Re: [hlcoders] Problem with Actbusy
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 ___ 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] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Regards, Thomas ___ 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] Source SDK Update Released
-- [ 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Released
-- [ 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. -- ___ 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] Source SDK Update Released
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. -- ___ 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] Source SDK Update Released
-- [ 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. -- ___ 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] Source SDK Update Released
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. -- ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Released
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. -- ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Source SDK Update Released
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Easiest way to animate characters for HL 2 movie?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Easiest way to animate characters for HL 2 movie?
-- [ Picked text/plain from multipart/alternative ] Check out FacePoser in the SDK. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Released
-- [ 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 -- ___ 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] func_physbox assert in HL2DM SDK with no changes
-- [ 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) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Source SDK
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK
-- [ Picked text/plain from multipart/alternative ] 001. John Sheu - Eternal Silence 002. Michael Kramer - Elements -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Easiest way to animate characters for HL 2 movie?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Presenting in-game dialogue and user options
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] func_physbox assert in HL2DM SDK with no changes
-- [ Picked text/plain from multipart/alternative ] The physcannon asserts are screwy at times. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK
-- [ Picked text/plain from multipart/alternative ] 001. John Sheu - Eternal Silence 002. Michael Kramer - Elements 003. James Hair ( l3fty ) - Warcry ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK
-- [ 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 ___ 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] Source SDK
001. John Sheu - Eternal Silence 002. Michael Kramer - Elements 003. James Hair ( l3fty ) - Warcry 004. Benjamin ^Ben Davison - BrainBread Source ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK
-- [ 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 ___ 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] Source SDK
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Released
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Sprint bug on HL2DM Sdk
-- [ 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Released
-- [ 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 -- ___ 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] Source SDK
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Problem with NPC and VCD
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Regards, Thomas ___ 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
[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. Adam Donovan Caustic Resonance ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK
-- [ Picked text/plain from multipart/alternative ] dah... Plastic Warfare* -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 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 __ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Upcoming SDK Release
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 ___ 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 Developer of CST and ZHLT 3.0 http://www.zhlt.info Studio Manager - Nigredo Studios 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
Re: [hlcoders] Upcoming SDK Release
-- [ 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 ___ 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] Source SDK
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Upcoming SDK Release
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Upcoming SDK Release
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Upcoming SDK Release
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Lead Programmer for Resistance and Liberation 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] Source SDK Update Released
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 =). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] func_physbox assert in HL2DM SDK with no changes
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) -- ___ 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] 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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Physics Problem
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? ___ 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] Upcoming SDK Release
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 ___ 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] Physics Problem
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Upcoming SDK Release
-- [ 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 -- ___ 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] Upcoming SDK Release
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders