HL2dm is a different story, but for TCs, I think you're better off working from the barebones SDK mod. On Mon, 27 Dec 2004 14:14:24 +, Ben Davison [EMAIL PROTECTED] wrote: :O I would probably take a wild guess and say we are going to get it in the first quarter of the year :P On Mon, 27 Dec 2004 00:53:47 -0800, Andrew Foss [EMAIL PROTECTED] wrote: When I read that, I just about had a coronary. Then I remembered: Next year is less than a week away. :D And now I realize that next year includes 365.25 days. drat. On Fri, 24 Dec 2004 02:14:28 +, Ben Davison [EMAIL PROTECTED] wrote: From Adrian Finol Hey Ben, Sorry but it wont be until next year. There's a couple of stuff we are working on that we want to get in the codebase before we release it. Take care. On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: I guess the suprise to have the hl2dm sdk released for the holidays isn't going to happen :( r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.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 -- - Ben Davison - http://www.shadow-phoenix.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 ___ 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] CS:S as SDK mod base
Did you ever MOD HL1? The SDK was just normal HL with DM. It was a excellent place to start a MOD from. There was nothing too complicated about the actual game, some of the weapons had some great functions that gave clues on how to do things like bullet penetration. If you started at CS most modders would have to remove lots of things, instead of adding them. Personally I think the bare-bones MOD is a excellent idea, but many HL2 modders didn't work on HL1, so they need to see a example weapon and scoreboard etc working to learn. HL2DM will be a great place for all to start, not just people who want team games. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2 Crash immediatly...
I thnk that's what he's asking. I can't help you, I never learnt how to use the debugger myself, can someone tell him how to do it? -Draco ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2dm SDK
If you're talking about players bumping into phyiscs objects/getting stuck, try running CheckStuck() every frame instead of every CHECK_STUCK_INTERVAL (0.4 sec by default i think) On Mon, 27 Dec 2004 16:48:36 -0600, Justin Harvey [EMAIL PROTECTED] wrote: Yeah I agree, I'm pretty well set except for the whole physics-prediction issue. Maybe someone from Valve can give us a snippet/hint on that whole deal because I think more than few people are stumped on that one. Justin -- http://www.radi-8.com - Original Message - From: Teddy [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, December 27, 2004 4:18 PM Subject: Re: [hlcoders] HL2dm SDK Uhhh whoops. Nevermind me, i'm on crack :) Knifa: you can fix most of those things in about a day's worth of coding. It's even easier now, thanks to this thread: http://forums.thewavelength.net/index.php?showtopic=11025 On Mon, 27 Dec 2004 20:56:47 +, Knifa [EMAIL PROTECTED] wrote: I need the HL2DM code for some CTF type mods I'm going to make. The current multiplayer source code is just like it says, It's completley empty.. The score board doesn't even work, neither does weapon reloading and about a hundred other things. Honestly im not that excited about getting my hands on the HL2dm code. The HL2 code is already there and IMO it's plenty to figure out how it all works. I just hope they don't start making major changes to the code base, because my mod is already on its way and having to accomodate changes to the codebase can be a pain. Ofcourse people looking to mod HL2dm is a different story, but for TCs, I think you're better off working from the barebones SDK mod. On Mon, 27 Dec 2004 14:14:24 +, Ben Davison [EMAIL PROTECTED] wrote: :O I would probably take a wild guess and say we are going to get it in the first quarter of the year :P On Mon, 27 Dec 2004 00:53:47 -0800, Andrew Foss [EMAIL PROTECTED] wrote: When I read that, I just about had a coronary. Then I remembered: Next year is less than a week away. :D And now I realize that next year includes 365.25 days. drat. On Fri, 24 Dec 2004 02:14:28 +, Ben Davison [EMAIL PROTECTED] wrote: From Adrian Finol Hey Ben, Sorry but it wont be until next year. There's a couple of stuff we are working on that we want to get in the codebase before we release it. Take care. On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: I guess the suprise to have the hl2dm sdk released for the holidays isn't going to happen :( r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.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 -- - Ben Davison - http://www.shadow-phoenix.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 ___ 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] HL2 Crash immediatly...
I think I know what he's saying. After the SDK update I re-created my mod from the code provided and while I haven't done thorough testing or debugging, after loading the sdk_vehicles map and getting past the motd menu, HL2 crashes, seemingly at random times. A little bit unnerving as the first iteration of the SDK didn't share this problem. I am sure it is an easy fix, I have just been spending a lot of time on Christmas and haven't cared to debug it yet. Cheers, -G - Original Message - From: Draco [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, December 27, 2004 7:30 PM Subject: Re: [hlcoders] HL2 Crash immediatly... I thnk that's what he's asking. I can't help you, I never learnt how to use the debugger myself, can someone tell him how to do it? -Draco ___ 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] HL2 Crash immediatly...
To set up the debugger in Visual Studio .NET 2003: Open Game_SDK.sln Right click the client project in the Soultion Explorer and choose properties Select debugging For command, enter: C:\PROGRA~1\Steam\SteamApps\username\half-life 2\hl2.exe For command arguments, enter: -dev -sw -game c:\PROGRA~1\steam\steamapps\SourceMods\ModFolder -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9 Choose apply then OK Press F5 in the code window to debug, you may have to repeat the steps for the HL project. Also note that you need to change the paths to point to where your files are On Mon, 27 Dec 2004 20:50:10 -0500, Gabe Volker [EMAIL PROTECTED] wrote: I think I know what he's saying. After the SDK update I re-created my mod from the code provided and while I haven't done thorough testing or debugging, after loading the sdk_vehicles map and getting past the motd menu, HL2 crashes, seemingly at random times. A little bit unnerving as the first iteration of the SDK didn't share this problem. I am sure it is an easy fix, I have just been spending a lot of time on Christmas and haven't cared to debug it yet. Cheers, -G - Original Message - From: Draco [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, December 27, 2004 7:30 PM Subject: Re: [hlcoders] HL2 Crash immediatly... I thnk that's what he's asking. I can't help you, I never learnt how to use the debugger myself, can someone tell him how to do it? -Draco ___ 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] Client Commands/ Weapons Restrictions
I made and admin plugin for CS:Source and added in weapons restrictions via ClientCommand trapping of the buy command and autobuy and rebuy, and I run it on a local copy of crcds and all weapons restrictions work properly (using PLUGIN_STOP;) if a given weapon is restricted. I put the plugin on my Rented Dedicated server and if I use an alias to buy a restricted weapon it still allows it. It seems like the alias name is sent to the server instead of the aliased commands... Its appears that the alias's are sent to the server instead of being translated into seperate client commands and then being sent. Anyone have any ideas on how to have these trapped thru the clientcommand function? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2dm SDK
Thank you, I'll give that a go. Specifically I'm talking about all the prediction errors that show up when you turn on 'cl_showerror'. J. - Original Message - From: Teddy [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, December 27, 2004 7:15 PM Subject: Re: [hlcoders] HL2dm SDK If you're talking about players bumping into phyiscs objects/getting stuck, try running CheckStuck() every frame instead of every CHECK_STUCK_INTERVAL (0.4 sec by default i think) On Mon, 27 Dec 2004 16:48:36 -0600, Justin Harvey [EMAIL PROTECTED] wrote: Yeah I agree, I'm pretty well set except for the whole physics-prediction issue. Maybe someone from Valve can give us a snippet/hint on that whole deal because I think more than few people are stumped on that one. Justin -- http://www.radi-8.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders