[hlcoders] Key Binding
Referring to cdll_int.h: > // key trapping (for binding keys) > virtual void StartKeyTrapMode( void ) = 0; > virtual bool CheckDoneKeyTrapping( int &buttons, int &key ) = 0; So, I suppose that these are used when binding keys. How do they work? -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SteamAppId Update
-- [ Picked text/plain from multipart/alternative ] I don't think that's ever stopped the before :zing: (I had too) On 7/4/06, Aaron Schiff <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Take your time...we don't want unruly updates > > -- > ts2do > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SteamAppId Update
-- [ Picked text/plain from multipart/alternative ] Take your time...we don't want unruly updates -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SteamAppId Update
-- [ Picked text/plain from multipart/alternative ] Dag nabbit :( Nearlly got a some more info out of him :P On 7/4/06, Alfred Reynolds <[EMAIL PROTECTED]> wrote: > > You can expect it as soon as it is ready and not a moment before :) > > - Alfred > > Ryan Sheffer wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > So can we expect this update in acouple weeks? ;) > > > > On 7/3/06, Alfred Reynolds <[EMAIL PROTECTED]> wrote: > >> > >> There will be a new, special, appid for multi-player Source engine > >> apps that don't directly derive from a particular game (so rather > >> than using the basic 220 you will have a new number). This new app > >> depends on some SDK work before it will be enabled. > >> > >> - Alfred > >> > >> Tony "omega" Sergi wrote: > >>> So, what does this mena? There isn't going to be an hl2mp gcf > >>> anymore? > >>> > >>> Cuz hl2sp is 220 and hl2mp is 320.. > >>> > >>> So are they going to share the same cache? > >>> > >>> -- > >>> -- omega > >>> Heroes of Excelsior > >>> http://www.heroesofexcelsior.com > >>> Blackened Interactive > >>> http://www.blackened-interactive.com > -Original Message- > From: Alfred Reynolds [mailto:[EMAIL PROTECTED] > Sent: July 3, 2006 6:51 PM > To: hlcoders@list.valvesoftware.com > Subject: RE: [hlcoders] SteamAppId Update > > You should wait for the next SDK update to make this change unless > you need to use functionality released in the recent Episode One > engine update. This SDK update will walk you through the update > process properly. Using 220 is still perfectly fine to do. > > - Alfred > > Justin Krenz wrote: > > I just want to give everyone a heads up that the SteamAppId in > > your mod's gameinfo.txt should be either 320 or 240, not 220. I > > just received an e-mail from Alfred Reynolds in reply to my > > inquiry about a fix that was supposed to go into HL2 regarding my > > mod. My mod was still using 220 for it's SteamAppID, and thus, > > it was not running off of the latest HL2 engine. I know there > > are others out there who are still using 220 and need to change > > it. > > > > ___ > > 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 > > > > > __ NOD32 1.1454 (20060321) Information __ > > This message was checked by NOD32 antivirus system. > http://www.eset.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 > >> > >> > > > > > > -- > > ~skidz > > -- > > > > ___ > > 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SteamAppId Update
You can expect it as soon as it is ready and not a moment before :) - Alfred Ryan Sheffer wrote: > -- > [ Picked text/plain from multipart/alternative ] > So can we expect this update in acouple weeks? ;) > > On 7/3/06, Alfred Reynolds <[EMAIL PROTECTED]> wrote: >> >> There will be a new, special, appid for multi-player Source engine >> apps that don't directly derive from a particular game (so rather >> than using the basic 220 you will have a new number). This new app >> depends on some SDK work before it will be enabled. >> >> - Alfred >> >> Tony "omega" Sergi wrote: >>> So, what does this mena? There isn't going to be an hl2mp gcf >>> anymore? >>> >>> Cuz hl2sp is 220 and hl2mp is 320.. >>> >>> So are they going to share the same cache? >>> >>> -- >>> -- omega >>> Heroes of Excelsior >>> http://www.heroesofexcelsior.com >>> Blackened Interactive >>> http://www.blackened-interactive.com -Original Message- From: Alfred Reynolds [mailto:[EMAIL PROTECTED] Sent: July 3, 2006 6:51 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SteamAppId Update You should wait for the next SDK update to make this change unless you need to use functionality released in the recent Episode One engine update. This SDK update will walk you through the update process properly. Using 220 is still perfectly fine to do. - Alfred Justin Krenz wrote: > I just want to give everyone a heads up that the SteamAppId in > your mod's gameinfo.txt should be either 320 or 240, not 220. I > just received an e-mail from Alfred Reynolds in reply to my > inquiry about a fix that was supposed to go into HL2 regarding my > mod. My mod was still using 220 for it's SteamAppID, and thus, > it was not running off of the latest HL2 engine. I know there > are others out there who are still using 220 and need to change > it. > > ___ > 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 __ NOD32 1.1454 (20060321) Information __ This message was checked by NOD32 antivirus system. http://www.eset.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 >> >> > > > -- > ~skidz > -- > > ___ > 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] SteamAppId Update
-- [ Picked text/plain from multipart/alternative ] So can we expect this update in acouple weeks? ;) On 7/3/06, Alfred Reynolds <[EMAIL PROTECTED]> wrote: > > There will be a new, special, appid for multi-player Source engine apps > that don't directly derive from a particular game (so rather than using > the basic 220 you will have a new number). This new app depends on some > SDK work before it will be enabled. > > - Alfred > > Tony "omega" Sergi wrote: > > So, what does this mena? There isn't going to be an hl2mp gcf anymore? > > > > Cuz hl2sp is 220 and hl2mp is 320.. > > > > So are they going to share the same cache? > > > > -- > > -- omega > > Heroes of Excelsior > > http://www.heroesofexcelsior.com > > Blackened Interactive > > http://www.blackened-interactive.com > >> -Original Message- > >> From: Alfred Reynolds [mailto:[EMAIL PROTECTED] > >> Sent: July 3, 2006 6:51 PM > >> To: hlcoders@list.valvesoftware.com > >> Subject: RE: [hlcoders] SteamAppId Update > >> > >> You should wait for the next SDK update to make this change unless > >> you need to use functionality released in the recent Episode One > >> engine update. This SDK update will walk you through the update > >> process properly. Using 220 is still perfectly fine to do. > >> > >> - Alfred > >> > >> Justin Krenz wrote: > >>> I just want to give everyone a heads up that the SteamAppId in your > >>> mod's gameinfo.txt should be either 320 or 240, not 220. I just > >>> received an e-mail from Alfred Reynolds in reply to my inquiry > >>> about a fix that was supposed to go into HL2 regarding my mod. My > >>> mod was still using 220 for it's SteamAppID, and thus, it was not > >>> running off of the latest HL2 engine. I know there are others out > >>> there who are still using 220 and need to change it. > >>> > >>> ___ > >>> 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 > >> > >> > >> > >> > >> __ NOD32 1.1454 (20060321) Information __ > >> > >> This message was checked by NOD32 antivirus system. > >> http://www.eset.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 > > -- ~skidz -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SteamAppId Update
There will be a new, special, appid for multi-player Source engine apps that don't directly derive from a particular game (so rather than using the basic 220 you will have a new number). This new app depends on some SDK work before it will be enabled. - Alfred Tony "omega" Sergi wrote: > So, what does this mena? There isn't going to be an hl2mp gcf anymore? > > Cuz hl2sp is 220 and hl2mp is 320.. > > So are they going to share the same cache? > > -- > -- omega > Heroes of Excelsior > http://www.heroesofexcelsior.com > Blackened Interactive > http://www.blackened-interactive.com >> -Original Message- >> From: Alfred Reynolds [mailto:[EMAIL PROTECTED] >> Sent: July 3, 2006 6:51 PM >> To: hlcoders@list.valvesoftware.com >> Subject: RE: [hlcoders] SteamAppId Update >> >> You should wait for the next SDK update to make this change unless >> you need to use functionality released in the recent Episode One >> engine update. This SDK update will walk you through the update >> process properly. Using 220 is still perfectly fine to do. >> >> - Alfred >> >> Justin Krenz wrote: >>> I just want to give everyone a heads up that the SteamAppId in your >>> mod's gameinfo.txt should be either 320 or 240, not 220. I just >>> received an e-mail from Alfred Reynolds in reply to my inquiry >>> about a fix that was supposed to go into HL2 regarding my mod. My >>> mod was still using 220 for it's SteamAppID, and thus, it was not >>> running off of the latest HL2 engine. I know there are others out >>> there who are still using 220 and need to change it. >>> >>> ___ >>> 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 >> >> >> >> >> __ NOD32 1.1454 (20060321) Information __ >> >> This message was checked by NOD32 antivirus system. >> http://www.eset.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] SteamAppId Update
So, what does this mena? There isn't going to be an hl2mp gcf anymore? Cuz hl2sp is 220 and hl2mp is 320.. So are they going to share the same cache? -- -- omega Heroes of Excelsior http://www.heroesofexcelsior.com Blackened Interactive http://www.blackened-interactive.com > -Original Message- > From: Alfred Reynolds [mailto:[EMAIL PROTECTED] > Sent: July 3, 2006 6:51 PM > To: hlcoders@list.valvesoftware.com > Subject: RE: [hlcoders] SteamAppId Update > > You should wait for the next SDK update to make this change unless you > need to use functionality released in the recent Episode One engine > update. This SDK update will walk you through the update process > properly. Using 220 is still perfectly fine to do. > > - Alfred > > Justin Krenz wrote: > > I just want to give everyone a heads up that the SteamAppId in your > > mod's gameinfo.txt should be either 320 or 240, not 220. I just > > received an e-mail from Alfred Reynolds in reply to my inquiry about a > > fix that was supposed to go into HL2 regarding my mod. My mod was > > still > > using 220 for it's SteamAppID, and thus, it was not running off of the > > latest HL2 engine. I know there are others out there who are still > > using 220 and need to change it. > > > > ___ > > 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 > > > > > __ NOD32 1.1454 (20060321) Information __ > > This message was checked by NOD32 antivirus system. > http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SteamAppId Update
There's finally going to be an SDK update? At 2006/07/03 05:51 PM, you wrote: >You should wait for the next SDK update to make this change unless you >need to use functionality released in the recent Episode One engine >update. This SDK update will walk you through the update process >properly. Using 220 is still perfectly fine to do. > >- Alfred > >Justin Krenz wrote: >> I just want to give everyone a heads up that the SteamAppId in your >> mod's gameinfo.txt should be either 320 or 240, not 220. I just >> received an e-mail from Alfred Reynolds in reply to my inquiry about a >> fix that was supposed to go into HL2 regarding my mod. My mod was >> still >> using 220 for it's SteamAppID, and thus, it was not running off of the >> latest HL2 engine. I know there are others out there who are still >> using 220 and need to change it. >> >> ___ >> 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] Physical Mayhem bug again! Death by Touch considered harmful??
Ok, the "too many convex pieces" message only occurs on that one spot in dm_steamlab. It appears to be a feature of the map and has no affect on the critical vphysics issues. I tried host_framerate set to 0, 1, 10 and 100. I didn't notice any difference in physics interactions, or any difference in anything else at all, at any setting. The vphysics continued to be broken at all host_framerate settings with a debug mod dll and high cpu usage. The vphysics continued to work fine at host_framerate settings with a release mode dll, regardless of cpu usage. I speculated that maybe the ShouldCollide_Default assert code you recommended might be what was causing debug builds to break, so I tried taking that out as well, but it still broke. Has this not reprod for anyone else? Does Valve run large stresstests on debug HL2DM? At 2006/07/02 12:19 PM, Jay Stelly wrote: >The function that controls this is in src/dlls/physics_collisionevent.h: > >int AdditionalCollisionChecksThisTick( int >currentChecksDone ) >{ >//CallbackContext check(this); >if ( currentChecksDone < 1200 ) >{ >DevMsg(1,"VPhysics Collision detection getting >expensive, check for too many convex pieces!\n"); >return 1200 - currentChecksDone; >} >DevMsg(1,"VPhysics exceeded collision check limit >(%d)!!!\nInterpenetration may result!\n", currentChecksDone ); >return 0; >} > >If you get this message: >DevMsg(1,"VPhysics Collision detection getting >expensive, check for too many convex pieces!\n"); > >It means you're exceeding the design limits of the collision system. >It's letting you know that you may get performance problems. > >If you get this message: >DevMsg(1,"VPhysics exceeded collision check limit >(%d)!!!\nInterpenetration may result!