Re: [SPAM:: score=5.6] Re: [hlcoders] Upcoming SDK Release

2006-08-02 Thread Andrew Forsberg
Ooooh, oooh, oooh! Can I say it please? please? Fucken' A! Ta!

It'll be ready when it's ready.

:)

On Wed, 2006-08-02 at 17:04 +1000, Wraiyth wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 I know its only Tuesday, but do we have an updated ETA for the release Mike?

 Matt



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



[hlcoders] Third-person Player Model

2006-08-02 Thread ntzimoul
I thought the message got finally through but it seems it didn't or that no one
noticed. Anyway, I'm asking again:

Hello,

I'm new to this, so please bare with my newbiness.

I'm trying to create a static third person view for my mod. There is an article
on the wiki and an open-source mod already doing this so I think I can edit that
enough to get the result I want. I have
already changed hl2_player.cpp and hl2_player.h to add the SetAnimation
function.

But first, I was trying to have the player model in-game. To do this, I
extracted a random set of model files and then put them in the
mod_directory/models folder, renaiming them to player.mdl, player.dx80.vtx,
player.dx90.vtx, player.jpg, player.phy, player.sw.vtx, and player.vvd. Now, I
have all these files in that directory. I also used an point_viewcontrol.entity
in Hammer to see the end-result, a player with animation.

The problem is that the player is still invisible. However, when he is killed,
the intended (according to the model files I copied earlier) ragdoll appears.

It should be noted that at first I replaced the SetAnimation function in
player.cpp  instead of adding a new one in hl2_player.cpp, but when I tried to
roll back that file (actually, to replace it with a fresh one), it said that
the file wasn't changed since I created the mod. Maybe, it was like that from
the beggining?

In the past few days I've been thinking that the problem will be gone if I
derive the mod from hl2mp but I'd want to avoid that.

I would appreciate some sort of suggestion, though. I'm getting kind of
desperate.


PS: I posted this a while back but I got a reply that I was not subscribed to
the list and that my mail would be posted after being checked by a moderator
and that I would be notified if it wasn't allowed. Yet, I never got a reply and
I never saw it being posted. Strange... (this was the first time, anyway)

PPS: I also have to congratulate VALVe for hiring a person just to help modders
out. In addition: SDK update? That's got to be good news!

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



Re: [hlcoders] HL2DM bots

2006-08-02 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Only things are different when using modcode and not server plugins.
The modcode doesn't have these issues...

On 8/2/06, Jeremy Swigart [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 You certainly do need access to a hell of alot more than what the server
 plugins provide. The properties of the weapon is not in any way part of
 the
 problem. It's finding out if the bot has a particular weapon, and then
 somehow changing to it, not to mention querying the weapon ammo. Such
 basic
 functionality is missing, among other things. Even
 IBotController-SetActiveWeapon(const char *) is rather worthless, as it
 spawns a weapon for the bot, essentially allowing him to cheat. Not only
 that, but calling it too often crashes the game when it runs out of
 entities. CBotCmd.weaponselect is useless too, as there is no way to get
 the
 entity index of a weapon the bot has. If valve were to spend 2 seconds
 added
 a int IBotController::HasWeapon(const char *), which returns -1 if the bot
 doesnt have the weapon, or a valid index otherwise, we'd have something to
 feed into weaponselect. We still wouldn't have access to ammo and stuff,
 which is very important as well, but it'd still be an improvement.  Server
 plugin bots are possible with the current system, if you limit them to
 like
 1 weapon each time they spawn, or risk the out of entity crashes. These
 are
 just some of the issues we've been trying to get valve to address for like
 a
 year now.

 If you want more information, see
 http://forums.bots-united.com/showthread.php?t=4026

 Few people are willing spend time on half-assed bots.
 I got HL2DM bots working long ago as well,
 http://www.omni-bot.de/e107/e107_plugins/forum/forum_viewtopic.php?375
 but it's not very motivating to publically release them with such glaring
 flaws. I hope the new SDK guy will finally rectify these issues.


 On 8/1/06, [EMAIL PROTECTED] [EMAIL PROTECTED]
 wrote:
 
  Are you sure you read my message?  The point was that you don't need to
  access memory for information about the weapons at all.  Just create a
  config file that describes some properties about the weapons, like
 whether
  it's hitscan or projectile etc.
 
  At 2006/07/30 02:12 PM, LDuke wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  You can access info on weapons and other things needed for bots, but
 only
  with complicated hacks that are often broken when an update is
 released.
  It
  requires scanning memory for the location you need and then calling
 that
  address as a function.
  
  That's a lot different than handling your own waypoints, and probably
  isn't
  worth the effort that needs to be expended everytime a release occurs
 for
  any mod that your bots would be expected to support.
  
  Grant
  (L. Duke)
  
  
  On 7/30/06, [EMAIL PROTECTED] 
  [EMAIL PROTECTED]
  wrote:
  
   This is a bit of a copout.  Yes the Valve APIs don't natively support
   weapon introspection, but the Valve APIs don't natively support map
  waypoint
   querying either, (nor has any FPS API that I'm aware of) and
  programmers
   have had no problems there.  They simply stored the extra info they
  needed
   in external config files.
  
  
  --
  
  ___
  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: [SPAM:: score=5.6] Re: [hlcoders] Upcoming SDK Release

2006-08-02 Thread Wraiyth
--
[ Picked text/plain from multipart/alternative ]
Smart arse ;)

On 8/2/06, Andrew Forsberg [EMAIL PROTECTED] wrote:

 Ooooh, oooh, oooh! Can I say it please? please? Fucken' A! Ta!

 It'll be ready when it's ready.

 :)

 On Wed, 2006-08-02 at 17:04 +1000, Wraiyth wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  I know its only Tuesday, but do we have an updated ETA for the release
 Mike?
 
  Matt



 ___
 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] Third-person Player Model

2006-08-02 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Renaming a model like that doesn't work; you need to recompile it under the
new name.

--
ts2do
--

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



Re: [hlcoders] Re: Portal

2006-08-02 Thread Tei

This Portal implementation with teleports calls for a infinite stairs map :D

_
\
 \
\
\
\
\
--

(adn alike :D)

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



Re: [hlcoders] Re: Portal

2006-08-02 Thread Django Merope-Synge

There was talk of this over at ModDB. It's possible using just teleporters
and some cameras, methinks, but it would probably be better using portals.
-

This Portal implementation with teleports calls for a infinite stairs
map :D

_
\
 \
\
\
\
\
--

(adn alike :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] HL2DM bots

2006-08-02 Thread Jeffrey \botman\ Broome

Jeremy Swigart wrote:

--
[ Picked text/plain from multipart/alternative ]
You certainly do need access to a hell of alot more than what the server
plugins provide. The properties of the weapon is not in any way part of the
problem. It's finding out if the bot has a particular weapon, and then
somehow changing to it, not to mention querying the weapon ammo.


...also being able to determine what weapon other players/bots currently
have deployed (so you know whether to stand and fight or run away).

Being able to know which weapon and/or ammo pickups are active (i.e. the
weapon/ammo has spawned and can currently be picked up).  Being able to
determine if wall chargers are usable or not (have they been used up?).
 Being able to determine the state/location of platforms and doors (do
I need to wait for a moving platform/lift or is it already at the
bottom/top?).  Being able to detect bullet or explosive projectile
impacts and sounds.  Being able to tell when things like flashbang
grenades have exploded so that the bot reacts properly.

These are just a few of the things that aren't easily accessible via
plugins.  Without the plugin system supporting these types of querries,
developing an easy-to-maintain and mod release agnostic plugin bot will
be extremely difficult.

--
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] Third-person Player Model

2006-08-02 Thread Fabian Schreyer

Or you can hexedit the files and change the model names this way.

On 8/2/06, Aaron Schiff [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
Renaming a model like that doesn't work; you need to recompile it under the
new name.

--
ts2do
--

___
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] HL2DM bots

2006-08-02 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
True dat. There may be hope on the horizon with this new SDK guy, so
hopefully we will see these things added in an upcoming SDK update.

True that if you have mod source code access you can make bots just fine,
I've been working on such bots for quite a while now in FF, but many bot
coders want to do non mod specific bots, and plug them into CS:S, DOD,
HL2DM, insert any mod here. Getting source access is unrealistic and in many
cases impossible.

On 8/2/06, Jeffrey botman Broome [EMAIL PROTECTED] wrote:

 Jeremy Swigart wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  You certainly do need access to a hell of alot more than what the server
  plugins provide. The properties of the weapon is not in any way part of
 the
  problem. It's finding out if the bot has a particular weapon, and then
  somehow changing to it, not to mention querying the weapon ammo.

 ...also being able to determine what weapon other players/bots currently
 have deployed (so you know whether to stand and fight or run away).

 Being able to know which weapon and/or ammo pickups are active (i.e. the
 weapon/ammo has spawned and can currently be picked up).  Being able to
 determine if wall chargers are usable or not (have they been used up?).
   Being able to determine the state/location of platforms and doors (do
 I need to wait for a moving platform/lift or is it already at the
 bottom/top?).  Being able to detect bullet or explosive projectile
 impacts and sounds.  Being able to tell when things like flashbang
 grenades have exploded so that the bot reacts properly.

 These are just a few of the things that aren't easily accessible via
 plugins.  Without the plugin system supporting these types of querries,
 developing an easy-to-maintain and mod release agnostic plugin bot will
 be extremely difficult.

 --
 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] Distance Variant Sounds

2006-08-02 Thread Daniel Menard

Ok Jay, I got my attenuation problem fixed (attenuation was set way
too low, 140dB is darn loud). Now I have another question. We've been
having sound spacialization issues with our vehicles. They're space
vehicles so we got the whole 6 degrees of freedom thing going. The
sound spatialization seems to really get out of wack when you roll the
craft though. Say I have a firing sound playing straight ahead, if I
roll continuously, the sound travels around in a circle. Something
similar happens when the pitch goes beyond 90 degrees up or down. If I
stay within player limits for yaw and pitch and keep my roll at 0,
everything works fine. Beyond that, its anybody's guess where the
sound is coming from. When I'm upside down in a roll... the sound
seems to be completely inverted (sound on the left coming from right
channel). Is there some SDK function I can modify to change this
behavior or its an engine limitation? My guess would be that its using
the forward vector to find pitch and yaw but forgets about roll (which
would invert the channels for correctness).

On 8/1/06, Jay Stelly [EMAIL PROTECTED] wrote:

It's not in the SDK update or in development at this time.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Daniel Menard
 Sent: Tuesday, August 01, 2006 2:06 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Distance Variant Sounds

 I'm using the standard WeaponSound code to play these sounds,
 yet they still come out really loud at a distance. I tried to
 run them with spatialized stereo again and same problem. I
 guess I'm gonna turn my attention to the code and see if
 anything is missing.

 On a side note, any chance the fade start/end distances can
 be placed in the script in the following SDK update (or the
 one after)?

 On 8/1/06, Jay Stelly [EMAIL PROTECTED] wrote:
  updated with distances (no they can't be modified without
 changing the
  engine code at present):
  http://developer.valvesoftware.com/wiki/Soundscripts
 
  I don't see any issue with spatialization of distance
 variant sounds.
  My guess is that you aren't emitting the sound from a particular
  entity (using the world?) or the codepath you are using is
 not passing
  the origin through in some case.
 
 
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf
 Of Daniel
   Menard
   Sent: Tuesday, August 01, 2006 9:12 AM
   To: hlcoders@list.valvesoftware.com
   Subject: [hlcoders] Distance Variant Sounds
  
   Is it possible to change the distance at which the
 distance variant
   sounds are crossfaded. Right now the default seems to be
 1000 units
   or so. Is there some way to modify this in the script?
  
   Also, these seems to be a bug with distance variant sounds where
   they don't attenuate correctly, was this planned? I am
 trying to use
   it for engine sounds and it sounds like its right infront
 of you and
   its 4000 units away (120dB soundlevel). Is there some way to turn
   this attenuation back on. If I stereo spatialize the sounds, they
   seem to attenuate fine.
  
   I've noticed that sounds using CHAN_STATIC are not attenuated,
   however these are CHAN_AUTO (they are replaced with appropriate
   channels in code, the 3 possible channels are
 CHAN_WEAPON, CHAN_ITEM
   and CHAN_BODY). Here is what the script looks like:
  
   Engine.MainThrust
   {
 channel   CHAN_AUTO
 volume0.6
 soundlevelSNDLVL_120dB
  
 wave  ^engines/main_thruster.wav
   }
  
   I dunno if anyone can help with this?
  
   ___
   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




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



Re: [hlcoders] Distance Variant Sounds

2006-08-02 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
There is no sound in space.  :)


On 8/2/06, Daniel Menard [EMAIL PROTECTED] wrote:

 Ok Jay, I got my attenuation problem fixed (attenuation was set way
 too low, 140dB is darn loud). Now I have another question. We've been
 having sound spacialization issues with our vehicles. They're space
 vehicles so we got the whole 6 degrees of freedom thing going. The
 sound spatialization seems to really get out of wack when you roll the
 craft though. Say I have a firing sound playing straight ahead, if I
 roll continuously, the sound travels around in a circle. Something
 similar happens when the pitch goes beyond 90 degrees up or down. If I
 stay within player limits for yaw and pitch and keep my roll at 0,
 everything works fine. Beyond that, its anybody's guess where the
 sound is coming from. When I'm upside down in a roll... the sound
 seems to be completely inverted (sound on the left coming from right
 channel). Is there some SDK function I can modify to change this
 behavior or its an engine limitation? My guess would be that its using
 the forward vector to find pitch and yaw but forgets about roll (which
 would invert the channels for correctness).

 On 8/1/06, Jay Stelly [EMAIL PROTECTED] wrote:
  It's not in the SDK update or in development at this time.
 
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of
   Daniel Menard
   Sent: Tuesday, August 01, 2006 2:06 PM
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Distance Variant Sounds
  
   I'm using the standard WeaponSound code to play these sounds,
   yet they still come out really loud at a distance. I tried to
   run them with spatialized stereo again and same problem. I
   guess I'm gonna turn my attention to the code and see if
   anything is missing.
  
   On a side note, any chance the fade start/end distances can
   be placed in the script in the following SDK update (or the
   one after)?
  
   On 8/1/06, Jay Stelly [EMAIL PROTECTED] wrote:
updated with distances (no they can't be modified without
   changing the
engine code at present):
http://developer.valvesoftware.com/wiki/Soundscripts
   
I don't see any issue with spatialization of distance
   variant sounds.
My guess is that you aren't emitting the sound from a particular
entity (using the world?) or the codepath you are using is
   not passing
the origin through in some case.
   
   
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf
   Of Daniel
 Menard
 Sent: Tuesday, August 01, 2006 9:12 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Distance Variant Sounds

 Is it possible to change the distance at which the
   distance variant
 sounds are crossfaded. Right now the default seems to be
   1000 units
 or so. Is there some way to modify this in the script?

 Also, these seems to be a bug with distance variant sounds where
 they don't attenuate correctly, was this planned? I am
   trying to use
 it for engine sounds and it sounds like its right infront
   of you and
 its 4000 units away (120dB soundlevel). Is there some way to turn
 this attenuation back on. If I stereo spatialize the sounds, they
 seem to attenuate fine.

 I've noticed that sounds using CHAN_STATIC are not attenuated,
 however these are CHAN_AUTO (they are replaced with appropriate
 channels in code, the 3 possible channels are
   CHAN_WEAPON, CHAN_ITEM
 and CHAN_BODY). Here is what the script looks like:

 Engine.MainThrust
 {
   channel   CHAN_AUTO
   volume0.6
   soundlevelSNDLVL_120dB

   wave  ^engines/main_thruster.wav
 }

 I dunno if anyone can help with this?

 ___
 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
 
 

 ___
 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

2006-08-02 Thread Mike Durand
Very soon. I worked through the last bug that I've found yesterday and
we're doing just a bit more testing before updating Steam. I'll let the
list know as soon as I have more news.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Wraiyth
Sent: Wednesday, August 02, 2006 12:05 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Upcoming SDK Release

--
[ Picked text/plain from multipart/alternative ] I know its only
Tuesday, but do we have an updated ETA for the release Mike?

Matt

On 8/1/06, Rob Lach [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ] take your time, if
 you guys are having problems, sort em out before you guys release it.

 Oi,
 Rober Pierog Lach

 On 7/31/06, Steve Rabouin [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ] Maybe this will
  help you, tho if you haven't done this already, I'd wait for the SDK

  update, maybe they've done all the work for you..
 
  http://articles.thewavelength.net/702/
 
  On 7/31/06, Nick [EMAIL PROTECTED] wrote:
  
   How do you enable spectators?
  
   On 7/31/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ] Well, the code
already has all code. You just need to enable
  spectators,
what they did.
  
  --
 
  ___
  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




--
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] Upcoming SDK Release

2006-08-02 Thread Jorge Rodriguez

Mike Durand wrote:

Very soon. I worked through the last bug that I've found yesterday and
we're doing just a bit more testing before updating Steam. I'll let the
list know as soon as I have more news.

-Mike



OT question:

Are you guys required to use Outlook or something? Every post I've ever
seen to this list from Valve has been with Outlook, and it always screws
up the thread groups. I find it rather humorous that Valve uses GNU
Mailman for their mailing list, a software bundle that tries to
intricately to handle thread groups well, and then turns around and uses
Outlook to trample all over them :P

--
Jorge Vino Rodriguez


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



Re: [hlcoders] Distance Variant Sounds

2006-08-02 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Good idea!  Remove sound entirely and call it a feature.

I don't think the players would like that very much though. :P

On 8/2/06, LDuke [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 There is no sound in space.  :)


 On 8/2/06, Daniel Menard [EMAIL PROTECTED] wrote:
 
  Ok Jay, I got my attenuation problem fixed (attenuation was set way
  too low, 140dB is darn loud). Now I have another question. We've been
  having sound spacialization issues with our vehicles. They're space
  vehicles so we got the whole 6 degrees of freedom thing going. The
  sound spatialization seems to really get out of wack when you roll the
  craft though. Say I have a firing sound playing straight ahead, if I
  roll continuously, the sound travels around in a circle. Something
  similar happens when the pitch goes beyond 90 degrees up or down. If I
  stay within player limits for yaw and pitch and keep my roll at 0,
  everything works fine. Beyond that, its anybody's guess where the
  sound is coming from. When I'm upside down in a roll... the sound
  seems to be completely inverted (sound on the left coming from right
  channel). Is there some SDK function I can modify to change this
  behavior or its an engine limitation? My guess would be that its using
  the forward vector to find pitch and yaw but forgets about roll (which
  would invert the channels for correctness).
 
  On 8/1/06, Jay Stelly [EMAIL PROTECTED] wrote:
   It's not in the SDK update or in development at this time.
  
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Daniel Menard
Sent: Tuesday, August 01, 2006 2:06 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Distance Variant Sounds
   
I'm using the standard WeaponSound code to play these sounds,
yet they still come out really loud at a distance. I tried to
run them with spatialized stereo again and same problem. I
guess I'm gonna turn my attention to the code and see if
anything is missing.
   
On a side note, any chance the fade start/end distances can
be placed in the script in the following SDK update (or the
one after)?
   
On 8/1/06, Jay Stelly [EMAIL PROTECTED] wrote:
 updated with distances (no they can't be modified without
changing the
 engine code at present):
 http://developer.valvesoftware.com/wiki/Soundscripts

 I don't see any issue with spatialization of distance
variant sounds.
 My guess is that you aren't emitting the sound from a particular
 entity (using the world?) or the codepath you are using is
not passing
 the origin through in some case.


  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf
Of Daniel
  Menard
  Sent: Tuesday, August 01, 2006 9:12 AM
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] Distance Variant Sounds
 
  Is it possible to change the distance at which the
distance variant
  sounds are crossfaded. Right now the default seems to be
1000 units
  or so. Is there some way to modify this in the script?
 
  Also, these seems to be a bug with distance variant sounds where
  they don't attenuate correctly, was this planned? I am
trying to use
  it for engine sounds and it sounds like its right infront
of you and
  its 4000 units away (120dB soundlevel). Is there some way to
 turn
  this attenuation back on. If I stereo spatialize the sounds,
 they
  seem to attenuate fine.
 
  I've noticed that sounds using CHAN_STATIC are not attenuated,
  however these are CHAN_AUTO (they are replaced with appropriate
  channels in code, the 3 possible channels are
CHAN_WEAPON, CHAN_ITEM
  and CHAN_BODY). Here is what the script looks like:
 
  Engine.MainThrust
  {
channel   CHAN_AUTO
volume0.6
soundlevelSNDLVL_120dB
 
wave  ^engines/main_thruster.wav
  }
 
  I dunno if anyone can help with this?
 
  ___
  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 

Re: [hlcoders] Upcoming SDK Release

2006-08-02 Thread Jeffrey \botman\ Broome

Jorge Rodriguez wrote:

Are you guys required to use Outlook or something? Every post I've ever
seen to this list from Valve has been with Outlook, and it always screws
up the thread groups. I find it rather humorous that Valve uses GNU
Mailman for their mailing list, a software bundle that tries to
intricately to handle thread groups well, and then turns around and uses
Outlook to trample all over them :P


Threaded view works fine for me in Thunderbird.  What mail client are
you using?

--
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

2006-08-02 Thread Jorge Rodriguez

Jeffrey botman Broome wrote:

Jorge Rodriguez wrote:

Are you guys required to use Outlook or something? Every post I've ever
seen to this list from Valve has been with Outlook, and it always screws
up the thread groups. I find it rather humorous that Valve uses GNU
Mailman for their mailing list, a software bundle that tries to
intricately to handle thread groups well, and then turns around and uses
Outlook to trample all over them :P


Threaded view works fine for me in Thunderbird.  What mail client are
you using?


Thunderbird 1.5.0.5. Every time a Valvee replies, it shows as a reply to
the person who started the thread, as opposed to the person whom the
Valvee obviously meant to reply to.

--
Jorge Vino Rodriguez


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



[hlcoders] Basic Bot Stub

2006-08-02 Thread Scott Tuttle
Dear List:

I have been looking at the sdk code all day.  Trying to get a basic project
setup that would allow me to do some bot work.  Specifically dod source.  I
see there are some deficiencies in the plugin aspect and am looking at the
mod aspect.

I downloaded the sdk but am having some problems:

1. I have visual studio 2005 and cannot compile the current sample mod
project created.  I used the integrated conversion tool to open up the 2003
project and covert it to 2005.  But, when I try to compile, I am getting
some errors.  Compile errors are attached to the end of this email.  Does
someone have a vs2005 sdk project that can be downloaded and compiles
properly?  I don't understand how to properly convert the depreciated lines
and fix the cannot convert errors.

2. In the project are all the files necessary in order to use the
sdk_bot_temp.cpp example?  Once I compile it how do I add it to my dod
source server to test.  I have installed mani before but it is a plugin.  I
am not sure how a bod mod would be installed into dod.

If someone could provide a simple vs2005 project to start bot development
for dod source I would be eternally grateful.  I am a fairly proficient
programmer but havent done much c++ programming so I am getting stalled here
:)

Thanks,
Scott


Warning 1   warning C4996: '_vsnprintf' was declared deprecated
c:\dodsbot\src\Public\tier0\dbg.h   482
Warning 2   warning C4996: '_vsnprintf' was declared deprecated
c:\dodsbot\src\Public\tier0\dbg.h   482
Warning 3   warning C4996: 'strcpy' was declared deprecated
c:\dodsbot\src\Public\vstdlib\strtools.h89
Warning 4   warning C4996: 'strcpy' was declared deprecated
c:\dodsbot\src\Public\vstdlib\strtools.h89
Error   5   error C2440: 'return' : cannot convert from 'const char *'
to 'char *' c:\dodsbot\src\Public\vstdlib\strtools.h90
Error   6   error C2440: 'return' : cannot convert from 'const char *'
to 'char *' c:\dodsbot\src\Public\vstdlib\strtools.h93
Error   7   error C2440: 'return' : cannot convert from 'const char *'
to 'char *' c:\dodsbot\src\Public\vstdlib\strtools.h90
Error   8   error C2440: 'return' : cannot convert from 'const char *'
to 'char *' c:\dodsbot\src\Public\vstdlib\strtools.h93
Warning 9   warning C4996: 'strcpy' was declared deprecated
c:\dodsbot\src\Public\datamap.h 384
Warning 10  warning C4996: 'strcat' was declared deprecated
c:\dodsbot\src\Public\datamap.h 385
Warning 11  warning C4996: 'strcpy' was declared deprecated
c:\dodsbot\src\Public\datamap.h 384
Warning 12  warning C4996: 'strcat' was declared deprecated
c:\dodsbot\src\Public\datamap.h 385
Warning 13  warning C4996: '_vsnprintf' was declared deprecated
c:\dodsbot\src\Public\tier0\dbg.h   482
Warning 14  warning C4996: 'strcpy' was declared deprecated
c:\dodsbot\src\Public\vstdlib\strtools.h89
Error   15  error BK1506 : cannot open file
'.\release_sdk\AlphaMaterialProxy.sbr': No such file or directory
BSCMAKE
Error   16  error C2440: 'return' : cannot convert from 'const char *'
to 'char *' c:\dodsbot\src\Public\vstdlib\strtools.h90
Error   17  error C2440: 'return' : cannot convert from 'const char *'
to 'char *' c:\dodsbot\src\Public\vstdlib\strtools.h93
Warning 18  warning C4996: 'strcpy' was declared deprecated
c:\dodsbot\src\Public\datamap.h 384
Warning 19  warning C4996: 'strcat' was declared deprecated
c:\dodsbot\src\Public\datamap.h 385
Error   20  error BK1506 : cannot open file
'.\release_sdk\AI_Activity.sbr': No such file or directory  BSCMAKE


___
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

2006-08-02 Thread Scott Tuttle

 Are you guys required to use Outlook or something? Every post
 I've ever
 seen to this list from Valve has been with Outlook, and it
 always screws
 up the thread groups. I find it rather humorous that Valve uses GNU
 Mailman for their mailing list, a software bundle that tries to
 intricately to handle thread groups well, and then turns
 around and uses
 Outlook to trample all over them :P

Are you sure its not because he just replied to another post and changed the
subject and then sent his SDK Release notification?


___
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

2006-08-02 Thread David Kiger

Still OT:  Threading involving Valve employees works fine in Gmail as well.

On 8/2/06, Scott Tuttle [EMAIL PROTECTED] wrote:


 Are you guys required to use Outlook or something? Every post
 I've ever
 seen to this list from Valve has been with Outlook, and it
 always screws
 up the thread groups. I find it rather humorous that Valve uses GNU
 Mailman for their mailing list, a software bundle that tries to
 intricately to handle thread groups well, and then turns
 around and uses
 Outlook to trample all over them :P

Are you sure its not because he just replied to another post and changed the
subject and then sent his SDK Release notification?


___
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] Basic Bot Stub

2006-08-02 Thread Scott Tuttle
I guess that's just a small amount of the compile errors I am getting.

I wont burden the list by posting all of them :)

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Scott Tuttle
 Sent: Wednesday, August 02, 2006 2:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Basic Bot Stub

 Dear List:

 I have been looking at the sdk code all day.  Trying to get a
 basic project
 setup that would allow me to do some bot work.  Specifically
 dod source.  I
 see there are some deficiencies in the plugin aspect and am
 looking at the
 mod aspect.

 I downloaded the sdk but am having some problems:

 1. I have visual studio 2005 and cannot compile the current sample mod
 project created.  I used the integrated conversion tool to
 open up the 2003
 project and covert it to 2005.  But, when I try to compile, I
 am getting
 some errors.  Compile errors are attached to the end of this
 email.  Does
 someone have a vs2005 sdk project that can be downloaded and compiles
 properly?  I don't understand how to properly convert the
 depreciated lines
 and fix the cannot convert errors.

 2. In the project are all the files necessary in order to use the
 sdk_bot_temp.cpp example?  Once I compile it how do I add it to my dod
 source server to test.  I have installed mani before but it
 is a plugin.  I
 am not sure how a bod mod would be installed into dod.

 If someone could provide a simple vs2005 project to start bot
 development
 for dod source I would be eternally grateful.  I am a fairly
 proficient
 programmer but havent done much c++ programming so I am
 getting stalled here
 :)

 Thanks,
 Scott


 Warning   1   warning C4996: '_vsnprintf' was
 declared deprecated
 c:\dodsbot\src\Public\tier0\dbg.h 482
 Warning   2   warning C4996: '_vsnprintf' was
 declared deprecated
 c:\dodsbot\src\Public\tier0\dbg.h 482
 Warning   3   warning C4996: 'strcpy' was declared deprecated
 c:\dodsbot\src\Public\vstdlib\strtools.h  89
 Warning   4   warning C4996: 'strcpy' was declared deprecated
 c:\dodsbot\src\Public\vstdlib\strtools.h  89
 Error 5   error C2440: 'return' : cannot convert from
 'const char *'
 to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h90
 Error 6   error C2440: 'return' : cannot convert from
 'const char *'
 to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h93
 Error 7   error C2440: 'return' : cannot convert from
 'const char *'
 to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h90
 Error 8   error C2440: 'return' : cannot convert from
 'const char *'
 to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h93
 Warning   9   warning C4996: 'strcpy' was declared deprecated
 c:\dodsbot\src\Public\datamap.h   384
 Warning   10  warning C4996: 'strcat' was declared deprecated
 c:\dodsbot\src\Public\datamap.h   385
 Warning   11  warning C4996: 'strcpy' was declared deprecated
 c:\dodsbot\src\Public\datamap.h   384
 Warning   12  warning C4996: 'strcat' was declared deprecated
 c:\dodsbot\src\Public\datamap.h   385
 Warning   13  warning C4996: '_vsnprintf' was
 declared deprecated
 c:\dodsbot\src\Public\tier0\dbg.h 482
 Warning   14  warning C4996: 'strcpy' was declared deprecated
 c:\dodsbot\src\Public\vstdlib\strtools.h  89
 Error 15  error BK1506 : cannot open file
 '.\release_sdk\AlphaMaterialProxy.sbr': No such file or directory
 BSCMAKE
 Error 16  error C2440: 'return' : cannot convert from
 'const char *'
 to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h90
 Error 17  error C2440: 'return' : cannot convert from
 'const char *'
 to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h93
 Warning   18  warning C4996: 'strcpy' was declared deprecated
 c:\dodsbot\src\Public\datamap.h   384
 Warning   19  warning C4996: 'strcat' was declared deprecated
 c:\dodsbot\src\Public\datamap.h   385
 Error 20  error BK1506 : cannot open file
 '.\release_sdk\AI_Activity.sbr': No such file or directoryBSCMAKE


 ___
 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

2006-08-02 Thread Mike Durand
It works for me too in Outlook. (yeah, we have to use it)

But the archive does show the thread as being broken whenever I post to
it.
http://list.valvesoftware.com/mailman/private/hlcoders/2006-August/threa
d.html

I'll see if there's some Outlook setting I can change to prevent this
from happening. After the SDK is done, of course.

Thanks for bringing this to my attention, Jorge.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
botman Broome
Sent: Wednesday, August 02, 2006 11:22 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Upcoming SDK Release

Jorge Rodriguez wrote:
 Are you guys required to use Outlook or something? Every post I've
 ever seen to this list from Valve has been with Outlook, and it always

 screws up the thread groups. I find it rather humorous that Valve uses

 GNU Mailman for their mailing list, a software bundle that tries to
 intricately to handle thread groups well, and then turns around and
 uses Outlook to trample all over them :P

Threaded view works fine for me in Thunderbird.  What mail client are
you using?

--
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

2006-08-02 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
I would almost say.. let us test.. but if you do that, you have problaby
some folks screaming at you.
Still, if it's released as a seperated SDK, there shouldn't be many
problems.

Just promise me that this time you fix the SDK tools when the fix is
available.. instead of waiting couple of months. (* talks to Valve in
particular)

On 8/2/06, Mike Durand [EMAIL PROTECTED] wrote:

 Very soon. I worked through the last bug that I've found yesterday and
 we're doing just a bit more testing before updating Steam. I'll let the
 list know as soon as I have more news.

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Wraiyth
 Sent: Wednesday, August 02, 2006 12:05 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Upcoming SDK Release

 --
 [ Picked text/plain from multipart/alternative ] I know its only
 Tuesday, but do we have an updated ETA for the release Mike?

 Matt

 On 8/1/06, Rob Lach [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ] take your time, if
  you guys are having problems, sort em out before you guys release it.
 
  Oi,
  Rober Pierog Lach
 
  On 7/31/06, Steve Rabouin [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ] Maybe this will
   help you, tho if you haven't done this already, I'd wait for the SDK

   update, maybe they've done all the work for you..
  
   http://articles.thewavelength.net/702/
  
   On 7/31/06, Nick [EMAIL PROTECTED] wrote:
   
How do you enable spectators?
   
On 7/31/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ] Well, the code
 already has all code. You just need to enable
   spectators,
 what they did.
   
   --
  
   ___
   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
 
 


 --
 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


--

___
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

2006-08-02 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Wasn't the 2004 HL2 source leaked due a bug in Outlook?

On 8/2/06, Mike Durand [EMAIL PROTECTED] wrote:

 It works for me too in Outlook. (yeah, we have to use it)

 But the archive does show the thread as being broken whenever I post to
 it.
 http://list.valvesoftware.com/mailman/private/hlcoders/2006-August/threa
 d.html

 I'll see if there's some Outlook setting I can change to prevent this
 from happening. After the SDK is done, of course.

 Thanks for bringing this to my attention, Jorge.

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
 botman Broome
 Sent: Wednesday, August 02, 2006 11:22 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Upcoming SDK Release

 Jorge Rodriguez wrote:
  Are you guys required to use Outlook or something? Every post I've
  ever seen to this list from Valve has been with Outlook, and it always

  screws up the thread groups. I find it rather humorous that Valve uses

  GNU Mailman for their mailing list, a software bundle that tries to
  intricately to handle thread groups well, and then turns around and
  uses Outlook to trample all over them :P

 Threaded view works fine for me in Thunderbird.  What mail client are
 you using?

 --
 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


--

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



Re: [hlcoders] Basic Bot Stub

2006-08-02 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
1. Turn off digest mode... It sucks when also replying at the list ;)
2. http://developer.valvesoftware.com/wiki/Compiling_under_VS2005

On 8/2/06, Scott Tuttle [EMAIL PROTECTED] wrote:

 I guess that's just a small amount of the compile errors I am getting.

 I wont burden the list by posting all of them :)

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  Scott Tuttle
  Sent: Wednesday, August 02, 2006 2:33 PM
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] Basic Bot Stub
 
  Dear List:
 
  I have been looking at the sdk code all day.  Trying to get a
  basic project
  setup that would allow me to do some bot work.  Specifically
  dod source.  I
  see there are some deficiencies in the plugin aspect and am
  looking at the
  mod aspect.
 
  I downloaded the sdk but am having some problems:
 
  1. I have visual studio 2005 and cannot compile the current sample mod
  project created.  I used the integrated conversion tool to
  open up the 2003
  project and covert it to 2005.  But, when I try to compile, I
  am getting
  some errors.  Compile errors are attached to the end of this
  email.  Does
  someone have a vs2005 sdk project that can be downloaded and compiles
  properly?  I don't understand how to properly convert the
  depreciated lines
  and fix the cannot convert errors.
 
  2. In the project are all the files necessary in order to use the
  sdk_bot_temp.cpp example?  Once I compile it how do I add it to my dod
  source server to test.  I have installed mani before but it
  is a plugin.  I
  am not sure how a bod mod would be installed into dod.
 
  If someone could provide a simple vs2005 project to start bot
  development
  for dod source I would be eternally grateful.  I am a fairly
  proficient
  programmer but havent done much c++ programming so I am
  getting stalled here
  :)
 
  Thanks,
  Scott
 
 
  Warning   1   warning C4996: '_vsnprintf' was
  declared deprecated
  c:\dodsbot\src\Public\tier0\dbg.h 482
  Warning   2   warning C4996: '_vsnprintf' was
  declared deprecated
  c:\dodsbot\src\Public\tier0\dbg.h 482
  Warning   3   warning C4996: 'strcpy' was declared deprecated
  c:\dodsbot\src\Public\vstdlib\strtools.h  89
  Warning   4   warning C4996: 'strcpy' was declared deprecated
  c:\dodsbot\src\Public\vstdlib\strtools.h  89
  Error 5   error C2440: 'return' : cannot convert from
  'const char *'
  to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h90
  Error 6   error C2440: 'return' : cannot convert from
  'const char *'
  to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h93
  Error 7   error C2440: 'return' : cannot convert from
  'const char *'
  to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h90
  Error 8   error C2440: 'return' : cannot convert from
  'const char *'
  to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h93
  Warning   9   warning C4996: 'strcpy' was declared deprecated
  c:\dodsbot\src\Public\datamap.h   384
  Warning   10  warning C4996: 'strcat' was declared deprecated
  c:\dodsbot\src\Public\datamap.h   385
  Warning   11  warning C4996: 'strcpy' was declared deprecated
  c:\dodsbot\src\Public\datamap.h   384
  Warning   12  warning C4996: 'strcat' was declared deprecated
  c:\dodsbot\src\Public\datamap.h   385
  Warning   13  warning C4996: '_vsnprintf' was
  declared deprecated
  c:\dodsbot\src\Public\tier0\dbg.h 482
  Warning   14  warning C4996: 'strcpy' was declared deprecated
  c:\dodsbot\src\Public\vstdlib\strtools.h  89
  Error 15  error BK1506 : cannot open file
  '.\release_sdk\AlphaMaterialProxy.sbr': No such file or directory
  BSCMAKE
  Error 16  error C2440: 'return' : cannot convert from
  'const char *'
  to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h90
  Error 17  error C2440: 'return' : cannot convert from
  'const char *'
  to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h93
  Warning   18  warning C4996: 'strcpy' was declared deprecated
  c:\dodsbot\src\Public\datamap.h   384
  Warning   19  warning C4996: 'strcat' was declared deprecated
  c:\dodsbot\src\Public\datamap.h   385
  Error 20  error BK1506 : cannot open file
  '.\release_sdk\AI_Activity.sbr': No such file or directoryBSCMAKE
 
 
  ___
  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, 

Re: [hlcoders] Upcoming SDK Release

2006-08-02 Thread Jorge Rodriguez

Jorge Rodriguez wrote:

Jeffrey botman Broome wrote:

Jorge Rodriguez wrote:

Are you guys required to use Outlook or something? Every post I've ever
seen to this list from Valve has been with Outlook, and it always
screws
up the thread groups. I find it rather humorous that Valve uses GNU
Mailman for their mailing list, a software bundle that tries to
intricately to handle thread groups well, and then turns around and
uses
Outlook to trample all over them :P


Threaded view works fine for me in Thunderbird.  What mail client are
you using?


Thunderbird 1.5.0.5. Every time a Valvee replies, it shows as a reply to
the person who started the thread, as opposed to the person whom the
Valvee obviously meant to reply to.


Just so nobody thinks I'm crazy:

http://vinoisnotouzo.com/threads.png

I've highlighted the post that Mike made and the post he responded to.
I've seen this behavior with all Valvee's, but only with Valvee's. Maybe
I'm a freak of nature?

--
Jorge Vino Rodriguez


___
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

2006-08-02 Thread Jorge Rodriguez

Mike Durand wrote:

It works for me too in Outlook. (yeah, we have to use it)

But the archive does show the thread as being broken whenever I post to
it.
http://list.valvesoftware.com/mailman/private/hlcoders/2006-August/thread.html

I'll see if there's some Outlook setting I can change to prevent this
from happening. After the SDK is done, of course.

Thanks for bringing this to my attention, Jorge.

-Mike



Oh good, I'm not crazy. Sorry for distracting you.

--
Jorge Vino Rodriguez


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



RE: [hlcoders] Basic Bot Stub

2006-08-02 Thread Scott Tuttle

 You can't compile a mod and run it with DOD:S (DOD:S is a mod).

Yes I thought this.  Which was a source of my confusion when checking out
the server bot portion of the sdk wiki.

 You need to make a plugin. Check out this list history for
 posts related to
 this. Bots that interact with players can't currently be made
 for exisiting
 mods like CS:S or DOD:S with the Valve provided plugin interfaces.

As I stated in my original post I did look at the history.  I scanned the
history for bot referrences all the way back to 2004.

Thanks for the reply.



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



RE: [hlcoders] Basic Bot Stub

2006-08-02 Thread Scott Tuttle
Nah I wont use 2003.  I just was reading the examples and such and obviously
the documentation is not sufficient.  I wanted to do something simple and
just use their code to add a bot the the server.  But obviously they have
no simple code to do this.  However they should have such simple example
code.  I guess I expect too much.

I plan on checking out your 2005 link there.  :)

Thanks

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Robbie Groenewoudt
 Sent: Wednesday, August 02, 2006 2:51 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Basic Bot Stub

 --
 [ Picked text/plain from multipart/alternative ]
 * rereads message

 Are you sure you want to make a bot? if you just started, I
 would recommened
 to do something simple first. Download some open-source
 serverplugins and
 take a look in it. There are also open-source bots.

 Second, you are talking about Dod: Source and modcode.
 However, there's no
 modcode available for DODS. You will have to make a
 serverplugin and don't
 use modcode. (That is for HL2(DM))

 Third: Many people still have loads of errors with 2005. The
 VDC page is
 only about the modcode so it would be hard to fix server
 plugins for 2005. I
 would recommend using Visual Studio 2003.

 On 8/2/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:
 
  1. Turn off digest mode... It sucks when also replying at
 the list ;)
  2. http://developer.valvesoftware.com/wiki/Compiling_under_VS2005
 
 
  On 8/2/06, Scott Tuttle [EMAIL PROTECTED] wrote:
  
   I guess that's just a small amount of the compile errors
 I am getting.
  
   I wont burden the list by posting all of them :)
  
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Scott Tuttle
Sent: Wednesday, August 02, 2006 2:33 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Basic Bot Stub
   
Dear List:
   
I have been looking at the sdk code all day.  Trying to get a
basic project
setup that would allow me to do some bot work.  Specifically
dod source.  I
see there are some deficiencies in the plugin aspect and am
looking at the
mod aspect.
   
I downloaded the sdk but am having some problems:
   
1. I have visual studio 2005 and cannot compile the
 current sample mod
project created.  I used the integrated conversion tool to
open up the 2003
project and covert it to 2005.  But, when I try to compile, I
am getting
some errors.  Compile errors are attached to the end of this
email.  Does
someone have a vs2005 sdk project that can be
 downloaded and compiles
properly?  I don't understand how to properly convert the
depreciated lines
and fix the cannot convert errors.
   
2. In the project are all the files necessary in order
 to use the
sdk_bot_temp.cpp example?  Once I compile it how do I
 add it to my dod
source server to test.  I have installed mani before but it
is a plugin.  I
am not sure how a bod mod would be installed into dod.
   
If someone could provide a simple vs2005 project to start bot
development
for dod source I would be eternally grateful.  I am a fairly
proficient
programmer but havent done much c++ programming so I am
getting stalled here
:)
   
Thanks,
Scott
   
   
Warning   1   warning C4996: '_vsnprintf' was
declared deprecated
c:\dodsbot\src\Public\tier0\dbg.h 482
Warning   2   warning C4996: '_vsnprintf' was
declared deprecated
c:\dodsbot\src\Public\tier0\dbg.h 482
Warning   3   warning C4996: 'strcpy' was
 declared deprecated
c:\dodsbot\src\Public\vstdlib\strtools.h  89
Warning   4   warning C4996: 'strcpy' was
 declared deprecated
c:\dodsbot\src\Public\vstdlib\strtools.h  89
Error 5   error C2440: 'return' : cannot convert from
'const char *'
to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h90
Error 6   error C2440: 'return' : cannot convert from
'const char *'
to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h93
Error 7   error C2440: 'return' : cannot convert from
'const char *'
to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h90
Error 8   error C2440: 'return' : cannot convert from
'const char *'
to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h93
Warning   9   warning C4996: 'strcpy' was
 declared deprecated
c:\dodsbot\src\Public\datamap.h   384
Warning   10  warning C4996: 'strcat' was
 declared deprecated
c:\dodsbot\src\Public\datamap.h   385
Warning   11  warning C4996: 'strcpy' was
 declared deprecated
c:\dodsbot\src\Public\datamap.h   384
Warning   12  warning C4996: 'strcat' was
 declared deprecated
c:\dodsbot\src\Public\datamap.h   385
Warning

Re: [hlcoders] Upcoming SDK Release

2006-08-02 Thread Charles Solar
--
[ Picked text/plain from multipart/alternative ]
I laughed really really hard when I read this. :P


On 8/2/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Wasn't the 2004 HL2 source leaked due a bug in Outlook?

--

___
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

2006-08-02 Thread Snakez
I'm pretty sure they keep everything up to date now :)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robbie
Groenewoudt
Sent: Wednesday, August 02, 2006 2:44 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Upcoming SDK Release

--
[ Picked text/plain from multipart/alternative ] Wasn't the 2004 HL2 source
leaked due a bug in Outlook?

On 8/2/06, Mike Durand [EMAIL PROTECTED] wrote:

 It works for me too in Outlook. (yeah, we have to use it)

 But the archive does show the thread as being broken whenever I post
 to it.
 http://list.valvesoftware.com/mailman/private/hlcoders/2006-August/thr
 ea
 d.html

 I'll see if there's some Outlook setting I can change to prevent this
 from happening. After the SDK is done, of course.

 Thanks for bringing this to my attention, Jorge.

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
 botman Broome
 Sent: Wednesday, August 02, 2006 11:22 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Upcoming SDK Release

 Jorge Rodriguez wrote:
  Are you guys required to use Outlook or something? Every post I've
  ever seen to this list from Valve has been with Outlook, and it
  always

  screws up the thread groups. I find it rather humorous that Valve
  uses

  GNU Mailman for their mailing list, a software bundle that tries to
  intricately to handle thread groups well, and then turns around and
  uses Outlook to trample all over them :P

 Threaded view works fine for me in Thunderbird.  What mail client are
 you using?

 --
 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


--

___
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

2006-08-02 Thread Nick

On 8/2/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
Wasn't the 2004 HL2 source leaked due a bug in Outlook?


I use gmail and threads work perfect for me. I setup my own filter in
gmail so i can sort them easily.

about the leak, i think it involved something about outlook exploit
and a hacked version of pcanywhere?

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



RE: [hlcoders] Basic Bot Stub

2006-08-02 Thread Jay Stelly
For what it's worth, although vs2005 is not yet supported the new SDK
code has most of these errors fixed including the ai follower
compile-time assert in the single-player code (hasn't been fixed on any
of the community pages I've seen).  We're just not quite done with the
support for vs2005.  But it should be much less work to get there from
the new SDK - for what that's worth.

Jay


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Robbie Groenewoudt
 Sent: Wednesday, August 02, 2006 11:42 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Basic Bot Stub

 --
 [ Picked text/plain from multipart/alternative ] 1. Turn off
 digest mode... It sucks when also replying at the list ;) 2.
 http://developer.valvesoftware.com/wiki/Compiling_under_VS2005


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



[hlcoders] [Physics!] FAILED Messages?

2006-08-02 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
In the mod I'm working on, we occasionally see the message [Physics!]
FAILED. I don't see this code anywhere in the mod SDK, so it appears to be
from the engine. Anyone know what this means exactly? Perhaps valve can spit
out a more descriptive error from the engine if thats where it comes from?
--

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



[hlcoders] Entity Creation (client)

2006-08-02 Thread John Sheu
Suppose that you have an entity created by the server out of the PVS of a
particular client.  Then does the entity get created also on the client at
that time?  Or is the creation not done until the entity enters the client
PVS?

-John Sheu

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



Re: [hlcoders] Entity Creation (client)

2006-08-02 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
It remains on the client with a dormant flag set.

--
ts2do
--

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