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