\n", currentChecksDone ); > >Then the physics system thinks there's a bug or infinite loop of some >kind and it's turning off collisions. So you can certainly get the >behavior you describe if you see this message. > >The messages should be unrelated to system load. There isn't any >dependency there anyway. Vphysics does simulation at 66Hz regardless of >system load (unless you've changed the tick interval for physics) and >the limits are all per physics tick. You can always change this >function to do several more checks per tick if it makes sense for your >mod. > >That said if you have something you suspect is related to system load, >just run with host_framerate 10. That should be the lowest framerate >the system will achieve since longer timestamps are clamped to 100ms. > >Jay > >> -Original Message- >> From: [EMAIL PROTECTED] >> [mailto:[EMAIL PROTECTED] On Behalf Of >> [EMAIL PROTECTED] >> Sent: Saturday, July 01, 2006 10:57 PM >> To: hlcoders@list.valvesoftware.com >> Subject: RE: [hlcoders] Physical Mayhem bug again! Death by >> Touch considered harmful?? >> >> Ah thanks very much. Those messages were from dm_resistance, >> so perhaps you can pass the message along to whoever at Valve >> made that map. :) >> >> (I still have the asserts in place from the first HL2DM SDK >> Physical Mayhem bug concerning ShouldCollide, so I haven't >> hit that issue.) >> >> After a few hours of testing, I've determined that the repro >> scenario has nothing to do with any code changes I've made. >> It turns out that it's caused by running a debug version of >> the server.dll, and having system cpu usage exceed 25% or so. >> So far it doesn't repro in release mode, even with the >> higher cpu usage. The reason it took 4 players to repro, is >> because in debug mode that's about where srcds.exe starts >> using 25% cpu. >> >> I can artificially launch some other program on the server >> box to use cpu, and it, combined with a debug server.dll, >> repros the vphysics bug. It's like... vphysics or one of the >> other core dlls says "hmm cpu load on the box is high, I >> don't have time to check whether these two objects should >> touch, so I'll just let them slide through each other"... Is >> there something like that in the core dlls side of things? >> >> The reason it's intermittent is that once cpu goes under the >> threshold vphysics suddenly wakes up and starts doing >> collisions correctly again. >> >> For now the work-around is apparently "never use debug >> versions of your mod." >> >> Now that I write this I'm starting to think it was no >> coincidence that I found that "VPhysics Collision detection >> getting expensive, check for too many convex pieces!" thing. >> That message seems to hint at the sort of vphysics logic I >> speculated on above. >> >> At 2006/07/01 06:03 PM, Jay Stelly wrote: >> >> The only physics-related console messages are: >> >> >> >> Object attached to Physcannon has no physics object SOLID_VPHYSICS >> >> static prop with no vphysics model! >> >>
Re: [hlcoders] 'Create a mod' settings
-- [ Picked text/plain from multipart/alternative ] The following options are available: a.. Modify Half-Life 2 Single Player b.. Modify Half-Life 2 Multiplayer c.. Start a mod from scratch d.. Source code only Ok basically, with every single option you get all the same code in each version. The difference is that you get different project workspaces that enable different behaviour within the code. You also get different content layouts depending on what you choose. A: Is meant for single player development, and you get all the project .dsw(?) for HL2 so when you compile that you will compile HL2 with your own changes - also you will only mount the HL2 .gcf's This option is best if you want to build something off the HL2 Single player and not have to worry about network entites and all that fun stuff. B: You are getting the HL2DM code and content to build off, this is probably the best to start off with; allthough you do have to cut through some HL2DM specific code if you want todo certain things. C: From what I can tell this seems to be some version of the CSS code which has alot of stuff "disabled" this package is really barebones, but it does help you to see how things work by making you fix them. D: This really seems to me for when Valve release an SDK update so we can easily diff our code against the newest version without having to worry about steam creating mod directories and all that fun stuff. On 7/4/06, David Kiger <[EMAIL PROTECTED]> wrote: > > Pieces of this have been discussed many times, but I honestly don't > think I've ever seen a decent list explaining the differences. It's a > bit here and a bit there. > > Personally, a nice explanation is something I'd like to see as well. > Not sure if anyone has one (outside of Valve themselves), but it'd be > nice to see. > > > On 7/3/06, Scott Loyd <[EMAIL PROTECTED]> wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > You get the same source code, but you end up with diff. projects and > project > > settings that effect how the code is compiled (most obvious, different > files > > being used, and defines of HL2MP and HL2 definition). I believe the > first > > two also setup a skeleton mod folder for you too, where d (maybe c) > don't. > > Extract all three and diff them. Might want to search around a little, > I > > believe this has been discussed many times. > > > > On 7/3/06, Sebastian 'Darth.Hunter' Kreutz <[EMAIL PROTECTED]> > > wrote: > > > > > > This is a multi-part message in MIME format. > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > Good evening, > > > > > > A topic caught my attention in the hlmappers board where the question > was > > > what the 4 different options of the 'Create a Mod' wizard actually > mean and > > > what they include. Now, no one was really certain over there and so I > > > thought you guys could possibly answer this with your experience. > > > > > > The following options are available: > > > a.. Modify Half-Life 2 Single Player > > > b.. Modify Half-Life 2 Multiplayer > > > c.. Start a mod from scratch > > > d.. Source code only > > > So, the difference between the first two is obvious. But what does for > > > instance the third option include? What happens when you compile it? > Do you > > > have a copy of HL2 with all default values then? > > > And what if you only choose the second option? Will you be able to > write > > > game rules only or does this part of the source code also give you the > > > ability to code new weapon with specific physical behaviours, shaders, > > > animation triggers, new movement keys and all other stuff to make your > > > multiplayer unique? > > > > > > Looking forward to your replies :) > > > Good night, > > > > > > Sebastian 'Darth.Hunter' Kreutz > > > http://thenewera.invisiongamez.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 > > -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 'Create a mod' settings
Pieces of this have been discussed many times, but I honestly don't think I've ever seen a decent list explaining the differences. It's a bit here and a bit there. Personally, a nice explanation is something I'd like to see as well. Not sure if anyone has one (outside of Valve themselves), but it'd be nice to see. On 7/3/06, Scott Loyd <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] You get the same source code, but you end up with diff. projects and project settings that effect how the code is compiled (most obvious, different files being used, and defines of HL2MP and HL2 definition). I believe the first two also setup a skeleton mod folder for you too, where d (maybe c) don't. Extract all three and diff them. Might want to search around a little, I believe this has been discussed many times. On 7/3/06, Sebastian 'Darth.Hunter' Kreutz <[EMAIL PROTECTED]> wrote: > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Good evening, > > A topic caught my attention in the hlmappers board where the question was > what the 4 different options of the 'Create a Mod' wizard actually mean and > what they include. Now, no one was really certain over there and so I > thought you guys could possibly answer this with your experience. > > The following options are available: > a.. Modify Half-Life 2 Single Player > b.. Modify Half-Life 2 Multiplayer > c.. Start a mod from scratch > d.. Source code only > So, the difference between the first two is obvious. But what does for > instance the third option include? What happens when you compile it? Do you > have a copy of HL2 with all default values then? > And what if you only choose the second option? Will you be able to write > game rules only or does this part of the source code also give you the > ability to code new weapon with specific physical behaviours, shaders, > animation triggers, new movement keys and all other stuff to make your > multiplayer unique? > > Looking forward to your replies :) > Good night, > > Sebastian 'Darth.Hunter' Kreutz > http://thenewera.invisiongamez.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] SteamAppId Update
-- [ Picked text/plain from multipart/alternative ] Yeah about that SDK update ;) Just checked our mod, we are 320 :D On 7/3/06, Alfred Reynolds <[EMAIL PROTECTED]> wrote: > > You should wait for the next SDK update to make this change unless you > need to use functionality released in the recent Episode One engine > update. This SDK update will walk you through the update process > properly. Using 220 is still perfectly fine to do. > > - Alfred > > Justin Krenz wrote: > > I just want to give everyone a heads up that the SteamAppId in your > > mod's gameinfo.txt should be either 320 or 240, not 220. I just > > received an e-mail from Alfred Reynolds in reply to my inquiry about a > > fix that was supposed to go into HL2 regarding my mod. My mod was > > still > > using 220 for it's SteamAppID, and thus, it was not running off of the > > latest HL2 engine. I know there are others out there who are still > > using 220 and need to change it. > > > > ___ > > 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SteamAppId Update
You should wait for the next SDK update to make this change unless you need to use functionality released in the recent Episode One engine update. This SDK update will walk you through the update process properly. Using 220 is still perfectly fine to do. - Alfred Justin Krenz wrote: > I just want to give everyone a heads up that the SteamAppId in your > mod's gameinfo.txt should be either 320 or 240, not 220. I just > received an e-mail from Alfred Reynolds in reply to my inquiry about a > fix that was supposed to go into HL2 regarding my mod. My mod was > still > using 220 for it's SteamAppID, and thus, it was not running off of the > latest HL2 engine. I know there are others out there who are still > using 220 and need to change it. > > ___ > 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] SteamAppId Update
I just want to give everyone a heads up that the SteamAppId in your mod's gameinfo.txt should be either 320 or 240, not 220. I just received an e-mail from Alfred Reynolds in reply to my inquiry about a fix that was supposed to go into HL2 regarding my mod. My mod was still using 220 for it's SteamAppID, and thus, it was not running off of the latest HL2 engine. I know there are others out there who are still using 220 and need to change it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 'Create a mod' settings
-- [ Picked text/plain from multipart/alternative ] You get the same source code, but you end up with diff. projects and project settings that effect how the code is compiled (most obvious, different files being used, and defines of HL2MP and HL2 definition). I believe the first two also setup a skeleton mod folder for you too, where d (maybe c) don't. Extract all three and diff them. Might want to search around a little, I believe this has been discussed many times. On 7/3/06, Sebastian 'Darth.Hunter' Kreutz <[EMAIL PROTECTED]> wrote: > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Good evening, > > A topic caught my attention in the hlmappers board where the question was > what the 4 different options of the 'Create a Mod' wizard actually mean and > what they include. Now, no one was really certain over there and so I > thought you guys could possibly answer this with your experience. > > The following options are available: > a.. Modify Half-Life 2 Single Player > b.. Modify Half-Life 2 Multiplayer > c.. Start a mod from scratch > d.. Source code only > So, the difference between the first two is obvious. But what does for > instance the third option include? What happens when you compile it? Do you > have a copy of HL2 with all default values then? > And what if you only choose the second option? Will you be able to write > game rules only or does this part of the source code also give you the > ability to code new weapon with specific physical behaviours, shaders, > animation triggers, new movement keys and all other stuff to make your > multiplayer unique? > > Looking forward to your replies :) > Good night, > > Sebastian 'Darth.Hunter' Kreutz > http://thenewera.invisiongamez.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] 'Create a mod' settings
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Good evening, A topic caught my attention in the hlmappers board where the question was what the 4 different options of the 'Create a Mod' wizard actually mean and what they include. Now, no one was really certain over there and so I thought you guys could possibly answer this with your experience. The following options are available: a.. Modify Half-Life 2 Single Player b.. Modify Half-Life 2 Multiplayer c.. Start a mod from scratch d.. Source code only So, the difference between the first two is obvious. But what does for instance the third option include? What happens when you compile it? Do you have a copy of HL2 with all default values then? And what if you only choose the second option? Will you be able to write game rules only or does this part of the source code also give you the ability to code new weapon with specific physical behaviours, shaders, animation triggers, new movement keys and all other stuff to make your multiplayer unique? Looking forward to your replies :) Good night, Sebastian 'Darth.Hunter' Kreutz http://thenewera.invisiongamez.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders