Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Andrew Foss
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
 
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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Ben Davison
: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
  
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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Daniel Menard
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
   
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[hlcoders] mailinglist archives?

2004-12-27 Thread Beppo
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
--
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[EMAIL PROTECTED]   Sentry Studios - Infiltration
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Re: [hlcoders] mailinglist archives?

2004-12-27 Thread Jeffrey \botman\ Broome
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.  :)
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Re: [hlcoders] mailinglist archives?

2004-12-27 Thread Yarin Kaul
Hello Beppo,

You wrote:
 So, does this list has an archive somewhere?

http://list.valvesoftware.com/


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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Teddy
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
 
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  please visit:
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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Ben Davison
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
  
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   please visit:
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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Jeffrey \botman\ Broome
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.)
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Re: [hlcoders] mailinglist archives?

2004-12-27 Thread Beppo
am blind ... blaming the flu
thanks guys! ;)
--
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[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.  :)
--
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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 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
 
  ___
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  please visit:
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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.

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

2004-12-27 Thread Ben Davison
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.

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[hlcoders] CS:S as SDK mod base

2004-12-27 Thread Beppo
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 ;)
--
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[EMAIL PROTECTED]   Sentry Studios - Infiltration
[EMAIL PROTECTED]  http://www.sentrystudios.net
http://infiltration.sentrystudios.net

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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Knifa
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
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Re: [hlcoders] CS:S as SDK mod base

2004-12-27 Thread Knifa
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

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

2004-12-27 Thread Knifa
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
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Re: [hlcoders] CS:S as SDK mod base

2004-12-27 Thread Jeffrey \botman\ Broome
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
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[hlcoders] HL2 Crash immediatly...

2004-12-27 Thread Elektordi
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
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Re: [hlcoders] HL2 Crash immediatly...

2004-12-27 Thread Knifa
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
--
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Téléchargez Yahoo! Messenger http://yahoo.ifrance.com
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Re: [hlcoders] CS:S as SDK mod base

2004-12-27 Thread Beppo
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

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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Teddy
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
 
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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Knifa
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
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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Justin Harvey
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

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

2004-12-27 Thread Draco
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.

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Re: [hlcoders] HL2 Crash immediatly...

2004-12-27 Thread Draco
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

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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Teddy
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
  
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Re: [hlcoders] HL2 Crash immediatly...

2004-12-27 Thread Gabe Volker
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
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Re: [hlcoders] HL2 Crash immediatly...

2004-12-27 Thread Jarrett Hawrylak
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
 
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[hlcoders] Client Commands/ Weapons Restrictions

2004-12-27 Thread Ray
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?
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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Justin Harvey
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
--
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