Re: [hlcoders] Problem with Actbusy

2006-07-25 Thread Thomas Vollmer
Thanks for your help! I thought the busysearchrange was for the actbusy goal 
and not the NPC. So I'll try this and see what happens.

Thanks,
Thomas


- Original Message 
From: Robin Walker [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, July 24, 2006 10:02:17 AM
Subject: RE: [hlcoders] Problem with Actbusy


This means that Alyx couldn't find an actbusy hint within the zones she
was looking in. The default zone is a sphere around her origin, with a
radius of the ActBusy search range (passed in via hammer as the
busysearchrange key on the actbusy goal entity). So she's too far from
the actbusy hint to use it.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Thomas
Vollmer
Sent: Sunday, July 23, 2006 11:16 PM
To: HLCODERS
Subject: [hlcoders] Problem with Actbusy

Hi all,

I have a problem with npc_alyx. She refuses to use an actbusy hint
because it's Not inside include zones. Has anyone seen this error? I
see it when I npc_select Alyx and set ai_debug_actbusy 3. I searched
the Wiki and the web and couldn't find anything.

Thanks for any pointers.

Thanks,
Thomas


Regards,
Thomas

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Re: [hlcoders] Problem with NPC and VCD

2006-07-25 Thread Thomas Vollmer
Thanks for your help! I'm using a Sequence pointing to SitChair_to_Idle to make 
them stand up.

I'll try the npc_relationship and see if that works.

Thanks,
Thomas


- Original Message 
From: Robin Walker [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, July 24, 2006 9:58:48 AM
Subject: RE: [hlcoders] Problem with NPC and VCD


How are you instructing the citizen to stand in the LCS?

Citizens automatically join the player's squad under certain
circumstances. We've changed this code a bit for Ep1, so my memory could
be confused, but I think they won't join the player's squad if they're
neutral to the player. So try putting down an npc_relationship entity
and have it set the citizen's relationship to the player to neutral, and
see if that fixes it. If you're a coder, take a look at
CNPC_Citizen::CanJoinPlayerSquad() to see the code that controls this
logic.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Thomas
Vollmer
Sent: Saturday, July 22, 2006 3:06 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Problem with NPC and VCD

Anyone?

--- Thomas Vollmer [EMAIL PROTECTED] wrote:

 Ok, so I've followed the instructions at [1].

 Now I have an npc_citizen that spawns somewhere on the map, and then
 proceeds to sit down on a chair using the Actbusy system - great! But
 now the citizen stays seated even when the trigger starts the LCS/VDC
 which instructs the citizen to stand (and then talk). The talking
 works fine, just the standing up doesn't.

 Also, the citizen follows the player around once he/she sees the
 player. How can I stop that?

 Thanks!
 Thomas

 [1] http://developer.valvesoftware.com/wiki/Actbusy

 --- Aaron Schiff [EMAIL PROTECTED] wrote:
  Actbusy is the answer


 Regards,
 Thomas

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Regards,
Thomas

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Re: [hlcoders] Source SDK Update Released

2006-07-25 Thread Wraiyth
--
[ Picked text/plain from multipart/alternative ]
I'm not one to kick a convo back up, but is there any word at all about an
SDK update Valve? Its been 419 days since our last major codebase update,
and 190 days since the last SDK update full stop. I know I'm not speaking
just for myself when I say that I'm kinda fed up with the lack of an update.
--

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Re: [hlcoders] Source SDK Update Released

2006-07-25 Thread Alex W
--
[ Picked text/plain from multipart/alternative ]
Hey, we're all lucky that VALVe even updates the SDK in the first place --
not many other game studios do such a thing =).

But I do know what you mean.  I'd like an update myself.  Hammer has been
broken for lots of people (the 3d view is fubared - I have to resort to
switching my game in the SDK window to Half-Life 2, or launch Hammer with
the -dxlevel 80 switch), and the coders want the newly added features to the
source engine to become available.

On 7/25/06, Wraiyth [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I'm not one to kick a convo back up, but is there any word at all about an
 SDK update Valve? Its been 419 days since our last major codebase update,
 and 190 days since the last SDK update full stop. I know I'm not speaking
 just for myself when I say that I'm kinda fed up with the lack of an
 update.
 --

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Re: [hlcoders] Source SDK Update Released

2006-07-25 Thread David Kiger

How much publicity and how many sales has Valve gotten over the years
thanks to mods?  Getting out a new SDK isn't just a courtesy, it's
smart business.  I can understand that it's not top-priority, but at
the same time, the delay is somewhat ridiculous.


On 7/25/06, Alex W [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
Hey, we're all lucky that VALVe even updates the SDK in the first place --
not many other game studios do such a thing =).

But I do know what you mean.  I'd like an update myself.  Hammer has been
broken for lots of people (the 3d view is fubared - I have to resort to
switching my game in the SDK window to Half-Life 2, or launch Hammer with
the -dxlevel 80 switch), and the coders want the newly added features to the
source engine to become available.

On 7/25/06, Wraiyth [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I'm not one to kick a convo back up, but is there any word at all about an
 SDK update Valve? Its been 419 days since our last major codebase update,
 and 190 days since the last SDK update full stop. I know I'm not speaking
 just for myself when I say that I'm kinda fed up with the lack of an
 update.
 --

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Re: [hlcoders] Source SDK Update Released

2006-07-25 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
Aw man, everytime this topic is bumped I think a real SDK update has been
released :(

On 7/25/06, David Kiger [EMAIL PROTECTED] wrote:

 How much publicity and how many sales has Valve gotten over the years
 thanks to mods?  Getting out a new SDK isn't just a courtesy, it's
 smart business.  I can understand that it's not top-priority, but at
 the same time, the delay is somewhat ridiculous.


 On 7/25/06, Alex W [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Hey, we're all lucky that VALVe even updates the SDK in the first place
 --
  not many other game studios do such a thing =).
 
  But I do know what you mean.  I'd like an update myself.  Hammer has
 been
  broken for lots of people (the 3d view is fubared - I have to resort
 to
  switching my game in the SDK window to Half-Life 2, or launch Hammer
 with
  the -dxlevel 80 switch), and the coders want the newly added features to
 the
  source engine to become available.
 
  On 7/25/06, Wraiyth [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   I'm not one to kick a convo back up, but is there any word at all
 about an
   SDK update Valve? Its been 419 days since our last major codebase
 update,
   and 190 days since the last SDK update full stop. I know I'm not
 speaking
   just for myself when I say that I'm kinda fed up with the lack of an
   update.
   --
  
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  --
 
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Re: [hlcoders] Source SDK Update Released

2006-07-25 Thread Nick

Yep, me too. I thought after ep1 was finished we would get at least
*some* news on the sdk update.

On 7/25/06, Benjamin Davison [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
Aw man, everytime this topic is bumped I think a real SDK update has been
released :(

On 7/25/06, David Kiger [EMAIL PROTECTED] wrote:

 How much publicity and how many sales has Valve gotten over the years
 thanks to mods?  Getting out a new SDK isn't just a courtesy, it's
 smart business.  I can understand that it's not top-priority, but at
 the same time, the delay is somewhat ridiculous.


 On 7/25/06, Alex W [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Hey, we're all lucky that VALVe even updates the SDK in the first place
 --
  not many other game studios do such a thing =).
 
  But I do know what you mean.  I'd like an update myself.  Hammer has
 been
  broken for lots of people (the 3d view is fubared - I have to resort
 to
  switching my game in the SDK window to Half-Life 2, or launch Hammer
 with
  the -dxlevel 80 switch), and the coders want the newly added features to
 the
  source engine to become available.
 
  On 7/25/06, Wraiyth [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   I'm not one to kick a convo back up, but is there any word at all
 about an
   SDK update Valve? Its been 419 days since our last major codebase
 update,
   and 190 days since the last SDK update full stop. I know I'm not
 speaking
   just for myself when I say that I'm kinda fed up with the lack of an
   update.
   --
  
   ___
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   please visit:
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  --
 
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Re: [hlcoders] Source SDK Update Released

2006-07-25 Thread Gus
This is a cryptographically signed message in MIME format.
--
I am SOoo depressed, :( ...the SDK really needs some candy and make
us modders happy.

Gus
Outlaws  Lawmen Mod
http://wantedmod.planethalflife.gamespy.com/cantina/

Nick wrote:
 Yep, me too. I thought after ep1 was finished we would get at least
 *some* news on the sdk update.

 On 7/25/06, Benjamin Davison [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Aw man, everytime this topic is bumped I think a real SDK update has
 been
 released :(

 On 7/25/06, David Kiger [EMAIL PROTECTED] wrote:
 
  How much publicity and how many sales has Valve gotten over the years
  thanks to mods?  Getting out a new SDK isn't just a courtesy, it's
  smart business.  I can understand that it's not top-priority, but at
  the same time, the delay is somewhat ridiculous.
 
 
  On 7/25/06, Alex W [EMAIL PROTECTED] wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   Hey, we're all lucky that VALVe even updates the SDK in the first
 place
  --
   not many other game studios do such a thing =).
  
   But I do know what you mean.  I'd like an update myself.  Hammer has
  been
   broken for lots of people (the 3d view is fubared - I have to
 resort
  to
   switching my game in the SDK window to Half-Life 2, or launch Hammer
  with
   the -dxlevel 80 switch), and the coders want the newly added
 features to
  the
   source engine to become available.
  
   On 7/25/06, Wraiyth [EMAIL PROTECTED] wrote:
   
--
[ Picked text/plain from multipart/alternative ]
I'm not one to kick a convo back up, but is there any word at all
  about an
SDK update Valve? Its been 419 days since our last major codebase
  update,
and 190 days since the last SDK update full stop. I know I'm not
  speaking
just for myself when I say that I'm kinda fed up with the lack
 of an
update.
--
   
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 archives,
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   --
  
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 --
 - Benjamin Davison
 --

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RE: [hlcoders] Source SDK Update Released

2006-07-25 Thread Sebastian 'Darth.Hunter' Kreutz
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Same here...I was already happy that something is finally coming, but then, it 
was just a confusing topic name :P
Our team is kind of annoyed too...although we would really love to have all the 
new features in the SDK, it concerns us far more that we have to deal with the 
amount of bugs since the engine update. Having to run the SDK on two PCs to 
work with StudioMDL _and_ Hammer is not quite the kind of workflow that 
increases speed ;o)
Too bad the workaround damages as much as it resolves :-/

However, I assume that this will still take some time. Remember when Alfred 
announced a new SteamAppId for Source mods? It was still unclear at that time 
what requirements for mods will be with this new Id. As this covers modding as 
much as the broken SDK itself does, my assumption is that this will result in 
one big update. However, with VALVe being in the planning phase for the mod 
requirements, we still might have to wait longer...

I'm getting the feeling that the answer to all assumptions, ideas and 
suspicions around this topic leads us to the well-known 42.

So long and thanks for all the fish,
Sebastian 'Darth.Hunter' Kreutz
--



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[hlcoders] Easiest way to animate characters for HL 2 movie?

2006-07-25 Thread Peter Immarco
Hello,

I did a lot of coding with the C/C++ HL 1 SDK but I haven't touched the HL 2 
SDK (I'm assuming that SDK is out, mea culpa if I'm wrong).  I want to make an 
HL 2 movie using the in-game characters.  What is the easiest way to make such 
a movie with the characters speaking the lines I have and the voice audio files 
I supply, using the facial expressions I want them to have?  Do I have to go 
the full animation route, or is there a tool or method that would allow me to 
do this simply?  Would Gary's Mod help here?

Any advice would be appreciated.

Thanks.


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Re: [hlcoders] Easiest way to animate characters for HL 2 movie?

2006-07-25 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Check out FacePoser in the SDK.
--

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Re: [hlcoders] Source SDK Update Released

2006-07-25 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
If they would spent 1 week to help the modders, I would be happy. HL2 has
one of the biggest mod-communities and this community is keeping HL2 alive
and generating money (I suppose many people bought HL1 just to get Sven
Coop).
Valve is in a good position to keep this community alive with Steam (easy
updates) and keeping  updating the same engine.
Modders are making mods for fun. Not for money

Anyway, Alfred said they were working on an SDK update. I just hope it's
worth waiting.

On 7/25/06, Sebastian 'Darth.Hunter' Kreutz [EMAIL PROTECTED]
wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Same here...I was already happy that something is finally coming, but
 then, it was just a confusing topic name :P
 Our team is kind of annoyed too...although we would really love to have
 all the new features in the SDK, it concerns us far more that we have to
 deal with the amount of bugs since the engine update. Having to run the SDK
 on two PCs to work with StudioMDL _and_ Hammer is not quite the kind of
 workflow that increases speed ;o)
 Too bad the workaround damages as much as it resolves :-/

 However, I assume that this will still take some time. Remember when
 Alfred announced a new SteamAppId for Source mods? It was still unclear at
 that time what requirements for mods will be with this new Id. As this
 covers modding as much as the broken SDK itself does, my assumption is that
 this will result in one big update. However, with VALVe being in the
 planning phase for the mod requirements, we still might have to wait
 longer...

 I'm getting the feeling that the answer to all assumptions, ideas and
 suspicions around this topic leads us to the well-known 42.

 So long and thanks for all the fish,
 Sebastian 'Darth.Hunter' Kreutz
 --



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[hlcoders] func_physbox assert in HL2DM SDK with no changes

2006-07-25 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
I compiled the HL2DM SDK codebase with no changes. When I shoot a
func_physbox with the gravity gun I get this error:
http://img386.imageshack.us/img386/5002/assertcb2.jpg

The map is one room, with 6 func_physboxes, 4 player spawns, and a
light_environment.

Grant
(L. Duke)
--

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[hlcoders] Source SDK

2006-07-25 Thread John Sheu
I'd like to do a small experiment.  Who here is already impatient with the SDK
codebase update?  Add your name to the list, with a project name attached if
you so desire.  I'll start if off.

001.  John Sheu - Eternal Silence

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Re: [hlcoders] Source SDK

2006-07-25 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
001.  John Sheu - Eternal Silence
002.  Michael Kramer - Elements
--

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[hlcoders] Re: Easiest way to animate characters for HL 2 movie?

2006-07-25 Thread foxley

Hello,

I did a lot of coding with the C/C++ HL 1 SDK but I haven't touched the HL =
2 SDK (I'm assuming that SDK is out, mea culpa if I'm wrong).  I want to ma=
ke an HL 2 movie using the in-game characters.  What is the easiest way to =
make such a movie with the characters speaking the lines I have and the voi=
ce audio files I supply, using the facial expressions I want them to have? =
Do I have to go the full animation route, or is there a tool or method tha=
t would allow me to do this simply?  Would Gary's Mod help here?

Any advice would be appreciated.

Thanks.


If you want to create custom animations, you need to take the whole
route; Making the animation in XSI (a free Source compatible version
is available), compiling it in a model and putting the whole thing in
a map with Hammer.

If you only need lip-syncing, facial expressions and existing
animations (you can blend existing animations together), then you only
need Faceposer (included in the HL2 SDK).


Greets,

Icke

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Re: [hlcoders] Presenting in-game dialogue and user options

2006-07-25 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
See http://developer.valvesoftware.com/wiki/VGUI:_Making_GameUI_Panels
Other than that, you're on your own on catching commands and setting cvars
with it

--
ts2do
--

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Re: [hlcoders] func_physbox assert in HL2DM SDK with no changes

2006-07-25 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
The physcannon asserts are screwy at times.

--
ts2do
--

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Re: [hlcoders] Source SDK

2006-07-25 Thread James Hair

 --
 [ Picked text/plain from multipart/alternative ]
 001.  John Sheu - Eternal Silence
 002.  Michael Kramer - Elements
 003.  James Hair ( l3fty ) - Warcry


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Re: [hlcoders] Source SDK

2006-07-25 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
I'm not really annoyed with the current code base, but we really want to get
the HDR code and other misc stuff that's been added.

004. Benjamin ^Ben Davison - BrainBread Source

On 7/26/06, James Hair [EMAIL PROTECTED] wrote:


  --
  [ Picked text/plain from multipart/alternative ]
  001.  John Sheu - Eternal Silence
  002.  Michael Kramer - Elements
  003.  James Hair ( l3fty ) - Warcry


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Re: [hlcoders] Source SDK

2006-07-25 Thread John Sheu
001.  John Sheu - Eternal Silence
002.  Michael Kramer - Elements
003.  James Hair ( l3fty ) - Warcry
004.  Benjamin ^Ben Davison - BrainBread Source

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Re: [hlcoders] Source SDK

2006-07-25 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
I think it's safe to say that all of us are, but doing things like this
isn't going to make it be released any sooner.  If the update is released
tomorrow, great.  If it's never released, oh well.  There's not much we as a
community can do to change when the update happens.  Accept that and try to
be paitent.

On 7/25/06, John Sheu [EMAIL PROTECTED] wrote:

 I'd like to do a small experiment.  Who here is already impatient with the
 SDK
 codebase update?  Add your name to the list, with a project name attached
 if
 you so desire.  I'll start if off.

 001.  John Sheu - Eternal Silence

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Re: [hlcoders] Source SDK

2006-07-25 Thread John Sheu
On Tuesday 25 July 2006 6:26 pm, Skillet wrote:
 [ Picked text/plain from multipart/alternative ]
 I think it's safe to say that all of us are, but doing things like this
 isn't going to make it be released any sooner.  If the update is released
 tomorrow, great.  If it's never released, oh well.  There's not much we as
 a community can do to change when the update happens.  Accept that and try
 to be paitent.

That's quite true.  But it's also true, from my development experience
(admittedly not as a professional, and nothing on the same level as Valve)
that knowing your audience as individuals rather than a faceless mass makes
their message hit that much harder.  I'm trying to put faces on the hlcoders
list, so to speak.

-John Sheu

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Re: [hlcoders] Source SDK Update Released

2006-07-25 Thread Teddy

While you're waiting for the SDK update and if you want a good laugh,
read this page:
http://developer.valvesoftware.com/wiki/Building_MODs_with_Valve_Technology

It's got such memorable quotes as Source and Steam have been designed
with MODs in mind and The SDK is updated continuously and
automatically, including new features (like HDR)

LOL!

On 7/26/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
If they would spent 1 week to help the modders, I would be happy. HL2 has
one of the biggest mod-communities and this community is keeping HL2 alive
and generating money (I suppose many people bought HL1 just to get Sven
Coop).
Valve is in a good position to keep this community alive with Steam (easy
updates) and keeping  updating the same engine.
Modders are making mods for fun. Not for money

Anyway, Alfred said they were working on an SDK update. I just hope it's
worth waiting.

On 7/25/06, Sebastian 'Darth.Hunter' Kreutz [EMAIL PROTECTED]
wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Same here...I was already happy that something is finally coming, but
 then, it was just a confusing topic name :P
 Our team is kind of annoyed too...although we would really love to have
 all the new features in the SDK, it concerns us far more that we have to
 deal with the amount of bugs since the engine update. Having to run the SDK
 on two PCs to work with StudioMDL _and_ Hammer is not quite the kind of
 workflow that increases speed ;o)
 Too bad the workaround damages as much as it resolves :-/

 However, I assume that this will still take some time. Remember when
 Alfred announced a new SteamAppId for Source mods? It was still unclear at
 that time what requirements for mods will be with this new Id. As this
 covers modding as much as the broken SDK itself does, my assumption is that
 this will result in one big update. However, with VALVe being in the
 planning phase for the mod requirements, we still might have to wait
 longer...

 I'm getting the feeling that the answer to all assumptions, ideas and
 suspicions around this topic leads us to the well-known 42.

 So long and thanks for all the fish,
 Sebastian 'Darth.Hunter' Kreutz
 --



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[hlcoders] Sprint bug on HL2DM Sdk

2006-07-25 Thread Louka Outrebon
--
[ Picked text/plain from multipart/alternative ]
Hey folks !



First I want to apologize my poor English but I'm french :).

I'm having a bug with the sprint function. It also happens on HL 2 DM (the
game not the sdk ) some times ago but valve released one month ago a patch
that corrected this bug.

Let me explain you what happen : When you get killed while sprinting, whenre
spawned your stamina doesn't get drained, it goes down and you cannot sprint
again until you re spawn. That's really annoying I can't reproduce it while
debugging . I would know if someone has fixed it or even heard about this
bug.



Sincerely,



 Louka Outrebon. Programmer of SourceForts mod.
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Re: [hlcoders] Source SDK Update Released

2006-07-25 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
Whoops!

On 7/26/06, Teddy [EMAIL PROTECTED] wrote:

 While you're waiting for the SDK update and if you want a good laugh,
 read this page:

 http://developer.valvesoftware.com/wiki/Building_MODs_with_Valve_Technology

 It's got such memorable quotes as Source and Steam have been designed
 with MODs in mind and The SDK is updated continuously and
 automatically, including new features (like HDR)

 LOL!

 On 7/26/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  If they would spent 1 week to help the modders, I would be happy. HL2
 has
  one of the biggest mod-communities and this community is keeping HL2
 alive
  and generating money (I suppose many people bought HL1 just to get Sven
  Coop).
  Valve is in a good position to keep this community alive with Steam
 (easy
  updates) and keeping  updating the same engine.
  Modders are making mods for fun. Not for money
 
  Anyway, Alfred said they were working on an SDK update. I just hope it's
  worth waiting.
 
  On 7/25/06, Sebastian 'Darth.Hunter' Kreutz [EMAIL PROTECTED]
  wrote:
  
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ]
   Same here...I was already happy that something is finally coming, but
   then, it was just a confusing topic name :P
   Our team is kind of annoyed too...although we would really love to
 have
   all the new features in the SDK, it concerns us far more that we have
 to
   deal with the amount of bugs since the engine update. Having to run
 the SDK
   on two PCs to work with StudioMDL _and_ Hammer is not quite the kind
 of
   workflow that increases speed ;o)
   Too bad the workaround damages as much as it resolves :-/
  
   However, I assume that this will still take some time. Remember when
   Alfred announced a new SteamAppId for Source mods? It was still
 unclear at
   that time what requirements for mods will be with this new Id. As this
   covers modding as much as the broken SDK itself does, my assumption is
 that
   this will result in one big update. However, with VALVe being in the
   planning phase for the mod requirements, we still might have to wait
   longer...
  
   I'm getting the feeling that the answer to all assumptions, ideas and
   suspicions around this topic leads us to the well-known 42.
  
   So long and thanks for all the fish,
   Sebastian 'Darth.Hunter' Kreutz
   --
  
  
  
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   please visit:
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  --
 
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Re: [hlcoders] Source SDK

2006-07-25 Thread Wraiyth
--
[ Picked text/plain from multipart/alternative ]


 [ Picked text/plain from multipart/alternative ]
 001.  John Sheu - Eternal Silence
 002.  Michael Kramer - Elements
 003.  James Hair ( l3fty ) - Warcry
 004.  Benjamin ^Ben Davison - BrainBread Source
 005.  Charles Red Comet Solar - Prodod
 006.  Matt Wraiyth Stafford - NightFall
--

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RE: [hlcoders] Problem with NPC and VCD

2006-07-25 Thread Robin Walker
The problem is that the NPC is still running the actbusy logic, which is
preventing the NPC from playing a scripted sequence. The best thing to
do would be to simply disable the actbusy goal (or node if the goal is
controlling multiple NPCs), and then play the sequence after the NPC has
finished exiting the actbusy.

Robin.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Thomas
Vollmer
Sent: Tuesday, July 25, 2006 1:22 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Problem with NPC and VCD

Thanks for your help! I'm using a Sequence pointing to SitChair_to_Idle
to make them stand up.

I'll try the npc_relationship and see if that works.

Thanks,
Thomas


- Original Message 
From: Robin Walker [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, July 24, 2006 9:58:48 AM
Subject: RE: [hlcoders] Problem with NPC and VCD


How are you instructing the citizen to stand in the LCS?

Citizens automatically join the player's squad under certain
circumstances. We've changed this code a bit for Ep1, so my memory could
be confused, but I think they won't join the player's squad if they're
neutral to the player. So try putting down an npc_relationship entity
and have it set the citizen's relationship to the player to neutral, and
see if that fixes it. If you're a coder, take a look at
CNPC_Citizen::CanJoinPlayerSquad() to see the code that controls this
logic.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Thomas
Vollmer
Sent: Saturday, July 22, 2006 3:06 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Problem with NPC and VCD

Anyone?

--- Thomas Vollmer [EMAIL PROTECTED] wrote:

 Ok, so I've followed the instructions at [1].

 Now I have an npc_citizen that spawns somewhere on the map, and then
 proceeds to sit down on a chair using the Actbusy system - great! But
 now the citizen stays seated even when the trigger starts the LCS/VDC
 which instructs the citizen to stand (and then talk). The talking
 works fine, just the standing up doesn't.

 Also, the citizen follows the player around once he/she sees the
 player. How can I stop that?

 Thanks!
 Thomas

 [1] http://developer.valvesoftware.com/wiki/Actbusy

 --- Aaron Schiff [EMAIL PROTECTED] wrote:
  Actbusy is the answer


 Regards,
 Thomas

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Regards,
Thomas

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[hlcoders] Source SDK

2006-07-25 Thread Adam Donovan

001.  John Sheu - Eternal Silence
002.  Michael Kramer - Elements
003.  James Hair ( l3fty ) - Warcry
004.  Benjamin ^Ben Davison - BrainBread Source
005.  Charles Red Comet Solar - Prodod
006.  Adam Donovan – Caustic Resonance



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Re: [hlcoders] Source SDK

2006-07-25 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
dah... Plastic Warfare*
--

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[hlcoders] Upcoming SDK Release

2006-07-25 Thread Mike Durand
Given the recent traffic on the list, it seems like a good time to
introduce myself to everyone here, and talk about what I do at Valve.

I started work here in June and have been given the task of working
directly with the MOD community. This means that my primary
responsibilities are to package and release the SDK, make it easier to
use, and work with MOD makers on problems that they can't solve with the
help of other members of the community.

My full time job is to make sure that you have everything they need to
build your games. I'll be hanging out on this list, as well as the VDC,
but you can also feel free to contact me directly with any questions you
have at [EMAIL PROTECTED]

So now that the introduction is out of the way here's the part that you
really care about: an SDK update is coming out very soon. Right now we
are testing it in-house and getting ready for its beta release. It will
be available later this week unless we encounter serious problems during
testing. I'll let people know either way, whether it is going to be this
week or next. Once I get all of the details together, I'll send the info
on what is coming in this SDK release to this list.

-Mike

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Re: [hlcoders] Source SDK

2006-07-25 Thread Sylvain Rochette

001.  John Sheu - Eternal Silence
002.  Michael Kramer - Elements
003.  James Hair ( l3fty ) - Warcry
004.  Benjamin ^Ben Davison - BrainBread Source
005.  Charles Red Comet Solar - Prodod
006.  Matt Wraiyth Stafford - NightFall
007.  Adam 'amckern' McKern - Prime / NightFall
008. Sylvain Rochette - Insects Infestation

They say the release will be available in few weeks, now its near to few
years

- Original Message -
From: Adam amckern Mckern [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, July 25, 2006 8:52 PM
Subject: Re: [hlcoders] Source SDK



001.  John Sheu - Eternal Silence
002.  Michael Kramer - Elements
003.  James Hair ( l3fty ) - Warcry
004.  Benjamin ^Ben Davison - BrainBread Source
005.  Charles Red Comet Solar - Prodod
006.  Matt Wraiyth Stafford - NightFall
007.  Adam 'amckern' McKern - Prime / NightFall


I hope to have the Prime one fixed by Dec, with a
publisher and the abilty to licence.


My Website http://www.ammahls.com
Developer of CST and ZHLT 3.0 http://www.zhlt.info
Studio Manager - Nigredo Studios http://www.nigredostudios.com

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Re: [hlcoders] Upcoming SDK Release

2006-07-25 Thread Adam \amckern\ Mckern
Thanks Mike!

Many of us here are looking for the code update, over
tool support, so please consider this on our behalf.

Thanks again!

Adam McKern
Nigredo Studios

--- Mike Durand [EMAIL PROTECTED] wrote:

 Given the recent traffic on the list, it seems like
 a good time to
 introduce myself to everyone here, and talk about
 what I do at Valve.

 I started work here in June and have been given the
 task of working
 directly with the MOD community. This means that my
 primary
 responsibilities are to package and release the SDK,
 make it easier to
 use, and work with MOD makers on problems that they
 can't solve with the
 help of other members of the community.

 My full time job is to make sure that you have
 everything they need to
 build your games. I'll be hanging out on this list,
 as well as the VDC,
 but you can also feel free to contact me directly
 with any questions you
 have at [EMAIL PROTECTED]

 So now that the introduction is out of the way
 here's the part that you
 really care about: an SDK update is coming out very
 soon. Right now we
 are testing it in-house and getting ready for its
 beta release. It will
 be available later this week unless we encounter
 serious problems during
 testing. I'll let people know either way, whether it
 is going to be this
 week or next. Once I get all of the details
 together, I'll send the info
 on what is coming in this SDK release to this list.

 -Mike

 ___
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 the list archives, please visit:

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My Website http://www.ammahls.com
Developer of CST and ZHLT 3.0 http://www.zhlt.info
Studio Manager - Nigredo Studios http://www.nigredostudios.com

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Re: [hlcoders] Upcoming SDK Release

2006-07-25 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
Welcome Mike.

And may our whining be met with good humor :D

On 7/26/06, Mike Durand [EMAIL PROTECTED] wrote:

 Given the recent traffic on the list, it seems like a good time to
 introduce myself to everyone here, and talk about what I do at Valve.

 I started work here in June and have been given the task of working
 directly with the MOD community. This means that my primary
 responsibilities are to package and release the SDK, make it easier to
 use, and work with MOD makers on problems that they can't solve with the
 help of other members of the community.

 My full time job is to make sure that you have everything they need to
 build your games. I'll be hanging out on this list, as well as the VDC,
 but you can also feel free to contact me directly with any questions you
 have at [EMAIL PROTECTED]

 So now that the introduction is out of the way here's the part that you
 really care about: an SDK update is coming out very soon. Right now we
 are testing it in-house and getting ready for its beta release. It will
 be available later this week unless we encounter serious problems during
 testing. I'll let people know either way, whether it is going to be this
 week or next. Once I get all of the details together, I'll send the info
 on what is coming in this SDK release to this list.

 -Mike

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 please visit:
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Re: [hlcoders] Source SDK

2006-07-25 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
001.  John Sheu - Eternal Silence
002.  Michael Kramer - Elements
003.  James Hair ( l3fty ) - Warcry
004.  Benjamin ^Ben Davison - BrainBread Source
005.  Charles Red Comet Solar - Prodod
006.  Matt Wraiyth Stafford - NightFall
007.  Adam 'amckern' McKern - Prime / NightFall
008.  Adam Donovan – Caustic Resonance
009.  Aaron Schiff (ts2do) - Plastic Warfare
010. Sylvain Rochette - Insects Infestation

--
ts2do
--

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Re: [hlcoders] Upcoming SDK Release

2006-07-25 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
Oh yeah, is this a code update or an update to fix the broken tools?

On 7/26/06, Benjamin Davison [EMAIL PROTECTED] wrote:

 Welcome Mike.

 And may our whining be met with good humor :D


 On 7/26/06, Mike Durand [EMAIL PROTECTED]  wrote:
 
  Given the recent traffic on the list, it seems like a good time to
  introduce myself to everyone here, and talk about what I do at Valve.
 
  I started work here in June and have been given the task of working
  directly with the MOD community. This means that my primary
  responsibilities are to package and release the SDK, make it easier to
  use, and work with MOD makers on problems that they can't solve with the
  help of other members of the community.
 
  My full time job is to make sure that you have everything they need to
  build your games. I'll be hanging out on this list, as well as the VDC,
  but you can also feel free to contact me directly with any questions you
  have at [EMAIL PROTECTED]
 
  So now that the introduction is out of the way here's the part that you
  really care about: an SDK update is coming out very soon. Right now we
  are testing it in-house and getting ready for its beta release. It will
  be available later this week unless we encounter serious problems during
 
  testing. I'll let people know either way, whether it is going to be this
  week or next. Once I get all of the details together, I'll send the info
  on what is coming in this SDK release to this list.
 
  -Mike
 
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  please visit:
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 - Benjamin Davison




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Re: [hlcoders] Upcoming SDK Release

2006-07-25 Thread Andrew Forsberg
Hi  thanks Mike,

I also second Adam's vote for code over tools. :-)

  Many of us here are looking for the code update, over
  tool support, so please consider this on our behalf.

Cheers
Andrew



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Re: [hlcoders] Upcoming SDK Release

2006-07-25 Thread Jonathan Murphy
--
[ Picked text/plain from multipart/alternative ]
That's great news Mike.

On 7/26/06, Andrew Forsberg [EMAIL PROTECTED] wrote:

 Hi  thanks Mike,

 I also second Adam's vote for code over tools. :-)

   Many of us here are looking for the code update, over
   tool support, so please consider this on our behalf.

 Cheers
 Andrew



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www.resistanceandliberation.com
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Re: [hlcoders] Source SDK Update Released

2006-07-25 Thread bloodykenny
Well, it's not like I'm waiting around for crazy new features.  I just want the 
critical bugs fixed, like the config.cfg thing and the remaining vphysics bug, 
and the jitteriness when touching/walking on objects would be nice too.

At 2006/07/25 08:05 AM, Alex W wrote:
--
[ Picked text/plain from multipart/alternative ]
Hey, we're all lucky that VALVe even updates the SDK in the first place --
not many other game studios do such a thing =).

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Re: [hlcoders] func_physbox assert in HL2DM SDK with no changes

2006-07-25 Thread bloodykenny
Please post an mp3 of yourself explaining the jpg.

That was a joke.

Paste a stack trace.

At 2006/07/25 04:28 PM, LDuke wrote:
--
[ Picked text/plain from multipart/alternative ]
I compiled the HL2DM SDK codebase with no changes. When I shoot a
func_physbox with the gravity gun I get this error:
http://img386.imageshack.us/img386/5002/assertcb2.jpg

The map is one room, with 6 func_physboxes, 4 player spawns, and a
light_environment.

Grant
(L. Duke)
--

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[hlcoders] Physics Problem

2006-07-25 Thread Justin Krenz

I have a physics object that I'm trying to retrieve its angular velocity
in degrees/second.  Using GetVelocity(Vector * velocity, AngularImpulse
* angularVelocity), it appears that I can retrieve the angular impulse
of the angular velocity.  Getting this value, I multiply it by 180*pi to
convert from radian to degrees, and then I divide by the object's mass.

However, I compare this to the actual change in degrees that the model
undergoes, and the values are different.  For example, if I use
SetVelocity(...) to input an AngularImpulse of 100 for the x axis/pitch
every frame, then convert to radians and divide by a mass of 2080, I get
approximately 2.8.  However, if I sample the actual change in degrees of
the object's pitch every frame, it comes out to approximately 19
degrees/second.

What am I doing wrong, and how can I correctly calculate an object's
change in angle in degrees/sec?

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RE: [hlcoders] Physics Problem

2006-07-25 Thread Jay Stelly
GetVelocity returns a velocity.  It's already in degrees / second.
SetVelocity() takes the same units.  AngularImpulse is a vector type
that can contain an impulse, but here it's just used as a vector.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Justin Krenz
 Sent: Tuesday, July 25, 2006 9:02 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Physics Problem

 I have a physics object that I'm trying to retrieve its
 angular velocity in degrees/second.  Using GetVelocity(Vector
 * velocity, AngularImpulse
 * angularVelocity), it appears that I can retrieve the
 angular impulse of the angular velocity.  Getting this value,
 I multiply it by 180*pi to convert from radian to degrees,
 and then I divide by the object's mass.

 However, I compare this to the actual change in degrees that
 the model undergoes, and the values are different.  For
 example, if I use
 SetVelocity(...) to input an AngularImpulse of 100 for the x
 axis/pitch every frame, then convert to radians and divide by
 a mass of 2080, I get approximately 2.8.  However, if I
 sample the actual change in degrees of the object's pitch
 every frame, it comes out to approximately 19 degrees/second.

 What am I doing wrong, and how can I correctly calculate an
 object's change in angle in degrees/sec?

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RE: [hlcoders] Upcoming SDK Release

2006-07-25 Thread Ben Everett
Congratulations on your new job, and may you tolerate us the best you can...
I feel sorry for you joining on at these tumultuous times :)

In other news, that's good to know that an SDK update is actually coming.
Working on Forsaken without knowing what is coming in the next update has
been a practice in crap shooting what Valve is most likely to change. Will
you be able to provide a specific change log of the code in this new SDK
update along with what issues they fix? It'll help us a lot when doing code
integration with this new update.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Tuesday, July 25, 2006 9:13 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Upcoming SDK Release

Given the recent traffic on the list, it seems like a good time to
introduce myself to everyone here, and talk about what I do at Valve.

I started work here in June and have been given the task of working
directly with the MOD community. This means that my primary
responsibilities are to package and release the SDK, make it easier to
use, and work with MOD makers on problems that they can't solve with the
help of other members of the community.

My full time job is to make sure that you have everything they need to
build your games. I'll be hanging out on this list, as well as the VDC,
but you can also feel free to contact me directly with any questions you
have at [EMAIL PROTECTED]

So now that the introduction is out of the way here's the part that you
really care about: an SDK update is coming out very soon. Right now we
are testing it in-house and getting ready for its beta release. It will
be available later this week unless we encounter serious problems during
testing. I'll let people know either way, whether it is going to be this
week or next. Once I get all of the details together, I'll send the info
on what is coming in this SDK release to this list.

-Mike

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Re: [hlcoders] Physics Problem

2006-07-25 Thread Justin Krenz

Thank you very much.  The whole AngularImpulse type was throwing me off.

Jay Stelly wrote:

GetVelocity returns a velocity.  It's already in degrees / second.
SetVelocity() takes the same units.  AngularImpulse is a vector type
that can contain an impulse, but here it's just used as a vector.



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Re: [hlcoders] Upcoming SDK Release

2006-07-25 Thread Wraiyth
--
[ Picked text/plain from multipart/alternative ]
Mike,
Thanks for the reply, and ditto Michael, its good to hear theres someone
hired specifically to maintain the SDK. Grats on your new job, but good luck
putting up with all of us ;)
Matt


On 7/26/06, Charles Solar [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 My sdk wishlist:

 1. CSS style bots
 2. More server plugin control over game
 3. DOD:S and CSS sdk :)
 4. VS 05 support

 Thats in order of importance :D
 --

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Re: [hlcoders] Upcoming SDK Release

2006-07-25 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
DOD:S and CSS sdk will never happen...of course Mike probably could hook you
up with code samples


--
ts2do
--

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