Re: [hlcoders] Painting on Sub-panels

2006-08-06 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
 pnlGraph->SetPos(XRES(10), YRES(45));
 pnlGraph->SetSize(XRES(600), YRES(405));

The pos and size should be relative to the parent

Also try adding a Msg/DevMsg to the Paint

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Re: [hlcoders] Painting on Sub-panels

2006-08-06 Thread Shing-Cheung Chan
--
[ Picked text/plain from multipart/alternative ]
I have the follow code snippet.

  ConVar cvShowPmPanel("hud_showpmpanel", "0", FCVAR_CLIENTDLL, "Shows/hides 
SimVBSE_PmPanel");
  // The name "TogglePmPanel" can be typed into the developer console to 
execute this function!
CON_COMMAND(TogglePmPanel, "Toggles SimVBSE_PmPanel on or off")
{
 //Another more direct way: pmpanel->SetVisible(!pmpanel->IsVisible())
 cvShowPmPanel.SetValue(!cvShowPmPanel.GetBool());
 pmpanel->Activate();
};
  class CSimVBSE_GraphPanel1;
  class CSimVBSE_PmPanel : public vgui::Frame
{
 DECLARE_CLASS_SIMPLE(CSimVBSE_PmPanel, vgui::Frame);
 CSimVBSE_PmPanel(vgui::VPANEL parent);
 ~CSimVBSE_PmPanel() {};
  protected:
 virtual void OnTick();
 virtual void OnCommand(const char* pcCommand);
  private:
  
   vgui::Panel* pnlGraph;

   CSimVBSE_GraphPanel1* graphpanel;

  };
  class CSimVBSE_PmPanelInterface : public ISimVBSE_PmPanel
{
.
  };
  class CSimVBSE_GraphPanel1 : public vgui::Panel
{
 DECLARE_CLASS_SIMPLE(CSimVBSE_GraphPanel1, vgui::Panel);
 CSimVBSE_GraphPanel1(vgui::Panel parent);
 ~CSimVBSE_GraphPanel1() {};
   protected:
  virtual void Paint();
};

CSimVBSE_GraphPanel1::CSimVBSE_GraphPanel1(vgui::Panel parent) : 
BaseClass(parent)
{

 SetScheme(vgui::scheme()->LoadSchemeFromFile("resource/SimVBSE_Scheme.res", 
"SimVBSE_Scheme"));

 SetProportional(true);
 SetVisible(true);
   SetPos(XRES(10), YRES(10));
 SetSize(XRES(580), YRES(385));
   vgui::ivgui()->AddTickSignal(GetVPanel(), 100);
}
  void CSimVBSE_GraphPanel1::Paint()
{
 wchar_t *pText = L"Hello world!"; // wide char text
   // get the right font handle for this scheme
 vgui::IScheme *pScheme = vgui::scheme()->GetIScheme(GetScheme());
 vgui::HFont hFont = pScheme->GetFont( "DefaultSmall" );
   vgui::surface()->DrawSetTextFont( hFont ); // set the font
 vgui::surface()->DrawSetTextColor( 255, 0, 0, 255 ); // full red
 vgui::surface()->DrawSetTextPos( 10, 10 ); // x,y position
 vgui::surface()->DrawPrintText( pText, wcslen(pText) ); // print text

}
  CSimVBSE_PmPanel::CSimVBSE_PmPanel(vgui::VPANEL parent) : BaseClass(NULL, 
"PmPanel")
{
 SetParent(parent);

 SetScheme(vgui::scheme()->LoadSchemeFromFile("resource/SimVBSE_Scheme.res", 
"SimVBSE_Scheme"));
 LoadControlSettings("resource/UI/SimVBSE_PmPanel.res");
   SetKeyBoardInputEnabled(true);
 SetMouseInputEnabled(true);

 SetProportional(true);
 SetTitleBarVisible(false);
 SetMinimizeButtonVisible(false);
 SetMaximizeButtonVisible(false);
 SetCloseButtonVisible(false);
 SetSizeable(false);
 SetMoveable(false);
 SetVisible(true);
   SetPos(XRES(10), YRES(10));
 SetSize(XRES(620), YRES(460));
  
 pnlGraph = new vgui::Panel(this, "pnlGraph");
 pnlGraph->SetPos(XRES(10), YRES(45));
 pnlGraph->SetSize(XRES(600), YRES(405));
   graphpanel = new CSimVBSE_GraphPanel1(pnlGraph);

  ..

   vgui::ivgui()->AddTickSignal(GetVPanel(), 100);
}
  }
  static CSimVBSE_PmPanelInterface g_PmPanel;
ISimVBSE_PmPanel* pmpanel = (ISimVBSE_PmPanel*)&g_PmPanel;

  Thanks,
  Adrian


Aaron Schiff <[EMAIL PROTECTED]> wrote:
  --
[ Picked text/plain from multipart/alternative ]
Would you like to share code?

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Re: [hlcoders] Logical View?

2006-08-06 Thread Nathan Voge
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]


Actually that happens to me too, only I haven't found a way back to the logical 
view.

If your stuff is centered around the origin - you don't have to select an 
object - you can just click to focus the camera and it goes to the origin (the 
way it started before the update).

Another thing I noticed is that Hammer is now using a lot more memory than 
before. I have many background programs running, but it was never (except for 
map compiles) causing itself or other programs to slow down. Now in the task 
menu Hammer was over 100 Mb. I had many times during simple stretching 
operations or camera moves that my computer would freeze for a while. I'm not 
sure if this was due to autosaves. I will turn that off and try it.


  - Original Message -
  From: Jared
  To: hlcoders@list.valvesoftware.com
  Sent: Monday, August 07, 2006 12:13 AM
  Subject: Re: [hlcoders] Logical View?


  --
  [ Picked text/plain from multipart/alternative ]
  Also, whenever I switch back from logical view to any 3D view, nothing ever
  shows up and the only way I am able to get the camera working is to click an
  object and have the camera focus on that object. Does anybody else get that
  too?

  On 8/6/06, Nathan Voge <[EMAIL PROTECTED]> wrote:
  >
  > This is a multi-part message in MIME format.
  > --
  > [ Picked text/plain from multipart/alternative ]
  >
  >
  > Sorry, I can see how I wrote it that way. I was trying to ask what the
  > Logical view is for and how it can used.
  >
  >
  >   - Original Message -
  >   From: Chris Harris>
  >   To: hlcoders@list.valvesoftware.commailto:[EMAIL 
PROTECTED]:
  > hlcoders@list.valvesoftware.com>
  >   Sent: Sunday, August 06, 2006 7:12 PM
  >   Subject: Re: [hlcoders] Logical View?
  >
  >
  >   --
  >   [ Picked text/plain from multipart/alternative ]
  >   Using the black box that displays the name of the view for that panel
  > you
  >   can set it there.
  >
  >   On 8/6/06, Nathan Voge <[EMAIL PROTECTED]>>
  > wrote:
  >   >
  >   > This is a multi-part message in MIME format.
  >   > --
  >   > [ Picked text/plain from multipart/alternative ]
  >   >
  >   > When I started Hammer and opened a map for the first time after
  > update.
  >   > The default camera area said Logical and showed a stack of something.
  > In my
  >   > haste to see the map I changed the view and now I can't find a way
  > back to
  >   > see what it was. Did anyone else see this?
  >   > --
  >   >
  >   >
  >   > ___
  >   > To unsubscribe, edit your list preferences, or view the list archives,
  >   > please visit:
  >   > 
http://list.valvesoftware.com/mailman/listinfo/hlcoders<
  > 
http://list.valvesoftware.com/mailman/listinfo/hlcoders>
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RE: [hlcoders] Launching Mod from Steam doesn't work

2006-08-06 Thread Paul Peloski
--
[ Picked text/plain from multipart/alternative ]
I was using -allowdebug to launch debug DLLs from Steam but hl2.exe was just
crashing without giving an error mesage. I'd say that -allowdebug doesn't
work. My mod will launch from Steam as long as I build release DLLs and
pretend -allowdebug doesn't exist. Not a big deal, and will probably save me
from sending someone debug DLLs by accident.

Thanks for your time Jay,

Paul
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Re: [hlcoders] Logical View?

2006-08-06 Thread Jared
--
[ Picked text/plain from multipart/alternative ]
Also, whenever I switch back from logical view to any 3D view, nothing ever
shows up and the only way I am able to get the camera working is to click an
object and have the camera focus on that object. Does anybody else get that
too?

On 8/6/06, Nathan Voge <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Sorry, I can see how I wrote it that way. I was trying to ask what the
> Logical view is for and how it can used.
>   - Original Message -
>   From: Chris Harris
>   To: hlcoders@list.valvesoftware.com hlcoders@list.valvesoftware.com>
>   Sent: Sunday, August 06, 2006 7:12 PM
>   Subject: Re: [hlcoders] Logical View?
>
>
>   --
>   [ Picked text/plain from multipart/alternative ]
>   Using the black box that displays the name of the view for that panel
> you
>   can set it there.
>
>   On 8/6/06, Nathan Voge <[EMAIL PROTECTED]>
> wrote:
>   >
>   > This is a multi-part message in MIME format.
>   > --
>   > [ Picked text/plain from multipart/alternative ]
>   > When I started Hammer and opened a map for the first time after
> update.
>   > The default camera area said Logical and showed a stack of something.
> In my
>   > haste to see the map I changed the view and now I can't find a way
> back to
>   > see what it was. Did anyone else see this?
>   > --
>   >
>   >
>   > ___
>   > To unsubscribe, edit your list preferences, or view the list archives,
>   > please visit:
>   > http://list.valvesoftware.com/mailman/listinfo/hlcoders<
> http://list.valvesoftware.com/mailman/listinfo/hlcoders>
>   >
>   >
>   --
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Re: [hlcoders] Launching mod from error, Error!

2006-08-06 Thread Michael Kramer
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[ Picked text/plain from multipart/alternative ]
used to always work for me.
--

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RE: [hlcoders] Launching mod from error, Error!

2006-08-06 Thread Tony \"omega\" Sergi
I thought we couldn't launch maps from hammer, with source? At all?

I thought it was always broken like this..

--
-- omega
Heroes of Excelsior
http://www.heroesofexcelsior.com
Blackened Interactive
http://www.blackened-interactive.com
> -Original Message-
> From: Michael Kramer [mailto:[EMAIL PROTECTED]
> Sent: August 7, 2006 12:28 AM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Launching mod from error, Error!
>
> --
> [ Picked text/plain from multipart/alternative ]
> I get this when I try to launch a map from hammer using my mod (app id
> 215)
>
> http://img137.imageshack.us/img137/3314/errorfw8.jpg
>
>
> Any ideas what is causing it?
> --
>
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>
> This message was checked by NOD32 antivirus system.
> http://www.eset.com



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[hlcoders] Launching mod from error, Error!

2006-08-06 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
I get this when I try to launch a map from hammer using my mod (app id 215)

http://img137.imageshack.us/img137/3314/errorfw8.jpg


Any ideas what is causing it?
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Re: [hlcoders] Launching Mod from Steam doesn't work

2006-08-06 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
I added -allowdebug the the launch options and it doesn't make a difference.
I am also running in a window, and not seeing any error messages. Just does
a ding and vanishes. (That's for the debug release only.. release works fine
from steam menu)

On 8/6/06, Eric Van Huss <[EMAIL PROTECTED]> wrote:
>
> [ Converted text/html to text/plain ]
>
> -allowdebug doesn't seem to work for me in steam.
>
> Make sure you run your source game in a window to see any error message.
> Won't
> see it in fullscreen.
>
> Running debug mode through the debugger does work though as said before.
>
> Eric
>
>
>
> --
> From:  "Jay Stelly" <[EMAIL PROTECTED]>
> Reply-To:  hlcoders@list.valvesoftware.com
> To:  
> Subject:  RE: [hlcoders] Launching Mod from Steam doesn't work
> Date:  Sun, 6 Aug 2006 18:13:06 -0700
> >For a debug build you either need to be in a debugger or running with
> >the -allowdebug commandline argument.  Otherwise the engine is supposed
> >to validate that none of the binaries are debug builds.  It's not
> >supposed to crash, however; you should get a message box with an error.
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > Paul Peloski
> > > Sent: Sunday, August 06, 2006 4:25 PM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: [hlcoders] Launching Mod from Steam doesn't work
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ] I've got the
> > > same problem as Steve, hl2.exe crashes (with no error)
> > > immediately after playing the Valve intro video (about the
> > > time it would load my mod DLLs). Here's some more
> > > information, hopefully it will help solve our problem..
> > >
> > > The mod will launch and not crash from Steam OR Visual Studio
> > > ONLY if I attach a debugger (ie, windbg or manually attaching
> > > VS.net while the game is loading). It seems hl2.exe doesn't
> > > want to load the mod DLLs unless a debugger is attached.
> > >
> > > This crash dump was made in my half-life 2 deathmatch folder:
> > > http://hl2ctf.net/~sinbad/Steam__2803__2006_8_6T23_11_47C14656.mdmp
> > >
> > > I'm using appid 320, not 215, because HL2CTF shares a lot with HL2DM.
> > >
> > > I'm using the latest (Aug 04) SDK code as a base for the mod.
> > >
> > > Thank you,
> > >
> > > Paul.
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
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RE: [hlcoders] Launching Mod from Steam doesn't work

2006-08-06 Thread Eric Van Huss

[ Converted text/html to text/plain ]

-allowdebug doesn't seem to work for me in steam.

Make sure you run your source game in a window to see any error message. Won't
see it in fullscreen.

Running debug mode through the debugger does work though as said before.

Eric


--
From:  "Jay Stelly" <[EMAIL PROTECTED]>
Reply-To:  hlcoders@list.valvesoftware.com
To:  
Subject:  RE: [hlcoders] Launching Mod from Steam doesn't work
Date:  Sun, 6 Aug 2006 18:13:06 -0700

For a debug build you either need to be in a debugger or running with
the -allowdebug commandline argument.  Otherwise the engine is supposed
to validate that none of the binaries are debug builds.  It's not
supposed to crash, however; you should get a message box with an error.

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Paul Peloski
> Sent: Sunday, August 06, 2006 4:25 PM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Launching Mod from Steam doesn't work
>
> --
> [ Picked text/plain from multipart/alternative ] I've got the
> same problem as Steve, hl2.exe crashes (with no error)
> immediately after playing the Valve intro video (about the
> time it would load my mod DLLs). Here's some more
> information, hopefully it will help solve our problem..
>
> The mod will launch and not crash from Steam OR Visual Studio
> ONLY if I attach a debugger (ie, windbg or manually attaching
> VS.net while the game is loading). It seems hl2.exe doesn't
> want to load the mod DLLs unless a debugger is attached.
>
> This crash dump was made in my half-life 2 deathmatch folder:
> http://hl2ctf.net/~sinbad/Steam__2803__2006_8_6T23_11_47C14656.mdmp
>
> I'm using appid 320, not 215, because HL2CTF shares a lot with HL2DM.
>
> I'm using the latest (Aug 04) SDK code as a base for the mod.
>
> Thank you,
>
> Paul.
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
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Re: [hlcoders] Logical View?

2006-08-06 Thread Nathan Voge
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Sorry, I can see how I wrote it that way. I was trying to ask what the Logical 
view is for and how it can used.
  - Original Message -
  From: Chris Harris
  To: hlcoders@list.valvesoftware.com
  Sent: Sunday, August 06, 2006 7:12 PM
  Subject: Re: [hlcoders] Logical View?


  --
  [ Picked text/plain from multipart/alternative ]
  Using the black box that displays the name of the view for that panel you
  can set it there.

  On 8/6/06, Nathan Voge <[EMAIL PROTECTED]> wrote:
  >
  > This is a multi-part message in MIME format.
  > --
  > [ Picked text/plain from multipart/alternative ]
  > When I started Hammer and opened a map for the first time after update.
  > The default camera area said Logical and showed a stack of something. In my
  > haste to see the map I changed the view and now I can't find a way back to
  > see what it was. Did anyone else see this?
  > --
  >
  >
  > ___
  > To unsubscribe, edit your list preferences, or view the list archives,
  > please visit:
  > 
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  >
  >
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[hlcoders] Possible bug in 'Create a Mod' wizard

2006-08-06 Thread Sebastian 'Darth.Hunter' Kreutz
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi there!
I was using the wizard today for the 'create mod from scratch' option and found 
a possible little glitch there.
The MapSrc value in the GameConfig.txt was set to the following by the wizard:

c:\\steam\steamapps\SourceMods\sourcesdk_content\\mapsrc

Apart from the fact that there is no sourcesdk_content folder below 
SourceMods/, the working folder for the map, model, material and code sources 
has been created at a different place (where I defined it to be in the wizard).

Is that a bug or does the MapSrc value in the GameConfig.txt have a different 
meaning?

Greetings,

Sebastian 'Darth.Hunter' Kreutz
SW: The New Era
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RE: [hlcoders] Launching Mod from Steam doesn't work

2006-08-06 Thread Jay Stelly
For a debug build you either need to be in a debugger or running with
the -allowdebug commandline argument.  Otherwise the engine is supposed
to validate that none of the binaries are debug builds.  It's not
supposed to crash, however; you should get a message box with an error.

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Paul Peloski
> Sent: Sunday, August 06, 2006 4:25 PM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Launching Mod from Steam doesn't work
>
> --
> [ Picked text/plain from multipart/alternative ] I've got the
> same problem as Steve, hl2.exe crashes (with no error)
> immediately after playing the Valve intro video (about the
> time it would load my mod DLLs). Here's some more
> information, hopefully it will help solve our problem..
>
> The mod will launch and not crash from Steam OR Visual Studio
> ONLY if I attach a debugger (ie, windbg or manually attaching
> VS.net while the game is loading). It seems hl2.exe doesn't
> want to load the mod DLLs unless a debugger is attached.
>
> This crash dump was made in my half-life 2 deathmatch folder:
> http://hl2ctf.net/~sinbad/Steam__2803__2006_8_6T23_11_47C14656.mdmp
>
> I'm using appid 320, not 215, because HL2CTF shares a lot with HL2DM.
>
> I'm using the latest (Aug 04) SDK code as a base for the mod.
>
> Thank you,
>
> Paul.
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
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[hlcoders] datacache.dll crash after mod creation

2006-08-06 Thread Sebastian 'Darth.Hunter' Kreutz
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Good morning,

after the big SDK update, I tried using the 'create a mod' wizard with the 
setting "from scratch" to setup a working environment for our new mod, of 
course using the new SteamAppId.

After setting the mod up by the wizard which added the default client.dll and 
server.dll, I tried starting the mod. Worked so far, I got into the main menu. 
But when I wanted to load a map (a vehicle map is pre-installed automatically), 
the game crashed to desktop with a notice that Windows has discovered a problem 
and needed to shut the application down. In the details, I found the following:

AppName: hl2.exeAppVer: 0.0.0.0ModName: datacache.dll
ModVer: 0.0.0.0   Offset: b413

As I did not change anything yet in the generated framework, may I assume that 
there's a bug in there somewhere? Possible solutions anyone?


In addition, I think I've found a little glitch in the wizard. When a mod is 
created, it adds the following line to the new entry in the GameConfig.txt:

c:\\steam\steamapps\SourceMods\sourcesdk_content\\mapsrc

Apart from the fact that there is no sourcesdk_content folder below 
SourceMods/, the working folder for the map, model, material and code sources 
has been created at a different place (where I defined it to be in the wizard).

Is that a bug or does the MapSrc value in the GameConfig.txt have a different 
meaning?

Best regards,

Sebastian 'Darth.Hunter' Kreutz
SW: The New Era
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Re: [hlcoders] Re: SDK Issues

2006-08-06 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
Yeah, the run_mod.bat does work for debuging, that was my issue.. It works
from the batch file, but not from steam menu when using debug binaries,
while it used to work before this SDK release.

On 8/6/06, Chris Harris <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> did you use run_mod.bat for debug mode?
>
> It wont work using the steam menu for debug mode it seems.
>
>
> On 8/6/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Thanks. Release seems to 'work' so far.
> >
> > On 8/6/06, Snakez <[EMAIL PROTECTED]> wrote:
> > >
> > > Try release. I was having some similar problems with debug that
> cleared
> > up
> > > as soon as I changed it to release.
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Steve
> > Rabouin
> > > Sent: Sunday, August 06, 2006 5:06 PM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: Re: [hlcoders] Re: SDK Issues
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ] I compiled in debug
> > mode.
> > >
> > > On 8/6/06, Snakez <[EMAIL PROTECTED]> wrote:
> > > >
> > > > Did you compile in debug or release mode?
> > > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On Behalf Of Steve
> > > > Rabouin
> > > > Sent: Sunday, August 06, 2006 4:29 PM
> > > > To: hlcoders@list.valvesoftware.com
> > > > Subject: [hlcoders] Re: SDK Issues
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ] Alright... so I
> > > > compiled the HL2MP base code, and started it from the steam menu
> with
> > > > no modification, and I get the same thing. Guess I'll stop looking
> for
> > > > issues in my code..
> > > >
> > > > On 8/6/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > >  I figured out the dumps are now created in the "source sdk base"
> > > > folder.
> > > > > Even tho it quit without anything, some dump files are in the
> > folder.
> > > > > I'm unsure how to debug this properly tho. It seems to crash in
> > > > engine.dll..
> > > > >
> > > > > After click "break", this is what is highlighted in the call stack
> > > > window:
> > > > > > engine.dll!0dc8d57a()
> > > > > Unhandled exception at 0x0dc8d57a in
> > > > > Steam__2803__2006_8_6T19_44_31C3645.mdmp: 0xC005: Access
> > > > > violation reading location 0x.
> > > > >
> > > > > I have no clue what to do from here. I'm currently compiling the
> new
> > > > > base HL2MP SDK to see if I get the same thing.. :o
> > > > >
> > > > >  On 8/6/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
> > > > > >
> > > > > >  First, my ai_activity.cpp seemed to be missing the portal's
> > > > > > activities, so it caused a bunch of asserts. This being fixed..
> > > > > >
> > > > > > I am unable to load my mod from the steam menu. When I open it
> > > > > > from the steam menu, I am seeing the game menu, and then a
> "ding"
> > > > > > and it vanishes. No error, just vanishes. If I load it from
> > > > > > command line, it will load and work fine. Since it's not giving
> me
> > > > > > any kind of hint as to what the issue is... I got no clues.
> > > > > >
> > > > > > One thing I did notice, is if I launch from the steam menu, it
> > > > > > will say it's loading my mod. From the batch file it will say
> > > > > > loading SDK
> > > > base.
> > > > > > GameInfo.txt has been updated to SteamAppId 215. and from the
> > > > > > command line I also issue -applaunch 215.
> > > > > >
> > > > > > Any hints? Please? :o
> > > > > >
> > > > > > Thanks.
> > > > > >
> > > > > >
> > > > >
> > > > >
> > > > --
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > > >
> > > >
> > > > ___
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> archives,
> > > > please visit:
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> > > >
> > > >
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> > >
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> > > please visit:
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> > >
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> > >
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> > > please visit:
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> >
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>
> _

Re: [hlcoders] Re: SDK Issues

2006-08-06 Thread Chris Harris
--
[ Picked text/plain from multipart/alternative ]
did you use run_mod.bat for debug mode?

It wont work using the steam menu for debug mode it seems.


On 8/6/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Thanks. Release seems to 'work' so far.
>
> On 8/6/06, Snakez <[EMAIL PROTECTED]> wrote:
> >
> > Try release. I was having some similar problems with debug that cleared
> up
> > as soon as I changed it to release.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Steve
> Rabouin
> > Sent: Sunday, August 06, 2006 5:06 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Re: SDK Issues
> >
> > --
> > [ Picked text/plain from multipart/alternative ] I compiled in debug
> mode.
> >
> > On 8/6/06, Snakez <[EMAIL PROTECTED]> wrote:
> > >
> > > Did you compile in debug or release mode?
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Steve
> > > Rabouin
> > > Sent: Sunday, August 06, 2006 4:29 PM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: [hlcoders] Re: SDK Issues
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ] Alright... so I
> > > compiled the HL2MP base code, and started it from the steam menu with
> > > no modification, and I get the same thing. Guess I'll stop looking for
> > > issues in my code..
> > >
> > > On 8/6/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
> > > >
> > > >  I figured out the dumps are now created in the "source sdk base"
> > > folder.
> > > > Even tho it quit without anything, some dump files are in the
> folder.
> > > > I'm unsure how to debug this properly tho. It seems to crash in
> > > engine.dll..
> > > >
> > > > After click "break", this is what is highlighted in the call stack
> > > window:
> > > > > engine.dll!0dc8d57a()
> > > > Unhandled exception at 0x0dc8d57a in
> > > > Steam__2803__2006_8_6T19_44_31C3645.mdmp: 0xC005: Access
> > > > violation reading location 0x.
> > > >
> > > > I have no clue what to do from here. I'm currently compiling the new
> > > > base HL2MP SDK to see if I get the same thing.. :o
> > > >
> > > >  On 8/6/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > >  First, my ai_activity.cpp seemed to be missing the portal's
> > > > > activities, so it caused a bunch of asserts. This being fixed..
> > > > >
> > > > > I am unable to load my mod from the steam menu. When I open it
> > > > > from the steam menu, I am seeing the game menu, and then a "ding"
> > > > > and it vanishes. No error, just vanishes. If I load it from
> > > > > command line, it will load and work fine. Since it's not giving me
> > > > > any kind of hint as to what the issue is... I got no clues.
> > > > >
> > > > > One thing I did notice, is if I launch from the steam menu, it
> > > > > will say it's loading my mod. From the batch file it will say
> > > > > loading SDK
> > > base.
> > > > > GameInfo.txt has been updated to SteamAppId 215. and from the
> > > > > command line I also issue -applaunch 215.
> > > > >
> > > > > Any hints? Please? :o
> > > > >
> > > > > Thanks.
> > > > >
> > > > >
> > > >
> > > >
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
> >
> > ___
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> > please visit:
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> >
> >
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Re: [hlcoders] Logical View?

2006-08-06 Thread Chris Harris
--
[ Picked text/plain from multipart/alternative ]
Using the black box that displays the name of the view for that panel you
can set it there.

On 8/6/06, Nathan Voge <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> When I started Hammer and opened a map for the first time after update.
> The default camera area said Logical and showed a stack of something. In my
> haste to see the map I changed the view and now I can't find a way back to
> see what it was. Did anyone else see this?
> --
>
>
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[hlcoders] Logical View?

2006-08-06 Thread Nathan Voge
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
When I started Hammer and opened a map for the first time after update. The 
default camera area said Logical and showed a stack of something. In my haste 
to see the map I changed the view and now I can't find a way back to see what 
it was. Did anyone else see this?
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[hlcoders] Launching Mod from Steam doesn't work

2006-08-06 Thread Paul Peloski
--
[ Picked text/plain from multipart/alternative ]
I've got the same problem as Steve, hl2.exe crashes (with no error)
immediately after playing the Valve intro video (about the time it would
load my mod DLLs). Here's some more information, hopefully it will help
solve our problem..

The mod will launch and not crash from Steam OR Visual Studio ONLY if I
attach a debugger (ie, windbg or manually attaching VS.net while the game is
loading). It seems hl2.exe doesn't want to load the mod DLLs unless a
debugger is attached.

This crash dump was made in my half-life 2 deathmatch folder:
http://hl2ctf.net/~sinbad/Steam__2803__2006_8_6T23_11_47C14656.mdmp

I'm using appid 320, not 215, because HL2CTF shares a lot with HL2DM.

I'm using the latest (Aug 04) SDK code as a base for the mod.

Thank you,

Paul.
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Re: [hlcoders] Re: SDK Issues

2006-08-06 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
Thanks. Release seems to 'work' so far.

On 8/6/06, Snakez <[EMAIL PROTECTED]> wrote:
>
> Try release. I was having some similar problems with debug that cleared up
> as soon as I changed it to release.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Steve Rabouin
> Sent: Sunday, August 06, 2006 5:06 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Re: SDK Issues
>
> --
> [ Picked text/plain from multipart/alternative ] I compiled in debug mode.
>
> On 8/6/06, Snakez <[EMAIL PROTECTED]> wrote:
> >
> > Did you compile in debug or release mode?
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Steve
> > Rabouin
> > Sent: Sunday, August 06, 2006 4:29 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: [hlcoders] Re: SDK Issues
> >
> > --
> > [ Picked text/plain from multipart/alternative ] Alright... so I
> > compiled the HL2MP base code, and started it from the steam menu with
> > no modification, and I get the same thing. Guess I'll stop looking for
> > issues in my code..
> >
> > On 8/6/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
> > >
> > >  I figured out the dumps are now created in the "source sdk base"
> > folder.
> > > Even tho it quit without anything, some dump files are in the folder.
> > > I'm unsure how to debug this properly tho. It seems to crash in
> > engine.dll..
> > >
> > > After click "break", this is what is highlighted in the call stack
> > window:
> > > > engine.dll!0dc8d57a()
> > > Unhandled exception at 0x0dc8d57a in
> > > Steam__2803__2006_8_6T19_44_31C3645.mdmp: 0xC005: Access
> > > violation reading location 0x.
> > >
> > > I have no clue what to do from here. I'm currently compiling the new
> > > base HL2MP SDK to see if I get the same thing.. :o
> > >
> > >  On 8/6/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
> > > >
> > > >  First, my ai_activity.cpp seemed to be missing the portal's
> > > > activities, so it caused a bunch of asserts. This being fixed..
> > > >
> > > > I am unable to load my mod from the steam menu. When I open it
> > > > from the steam menu, I am seeing the game menu, and then a "ding"
> > > > and it vanishes. No error, just vanishes. If I load it from
> > > > command line, it will load and work fine. Since it's not giving me
> > > > any kind of hint as to what the issue is... I got no clues.
> > > >
> > > > One thing I did notice, is if I launch from the steam menu, it
> > > > will say it's loading my mod. From the batch file it will say
> > > > loading SDK
> > base.
> > > > GameInfo.txt has been updated to SteamAppId 215. and from the
> > > > command line I also issue -applaunch 215.
> > > >
> > > > Any hints? Please? :o
> > > >
> > > > Thanks.
> > > >
> > > >
> > >
> > >
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
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RE: [hlcoders] Re: SDK Issues

2006-08-06 Thread Snakez
Try release. I was having some similar problems with debug that cleared up
as soon as I changed it to release.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steve Rabouin
Sent: Sunday, August 06, 2006 5:06 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Re: SDK Issues

--
[ Picked text/plain from multipart/alternative ] I compiled in debug mode.

On 8/6/06, Snakez <[EMAIL PROTECTED]> wrote:
>
> Did you compile in debug or release mode?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Steve
> Rabouin
> Sent: Sunday, August 06, 2006 4:29 PM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Re: SDK Issues
>
> --
> [ Picked text/plain from multipart/alternative ] Alright... so I
> compiled the HL2MP base code, and started it from the steam menu with
> no modification, and I get the same thing. Guess I'll stop looking for
> issues in my code..
>
> On 8/6/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
> >
> >  I figured out the dumps are now created in the "source sdk base"
> folder.
> > Even tho it quit without anything, some dump files are in the folder.
> > I'm unsure how to debug this properly tho. It seems to crash in
> engine.dll..
> >
> > After click "break", this is what is highlighted in the call stack
> window:
> > > engine.dll!0dc8d57a()
> > Unhandled exception at 0x0dc8d57a in
> > Steam__2803__2006_8_6T19_44_31C3645.mdmp: 0xC005: Access
> > violation reading location 0x.
> >
> > I have no clue what to do from here. I'm currently compiling the new
> > base HL2MP SDK to see if I get the same thing.. :o
> >
> >  On 8/6/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
> > >
> > >  First, my ai_activity.cpp seemed to be missing the portal's
> > > activities, so it caused a bunch of asserts. This being fixed..
> > >
> > > I am unable to load my mod from the steam menu. When I open it
> > > from the steam menu, I am seeing the game menu, and then a "ding"
> > > and it vanishes. No error, just vanishes. If I load it from
> > > command line, it will load and work fine. Since it's not giving me
> > > any kind of hint as to what the issue is... I got no clues.
> > >
> > > One thing I did notice, is if I launch from the steam menu, it
> > > will say it's loading my mod. From the batch file it will say
> > > loading SDK
> base.
> > > GameInfo.txt has been updated to SteamAppId 215. and from the
> > > command line I also issue -applaunch 215.
> > >
> > > Any hints? Please? :o
> > >
> > > Thanks.
> > >
> > >
> >
> >
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>
>
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Re: [hlcoders] Re: SDK Issues

2006-08-06 Thread Tobias Kammersgaard
--
[ Picked text/plain from multipart/alternative ]
Release mode, haven't tried debug yet.

On 06/08/06, Snakez <[EMAIL PROTECTED]> wrote:
>
> Did you compile in debug or release mode?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Steve Rabouin
> Sent: Sunday, August 06, 2006 4:29 PM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Re: SDK Issues
>
> --
> [ Picked text/plain from multipart/alternative ] Alright... so I compiled
> the HL2MP base code, and started it from the steam menu with no
> modification, and I get the same thing. Guess I'll stop looking for issues
> in my code..
>
> On 8/6/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
> >
> >  I figured out the dumps are now created in the "source sdk base"
> folder.
> > Even tho it quit without anything, some dump files are in the folder.
> > I'm unsure how to debug this properly tho. It seems to crash in
> engine.dll..
> >
> > After click "break", this is what is highlighted in the call stack
> window:
> > > engine.dll!0dc8d57a()
> > Unhandled exception at 0x0dc8d57a in
> > Steam__2803__2006_8_6T19_44_31C3645.mdmp: 0xC005: Access violation
> > reading location 0x.
> >
> > I have no clue what to do from here. I'm currently compiling the new
> > base HL2MP SDK to see if I get the same thing.. :o
> >
> >  On 8/6/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
> > >
> > >  First, my ai_activity.cpp seemed to be missing the portal's
> > > activities, so it caused a bunch of asserts. This being fixed..
> > >
> > > I am unable to load my mod from the steam menu. When I open it from
> > > the steam menu, I am seeing the game menu, and then a "ding" and it
> > > vanishes. No error, just vanishes. If I load it from command line,
> > > it will load and work fine. Since it's not giving me any kind of
> > > hint as to what the issue is... I got no clues.
> > >
> > > One thing I did notice, is if I launch from the steam menu, it will
> > > say it's loading my mod. From the batch file it will say loading SDK
> base.
> > > GameInfo.txt has been updated to SteamAppId 215. and from the
> > > command line I also issue -applaunch 215.
> > >
> > > Any hints? Please? :o
> > >
> > > Thanks.
> > >
> > >
> >
> >
> --
>
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> please visit:
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--
/ProZak
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Re: [hlcoders] Re: SDK Issues

2006-08-06 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Same here..debug mode.
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Re: [hlcoders] Re: SDK Issues

2006-08-06 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
I compiled in debug mode.

On 8/6/06, Snakez <[EMAIL PROTECTED]> wrote:
>
> Did you compile in debug or release mode?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Steve Rabouin
> Sent: Sunday, August 06, 2006 4:29 PM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Re: SDK Issues
>
> --
> [ Picked text/plain from multipart/alternative ] Alright... so I compiled
> the HL2MP base code, and started it from the steam menu with no
> modification, and I get the same thing. Guess I'll stop looking for issues
> in my code..
>
> On 8/6/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
> >
> >  I figured out the dumps are now created in the "source sdk base"
> folder.
> > Even tho it quit without anything, some dump files are in the folder.
> > I'm unsure how to debug this properly tho. It seems to crash in
> engine.dll..
> >
> > After click "break", this is what is highlighted in the call stack
> window:
> > > engine.dll!0dc8d57a()
> > Unhandled exception at 0x0dc8d57a in
> > Steam__2803__2006_8_6T19_44_31C3645.mdmp: 0xC005: Access violation
> > reading location 0x.
> >
> > I have no clue what to do from here. I'm currently compiling the new
> > base HL2MP SDK to see if I get the same thing.. :o
> >
> >  On 8/6/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
> > >
> > >  First, my ai_activity.cpp seemed to be missing the portal's
> > > activities, so it caused a bunch of asserts. This being fixed..
> > >
> > > I am unable to load my mod from the steam menu. When I open it from
> > > the steam menu, I am seeing the game menu, and then a "ding" and it
> > > vanishes. No error, just vanishes. If I load it from command line,
> > > it will load and work fine. Since it's not giving me any kind of
> > > hint as to what the issue is... I got no clues.
> > >
> > > One thing I did notice, is if I launch from the steam menu, it will
> > > say it's loading my mod. From the batch file it will say loading SDK
> base.
> > > GameInfo.txt has been updated to SteamAppId 215. and from the
> > > command line I also issue -applaunch 215.
> > >
> > > Any hints? Please? :o
> > >
> > > Thanks.
> > >
> > >
> >
> >
> --
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Re: [hlcoders] Re: SDK Issues

2006-08-06 Thread bloodykenny
I guess you're all trying Windows first, because my first issue was that it 
wouldn't even compile - glad to hear it's only linux that doesn't compile.  (I 
updated the KI list for that.)

BTW I was pleasantly surprised to see Valve linked the KI list from the SDK 
release notes page, but then I was disappointed to see it was some little page 
that Valve created and not the original KI list... oh well.

At 2006/08/06 03:41 PM, Tobias Kammersgaard wrote:
>--
>[ Picked text/plain from multipart/alternative ]
>Seems like a Steam problem, or atleast I had the problem before the SDK
>update, I would just get the error "This game is currently unavailable."
>
>/ProZak
>
>On 06/08/06, Michael Kramer <[EMAIL PROTECTED]> wrote:
>>
>> --
>> [ Picked text/plain from multipart/alternative ]
>> Same thing is happening to me, it opens up I see the game menu, then ding
>> and vanishes. And my mod is the Mod from Scratch.
>> --
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
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>>
>>
>
>
>--
>/ProZak
>--
>
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RE: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-06 Thread Mike Durand
You should avoid the 3D Lighting Preview feature in Hammer (unless you
really like crashes). In fact, I'm going to get rid of it until it
works.

It will show back up when it's ready. No official ETA.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Benjamin
Davison
Sent: Sunday, August 06, 2006 3:02 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Update Is Released - the patch file

--
[ Picked text/plain from multipart/alternative ] Has anybody worked out
the new toolsframework? At the moment it seems to me like it is some
kind of movie recorder.

Also Valve seems to be doing lots of work around threading at the
moment.

Oh yeah, not really coding related but there seems to be a couple of new
features around hammer. First up there is some kind of new entity logic
viewer, and secondly there seems to be a new lighting preview which just
crashes hammer for me and everybody who has tried it. Any word on when
this will start working?


P.S. Best change ever :P

// "Why don't we save this field, grandpa?"
//
// "You see Billy, trigger_vphysics_motion uses vPhysics to touch the
player, // so if the trigger is Disabled via an input while the player
is inside it,

// the trigger won't get its EndTouch until the player moves. Since
touchlinks // aren't saved and restored, if the we save before EndTouch
is called, it // will never be called after we load."

On 8/6/06, Nathan Voge <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ] I'm not totally sure
> here (to truly know all the coders would have to tell us), but haven't

> most of the "new" engines all evolved from another pre-existing one.
>
> See the Origins part of the Source Engine here:
> http://en.wikipedia.org/wiki/Source_engine<
> http://en.wikipedia.org/wiki/Source_engine>
> An image from the Quake engine page:
> http://en.wikipedia.org/wiki/Image:Familytree11.png<
> http://en.wikipedia.org/wiki/Image:Familytree11.png>
> Also I read somewhere that the Havok Physics engine was based on a
> previous engine.
>   - Original Message -
>   From: Jeremy Swigart
>   To: hlcoders@list.valvesoftware.com hlcoders@list.valvesoftware.com>
>   Sent: Saturday, August 05, 2006 11:12 PM
>   Subject: Re: [hlcoders] Source SDK Update Is Released - the patch
> file
>
>
>   --
>   [ Picked text/plain from multipart/alternative ]
>   I think if the episodic stuff proves successful there won't even
> really be a
>   "HL3 engine". Source will recieve technology updates over time as an
>   evolving engine, they aren't going to stop to make a new engine for
> another
>   few years when they can use introduce new enhancements as an
additional
>   selling point of the episodes.
>
>   On 8/5/06, Nick <[EMAIL PROTECTED]>
wrote:
>   >
>   > Thats what I was trying unsucessfully to say earlier. I think that
>   > because of the popularity and sucess of episodic content
>   > (ep1,ep2,ep3,ep..). If there is a hl3 it will probably wait until
the
>   > source engine gets severly outdated and the new engine will be
pushed
>   > out with hl3. Concidering that the source engine is very good,
that
>   > most video cards have trouble keeping up with it at higher
>   > resolutions, and that valve continues to make vast improvements to
the
>   > source engine. the hl3 engine might not arrive until 2008-9 at
least.
>   >
>   > On 8/5/06, Michael Kramer <[EMAIL PROTECTED] [EMAIL PROTECTED]>> wrote:
>   > > --
>   > > [ Picked text/plain from multipart/alternative ]
>   > > Episode 1 2 and 3 are Half-life 3...according to Gabe, so
> wouldn't we be
>   > > waiting for Half-Life 4...?
>   > > --
>   > >
>   > > ___
>   > > To unsubscribe, edit your list preferences, or view the list
> archives,
>   > please visit:
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> http://list.valvesoftware.com/mailman/listinfo/hlcoders>
>   > >
>   > >
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archives,
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>   >
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--
- Benjamin Davison
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RE: [hlcoders] Re: SDK Issues

2006-08-06 Thread Snakez
Did you compile in debug or release mode?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steve Rabouin
Sent: Sunday, August 06, 2006 4:29 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Re: SDK Issues

--
[ Picked text/plain from multipart/alternative ] Alright... so I compiled
the HL2MP base code, and started it from the steam menu with no
modification, and I get the same thing. Guess I'll stop looking for issues
in my code..

On 8/6/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
>
>  I figured out the dumps are now created in the "source sdk base" folder.
> Even tho it quit without anything, some dump files are in the folder.
> I'm unsure how to debug this properly tho. It seems to crash in
engine.dll..
>
> After click "break", this is what is highlighted in the call stack window:
> > engine.dll!0dc8d57a()
> Unhandled exception at 0x0dc8d57a in
> Steam__2803__2006_8_6T19_44_31C3645.mdmp: 0xC005: Access violation
> reading location 0x.
>
> I have no clue what to do from here. I'm currently compiling the new
> base HL2MP SDK to see if I get the same thing.. :o
>
>  On 8/6/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
> >
> >  First, my ai_activity.cpp seemed to be missing the portal's
> > activities, so it caused a bunch of asserts. This being fixed..
> >
> > I am unable to load my mod from the steam menu. When I open it from
> > the steam menu, I am seeing the game menu, and then a "ding" and it
> > vanishes. No error, just vanishes. If I load it from command line,
> > it will load and work fine. Since it's not giving me any kind of
> > hint as to what the issue is... I got no clues.
> >
> > One thing I did notice, is if I launch from the steam menu, it will
> > say it's loading my mod. From the batch file it will say loading SDK
base.
> > GameInfo.txt has been updated to SteamAppId 215. and from the
> > command line I also issue -applaunch 215.
> >
> > Any hints? Please? :o
> >
> > Thanks.
> >
> >
>
>
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Re: [hlcoders] Re: SDK Issues

2006-08-06 Thread Tobias Kammersgaard
--
[ Picked text/plain from multipart/alternative ]
Seems like a Steam problem, or atleast I had the problem before the SDK
update, I would just get the error "This game is currently unavailable."

/ProZak

On 06/08/06, Michael Kramer <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Same thing is happening to me, it opens up I see the game menu, then ding
> and vanishes. And my mod is the Mod from Scratch.
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>


--
/ProZak
--

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Re: [hlcoders] Re: SDK Issues

2006-08-06 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Same thing is happening to me, it opens up I see the game menu, then ding
and vanishes. And my mod is the Mod from Scratch.
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[hlcoders] Re: SDK Issues

2006-08-06 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
Alright... so I compiled the HL2MP base code, and started it from the steam
menu with no modification, and I get the same thing. Guess I'll stop looking
for issues in my code..

On 8/6/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
>
>  I figured out the dumps are now created in the "source sdk base" folder.
> Even tho it quit without anything, some dump files are in the folder. I'm
> unsure how to debug this properly tho. It seems to crash in engine.dll..
>
> After click "break", this is what is highlighted in the call stack window:
> > engine.dll!0dc8d57a()
> Unhandled exception at 0x0dc8d57a in
> Steam__2803__2006_8_6T19_44_31C3645.mdmp: 0xC005: Access violation
> reading location 0x.
>
> I have no clue what to do from here. I'm currently compiling the new base
> HL2MP SDK to see if I get the same thing.. :o
>
>  On 8/6/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
> >
> >  First, my ai_activity.cpp seemed to be missing the portal's activities,
> > so it caused a bunch of asserts. This being fixed..
> >
> > I am unable to load my mod from the steam menu. When I open it from the
> > steam menu, I am seeing the game menu, and then a "ding" and it vanishes. No
> > error, just vanishes. If I load it from command line, it will load and work
> > fine. Since it's not giving me any kind of hint as to what the issue is... I
> > got no clues.
> >
> > One thing I did notice, is if I launch from the steam menu, it will say
> > it's loading my mod. From the batch file it will say loading SDK base.
> > GameInfo.txt has been updated to SteamAppId 215. and from the command
> > line I also issue -applaunch 215.
> >
> > Any hints? Please? :o
> >
> > Thanks.
> >
> >
>
>
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[hlcoders] Re: SDK Issues

2006-08-06 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
I figured out the dumps are now created in the "source sdk base" folder.
Even tho it quit without anything, some dump files are in the folder. I'm
unsure how to debug this properly tho. It seems to crash in engine.dll..

After click "break", this is what is highlighted in the call stack window:
> engine.dll!0dc8d57a()
Unhandled exception at 0x0dc8d57a in
Steam__2803__2006_8_6T19_44_31C3645.mdmp: 0xC005: Access violation
reading location 0x.

I have no clue what to do from here. I'm currently compiling the new base
HL2MP SDK to see if I get the same thing.. :o

On 8/6/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
>
>  First, my ai_activity.cpp seemed to be missing the portal's activities,
> so it caused a bunch of asserts. This being fixed..
>
> I am unable to load my mod from the steam menu. When I open it from the
> steam menu, I am seeing the game menu, and then a "ding" and it vanishes. No
> error, just vanishes. If I load it from command line, it will load and work
> fine. Since it's not giving me any kind of hint as to what the issue is... I
> got no clues.
>
> One thing I did notice, is if I launch from the steam menu, it will say
> it's loading my mod. From the batch file it will say loading SDK base.
> GameInfo.txt has been updated to SteamAppId 215. and from the command line
> I also issue -applaunch 215.
>
> Any hints? Please? :o
>
> Thanks.
>
>
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Re: [hlcoders] Painting on Sub-panels

2006-08-06 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Would you like to share code?

--
ts2do
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[hlcoders] SDK Issues

2006-08-06 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
First, my ai_activity.cpp seemed to be missing the portal's activities, so
it caused a bunch of asserts. This being fixed..

I am unable to load my mod from the steam menu. When I open it from the
steam menu, I am seeing the game menu, and then a "ding" and it vanishes. No
error, just vanishes. If I load it from command line, it will load and work
fine. Since it's not giving me any kind of hint as to what the issue is... I
got no clues.

One thing I did notice, is if I launch from the steam menu, it will say it's
loading my mod. From the batch file it will say loading SDK base.
GameInfo.txt has been updated to SteamAppId 215. and from the command line I
also issue -applaunch 215.

Any hints? Please? :o

Thanks.
--

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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-06 Thread bloodykenny
One trick I noticed just now is that Valve gratuitously renamed 
vgui_TeamFortressViewport.cpp to baseviewport.cpp so if you've modified 
vgui_TeamFortressViewport.cpp you'll want to diff that to the baseline and 
apply to the new file.

At 2006/08/05 11:11 PM, you wrote:
>Gah, no, you had it right the first time, Valve...
>
>-   if (g_numflexcontrollers < MAXSTUDIOFLEXCTRL * 4)
>+   if ( g_numflexcontrollers < MAXSTUDIOFLEXCTRL * 4 )
>
>
>At 2006/08/05 03:54 PM, [EMAIL PROTECTED] wrote:
>>I'm probably 20% through merging my codebase.  Some of these changes from 
>>Valve I just don't fathom.  Boggle... so pointless...
>>
>> bool CPropCombineBall::CreateVPhysics()
>> {
>>SetSolid( SOLID_BBOX );
>>-   SetCollisionBounds( Vector(-m_flRadius, -m_flRadius, -m_flRadius), 
>>Vector(m_flRadius, m_flRadius, m_flRadius) );
>>+
>>+   float flSize = m_flRadius;
>>+
>>+   SetCollisionBounds( Vector(-flSize, -flSize, -flSize), Vector(flSize, 
>>flSize, flSize) );
>>objectparams_t params = g_PhysDefaultObjectParams;
>>params.pGameData = static_cast(this);
>>int nMaterialIndex = physprops->GetSurfaceIndex("metal_bouncy");
>>-   IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject( 
>>m_flRadius, nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), ¶ms, false );
>>+   IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject( flSize, 
>>nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), ¶ms, false );
>>if ( !pPhysicsObject )
>>return false;
>>
>>
>>
>>At 2006/08/05 01:04 PM, [EMAIL PROTECTED] wrote:
>>>As promised, here is the patch file from the last clean SDK to the new clean 
>>>SDK:
>>>http://tinyurl.com/mjht6
>>>
>>>One note, near the very top of the patch it contains my mod name, which 
>>>you'll need to edit.  Aside from that, any conflicts you get are your 
>>>fault... :)
>>>
>>>The update is a staggering 365245 lines of diff.  One small saving grace is 
>>>that 101073 lines of that is in brand new files.
>>>
>>>I'm in the process of reviewing things now to try to figure out which of the
>>>http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List
>>>bugs got fixed in this update...  Looks like Valve fixed a few of sanity 
>>>things, mainly using Q_strnicmp it seems.
>>>
>>>
>>>At 2006/08/04 05:15 PM, Mike Durand wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi Everyone-

The new SDK is released and should be available now for update via
Steam. I'll be monitoring the list this weekend and will be glad to
answer any questions and provide any help that I can.

Make sure to check out the release notes.
http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes

Enjoy!

-Mike




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>>>
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Re: [hlcoders] Valve foggot put Zombine Code?

2006-08-06 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Just decompile the model and you'll see eveything what the Zombine can do :)

Still, I thought it wasn't allowed to put Zombine in a mod without requiring
EP1 for playing the mod but it doesn't seem that Valve does much about it.

On 8/6/06, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Well since Valve isnt releasing the code I guess ill just fix up the
> Obsidian Zombine some more.
> Its really not that complex of an npc.
>
> On 8/5/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
> wrote:
> >
> > I keep glancing at this topic and thinking someone is shouting
> obscenities
> > at Valve.
> >
> > At 2006/08/05 05:01 PM, Chris Harris wrote:
> > >--
> > >[ Picked text/plain from multipart/alternative ]
> > >There is other stuff from episode 1 though
> > >
> > >do a search for hl2_episodic to see most the episode 1 changes
> > >
> > >
> > >On 8/5/06, LDuke <[EMAIL PROTECTED]> wrote:
> > >>
> > >> --
> > >> [ Picked text/plain from multipart/alternative ]
> > >> I don't think epsisode 1 content is part of the SDK?
> > >>
> > >>
> > >> On 8/5/06, Витас Протасов <[EMAIL PROTECTED]> wrote:
> > >> >
> > >> > Where is this damn npc_zombine 
> > >> >
> > >> > ___
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> > >> >
> > >> --
> > >>
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> > >>
> > >>
> > >--
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>
> --
> ~skidz
> --
>
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Re: [hlcoders] Valve foggot put Zombine Code?

2006-08-06 Thread Ryan Sheffer
--
[ Picked text/plain from multipart/alternative ]
Well since Valve isnt releasing the code I guess ill just fix up the
Obsidian Zombine some more.
Its really not that complex of an npc.

On 8/5/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> I keep glancing at this topic and thinking someone is shouting obscenities
> at Valve.
>
> At 2006/08/05 05:01 PM, Chris Harris wrote:
> >--
> >[ Picked text/plain from multipart/alternative ]
> >There is other stuff from episode 1 though
> >
> >do a search for hl2_episodic to see most the episode 1 changes
> >
> >
> >On 8/5/06, LDuke <[EMAIL PROTECTED]> wrote:
> >>
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> I don't think epsisode 1 content is part of the SDK?
> >>
> >>
> >> On 8/5/06, Витас Протасов <[EMAIL PROTECTED]> wrote:
> >> >
> >> > Where is this damn npc_zombine 
> >> >
> >> > ___
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> >> > please visit:
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> >> >
> >> >
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Re: [hlcoders] Client vs Server

2006-08-06 Thread Thomas Vollmer
Thanks Jonathan and Aaron for your replies. I'll read up on this and see where 
it goes.

Regards,
Thomas


- Original Message 
From: Jonathan Murphy <[EMAIL PROTECTED]>
To: hlcoders@list.valvesoftware.com
Sent: Saturday, August 5, 2006 6:45:09 PM
Subject: Re: [hlcoders] Client vs Server


--
[ Picked text/plain from multipart/alternative ]
Clientside gathers input from the client, either through VGUI panels, or the
user command (see CUserCmd), and sends this to the server, where it is
applied to the game world. The client also has it's own copy of the "game
world", which it uses to locally handle the users input and "predict" the
effects on the game world eg weapon effects, weapon impacts, running into
objects (handled badly) etc.

Read up on:
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
http://developer.valvesoftware.com/wiki/Working_With_Prediction
http://developer.valvesoftware.com/wiki/Weapon_Prediction
http://developer.valvesoftware.com/wiki/Lag_Compensation (written for HL1
but I think it mostly still applies to Source).

On 8/6/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Clientside = Visual/audio effects/simulation
> Server = Physical/gameplay simulation
>
> --
> ts2do
> --
>
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-06 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
Has anybody worked out the new toolsframework? At the moment it seems to me
like it is some kind of movie recorder.

Also Valve seems to be doing lots of work around threading at the moment.

Oh yeah, not really coding related but there seems to be a couple of new
features around hammer. First up there is some kind of new entity logic
viewer, and secondly there seems to be a new lighting preview which just
crashes hammer for me and everybody who has tried it. Any word on when this
will start working?


P.S. Best change ever :P

// "Why don't we save this field, grandpa?"
//
// "You see Billy, trigger_vphysics_motion uses vPhysics to touch the
player,
// so if the trigger is Disabled via an input while the player is inside it,

// the trigger won't get its EndTouch until the player moves. Since
touchlinks
// aren't saved and restored, if the we save before EndTouch is called, it
// will never be called after we load."

On 8/6/06, Nathan Voge <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> I'm not totally sure here (to truly know all the coders would have to tell
> us), but haven't most of the "new" engines all evolved from another
> pre-existing one.
>
> See the Origins part of the Source Engine here:
> http://en.wikipedia.org/wiki/Source_engine<
> http://en.wikipedia.org/wiki/Source_engine>
> An image from the Quake engine page:
> http://en.wikipedia.org/wiki/Image:Familytree11.png<
> http://en.wikipedia.org/wiki/Image:Familytree11.png>
> Also I read somewhere that the Havok Physics engine was based on a
> previous engine.
>   - Original Message -
>   From: Jeremy Swigart
>   To: hlcoders@list.valvesoftware.com hlcoders@list.valvesoftware.com>
>   Sent: Saturday, August 05, 2006 11:12 PM
>   Subject: Re: [hlcoders] Source SDK Update Is Released - the patch file
>
>
>   --
>   [ Picked text/plain from multipart/alternative ]
>   I think if the episodic stuff proves successful there won't even really
> be a
>   "HL3 engine". Source will recieve technology updates over time as an
>   evolving engine, they aren't going to stop to make a new engine for
> another
>   few years when they can use introduce new enhancements as an additional
>   selling point of the episodes.
>
>   On 8/5/06, Nick <[EMAIL PROTECTED]> wrote:
>   >
>   > Thats what I was trying unsucessfully to say earlier. I think that
>   > because of the popularity and sucess of episodic content
>   > (ep1,ep2,ep3,ep..). If there is a hl3 it will probably wait until the
>   > source engine gets severly outdated and the new engine will be pushed
>   > out with hl3. Concidering that the source engine is very good, that
>   > most video cards have trouble keeping up with it at higher
>   > resolutions, and that valve continues to make vast improvements to the
>   > source engine. the hl3 engine might not arrive until 2008-9 at least.
>   >
>   > On 8/5/06, Michael Kramer <[EMAIL PROTECTED] [EMAIL PROTECTED]>> wrote:
>   > > --
>   > > [ Picked text/plain from multipart/alternative ]
>   > > Episode 1 2 and 3 are Half-life 3...according to Gabe, so wouldn't
> we be
>   > > waiting for Half-Life 4...?
>   > > --
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[hlcoders] If we were using ViewSetup3D prior to the new sdk code...

2006-08-06 Thread Chris Harris
--
[ Picked text/plain from multipart/alternative ]
How would we fix our code to function again as it seems that it doesn't
render my view anymore using the ViewSetup3D.
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Re: [hlcoders] Painting on Sub-panels

2006-08-06 Thread Shing-Cheung Chan
--
[ Picked text/plain from multipart/alternative ]
yes it is. I set the panel to visible in the constructor

Aaron Schiff <[EMAIL PROTECTED]> wrote:  --
[ Picked text/plain from multipart/alternative ]
Is the panel visible?

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Re: [hlcoders] Painting on Sub-panels

2006-08-06 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Is the panel visible?

--
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