RE: [hlcoders] Mounting episode one shared.gcf
Which brings up the question... how do you test if it's owned? Or is there a tech thing going on that blocks the mount if you don't own it? Quoting Mike Durand [EMAIL PROTECTED]: Hi All- So the answer from Valve is: you must own Episode One in order to mount either 'episode 1 shared.gcf' or 'half-life 2 episode one.gcf'. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Tuesday, August 08, 2006 2:53 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Mounting episode one shared.gcf -- [ Picked text/plain from multipart/alternative ] I never said I was only going to use some sounds. I want to mount this GCF because it saves like 100mb Second, according to some guys, you can mount the episode one shared gcf, without owning EP1 I'd like to have some confirmation of someone who did it or from Valve. On 8/8/06, Sebastian Staudt [EMAIL PROTECTED] wrote: I'm not sure what you try to achieve with mounting GCFs of games you don't own. No, I'm not referring to any possible legal problems, but does it make any sense to have players of your mod download a 1,2 GB file to make use of a few sounds? Ignoring the fact that they won't get the file on any of the big download sites or via Steam. Wouldn't it be easier to ask Valve if you're allowed to extract the files out of the GCF and ship them with your mod? Robbie Groenewoudt wrote: Are you people sure you can mount ep1 shared without owning EP1? ___ 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] Mounting episode one shared.gcf
-- [ Picked text/plain from multipart/alternative ] Just call MountSteamContent and if it returns the failure value, it's not owned/not installed. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Mounting episode one shared.gcf
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Or these questions: If the mod tests for a required game (for any, not just EP1) before allowing play, are modified content ok to have extracted to the mod folders? Also (assuming the same game ownership checks are made first) what parts, if any, of the games are off limits to modification? Examples: materials, models, sounds, maps,... You get the idea. - Original Message - From: Tim Holtmailto:[EMAIL PROTECTED] To: hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com ; Mike Durandmailto:[EMAIL PROTECTED] Cc: hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com Sent: Wednesday, August 09, 2006 12:59 AM Subject: RE: [hlcoders] Mounting episode one shared.gcf Which brings up the question... how do you test if it's owned? Or is there a tech thing going on that blocks the mount if you don't own it? Quoting Mike Durand [EMAIL PROTECTED]mailto:[EMAIL PROTECTED]: Hi All- So the answer from Valve is: you must own Episode One in order to mount either 'episode 1 shared.gcf' or 'half-life 2 episode one.gcf'. -Mike -Original Message- From: [EMAIL PROTECTED]mailto:[EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Tuesday, August 08, 2006 2:53 PM To: hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Mounting episode one shared.gcf -- [ Picked text/plain from multipart/alternative ] I never said I was only going to use some sounds. I want to mount this GCF because it saves like 100mb Second, according to some guys, you can mount the episode one shared gcf, without owning EP1 I'd like to have some confirmation of someone who did it or from Valve. On 8/8/06, Sebastian Staudt [EMAIL PROTECTED]mailto:[EMAIL PROTECTED] wrote: I'm not sure what you try to achieve with mounting GCFs of games you don't own. No, I'm not referring to any possible legal problems, but does it make any sense to have players of your mod download a 1,2 GB file to make use of a few sounds? Ignoring the fact that they won't get the file on any of the big download sites or via Steam. Wouldn't it be easier to ask Valve if you're allowed to extract the files out of the GCF and ship them with your mod? Robbie Groenewoudt wrote: Are you people sure you can mount ep1 shared without owning EP1? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcodershttp://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/hlcodershttp://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/hlcodershttp://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/hlcodershttp://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] No Linux specific data?
woo, my first post to the list :) I cannot verify/replicate this since I have no linux server to test on, but it appears that since the SDK update vbsp.exe no longer outputs the linux specific data it used to. Hence, newly-compiled maps crash when run on a Linux Server. This has been mentioned on VERC ( http://www.chatbear.com/board.plm?a=viewthreadt=536,1154886013,22253id=999083b=4986v=flatold http://www.chatbear.com/board.plm?a=viewthreadb=4986t=52,1154933595,22231s=0id=999679) but I couldnt see anything on the list archive about it. Any news on this? current workaround is to use CST/Zoners to compile but people are reporting suboptimal lighting. On Interlopers I suggested people use the CTS version of VBSP maybe VVIS, then use Valve VRAD to get HDR lighting, i avent had any confirmation that this works. Anyone know if it will work, or are zoners tools output too different? And more importantly, will this error be resolved by Valve? is it a bug, or a dropped feature? is the linux dedicated serve being upgraded some time soon or something? apoloigies if this is already covered, couldnt see it in any recent known issues threads, or on this list, etc etc. This is not to be confused with the other Linux-compiling issue here http://developer.valvesoftware.com/wiki/Source_SDK_Known_Issues#SDK_Does_Not_Compile_Under_Linux_.28Since_8.2F4.2F2006.29 Thanks for any response. And hello, by the way ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] No Linux specific data?
Hi Owen, I was looking at the code found in the source sdk update in relation to the tools, and hope to have a HDR update to CST Soon, but going on my own testing using just the CST BSP tool, along with VVIS, and VRAD, will return the same as if you where to use the Feburay VBSP. I would wait for word from valve or other list members, before you would go and quote me though. Adam --- Owen Smith [EMAIL PROTECTED] wrote: woo, my first post to the list :) I cannot verify/replicate this since I have no linux server to test on, but it appears that since the SDK update vbsp.exe no longer outputs the linux specific data it used to. Hence, newly-compiled maps crash when run on a Linux Server. This has been mentioned on VERC ( http://www.chatbear.com/board.plm?a=viewthreadt=536,1154886013,22253id=999083b=4986v=flatold http://www.chatbear.com/board.plm?a=viewthreadb=4986t=52,1154933595,22231s=0id=999679) but I couldnt see anything on the list archive about it. Any news on this? current workaround is to use CST/Zoners to compile but people are reporting suboptimal lighting. On Interlopers I suggested people use the CTS version of VBSP maybe VVIS, then use Valve VRAD to get HDR lighting, i avent had any confirmation that this works. Anyone know if it will work, or are zoners tools output too different? And more importantly, will this error be resolved by Valve? is it a bug, or a dropped feature? is the linux dedicated serve being upgraded some time soon or something? apoloigies if this is already covered, couldnt see it in any recent known issues threads, or on this list, etc etc. This is not to be confused with the other Linux-compiling issue here http://developer.valvesoftware.com/wiki/Source_SDK_Known_Issues#SDK_Does_Not_Compile_Under_Linux_.28Since_8.2F4.2F2006.29 Thanks for any response. And hello, by the way ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] No Linux specific data?
As of episode 1, the engine no longer requires linux-specific data for physics. There is a new method implemented for terrain collision in vphysics that is shared between win32 and linux. Obviously that means that you can only use the latest compile tools with mods running the latest game DLL code. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern Mckern Sent: Wednesday, August 09, 2006 8:26 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] No Linux specific data? Hi Owen, I was looking at the code found in the source sdk update in relation to the tools, and hope to have a HDR update to CST Soon, but going on my own testing using just the CST BSP tool, along with VVIS, and VRAD, will return the same as if you where to use the Feburay VBSP. I would wait for word from valve or other list members, before you would go and quote me though. Adam --- Owen Smith [EMAIL PROTECTED] wrote: woo, my first post to the list :) I cannot verify/replicate this since I have no linux server to test on, but it appears that since the SDK update vbsp.exe no longer outputs the linux specific data it used to. Hence, newly-compiled maps crash when run on a Linux Server. This has been mentioned on VERC ( http://www.chatbear.com/board.plm?a=viewthreadt=536,115488601 3,22253id=999083b=4986v=flatold http://www.chatbear.com/board.plm?a=viewthreadb=4986t=52,115 4933595,22231s=0id=999679) but I couldnt see anything on the list archive about it. Any news on this? current workaround is to use CST/Zoners to compile but people are reporting suboptimal lighting. On Interlopers I suggested people use the CTS version of VBSP maybe VVIS, then use Valve VRAD to get HDR lighting, i avent had any confirmation that this works. Anyone know if it will work, or are zoners tools output too different? And more importantly, will this error be resolved by Valve? is it a bug, or a dropped feature? is the linux dedicated serve being upgraded some time soon or something? apoloigies if this is already covered, couldnt see it in any recent known issues threads, or on this list, etc etc. This is not to be confused with the other Linux-compiling issue here http://developer.valvesoftware.com/wiki/Source_SDK_Known_Issue s#SDK_Does_Not_Compile_Under_Linux_.28Since_8.2F4.2F2006.29 Thanks for any response. And hello, by the way ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] No Linux specific data?
Also, there's a command line option in vbsp: -novirtualmesh This will not revert to the previous behavior exactly (it essentially reverts to the linux behavior on win32 linux - which uses more memory on win32 than the previous code). I haven't tested this with an old mod under linux yet, but it's possible that this can be used as a workaround. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jay Stelly Sent: Wednesday, August 09, 2006 10:54 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] No Linux specific data? As of episode 1, the engine no longer requires linux-specific data for physics. There is a new method implemented for terrain collision in vphysics that is shared between win32 and linux. Obviously that means that you can only use the latest compile tools with mods running the latest game DLL code. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern Mckern Sent: Wednesday, August 09, 2006 8:26 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] No Linux specific data? Hi Owen, I was looking at the code found in the source sdk update in relation to the tools, and hope to have a HDR update to CST Soon, but going on my own testing using just the CST BSP tool, along with VVIS, and VRAD, will return the same as if you where to use the Feburay VBSP. I would wait for word from valve or other list members, before you would go and quote me though. Adam --- Owen Smith [EMAIL PROTECTED] wrote: woo, my first post to the list :) I cannot verify/replicate this since I have no linux server to test on, but it appears that since the SDK update vbsp.exe no longer outputs the linux specific data it used to. Hence, newly-compiled maps crash when run on a Linux Server. This has been mentioned on VERC ( http://www.chatbear.com/board.plm?a=viewthreadt=536,115488601 3,22253id=999083b=4986v=flatold http://www.chatbear.com/board.plm?a=viewthreadb=4986t=52,115 4933595,22231s=0id=999679) but I couldnt see anything on the list archive about it. Any news on this? current workaround is to use CST/Zoners to compile but people are reporting suboptimal lighting. On Interlopers I suggested people use the CTS version of VBSP maybe VVIS, then use Valve VRAD to get HDR lighting, i avent had any confirmation that this works. Anyone know if it will work, or are zoners tools output too different? And more importantly, will this error be resolved by Valve? is it a bug, or a dropped feature? is the linux dedicated serve being upgraded some time soon or something? apoloigies if this is already covered, couldnt see it in any recent known issues threads, or on this list, etc etc. This is not to be confused with the other Linux-compiling issue here http://developer.valvesoftware.com/wiki/Source_SDK_Known_Issue s#SDK_Does_Not_Compile_Under_Linux_.28Since_8.2F4.2F2006.29 Thanks for any response. And hello, by the way ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] No Linux specific data?
-- [ Picked text/plain from multipart/alternative ] I saw that virtual mesh interface in the code. Can you explain more of what it does and when it's used? Pertaining to displacements: will dispcoll (or its equivalent) ever be fixed so it will update when terrain is morphed? -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] No Linux specific data?
When you mention lastest game DLL code does that mean latest mod compiled code? I haven't yet gotten the time to upgrade my code to the latest sdk code base, If I were to recompile all of my maps, would my older code sdk fail to use those recompiled maps on linux? On 8/9/06, Jay Stelly [EMAIL PROTECTED] wrote: As of episode 1, the engine no longer requires linux-specific data for physics. There is a new method implemented for terrain collision in vphysics that is shared between win32 and linux. Obviously that means that you can only use the latest compile tools with mods running the latest game DLL code. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern Mckern Sent: Wednesday, August 09, 2006 8:26 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] No Linux specific data? Hi Owen, I was looking at the code found in the source sdk update in relation to the tools, and hope to have a HDR update to CST Soon, but going on my own testing using just the CST BSP tool, along with VVIS, and VRAD, will return the same as if you where to use the Feburay VBSP. I would wait for word from valve or other list members, before you would go and quote me though. Adam --- Owen Smith [EMAIL PROTECTED] wrote: woo, my first post to the list :) I cannot verify/replicate this since I have no linux server to test on, but it appears that since the SDK update vbsp.exe no longer outputs the linux specific data it used to. Hence, newly-compiled maps crash when run on a Linux Server. This has been mentioned on VERC ( http://www.chatbear.com/board.plm?a=viewthreadt=536,115488601 3,22253id=999083b=4986v=flatold http://www.chatbear.com/board.plm?a=viewthreadb=4986t=52,115 4933595,22231s=0id=999679) but I couldnt see anything on the list archive about it. Any news on this? current workaround is to use CST/Zoners to compile but people are reporting suboptimal lighting. On Interlopers I suggested people use the CTS version of VBSP maybe VVIS, then use Valve VRAD to get HDR lighting, i avent had any confirmation that this works. Anyone know if it will work, or are zoners tools output too different? And more importantly, will this error be resolved by Valve? is it a bug, or a dropped feature? is the linux dedicated serve being upgraded some time soon or something? apoloigies if this is already covered, couldnt see it in any recent known issues threads, or on this list, etc etc. This is not to be confused with the other Linux-compiling issue here http://developer.valvesoftware.com/wiki/Source_SDK_Known_Issue s#SDK_Does_Not_Compile_Under_Linux_.28Since_8.2F4.2F2006.29 Thanks for any response. And hello, by the way ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] New SDK Linux Issues
-- [ Picked text/plain from multipart/alternative ] Ok I know that Linux is not fully supported bythe new SDK Release. However I do really need a linux build so I tried. I tried with the valvewiki workaround ( http://developer.valvesoftware.com/wiki/Source_SDK_Known_Issues#SDK_Does_Not_Compile_Under_Linux_.28Since_8.2F4.2F2006.29) and I got to correct the hl_sdk project file to get compilation begin. However I'm having some issues with the compiler. It seems that it needs to have SSE activated though I cant get it activated on GCC. I tried to mess with the compiler options without any results. Hope some one could help me! Thanks Outrebon Louka -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] No Linux specific data?
-- [ Picked text/plain from multipart/alternative ] I think so. The displacements stopped colliding with physics objects with maps compiled using the new SDK. I've updated to the new SDK code and it collides fine now though. I'm wonder if this change means that we'll be able to manipulate displacements properly in game.. complete with collision data. On 8/9/06, Nick [EMAIL PROTECTED] wrote: When you mention lastest game DLL code does that mean latest mod compiled code? I haven't yet gotten the time to upgrade my code to the latest sdk code base, If I were to recompile all of my maps, would my older code sdk fail to use those recompiled maps on linux? On 8/9/06, Jay Stelly [EMAIL PROTECTED] wrote: As of episode 1, the engine no longer requires linux-specific data for physics. There is a new method implemented for terrain collision in vphysics that is shared between win32 and linux. Obviously that means that you can only use the latest compile tools with mods running the latest game DLL code. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern Mckern Sent: Wednesday, August 09, 2006 8:26 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] No Linux specific data? Hi Owen, I was looking at the code found in the source sdk update in relation to the tools, and hope to have a HDR update to CST Soon, but going on my own testing using just the CST BSP tool, along with VVIS, and VRAD, will return the same as if you where to use the Feburay VBSP. I would wait for word from valve or other list members, before you would go and quote me though. Adam --- Owen Smith [EMAIL PROTECTED] wrote: woo, my first post to the list :) I cannot verify/replicate this since I have no linux server to test on, but it appears that since the SDK update vbsp.exe no longer outputs the linux specific data it used to. Hence, newly-compiled maps crash when run on a Linux Server. This has been mentioned on VERC ( http://www.chatbear.com/board.plm?a=viewthreadt=536,115488601 3,22253id=999083b=4986v=flatold http://www.chatbear.com/board.plm?a=viewthreadb=4986t=52,115 4933595,22231s=0id=999679) but I couldnt see anything on the list archive about it. Any news on this? current workaround is to use CST/Zoners to compile but people are reporting suboptimal lighting. On Interlopers I suggested people use the CTS version of VBSP maybe VVIS, then use Valve VRAD to get HDR lighting, i avent had any confirmation that this works. Anyone know if it will work, or are zoners tools output too different? And more importantly, will this error be resolved by Valve? is it a bug, or a dropped feature? is the linux dedicated serve being upgraded some time soon or something? apoloigies if this is already covered, couldnt see it in any recent known issues threads, or on this list, etc etc. This is not to be confused with the other Linux-compiling issue here http://developer.valvesoftware.com/wiki/Source_SDK_Known_Issue s#SDK_Does_Not_Compile_Under_Linux_.28Since_8.2F4.2F2006.29 Thanks for any response. And hello, by the way ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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] No Linux specific data?
Yes, unless you build with -novirtualmesh I'd expect there to be no collisions between physics objects and your terrain if you were to recompile your maps with the new tools. On linux, users here are reporting crashes instead of that behavior; I'm looking into that now. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent: Wednesday, August 09, 2006 12:13 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] No Linux specific data? When you mention lastest game DLL code does that mean latest mod compiled code? I haven't yet gotten the time to upgrade my code to the latest sdk code base, If I were to recompile all of my maps, would my older code sdk fail to use those recompiled maps on linux? On 8/9/06, Jay Stelly [EMAIL PROTECTED] wrote: As of episode 1, the engine no longer requires linux-specific data for physics. There is a new method implemented for terrain collision in vphysics that is shared between win32 and linux. Obviously that means that you can only use the latest compile tools with mods running the latest game DLL code. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern Mckern Sent: Wednesday, August 09, 2006 8:26 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] No Linux specific data? Hi Owen, I was looking at the code found in the source sdk update in relation to the tools, and hope to have a HDR update to CST Soon, but going on my own testing using just the CST BSP tool, along with VVIS, and VRAD, will return the same as if you where to use the Feburay VBSP. I would wait for word from valve or other list members, before you would go and quote me though. Adam --- Owen Smith [EMAIL PROTECTED] wrote: woo, my first post to the list :) I cannot verify/replicate this since I have no linux server to test on, but it appears that since the SDK update vbsp.exe no longer outputs the linux specific data it used to. Hence, newly-compiled maps crash when run on a Linux Server. This has been mentioned on VERC ( http://www.chatbear.com/board.plm?a=viewthreadt=536,115488601 3,22253id=999083b=4986v=flatold http://www.chatbear.com/board.plm?a=viewthreadb=4986t=52,115 4933595,22231s=0id=999679) but I couldnt see anything on the list archive about it. Any news on this? current workaround is to use CST/Zoners to compile but people are reporting suboptimal lighting. On Interlopers I suggested people use the CTS version of VBSP maybe VVIS, then use Valve VRAD to get HDR lighting, i avent had any confirmation that this works. Anyone know if it will work, or are zoners tools output too different? And more importantly, will this error be resolved by Valve? is it a bug, or a dropped feature? is the linux dedicated serve being upgraded some time soon or something? apoloigies if this is already covered, couldnt see it in any recent known issues threads, or on this list, etc etc. This is not to be confused with the other Linux-compiling issue here http://developer.valvesoftware.com/wiki/Source_SDK_Known_Issue s#SDK_Does_Not_Compile_Under_Linux_.28Since_8.2F4.2F2006.29 Thanks for any response. And hello, by the way ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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] No Linux specific data?
Yeah - that's what I'd expect because your mod wouldn't have the hook for virtual terrains in game_shared/physics_shared.cpp. On linux there is an extra wrinkle because the engine expects maps to contain linux-specific data if your mod is exposing the previous version of the server game DLL interface. As far as this goes: I'm wonder if this change means that we'll be able to manipulate displacements properly in game.. complete with collision data. it's pretty close to that now. If you actually move a displacement surface, those triangles are connected to the virtual terrain in their updated state. What isn't connected is: a) the virtual terrain has a cache that can't be directly invalidated b) There is no code to push on objects that have contact points with the current virtual mesh surface So in the current implementation you'd get correct collisions after a deformation once any objects touching the surface were removed and the cache was rebuilt. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Garry Newman Sent: Wednesday, August 09, 2006 12:44 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] No Linux specific data? -- [ Picked text/plain from multipart/alternative ] I think so. The displacements stopped colliding with physics objects with maps compiled using the new SDK. I've updated to the new SDK code and it collides fine now though. I'm wonder if this change means that we'll be able to manipulate displacements properly in game.. complete with collision data. On 8/9/06, Nick [EMAIL PROTECTED] wrote: When you mention lastest game DLL code does that mean latest mod compiled code? I haven't yet gotten the time to upgrade my code to the latest sdk code base, If I were to recompile all of my maps, would my older code sdk fail to use those recompiled maps on linux? On 8/9/06, Jay Stelly [EMAIL PROTECTED] wrote: As of episode 1, the engine no longer requires linux-specific data for physics. There is a new method implemented for terrain collision in vphysics that is shared between win32 and linux. Obviously that means that you can only use the latest compile tools with mods running the latest game DLL code. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern Mckern Sent: Wednesday, August 09, 2006 8:26 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] No Linux specific data? Hi Owen, I was looking at the code found in the source sdk update in relation to the tools, and hope to have a HDR update to CST Soon, but going on my own testing using just the CST BSP tool, along with VVIS, and VRAD, will return the same as if you where to use the Feburay VBSP. I would wait for word from valve or other list members, before you would go and quote me though. Adam --- Owen Smith [EMAIL PROTECTED] wrote: woo, my first post to the list :) I cannot verify/replicate this since I have no linux server to test on, but it appears that since the SDK update vbsp.exe no longer outputs the linux specific data it used to. Hence, newly-compiled maps crash when run on a Linux Server. This has been mentioned on VERC ( http://www.chatbear.com/board.plm?a=viewthreadt=536,115488601 3,22253id=999083b=4986v=flatold http://www.chatbear.com/board.plm?a=viewthreadb=4986t=52,115 4933595,22231s=0id=999679) but I couldnt see anything on the list archive about it. Any news on this? current workaround is to use CST/Zoners to compile but people are reporting suboptimal lighting. On Interlopers I suggested people use the CTS version of VBSP maybe VVIS, then use Valve VRAD to get HDR lighting, i avent had any confirmation that this works. Anyone know if it will work, or are zoners tools output too different? And more importantly, will this error be resolved by Valve? is it a bug, or a dropped feature? is the linux dedicated serve being upgraded some time soon or something? apoloigies if this is already covered, couldnt see it in any recent known issues threads, or on this list, etc etc. This is not to be confused with the other Linux-compiling issue here http://developer.valvesoftware.com/wiki/Source_SDK_Known_Issue s#SDK_Does_Not_Compile_Under_Linux_.28Since_8.2F4.2F2006.29 Thanks for any response. And hello, by the way ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com
[hlcoders] Mystery HUD element in raw SDK
I've been trying to find and disable an HUD element that appears in the upper left corner of the screen, as if ungoverned by script data. See pic: http://www.Catfootedbear.com/jcm/hlcoders/sdk_vehicles.jpg I've tried systematically disabling all child panels under the view port in the vgui tree, but either through my ineptitude or because it's not among those listed, I've not been able to track it down. Later, I went on a crazed panel genocide, also with no results. Does anyone know where this thing is coming from? Thanks, Jonathan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] modifying vgui2
-- [ Picked text/plain from multipart/alternative ] hey all, For a particular requirement, I would need to modify one of the files in vgui_controls project in the Everything_sdk.sln. I'm not able to compile this solution. All the remaining projects except for vgui_controls compile smoothly. It gives me a link error Slider.obj : error LNK2001: unresolved external symbol __imp___Q_sprintf I know it might very well be something really simple. I'm sure someone might have tried to do the same i.e. modify some bits of vgui_control. thank you Shriyam -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] XSI model to Hammer
-- [ Picked text/plain from multipart/alternative ] Hi, I am having trouble in exporting xsi model to hammer. This is what I do: I open a .scn file in XSI and valvesourceexport smd it to the sourcesdk_content\hl2\modelsrc\models\abc as abc.smd I create abc.qc file which is $modelname abc/abc.mdl $cdmaterials models/abc $staticprop $scale 1.0 $body studio abc.smd $sequence idle abc.smd fps 1 $collisionmodel abc.smd { $Mass 20 } After compiling, I get the .mdl and other files in the \half-life 2\hl2\models\abc folder When I try to open it in model viewer it says error loading model and opening it in hammer as a prop_static entity shows nothing...just blank. I can view it in XSI but not in hammer after exporting. Am I missing something?? ::Arpitha -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Mystery HUD element in raw SDK
-- [ Picked text/plain from multipart/alternative ] Check out this webpage: http://www.cs.vu.nl/~eliens/game/documents_technical_documentation.html Look under the section How to remove violence, it shows how to remove HUD elements. This is a very broad approach for removing one HUD element but at least it will show you what category it's in. On 8/9/06, Jonathan Charles Middleton [EMAIL PROTECTED] wrote: I've been trying to find and disable an HUD element that appears in the upper left corner of the screen, as if ungoverned by script data. See pic: http://www.Catfootedbear.com/jcm/hlcoders/sdk_vehicles.jpg I've tried systematically disabling all child panels under the view port in the vgui tree, but either through my ineptitude or because it's not among those listed, I've not been able to track it down. Later, I went on a crazed panel genocide, also with no results. Does anyone know where this thing is coming from? Thanks, Jonathan ___ 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] Mystery HUD element in raw SDK
Thanks for the response, Oliver. My particular problem is not about removing HUD elements in general, but removing this one in particular...which I can't find. It seems ridiculous, but in the case of this very specific element, I can't find its name/class, though if I knew either I'd have no problem removing it. This element is created somewhere in the raw, unmodified SDK, apparently in error, and I simply haven't been able to track it down. :/ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Oliver Gray Sent: Wednesday, August 09, 2006 9:26 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Mystery HUD element in raw SDK -- [ Picked text/plain from multipart/alternative ] Check out this webpage: http://www.cs.vu.nl/~eliens/game/documents_technical_documentation.html Look under the section How to remove violence, it shows how to remove HUD elements. This is a very broad approach for removing one HUD element but at least it will show you what category it's in. On 8/9/06, Jonathan Charles Middleton [EMAIL PROTECTED] wrote: I've been trying to find and disable an HUD element that appears in the upper left corner of the screen, as if ungoverned by script data. See pic: http://www.Catfootedbear.com/jcm/hlcoders/sdk_vehicles.jpg I've tried systematically disabling all child panels under the view port in the vgui tree, but either through my ineptitude or because it's not among those listed, I've not been able to track it down. Later, I went on a crazed panel genocide, also with no results. Does anyone know where this thing is coming from? Thanks, Jonathan ___ 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] modifying vgui2
-- [ Picked text/plain from multipart/alternative ] What compiler are you using? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] XSI model to Hammer
-- [ Picked text/plain from multipart/alternative ] opps your idle sequence is also wrong, $modelname abc/abc.mdl $cdmaterials models/abc $staticprop $scale 1.0 $body studio ./abc $sequence idle abc fps 1 $collisionmodel abc.smd { $Mass 20 } -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] XSI model to Hammer
-- [ Picked text/plain from multipart/alternative ] your $body studio is wrong I believe it should be $body studio ./abc no .smd and have a ./ before it. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Mystery HUD element in raw SDK
-- [ Picked text/plain from multipart/alternative ] I had this as well, but now I don't I think it is the MOTD window, look under sdk_player.cpp and search for PANEL -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Mystery HUD element in raw SDK
Thanks for the lead, but unfortunately it's not any panel shown by calling CBasePlayer::ShowViewPortPanel(). :/ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Kramer Sent: Wednesday, August 09, 2006 9:48 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Mystery HUD element in raw SDK -- [ Picked text/plain from multipart/alternative ] I had this as well, but now I don't I think it is the MOTD window, look under sdk_player.cpp and search for PANEL -- ___ 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] Mystery HUD element in raw SDK
Jonathan Charles Middleton wrote: Thanks for the lead, but unfortunately it's not any panel shown by calling CBasePlayer::ShowViewPortPanel(). :/ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Kramer Sent: Wednesday, August 09, 2006 9:48 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Mystery HUD element in raw SDK -- [ Picked text/plain from multipart/alternative ] I had this as well, but now I don't I think it is the MOTD window, look under sdk_player.cpp and search for PANEL -- ___ 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 If anyone runs into it in the future, the 2 elements missing res files most likely in that picture are: sdk_hud_message - top left highlight. hud_voicestatus - big highlighting. http://list.valvesoftware.com/mailman/private/hlcoders/2006-March/016779.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Mystery HUD element in raw SDK
Thanks, Scott! For the record, that's the source of the problem. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Scott Loyd Sent: Wednesday, August 09, 2006 10:22 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Mystery HUD element in raw SDK Jonathan Charles Middleton wrote: Thanks for the lead, but unfortunately it's not any panel shown by calling CBasePlayer::ShowViewPortPanel(). :/ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Kramer Sent: Wednesday, August 09, 2006 9:48 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Mystery HUD element in raw SDK -- [ Picked text/plain from multipart/alternative ] I had this as well, but now I don't I think it is the MOTD window, look under sdk_player.cpp and search for PANEL -- ___ 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 If anyone runs into it in the future, the 2 elements missing res files most likely in that picture are: sdk_hud_message - top left highlight. hud_voicestatus - big highlighting. http://list.valvesoftware.com/mailman/private/hlcoders/2006-March/016779.htm l ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Traces
Just a question: what's faster, a TraceHull or, say, 7 plain traces? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] modifying vgui2
-- [ Picked text/plain from multipart/alternative ] I'm using Visual Studio .NET 2003 on a winxp. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders