Re: [hlcoders] Are we ever going to get an update for VS2005?
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] In my opinion, this is much more serious of a problem than a lot of people seem to be thinking. I mean, you can't even buy VS2003 anymore (unless it's used), right? So any VS2005 coders out there wanting to mod HL2 have all these problems with the code as is that they shouldn't even need to worry with in the first place. And why should they worry with those problems? They shouldn't...and I think a lot of HL2's modding scene potential has been lost (or hopefully just delayed) due to those problems. I upgraded to VS2005 and did all (most likely not all, though...which is the problem) of the supposed fixes to the code to let the DLLs at least compile all the way, but there are still tons of warnings that I pretty much just stopped caring about. I can play the mods, but I feel like my mod DLLs are dirty or something and have problems that I won't ever even know about, or that maybe they have new problems only brought on by me not fixing up the code for VS2005 in the proper way. So personally, I've just been mapping (Fortress Forever, WOOH YEAH!) instead of coding while I wait for the Source SDK to fully support VS2005. None of the mods I was coding had much of anything worth keeping, so I just plan to start all over with the code once VS2005 is officially supported. The waiting game isn't too much fun, though. So yeah, I think the Source SDK's lack of official VS2005 support is severely hurting the HL2 modding scene. I'm not blaming or mad at Valve though, because really...what in the hell was Microsoft thinking when they douched Visual Studio so badly? That's the real disappointment in all this. Still though, I think the VS2005 users have probably waited long enough for the Source SDK to fully support VS2005. trepid_jon - Original Message - From: Greg Chadwick [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, March 20, 2006 6:49 AM Subject: RE: [hlcoders] Are we ever going to get an update for VS2005? You can use VS2005 with the SDK now, it just requires fixing up a few things and setting the correct compiler options (the proceedure should be exactly the same as it is for VC++2005 Express). On 3/19/06, Aditya Gaddam [EMAIL PROTECTED] wrote: Hi, Are there any real plans to update the SDK to work with the 2005 line of Visual C++ or Visual Studio? I keep hearing people say it will come in the next update, but are there any real release dates? I have VS2005 but not 2003, the other coder on our mod team can use VC++ express. The new IDEs seem to be much better than 2003 from what I have seen of 2003. So? Any updates Valve? pleease? =P -Aditya -- http://www.pixelfaction.com AIM:ApeWithABrain ___ 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] Send KeyValues from Panel, to Player (well weapon)
-- [ Picked text/plain from multipart/alternative ] Huh not sure I understand but: C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer(); if (pPlayer) { pPlayer-GetActiveWeapon() } On 4/6/06, Michael Kramer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I have a weapon, in which you can select multiple things, using a VGUI Panel. After you select from this list, It needs to send the keyvalues of the selected item, back to the weapon and then , get the values from KeyValues. Basically the weapon calls engine-ClientCmd(ToggleSpellPanel); Which then toggles my panel. My panel then has a list, with added items, So basically what im wanting to know, is either how to send my Player, or Weapon, the Currently Selected Items, KeyValues, (Which I know how to get, just now howto send to player/weapon) . Any help would be greatly appreciated. Thanks -Kramer -- ___ 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] Are we ever going to get an update for VS2005?
-- [ Picked text/plain from multipart/alternative ] Jon, I completly agree with you on most counts. Now this is'nt some big rant against Valve because in all honestly I 3 them to bits. Personally the cynic in me is telling me that they are going to sync the codebase with aftermaths release(yes I laughed at that about 2 months ago) But it would be nice if we got some kind of announcment in advance if they definatlly new they would be updating with Aftermath(maybe they are not) most of us know what delays are like and are caused by(hey we are mod makers ;)) so we would understand if you said Not untill aftermath I think the crux of what I'm trying to say is, be a little more forthcoming with release dates instead of this soon But even I can see the flaw in my opinion. Eh, imagine what Valve are thinking in regards to release dates. But just remember, most of us are not your average fan member who will fly off the handle with every second something is delayed(well most of us won't :P) Damned if you do, damned if you don't. And Jon. http://www.amazon.co.uk/exec/obidos/ASIN/B8I9K2/qid=1144318058/sr=8-12/ref=sr_8_xs_ap_i12_xgl/203-0516673-8667956 There is probably a student version lurking around somewhere. On 4/6/06, Jon Day [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] In my opinion, this is much more serious of a problem than a lot of people seem to be thinking. I mean, you can't even buy VS2003 anymore (unless it's used), right? So any VS2005 coders out there wanting to mod HL2 have all these problems with the code as is that they shouldn't even need to worry with in the first place. And why should they worry with those problems? They shouldn't...and I think a lot of HL2's modding scene potential has been lost (or hopefully just delayed) due to those problems. I upgraded to VS2005 and did all (most likely not all, though...which is the problem) of the supposed fixes to the code to let the DLLs at least compile all the way, but there are still tons of warnings that I pretty much just stopped caring about. I can play the mods, but I feel like my mod DLLs are dirty or something and have problems that I won't ever even know about, or that maybe they have new problems only brought on by me not fixing up the code for VS2005 in the proper way. So personally, I've just been mapping (Fortress Forever, WOOH YEAH!) instead of coding while I wait for the Source SDK to fully support VS2005. None of the mods I was coding had much of anything worth keeping, so I just plan to start all over with the code once VS2005 is officially supported. The waiting game isn't too much fun, though. So yeah, I think the Source SDK's lack of official VS2005 support is severely hurting the HL2 modding scene. I'm not blaming or mad at Valve though, because really...what in the hell was Microsoft thinking when they douched Visual Studio so badly? That's the real disappointment in all this. Still though, I think the VS2005 users have probably waited long enough for the Source SDK to fully support VS2005. trepid_jon - Original Message - From: Greg Chadwick [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, March 20, 2006 6:49 AM Subject: RE: [hlcoders] Are we ever going to get an update for VS2005? You can use VS2005 with the SDK now, it just requires fixing up a few things and setting the correct compiler options (the proceedure should be exactly the same as it is for VC++2005 Express). On 3/19/06, Aditya Gaddam [EMAIL PROTECTED] wrote: Hi, Are there any real plans to update the SDK to work with the 2005 line of Visual C++ or Visual Studio? I keep hearing people say it will come in the next update, but are there any real release dates? I have VS2005 but not 2003, the other coder on our mod team can use VC++ express. The new IDEs seem to be much better than 2003 from what I have seen of 2003. So? Any updates Valve? pleease? =P -Aditya -- http://www.pixelfaction.com AIM:ApeWithABrain ___ 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 -- - Benjamin Davison --
Re: [hlcoders] Send KeyValues from Panel, to Player (well weapon)
-- [ Picked text/plain from multipart/alternative ] hmm, basically what I have, is a panel, that has a list of objects,(well spells) So say that you select magic, I want it then to change a variable m_pCurrentSpell, which is on the weapon, to that current spell. m_pCurrentSpell, is an integer with a bunch of values, and depending on the value, then picks the spell. So all I want to do, is have my panel, change that value, depending on what is selected in my ListPanel. Does this explain more? And thanks for your help. On 4/6/06, Garry Newman [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Huh not sure I understand but: C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer(); if (pPlayer) { pPlayer-GetActiveWeapon() } On 4/6/06, Michael Kramer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I have a weapon, in which you can select multiple things, using a VGUI Panel. After you select from this list, It needs to send the keyvalues of the selected item, back to the weapon and then , get the values from KeyValues. Basically the weapon calls engine-ClientCmd(ToggleSpellPanel); Which then toggles my panel. My panel then has a list, with added items, So basically what im wanting to know, is either how to send my Player, or Weapon, the Currently Selected Items, KeyValues, (Which I know how to get, just now howto send to player/weapon) . Any help would be greatly appreciated. Thanks -Kramer -- ___ 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] Send KeyValues from Panel, to Player (well weapon)
-- [ Picked text/plain from multipart/alternative ] To get information from my panels to the server, I made a command on the player that is sent from the panel via engine-ClientCmd. You can setup a message that calls a function whenever the listbox selection is changed, it is called ItemSelected, and it passes the index of the currently selected item in via keyvalues as itemID. You might need to look at the vgui_controls.lib source to understand this better as there are no examples in the sdk (afaik). Howevre, an example of message function usage is OnTextChanged in CSpectatorMenu. I don't think this is the best way to do it, but I couldn't find an alternative when I wrote that stuff and it works well enough. :) On 4/6/06, Michael Kramer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] hmm, basically what I have, is a panel, that has a list of objects,(well spells) So say that you select magic, I want it then to change a variable m_pCurrentSpell, which is on the weapon, to that current spell. m_pCurrentSpell, is an integer with a bunch of values, and depending on the value, then picks the spell. So all I want to do, is have my panel, change that value, depending on what is selected in my ListPanel. Does this explain more? And thanks for your help. On 4/6/06, Garry Newman [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Huh not sure I understand but: C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer(); if (pPlayer) { pPlayer-GetActiveWeapon() } On 4/6/06, Michael Kramer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I have a weapon, in which you can select multiple things, using a VGUI Panel. After you select from this list, It needs to send the keyvalues of the selected item, back to the weapon and then , get the values from KeyValues. Basically the weapon calls engine-ClientCmd(ToggleSpellPanel); Which then toggles my panel. My panel then has a list, with added items, So basically what im wanting to know, is either how to send my Player, or Weapon, the Currently Selected Items, KeyValues, (Which I know how to get, just now howto send to player/weapon) . Any help would be greatly appreciated. Thanks -Kramer -- ___ 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 -- Programmer for RnL www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Player Physics
So would I be correct in presuming that only the last call to Update() on the shadow controller matters? Quoting Jay Stelly [EMAIL PROTECTED]: There aren't any intermediate states, so there is a loss of precision as the entire movement is linearized per batch of updates (single target position). The important difference is that the velocity and error stuff doesn't get aggregated across the batch of user commands so the player doesn't suddenly teleport or move faster. And yes, the underlying functions still work, but the controller will of course modify the velocity of the object. Jay ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Player Physics
yes -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Thursday, April 06, 2006 10:55 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Player Physics So would I be correct in presuming that only the last call to Update() on the shadow controller matters? Quoting Jay Stelly [EMAIL PROTECTED]: There aren't any intermediate states, so there is a loss of precision as the entire movement is linearized per batch of updates (single target position). The important difference is that the velocity and error stuff doesn't get aggregated across the batch of user commands so the player doesn't suddenly teleport or move faster. And yes, the underlying functions still work, but the controller will of course modify the velocity of the object. Jay ___ 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] Are we ever going to get an update for VS2005?
-- [ Picked text/plain from multipart/alternative ] I was expecting a SDK update when DOD:S came. Right now it's been a good 11 months since we had an update to the source code. I want this update so I can put the BG2 code in it and see if it fixes a few problems we have with the current sdk. -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Player Physics
Except for, I assume, the time to target argument, which is incremented with each call. Correct? Quoting Jay Stelly [EMAIL PROTECTED]: yes -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Thursday, April 06, 2006 10:55 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Player Physics So would I be correct in presuming that only the last call to Update() on the shadow controller matters? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] hl2 post process shaders
-- [ Picked text/plain from multipart/alternative ] When running build_sample_shaders.bat i get an error ** *D:\mymod\src\sdkshaders*build_sample_shaders.bat -game d:\Program Files\steam\steamapps\SourceMods\Zombie The system cannot find the path specified. sdk_shaders shaders\fxc\sdk_lightmap_ps20.vcs shaders\fxc\sdk_lightmap_vs20.vcs shaders\fxc\sdk_particle_ps11.vcs shaders\fxc\sdk_particle_vs11.vcs shaders\fxc\sdk_postprocess_ps20.vcs shaders\fxc\sdk_postprocess_vs20.vcs 6 File(s) copied The .vcs files copy to my mod directory fine... I have built the game_shader_generic_sample.dll without error. Note: i added Yes (/INCREMENTAL) to the Enable incremental linking in the project settings, due to the error LINK : warning LNK4098: defaultlib 'LIBC' conflicts with use of other libs; use /NODEFAULTLIB:library i also added /NODEFAULTLIB:LIBC, and i also added $(TargetPath) to shaderlib.lib, tier0.lib, and vstdlib.lib's Outputs. the .DLL is compiling without any errors, or warnings. Moving on I have placed the code that is commented out inside of the sdk_postprocess.cpp into my CViewRender::RenderView class method. it is placed directly after the line containing GenerateOverdrawForTesting(); once i run (debug release active) i see a Fulbright white screen. if i select a weapon with a muzzle flash the white screen disappears. I have tried using a different material that doesn't use the sdk_postprocess shader, and the material is drawn correctly on the screen. my directory setup is as follows: my source directory is at D:\mymod\src my mod directory is at D:\Program Files\Steam\Steamapps\SourceMods\Zombie my MSVC directory is at D:\Program Files\Microsoft Visual Studio .NET 2003 my perl directory is at C:\perl my directX sdk directory is at C:\DXSDK I can't seem to figure out what the problem is. if you need any additional information, please let me know. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] hl2 post process shaders
I would send an email to wraityh [EMAIL PROTECTED] - he knows a fair amount about shaders Adam --- Mike Golden [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] When running build_sample_shaders.bat i get an error ** *D:\mymod\src\sdkshaders*build_sample_shaders.bat -game d:\Program Files\steam\steamapps\SourceMods\Zombie The system cannot find the path specified. sdk_shaders shaders\fxc\sdk_lightmap_ps20.vcs shaders\fxc\sdk_lightmap_vs20.vcs shaders\fxc\sdk_particle_ps11.vcs shaders\fxc\sdk_particle_vs11.vcs shaders\fxc\sdk_postprocess_ps20.vcs shaders\fxc\sdk_postprocess_vs20.vcs 6 File(s) copied The .vcs files copy to my mod directory fine... I have built the game_shader_generic_sample.dll without error. Note: i added Yes (/INCREMENTAL) to the Enable incremental linking in the project settings, due to the error LINK : warning LNK4098: defaultlib 'LIBC' conflicts with use of other libs; use /NODEFAULTLIB:library i also added /NODEFAULTLIB:LIBC, and i also added $(TargetPath) to shaderlib.lib, tier0.lib, and vstdlib.lib's Outputs. the .DLL is compiling without any errors, or warnings. Moving on I have placed the code that is commented out inside of the sdk_postprocess.cpp into my CViewRender::RenderView class method. it is placed directly after the line containing GenerateOverdrawForTesting(); once i run (debug release active) i see a Fulbright white screen. if i select a weapon with a muzzle flash the white screen disappears. I have tried using a different material that doesn't use the sdk_postprocess shader, and the material is drawn correctly on the screen. my directory setup is as follows: my source directory is at D:\mymod\src my mod directory is at D:\Program Files\Steam\Steamapps\SourceMods\Zombie my MSVC directory is at D:\Program Files\Microsoft Visual Studio .NET 2003 my perl directory is at C:\perl my directX sdk directory is at C:\DXSDK I can't seem to figure out what the problem is. if you need any additional information, please let me know. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net Developer of CST and ZHLT 3.0 http://www.zhlt.info Team Lead - Prime - http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: hl2 post process shaders
-- [ Picked text/plain from multipart/alternative ] hmm, it appears that the issue is related to my video card. the directx hardware level is at 8.1 (which only allows me to write assembly pixel/vertex shaders) so if there is a way to force my MOBILITY RADEON 9000 to run on the 9.0hardware level, it looks like im out of look until i get a new computer( since i'm on a laptop..) Let me thank you for wasting your time :-) When running build_sample_shaders.bat i get an error ** *D:\mymod\src\sdkshaders*build_sample_shaders.bat -game d:\Program Files\steam\steamapps\SourceMods\Zombie The system cannot find the path specified. sdk_shaders shaders\fxc\sdk_lightmap_ps20.vcs shaders\fxc\sdk_lightmap_vs20.vcs shaders\fxc\sdk_particle_ps11.vcs shaders\fxc\sdk_particle_vs11.vcs shaders\fxc\sdk_postprocess_ps20.vcs shaders\fxc\sdk_postprocess_vs20.vcs 6 File(s) copied The .vcs files copy to my mod directory fine... I have built the game_shader_generic_sample.dll without error. Note: i added Yes (/INCREMENTAL) to the Enable incremental linking in the project settings, due to the error LINK : warning LNK4098: defaultlib 'LIBC' conflicts with use of other libs; use /NODEFAULTLIB:library i also added /NODEFAULTLIB:LIBC, and i also added $(TargetPath) to shaderlib.lib, tier0.lib, and vstdlib.lib's Outputs. the .DLL is compiling without any errors, or warnings. Moving on I have placed the code that is commented out inside of the sdk_postprocess.cpp into my CViewRender::RenderView class method. it is placed directly after the line containing GenerateOverdrawForTesting(); once i run (debug release active) i see a Fulbright white screen. if i select a weapon with a muzzle flash the white screen disappears. I have tried using a different material that doesn't use the sdk_postprocess shader, and the material is drawn correctly on the screen. my directory setup is as follows: my source directory is at D:\mymod\src my mod directory is at D:\Program Files\Steam\Steamapps\SourceMods\Zombie my MSVC directory is at D:\Program Files\Microsoft Visual Studio .NET 2003 my perl directory is at C:\perl my directX sdk directory is at C:\DXSDK I can't seem to figure out what the problem is. if you need any additional information, please let me know. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Are we ever going to get an update for VS2005?
I was also expecting a SDK code update back in october, because the engine update at that time broke Dystopia (along with alot of other mods), but alas we had to do some hasty workarounds of our own. I can't quite believe it's been 10 months since the last SDK code update, especially given the number of issues in the current build. Back in Novemember I was presenting at the Australian Microsoft Tech-Ed on Developing atop Half-Life 2 with Microsoft Visual C++ 2005 Express Edition, I remember telling people at the presentation that a patch to make the SDK work with VS 2005 Express would be out very soon, there was even a press announcement; http://www.microsoft.com/presspass/press/2005/aug05/08-31ValveCPlusPlusPR.mspx Now i feel like a total ass for lying to all those people :/ On 4/7/06, Jason Houston [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I was expecting a SDK update when DOD:S came. Right now it's been a good 11 months since we had an update to the source code. I want this update so I can put the BG2 code in it and see if it fixes a few problems we have with the current sdk. -- 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