RE: [hlcoders] Mounting episode one shared.gcf

2006-08-09 Thread Tim Holt
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?
 
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Re: [hlcoders] Mounting episode one shared.gcf

2006-08-09 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Just call MountSteamContent and if it returns the failure value, it's not
owned/not installed.


--
ts2do
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Re: [hlcoders] Mounting episode one shared.gcf

2006-08-09 Thread Nathan Voge
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?
   
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[hlcoders] No Linux specific data?

2006-08-09 Thread Owen Smith

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



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Re: [hlcoders] No Linux specific data?

2006-08-09 Thread Adam \amckern\ Mckern
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



 ___
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 the list archives, please visit:

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RE: [hlcoders] No Linux specific data?

2006-08-09 Thread Jay Stelly
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

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RE: [hlcoders] No Linux specific data?

2006-08-09 Thread Jay Stelly
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
 
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  http://mail.yahoo.com
 
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 list archives,
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Re: [hlcoders] No Linux specific data?

2006-08-09 Thread Aaron Schiff
--
[ 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
--

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Re: [hlcoders] No Linux specific data?

2006-08-09 Thread Nick

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

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 Do You Yahoo!?
 Tired of spam?  Yahoo! Mail has the best spam protection
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[hlcoders] New SDK Linux Issues

2006-08-09 Thread Louka Outrebon
--
[ 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
--

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Re: [hlcoders] No Linux specific data?

2006-08-09 Thread Garry Newman
--
[ 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
   
   
   
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RE: [hlcoders] No Linux specific data?

2006-08-09 Thread Jay Stelly
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
   
   
   
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RE: [hlcoders] No Linux specific data?

2006-08-09 Thread Jay Stelly
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



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 please visit:

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[hlcoders] Mystery HUD element in raw SDK

2006-08-09 Thread Jonathan Charles Middleton
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


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[hlcoders] modifying vgui2

2006-08-09 Thread Shriyamvar Bugga
--
[ 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
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[hlcoders] XSI model to Hammer

2006-08-09 Thread Arpitha Shetty
--
[ 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
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Re: [hlcoders] Mystery HUD element in raw SDK

2006-08-09 Thread Oliver Gray
--
[ 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


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RE: [hlcoders] Mystery HUD element in raw SDK

2006-08-09 Thread Jonathan Charles Middleton
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


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--

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Re: [hlcoders] modifying vgui2

2006-08-09 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
What compiler are you using?
--

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Re: [hlcoders] XSI model to Hammer

2006-08-09 Thread Michael Kramer
--
[ 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
}
--

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Re: [hlcoders] XSI model to Hammer

2006-08-09 Thread Michael Kramer
--
[ 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.
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Re: [hlcoders] Mystery HUD element in raw SDK

2006-08-09 Thread Michael Kramer
--
[ 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
--

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RE: [hlcoders] Mystery HUD element in raw SDK

2006-08-09 Thread Jonathan Charles Middleton
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
--

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Re: [hlcoders] Mystery HUD element in raw SDK

2006-08-09 Thread Scott Loyd

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
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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

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RE: [hlcoders] Mystery HUD element in raw SDK

2006-08-09 Thread Jonathan Charles Middleton
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
 --

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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

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[hlcoders] Traces

2006-08-09 Thread John Sheu
Just a question: what's faster, a TraceHull or, say, 7 plain traces?

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Re: [hlcoders] modifying vgui2

2006-08-09 Thread Shriyamvar Bugga
--
[ Picked text/plain from multipart/alternative ]
I'm using Visual Studio .NET 2003 on a winxp.
--

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