Re: [hlcoders] Last Steam Update: Errors

2006-07-26 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Verify the integrity of your caches.

--
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 (wishlist)

2006-07-26 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Is Base Source Engine 2 downloaded if HL2 is installed? If so, you could
just mount 212.

--
ts2do
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Getting VALVe Symbols files.

2006-07-26 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Aren't crash dumps related to engine binaries automatically uploaded?

--
ts2do
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Last Steam Update: Errors

2006-07-26 Thread Gus
This is a cryptographically signed message in MIME format.
--
Anybody getting the Launcher error? Not beeing able to play any game
from Steam list?

Gus
--
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] Upcoming SDK Release (wishlist)

2006-07-26 Thread Wraiyth
--
[ Picked text/plain from multipart/alternative ]
Yep, but HL2SP mods don't use engine 2

On 7/27/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Phong shading is already a part of Base Source Engine 2
>
>
> --
> ts2do
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


--
Matt Stafford (Wraiyth)
http://wraiyth.freesuperhost.com
NightFall HL2 Mod - http://nightfall.nigredostudios.com
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Getting VALVe Symbols files.

2006-07-26 Thread Teddy

Not very likely. If you think you've found a bug in the engine files,
you might be able to send an mdmp to someone at valve and have them
look at it, they're good like that.

On 7/27/06, Louka Outrebon <[EMAIL PROTECTED]> wrote:

--
[ Picked text/plain from multipart/alternative ]
Is there any way to get .pbd's of VALVe's bin files (engine.pdb tier0.pdb...) ?
It would be really helpfull for debugging with mdmp files. however I dont
know maybe they can't release them...

 Sincerly,

Louka Outrebon.
--

___
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] Triggering scripted sequence

2006-07-26 Thread Shing-Cheung Chan
--
[ Picked text/plain from multipart/alternative ]
Hi,

  I am not quite familiar with the source engine.  How does the source engine 
trigger events?  Does the source engine apply the same logic to trigger various 
types of events?

  Thanks,
  Adrian


-
Do you Yahoo!?
 Next-gen email? Have it all with the  all-new Yahoo! Mail Beta.
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Getting VALVe Symbols files.

2006-07-26 Thread Louka Outrebon
--
[ Picked text/plain from multipart/alternative ]
Is there any way to get .pbd's of VALVe's bin files (engine.pdb tier0.pdb...) ?
It would be really helpfull for debugging with mdmp files. however I dont
know maybe they can't release them...

 Sincerly,

Louka Outrebon.
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Triggering events from another scene

2006-07-26 Thread Shing-Cheung Chan
--
[ Picked text/plain from multipart/alternative ]
Hi,

  How does OnFrameEvent triggers events from another scenes?  Is there a 
tutorial out there to demonstrate this?

  Thanks,
  Adrian

 __
Do You Yahoo!?
Tired of spam?  Yahoo! Mail has the best spam protection around
http://mail.yahoo.com
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Triggering dialogue events

2006-07-26 Thread Shing-Cheung Chan
--
[ Picked text/plain from multipart/alternative ]
Hi all,

  I have looked at wiki about triggering gesture and posture events.  But how 
does HL2 trigger dialogue events?  For example, I want to have a character 
walks to a trigger point on a map which has another character standing there, 
and then enable a dialogue which provide user options.  How to enable the 
dialogue?

  Thanks,
  Adrian


-
See the all-new, redesigned Yahoo.com.  Check it out.
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Complex HUD Question.

2006-07-26 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
That's what the viewport is...a transparent panel covering the whole
screen..

--
ts2do
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Complex HUD Question.

2006-07-26 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
The hud I have in mind, has around 23 different hud elements, and im just
wondering, if it would be easier, to have one completely transparent hud
elements to go across the entire screen, and just position child panels, on
it, as well as the background image.

This is my concept Hud:
http://img208.imageshack.us/img208/3297/hudlayoutxo4.jpg

As you can see it has a lot of transparent things, and alot of different hud
elements. Just wondering what would be the easiest way to get what I want.


Thanks

-Michael Kramer
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Buying Models

2006-07-26 Thread Thomas Vollmer
Thanks! That helps a lot...

Regards,
Thomas


- Original Message 
From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]>
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, July 26, 2006 4:34:05 PM
Subject: Re: [hlcoders] Buying Models


Thomas Vollmer wrote:
> Great, thanks! I guess what I was missing in my search was "rigged".
> I get the gist of what that means but can you give a definition of
> what "rigged" means? Thanks!

Rigging is done on the skeleton to set up animations.

See this page...

http://www.gamedev.net/columns/events/gdc2006/article.asp?id=655

"The question was posed, “What is a Rig?” Although the first answer
might be a system that enables posing, but actually posing is secondary.
The main job of a rig is to enable motion. Therefore, a rig is not an
interface, but a bunch of potential animations. Rigs cannot be expected
to solve every problem. For some problems, you may need multiple rigs."

--
Jeffrey "botman" Broome

___
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] Buying Models

2006-07-26 Thread Jeffrey \"botman\" Broome

Thomas Vollmer wrote:

Great, thanks! I guess what I was missing in my search was "rigged".
I get the gist of what that means but can you give a definition of
what "rigged" means? Thanks!


Rigging is done on the skeleton to set up animations.

See this page...

http://www.gamedev.net/columns/events/gdc2006/article.asp?id=655

"The question was posed, “What is a Rig?” Although the first answer
might be a system that enables posing, but actually posing is secondary.
The main job of a rig is to enable motion. Therefore, a rig is not an
interface, but a bunch of potential animations. Rigs cannot be expected
to solve every problem. For some problems, you may need multiple rigs."

--
Jeffrey "botman" Broome

___
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 (wishlist)

2006-07-26 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Phong shading is already a part of Base Source Engine 2


--
ts2do
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] modelinfo == NULL crashes

2006-07-26 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
All you gotta do is associate the mdmp with visual studio (if it isn't
already) and press the run button.


--
ts2do
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Re: Buying Models

2006-07-26 Thread Thomas Vollmer
Thanks for your reply! So, how would I go about skinning one of the HL2 NPCs? I 
just need a high-level outline.

This is for a university research project. Don't think this will be used 
commercially.

Thanks,
Thomas


- Original Message 
From: [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, July 26, 2006 2:26:47 PM
Subject: [hlcoders] Re: Buying Models


>Hi all,
>
>Does anyone know if models can be purchased for use in Hammer? We
basically want office >workers that can walk, sit down, and talk (for
starters). Any pointers would be appreciated.
>
>Thanks,
>Thomas

Depending on the purpose; I think that you are best off with a custom
"office worker skin" for one of the included HL2 civilians, or perhaps
you can use the G-Man? He already has a suit texture.

That way you already have working models with animations and that will
work with Faceposer for the talking, etc.

And while I do not know what purpose you have in mind, I do not think
you can legally use HL2  or it's content for commercial purposes.

Greets,


Icke

___
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] Buying Models

2006-07-26 Thread Thomas Vollmer
Great, thanks! I guess what I was missing in my search was "rigged". I get the 
gist of what that means but can you give a definition of what "rigged" means? 
Thanks!

Regards,
Thomas


- Original Message 
From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]>
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, July 26, 2006 2:22:56 PM
Subject: Re: [hlcoders] Buying Models


Thomas Vollmer wrote:
> Hi all,
>
> Does anyone know if models can be purchased for use in Hammer? We
> basically want office workers that can walk, sit down, and talk (for
> starters). Any pointers would be appreciated.

You might want to search on google.com for...

"3d studio max rigged biped models"

I found this...

http://www.axyz-design.com/

...there are surely other similar COTS models available.

--
Jeffrey "botman" Broome

___
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

2006-07-26 Thread Rob Lach
--
[ Picked text/plain from multipart/alternative ]
Awesome news Mike. Looking forward to this release.

-Robert "Pierog" Lach
--Ham & Jam Team

On 7/26/06, Michael Kramer <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Ok sorry, im just excited...:P
> --
>
> ___
> 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

2006-07-26 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Ok sorry, im just excited...:P
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Re: Buying Models

2006-07-26 Thread foxley

Hi all,

Does anyone know if models can be purchased for use in Hammer? We

basically want office >workers that can walk, sit down, and talk (for
starters). Any pointers would be appreciated.


Thanks,
Thomas


Depending on the purpose; I think that you are best off with a custom
"office worker skin" for one of the included HL2 civilians, or perhaps
you can use the G-Man? He already has a suit texture.

That way you already have working models with animations and that will
work with Faceposer for the talking, etc.

And while I do not know what purpose you have in mind, I do not think
you can legally use HL2  or it's content for commercial purposes.

Greets,


Icke

___
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

2006-07-26 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
Let's take one step at a time Michael ;)

On 7/26/06, Michael Kramer <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Can you give us an estimated time on when the SDK Update that includes the
> content from Team Fortress 2, Portal, and Episode 2 will be available? I
> know after they are released, but how long after?
>
> Thanks-
> Michael Kramer
> --
>
> ___
> 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] Buying Models

2006-07-26 Thread Jeffrey \"botman\" Broome

Thomas Vollmer wrote:

Hi all,

Does anyone know if models can be purchased for use in Hammer? We
basically want office workers that can walk, sit down, and talk (for
starters). Any pointers would be appreciated.


You might want to search on google.com for...

"3d studio max rigged biped models"

I found this...

http://www.axyz-design.com/

...there are surely other similar COTS models available.

--
Jeffrey "botman" Broome

___
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

2006-07-26 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Can you give us an estimated time on when the SDK Update that includes the
content from Team Fortress 2, Portal, and Episode 2 will be available? I
know after they are released, but how long after?

Thanks-
Michael Kramer
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Buying Models

2006-07-26 Thread Thomas Vollmer
Hi all,

Does anyone know if models can be purchased for use in Hammer? We basically 
want office workers that can walk, sit down, and talk (for starters). Any 
pointers would be appreciated.

Thanks,
Thomas

___
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

2006-07-26 Thread Mike Durand
Sorry, can you repeat that? I wasn't listening. :)

Yes, I am a programmer.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Benjamin
Davison
Sent: Wednesday, July 26, 2006 1:36 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Upcoming SDK Release

--
[ Picked text/plain from multipart/alternative ] Thanks Mike, so are you
a programmer? Or just a really good listener :P

On 7/26/06, Mike Durand <[EMAIL PROTECTED]> wrote:
>
> Hi All-
>
> Since everyone is curious as to what is in this SDK release here is a
> very coarse summary of what's included:
>
> What This Release Has
> *
> Lots of source code updates from the Episode 1 production code Hammer,

> Faceposer, Model Viewer updates Access to the Ep1 version of the
> Source Engine binaries
>
> What It Doesn't Have
> 
> Visual Studio 2005 Support (it will be in the next SDK release)
> Improved server plugins for bots (on my to-do list) Anything from
> Episode 2, Portal, Team Fortress
>
> The actual release notes will have MUCH more detail. But I wanted to
> set everyone's expectations until then. Our goal with this release was

> to get source code updates to you since that hasn't happened for a
while.
> Once this release is done then I can spend time on many of the specifc

> problems that you guys have named.
>
> -Mike
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ben
> Everett
> Sent: Tuesday, July 25, 2006 9:35 PM
> To: hlcoders@list.valvesoftware.com
> Subject: 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
>
>
> ___
> 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



AW: [hlcoders] Upcoming SDK Release

2006-07-26 Thread Heimo Stieg
Well he wrote an email today who he is ;)

Read:

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





-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von Benjamin
Davison
Gesendet: Mittwoch, 26. Juli 2006 22:36
An: hlcoders@list.valvesoftware.com
Betreff: Re: [hlcoders] Upcoming SDK Release

--
[ Picked text/plain from multipart/alternative ] Thanks Mike, so are you a
programmer? Or just a really good listener :P

On 7/26/06, Mike Durand <[EMAIL PROTECTED]> wrote:
>
> Hi All-
>
> Since everyone is curious as to what is in this SDK release here is a
> very coarse summary of what's included:
>
> What This Release Has
> *
> Lots of source code updates from the Episode 1 production code Hammer,
> Faceposer, Model Viewer updates Access to the Ep1 version of the
> Source Engine binaries
>
> What It Doesn't Have
> 
> Visual Studio 2005 Support (it will be in the next SDK release)
> Improved server plugins for bots (on my to-do list) Anything from
> Episode 2, Portal, Team Fortress
>
> The actual release notes will have MUCH more detail. But I wanted to
> set everyone's expectations until then. Our goal with this release was
> to get source code updates to you since that hasn't happened for a while.
> Once this release is done then I can spend time on many of the specifc
> problems that you guys have named.
>
> -Mike
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ben
> Everett
> Sent: Tuesday, July 25, 2006 9:35 PM
> To: hlcoders@list.valvesoftware.com
> Subject: 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

Re: [hlcoders] Upcoming SDK Release

2006-07-26 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
Thanks Mike, so are you a programmer? Or just a really good listener :P

On 7/26/06, Mike Durand <[EMAIL PROTECTED]> wrote:
>
> Hi All-
>
> Since everyone is curious as to what is in this SDK release here is a
> very coarse summary of what's included:
>
> What This Release Has
> *
> Lots of source code updates from the Episode 1 production code
> Hammer, Faceposer, Model Viewer updates
> Access to the Ep1 version of the Source Engine binaries
>
> What It Doesn't Have
> 
> Visual Studio 2005 Support (it will be in the next SDK release)
> Improved server plugins for bots (on my to-do list)
> Anything from Episode 2, Portal, Team Fortress
>
> The actual release notes will have MUCH more detail. But I wanted to set
> everyone's expectations until then. Our goal with this release was to
> get source code updates to you since that hasn't happened for a while.
> Once this release is done then I can spend time on many of the specifc
> problems that you guys have named.
>
> -Mike
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett
> Sent: Tuesday, July 25, 2006 9:35 PM
> To: hlcoders@list.valvesoftware.com
> Subject: 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
>
>
> ___
> 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] Upcoming SDK Release

2006-07-26 Thread Mike Durand
Hi All-

Since everyone is curious as to what is in this SDK release here is a
very coarse summary of what's included:

What This Release Has
*
Lots of source code updates from the Episode 1 production code
Hammer, Faceposer, Model Viewer updates
Access to the Ep1 version of the Source Engine binaries

What It Doesn't Have

Visual Studio 2005 Support (it will be in the next SDK release)
Improved server plugins for bots (on my to-do list)
Anything from Episode 2, Portal, Team Fortress

The actual release notes will have MUCH more detail. But I wanted to set
everyone's expectations until then. Our goal with this release was to
get source code updates to you since that hasn't happened for a while.
Once this release is done then I can spend time on many of the specifc
problems that you guys have named.

-Mike


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett
Sent: Tuesday, July 25, 2006 9:35 PM
To: hlcoders@list.valvesoftware.com
Subject: 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


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Sprint bug on HL2DM Sdk

2006-07-26 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
lol.. Sorry. I was talking with someone about flashlight not draining...
oops...

On 7/26/06, Louka Outrebon <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Lol it seems that it's for the flashlight I was talking about the
> sprinting
> bug. But thanks to try to answer me.
> Nobody else knows about this annoying bug?
>
>
> 2006/7/26, Robbie Groenewoudt <[EMAIL PROTECTED]>:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Try adding the following to hl2mp_player.cpp:
> >
> > extern CSuitPowerDevice SuitDeviceFlashlight;
> > void CHL2MP_Player::FlashlightTurnOn( void )
> > {
> >if( !SuitPower_AddDevice( SuitDeviceFlashlight ) )
> >return;
> >
> >AddEffects( EF_DIMLIGHT );
> >EmitSound( "HL2Player.FlashLightOn" );
> > }
> > void CHL2MP_Player::FlashlightTurnOff( void )
> > {
> >if( !SuitPower_RemoveDevice( SuitDeviceFlashlight ) )
> >return;
> >
> >RemoveEffects( EF_DIMLIGHT );
> >EmitSound( "HL2Player.FlashLightOff" );
> > }
> >
> > On 7/26/06, Louka Outrebon <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ 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
> > >
> > >
> > --
> >
> > ___
> > 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] modelinfo == NULL crashes

2006-07-26 Thread Jeffrey \"botman\" Broome

Louka Outrebon wrote:

--
[ Picked text/plain from multipart/alternative ]
I'd like to be able to read mdmp files...


http://www.codeproject.com/debug/postmortemdebug_standalone1.asp

--
Jeffrey "botman" Broome

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] modelinfo == NULL crashes

2006-07-26 Thread Louka Outrebon
--
[ Picked text/plain from multipart/alternative ]
I'd like to be able to read mdmp files. But I dont know how to it woulb be
really usefull for debugging.
 Can you help me on this ?


2006/7/26, Benjamin Davison <[EMAIL PROTECTED]>:
>
> --
> [ Picked text/plain from multipart/alternative ]
> From a random forum thread.
>
> Fixed. Adding (to c_baseanimating.h):
>
> inline int C_BaseAnimating::GetSequence()
> {
> if (m_nSequence == -1 || m_nSequence == 1023)
> m_nSequence = 0;
> //Assert( false );
>
> return m_nSequence;
> }
>
> On 7/26/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I had these crashes also when players didn't had any valid models.
> > I can't really read memory dumps at the moment but I suggest you look in
> > the
> > tracestack and look from which entity this comes and find out if it
> always
> > has a good model. Maybe the model-files are corrupt.. Maybe add a little
> > extra check so when it fails, it uses error.mdl.
> >
> > On 7/26/06, Hyperjag 3 <[EMAIL PROTECTED]> wrote:
> > >
> > > Hello, I program for a mod that was just released as a public beta,
> and
> > > I've
> > > been getting a few memory dumps with crashes in:
> > >
> > > model_t *CBaseEntity::GetModel( void )
> > > {
> > > return (model_t *)modelinfo->GetModel( GetModelIndex() );
> > > }
> > >
> > > and I've gotten one with a crash in:
> > >
> > > const studiohdr_t *virtualgroup_t::GetStudioHdr( ) const
> > > {
> > > return modelinfo->FindModel( this->cache );
> > > }
> > >
> > > In both cases modelinfo is a NULL pointer.  The memory dumps don't
> > really
> > > tell me anything that I can use, so I was wondering if anyone here or
> > > possibly someone at Valve could help me out with this.  Here's a link
> to
> > > the
> > > memory dumps I've gotten, I don't know if anyone can use them or not:
> > > http://www.obsidianconflict.com/hyperjag3/memory_dumps.rar
> > >
> > > Thanks for any help.
> > >
> > >
> > >
> > > ___
> > > 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] Sprint bug on HL2DM Sdk

2006-07-26 Thread Louka Outrebon
--
[ Picked text/plain from multipart/alternative ]
Lol it seems that it's for the flashlight I was talking about the sprinting
bug. But thanks to try to answer me.
Nobody else knows about this annoying bug?


2006/7/26, Robbie Groenewoudt <[EMAIL PROTECTED]>:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Try adding the following to hl2mp_player.cpp:
>
> extern CSuitPowerDevice SuitDeviceFlashlight;
> void CHL2MP_Player::FlashlightTurnOn( void )
> {
>if( !SuitPower_AddDevice( SuitDeviceFlashlight ) )
>return;
>
>AddEffects( EF_DIMLIGHT );
>EmitSound( "HL2Player.FlashLightOn" );
> }
> void CHL2MP_Player::FlashlightTurnOff( void )
> {
>if( !SuitPower_RemoveDevice( SuitDeviceFlashlight ) )
>return;
>
>RemoveEffects( EF_DIMLIGHT );
>EmitSound( "HL2Player.FlashLightOff" );
> }
>
> On 7/26/06, Louka Outrebon <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ 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
> >
> >
> --
>
> ___
> 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 (wishlist)

2006-07-26 Thread Tony \"omega\" Sergi
Wtf? 2 seconds??


--
-- omega
Lethal Agents
http://www.lethalagents.com
Blackened Interactive
http://www.blackened-interactive.com

> -Original Message-
> From: Michael Kramer [mailto:[EMAIL PROTECTED]
> Sent: July 26, 2006 11:28 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Upcoming SDK Release (wishlist)
>
> --
> [ Picked text/plain from multipart/alternative ]
> The Motion blur and Depth of Field won't be coming, it takes 2 seconds to
> render each frame on Valve's Computer's. They won't release it until
> Hardware can handle it. I just want to get the FacePoser 2 System and
> Phong
> Shading.
> --
>
> ___
> 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] Re: Easiest way to animate characters for HL 2 movie?

2006-07-26 Thread Peter Immarco
>>
> As far as I know, you do not need to code or script for that, but
> you need to map (so you must be able to use Hammer, but that's not
> very hard). You can place (way)points in your map and the NPCs will
> find their own route, using all the proper animations. You can also
> instruct them to do certain actions at certain points, all within
> Hammer.
>
> Check this out;
> http://developer.valvesoftware.com/wiki/Category:Choreography and
> especially this;
> http://developer.valvesoftware.com/wiki/Choreography_Implementation
>
> Greets,
>
>
> Icke
>
> ___

Excellent!  Hammer it is. :)


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] If I can't run Episode I, can I still do SDK work?

2006-07-26 Thread Peter Immarco
On Wed, 26 Jul 2006 13:27:05 +0200, Robbie Groenewoudt wrote:
>�--
>�[ Picked text/plain from multipart/alternative ]
>�It don't really see why Episode One and the SDK are related. The
>�SDK hasn't even got support yet for the things in Ep1. So you can
>�still work...
>
>�Anyway, here's a standardlist to do when having problems:
>�- Defrag your harddisks
>�- Install newest videocard-drivers
>�- Also newest soundcard drivers
>�- Clean spyware (MS Antispyware/Defender, whatever it's called)
>�- Remove the directory SteamApps/yourusername/episode one and
>�restart Episode One
>
>�On 7/26/06, Peter Immarco <[EMAIL PROTECTED]>�wrote:
>

Robbie,

Great, that's good news!  Regarding those steps, yep, did all that and MUCH 
more.  I did every test/trick I could find except adjusting the RAM timings 
because my Dell doesn't seem to have that in the BIOS.  If you read the Steam 
forums you'll see that there's just a small percentage of us that can't get 
around the problem.  I'm betting somewhere in the future there will be a Steam 
update that covers this so I'll just wait.

In the meantime I'll have fun with Hammer and the SDK. :)


___
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 (wishlist)

2006-07-26 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
The Motion blur and Depth of Field won't be coming, it takes 2 seconds to
render each frame on Valve's Computer's. They won't release it until
Hardware can handle it. I just want to get the FacePoser 2 System and Phong
Shading.
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Re: CSS/DODS SDK (was Upcoming SDK Release)

2006-07-26 Thread Charles Solar
--
[ Picked text/plain from multipart/alternative ]
Header files would be ok probably, but wouldn't we still be stuck at the
point where if theres a big update the plugins break?  They would have to
give us new header files each time there is a css dods update and I highly
dought they will keep up with that.  Plus after an update, because we all
know valve wont release header files before an update, all the plugins would
be broken until mani/meta/whatever mod updates their hooks.  :/
WHat we really need is a way to tell the game interface something like this:
player->SetGameMovementObject(new CCSSDMGameMovement() );
Like setting what function the engine will use for certain aspects.
Basically instead of having to hook the vtables and hack the function
addresses, just tell the engine to use this function instead of what it was
going to do. :/
I have only read about this method so I probably don't sound very
professional.

On 7/26/06, LDuke <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I'm with you on the DOD:S and CSS SDK. Even just releasing the updated
> header files would be a huge help.
>
> Valve does a great job of helping the mod community, but CSS plugins run
> on
> more servers (and affect more players) than just about any mod.
>
> For example, CSS:DM runs on about the same number of servers as the number
> one HL2 mod Garry's Mod (575 servers vs 598). ZombieMod (which changes
> CS:S
> gameplay drastically) and VIP Mod both run on more servers than any HL2
> mod
> besides gmod. All three plugins are based heavily on hacks, and updates
> have
> a 50% chance of breaking at least one of those hacks.
>
> It seems that as a coder or modeller, you're work is likely to be seen by
> more players if you make a server plugin than a mod.
>
> It would be nice to get updates that allow the server plugin community to
> reduce the number of hacks used so that updates go more smoothly for
> players
> and server owners.
>
> Grant
> (L. Duke)
>
>
> On 7/25/06, 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

2006-07-26 Thread Ivan Dimitrov

/signed also Express would be nice.

Nick написа:

any chance of:

gcc 4.0?
vs2005?
/wall?


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] modelinfo == NULL crashes

2006-07-26 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
>From a random forum thread.

Fixed. Adding (to c_baseanimating.h):

inline int C_BaseAnimating::GetSequence()
{
if (m_nSequence == -1 || m_nSequence == 1023)
m_nSequence = 0;
//Assert( false );

return m_nSequence;
}

On 7/26/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I had these crashes also when players didn't had any valid models.
> I can't really read memory dumps at the moment but I suggest you look in
> the
> tracestack and look from which entity this comes and find out if it always
> has a good model. Maybe the model-files are corrupt.. Maybe add a little
> extra check so when it fails, it uses error.mdl.
>
> On 7/26/06, Hyperjag 3 <[EMAIL PROTECTED]> wrote:
> >
> > Hello, I program for a mod that was just released as a public beta, and
> > I've
> > been getting a few memory dumps with crashes in:
> >
> > model_t *CBaseEntity::GetModel( void )
> > {
> > return (model_t *)modelinfo->GetModel( GetModelIndex() );
> > }
> >
> > and I've gotten one with a crash in:
> >
> > const studiohdr_t *virtualgroup_t::GetStudioHdr( ) const
> > {
> > return modelinfo->FindModel( this->cache );
> > }
> >
> > In both cases modelinfo is a NULL pointer.  The memory dumps don't
> really
> > tell me anything that I can use, so I was wondering if anyone here or
> > possibly someone at Valve could help me out with this.  Here's a link to
> > the
> > memory dumps I've gotten, I don't know if anyone can use them or not:
> > http://www.obsidianconflict.com/hyperjag3/memory_dumps.rar
> >
> > Thanks for any help.
> >
> >
> >
> > ___
> > 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



[hlcoders] Re: CSS/DODS SDK (was Upcoming SDK Release)

2006-07-26 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
I'm with you on the DOD:S and CSS SDK. Even just releasing the updated
header files would be a huge help.

Valve does a great job of helping the mod community, but CSS plugins run on
more servers (and affect more players) than just about any mod.

For example, CSS:DM runs on about the same number of servers as the number
one HL2 mod Garry's Mod (575 servers vs 598). ZombieMod (which changes CS:S
gameplay drastically) and VIP Mod both run on more servers than any HL2 mod
besides gmod. All three plugins are based heavily on hacks, and updates have
a 50% chance of breaking at least one of those hacks.

It seems that as a coder or modeller, you're work is likely to be seen by
more players if you make a server plugin than a mod.

It would be nice to get updates that allow the server plugin community to
reduce the number of hacks used so that updates go more smoothly for players
and server owners.

Grant
(L. Duke)


On 7/25/06, 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



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

2006-07-26 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
I was originally having a crash every time I made ANY choice on the assert
menu, but I figured out why. After that I was less worried about the assert
and commented it out.

Thank you all for the input.

Grant
(L. Duke)


On 7/26/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Physcannon likes to assert everything that isn't predicted (for example
> every damn server-entity)
> Just comment that assert
>
> On 7/26/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]
> >
> wrote:
> >
> > 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
> >
> >
> --
>
> ___
> 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

2006-07-26 Thread Jeffrey \"botman\" Broome

Nick wrote:

any chance of:

gcc 4.0?
vs2005?
/wall?


Speaking of VS2005, about a year ago, Microsoft press release announced
Visual C++ 2005 Express Edition for Half-Life Modifications...

http://www.microsoft.com/presspass/press/2005/aug05/08-31ValveCPlusPlusPR.mspx

...from the coding4fun/half-life link on that page...

http://msdn.microsoft.com/coding4fun/half-life/default.aspx

Q: Which C++ compiler should I use to build mods with the Source SDK?

A: Valve suggests that you use Visual C++ .NET 2003. It's possible to
get other compilers to work, but your results may vary.

"Your results may vary"  :)

...Today, Visual C++ 2005 Express Edition will not compile Valve's
currently shipping SDK. But fear not! Microsoft is working closely with
Valve to enable Visual C++ Express to work with a future Source SDK
update. This should be available within the next month or two - check
back here for the latest status.

"This should be available within the next month or two"  :)

Doooh!

--
Jeffrey "botman" Broome

___
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?

2006-07-26 Thread foxley

Icke,

Ok understood.  I'm no animator so I'll look at Faceposer.  To move the cha=
racters around will I need to write code to do that (move hull, select anim=
ation, etc.)?  Or is there a scripting language that would allow me to do t=
he bulk of it?  Like I said, I'm rusty as hell at this.  Back when I was wo=
rking with HL 1 SDK everything I did was sub-classing the monster class and=
writing code on the back of the think timer.

Thanks.


As far as I know, you do not need to code or script for that, but you
need to map (so you must be able to use Hammer, but that's not very
hard). You can place (way)points in your map and the NPCs will find
their own route, using all the proper animations. You can also
instruct them to do certain actions at certain points, all within
Hammer.

Check this out;
http://developer.valvesoftware.com/wiki/Category:Choreography and
especially this;
http://developer.valvesoftware.com/wiki/Choreography_Implementation

Greets,


Icke

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] If I can't run Episode I, can I still do SDK work?

2006-07-26 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
It don't really see why Episode One and the SDK are related. The SDK hasn't
even got support yet for the things in Ep1.
So you can still work...

Anyway, here's a standardlist to do when having problems:
- Defrag your harddisks
- Install newest videocard-drivers
- Also newest soundcard drivers
- Clean spyware (MS Antispyware/Defender, whatever it's called)
- Remove the directory SteamApps/yourusername/episode one and restart
Episode One

On 7/26/06, Peter Immarco <[EMAIL PROTECTED]> wrote:
>
> Hello again all,
>
> Just a quick pre-check before I invest too much time into the SDK.  I can
> run HL2 just fine (or at least I could when I last checked before I bought
> Episode I).  I then bought Epidode I and I'm one of those lucky people that
> get the video/audio hitching and looping problem every time some kind of
> disk activity occurs.  I won't bother going into the huge amount of tech
> stuff I tried to get things work.  This isn't the place and it's boring
> anyhow.  But in short I simply gave up because the game is unplayable for
> me.
>
> So, if I can't get Episode I to run, does that mean any work I try to do
> with the SDK is similarly doomed?  My test maps will be pretty dang simple,
> both in texture usage and polygon complexity, so I'm hoping that the problem
> I'm having won't affect my SDK work.  Is that a safe assumption?
>
> Thanks.
>
>
> ___
> 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] modelinfo == NULL crashes

2006-07-26 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
I had these crashes also when players didn't had any valid models.
I can't really read memory dumps at the moment but I suggest you look in the
tracestack and look from which entity this comes and find out if it always
has a good model. Maybe the model-files are corrupt.. Maybe add a little
extra check so when it fails, it uses error.mdl.

On 7/26/06, Hyperjag 3 <[EMAIL PROTECTED]> wrote:
>
> Hello, I program for a mod that was just released as a public beta, and
> I've
> been getting a few memory dumps with crashes in:
>
> model_t *CBaseEntity::GetModel( void )
> {
> return (model_t *)modelinfo->GetModel( GetModelIndex() );
> }
>
> and I've gotten one with a crash in:
>
> const studiohdr_t *virtualgroup_t::GetStudioHdr( ) const
> {
> return modelinfo->FindModel( this->cache );
> }
>
> In both cases modelinfo is a NULL pointer.  The memory dumps don't really
> tell me anything that I can use, so I was wondering if anyone here or
> possibly someone at Valve could help me out with this.  Here's a link to
> the
> memory dumps I've gotten, I don't know if anyone can use them or not:
> http://www.obsidianconflict.com/hyperjag3/memory_dumps.rar
>
> Thanks for any help.
>
>
>
> ___
> 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] func_physbox assert in HL2DM SDK with no changes

2006-07-26 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Physcannon likes to assert everything that isn't predicted (for example
every damn server-entity)
Just comment that assert

On 7/26/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> 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
>
>
--

___
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 (wishlist)

2006-07-26 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Stuff from Episode Two isn't probably ready. But stuff like phong shading,
motion blur and other stuff from Ep1 are. I'll be already very happy if we
only get that.

On 7/26/06, Wraiyth <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Apart from the widely expected stuff, I'm mainly hoping that the shader
> source for alot of the shaders will be updates (having to hack around for
> lightmappedgeneric is a pain in the arse). Vertex lighting, the Phong
> lighting, and if possible, even the post-process effects showcased in the
> DODS video a while ago (DOF and Motion Blur, simply for 'playing around
> with' purposes).
> Finally, what are the chances that we will see code for some of the stuff
> planned in Ep2
> (shadowing, enhanced outdoor rendering, soft particle system)? I'm
> guessing that they're extremely unlikely, but it would be cool if we
> got features now that are coming soon :)
>
>
> On 7/26/06, Sebastian 'Darth.Hunter' Kreutz <[EMAIL PROTECTED]>
> wrote:
> >
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hello and welcome Mike!
> > It's great to hear that VALVe now introduces some sort of "Community
> > Manager". Alfred always provides kind help here about update news, but
> > someone who exclusively takes care of the comparably large modder
> > community
> > is a very good decision in my opinion. I've met community managers
> already
> > at Wings Simulations and Ubisoft and they were a great benefit for the
> > community.
> >
> > I am also glad that the update is finally on its way. May we expect any
> of
> > the following features? Consider this as a wishlist from a few modders -
> > the
> > others are of course welcome to add to this list. Best would be to
> include
> > the list in your posts ;)
> >
> > Bugfixes
> > - Hammer crashes and black viewports using the SDK workaround
> > - StudioMDL broken since engine update
> > - GameConfig.txt being occasionally overwritten, removing custom mods
> > - "buildcubemaps" returning "unknown lump" errors and not replacing the
> > default cubemap since engine update
> >
> > Features
> > - VS 2005 support
> > - Add HDR and phong shading from episode one (to be run in HL² SP and DM
> > modes)
> > - DoD:S and CS:S SDK (posted by Charles Solar)
> >
> >
> > Whatever else you consider to be important, please add :)
> > Greetings to all,
> >
> > Sebastian 'Darth.Hunter' Kreutz
> > http://thenewera.invisiongamez.com
> > --
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> Matt Stafford (Wraiyth)
> http://wraiyth.freesuperhost.com
> NightFall HL2 Mod - http://nightfall.nigredostudios.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] Sprint bug on HL2DM Sdk

2006-07-26 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Try adding the following to hl2mp_player.cpp:

extern CSuitPowerDevice SuitDeviceFlashlight;
void CHL2MP_Player::FlashlightTurnOn( void )
{
if( !SuitPower_AddDevice( SuitDeviceFlashlight ) )
return;

AddEffects( EF_DIMLIGHT );
EmitSound( "HL2Player.FlashLightOn" );
}
void CHL2MP_Player::FlashlightTurnOff( void )
{
if( !SuitPower_RemoveDevice( SuitDeviceFlashlight ) )
return;

RemoveEffects( EF_DIMLIGHT );
EmitSound( "HL2Player.FlashLightOff" );
}

On 7/26/06, Louka Outrebon <[EMAIL PROTECTED]> wrote:
>
> --
> [ 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
>
>
--

___
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 (wishlist)

2006-07-26 Thread Wraiyth
--
[ Picked text/plain from multipart/alternative ]
Apart from the widely expected stuff, I'm mainly hoping that the shader
source for alot of the shaders will be updates (having to hack around for
lightmappedgeneric is a pain in the arse). Vertex lighting, the Phong
lighting, and if possible, even the post-process effects showcased in the
DODS video a while ago (DOF and Motion Blur, simply for 'playing around
with' purposes).
Finally, what are the chances that we will see code for some of the stuff
planned in Ep2
(shadowing, enhanced outdoor rendering, soft particle system)? I'm
guessing that they're extremely unlikely, but it would be cool if we
got features now that are coming soon :)


On 7/26/06, Sebastian 'Darth.Hunter' Kreutz <[EMAIL PROTECTED]>
wrote:
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Hello and welcome Mike!
> It's great to hear that VALVe now introduces some sort of "Community
> Manager". Alfred always provides kind help here about update news, but
> someone who exclusively takes care of the comparably large modder
> community
> is a very good decision in my opinion. I've met community managers already
> at Wings Simulations and Ubisoft and they were a great benefit for the
> community.
>
> I am also glad that the update is finally on its way. May we expect any of
> the following features? Consider this as a wishlist from a few modders -
> the
> others are of course welcome to add to this list. Best would be to include
> the list in your posts ;)
>
> Bugfixes
> - Hammer crashes and black viewports using the SDK workaround
> - StudioMDL broken since engine update
> - GameConfig.txt being occasionally overwritten, removing custom mods
> - "buildcubemaps" returning "unknown lump" errors and not replacing the
> default cubemap since engine update
>
> Features
> - VS 2005 support
> - Add HDR and phong shading from episode one (to be run in HL² SP and DM
> modes)
> - DoD:S and CS:S SDK (posted by Charles Solar)
>
>
> Whatever else you consider to be important, please add :)
> Greetings to all,
>
> Sebastian 'Darth.Hunter' Kreutz
> http://thenewera.invisiongamez.com
> --
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


--
Matt Stafford (Wraiyth)
http://wraiyth.freesuperhost.com
NightFall HL2 Mod - http://nightfall.nigredostudios.com
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Upcoming SDK Release (wishlist)

2006-07-26 Thread Sebastian 'Darth.Hunter' Kreutz
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello and welcome Mike!
It's great to hear that VALVe now introduces some sort of "Community
Manager". Alfred always provides kind help here about update news, but
someone who exclusively takes care of the comparably large modder community
is a very good decision in my opinion. I've met community managers already
at Wings Simulations and Ubisoft and they were a great benefit for the
community.

I am also glad that the update is finally on its way. May we expect any of
the following features? Consider this as a wishlist from a few modders - the
others are of course welcome to add to this list. Best would be to include
the list in your posts ;)

Bugfixes
- Hammer crashes and black viewports using the SDK workaround
- StudioMDL broken since engine update
- GameConfig.txt being occasionally overwritten, removing custom mods
- "buildcubemaps" returning "unknown lump" errors and not replacing the
default cubemap since engine update

Features
- VS 2005 support
- Add HDR and phong shading from episode one (to be run in HL² SP and DM
modes)
- DoD:S and CS:S SDK (posted by Charles Solar)


Whatever else you consider to be important, please add :)
Greetings to all,

Sebastian 'Darth.Hunter' Kreutz
http://thenewera.invisiongamez.com
--



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Upcoming SDK Release

2006-07-26 Thread Gus
This is a cryptographically signed message in MIME format.
--
I can breathe at night now, thank goodness for this news!

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

Mike Durand 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
>
>
>
--
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



[hlcoders] If I can't run Episode I, can I still do SDK work?

2006-07-26 Thread Peter Immarco
Hello again all,

Just a quick pre-check before I invest too much time into the SDK.  I can run 
HL2 just fine (or at least I could when I last checked before I bought Episode 
I).  I then bought Epidode I and I'm one of those lucky people that get the 
video/audio hitching and looping problem every time some kind of disk activity 
occurs.  I won't bother going into the huge amount of tech stuff I tried to get 
things work.  This isn't the place and it's boring anyhow.  But in short I 
simply gave up because the game is unplayable for me.

So, if I can't get Episode I to run, does that mean any work I try to do with 
the SDK is similarly doomed?  My test maps will be pretty dang simple, both in 
texture usage and polygon complexity, so I'm hoping that the problem I'm having 
won't affect my SDK work.  Is that a safe assumption?

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?

2006-07-26 Thread Peter Immarco
Michael,

Thanks, will do.

On Tue, 25 Jul 2006 15:17:48 -0600, Michael Kramer wrote:
> --
> [ 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



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



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

2006-07-26 Thread Peter Immarco
> 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
>

Icke,

Ok understood.  I'm no animator so I'll look at Faceposer.  To move the 
characters around will I need to write code to do that (move hull, select 
animation, etc.)?  Or is there a scripting language that would allow me to do 
the bulk of it?  Like I said, I'm rusty as hell at this.  Back when I was 
working with HL 1 SDK everything I did was sub-classing the monster class and 
writing code on the back of the think timer.

Thanks.


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders