[hlcoders] Particle Effects
For some reason when I create particles only other people in the multi-player game can see them. I myself cannot see them. Any idea where i'm screwing up? Basically in the client dll I have the particle code and in the server dll I have the dispatch is blah blah happens code. Thanks; Yanii ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Particle Effects
-- [ Picked text/plain from multipart/alternative ] If you're calling it in a weapon fire function then you need to make sure you're calling it on the client too - for the prediction. When you're firing a predicted weapon yourself the server won't send you the effects generated in that shoot function because it will assume you're predicting what you're doing on the client. So in your client code you need to call the dispatch function too. On 9/14/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > For some reason when I create particles only other people in the > multi-player game can see > them. I myself cannot see them. > > Any idea where i'm screwing up? > > Basically in the client dll I have the particle code and in the server dll > I have the dispatch is > blah blah happens code. > > > Thanks; > Yanii > > > ___ > 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] Source SDK Update - 9/14/2006
Hi All- We put out another minor update to the SDK this morning. Here are the release notes: Linux Dedicated Server Build Now Properly Builds and Links ** Makefiles were modified and the following binaries were added to the distribution: * choreoobjects_i486.a * tier1_i486.a * mathlib_i486.a SDK Shaders Have Been Revamped ** The old 'sdkshaders' has been gutted and replaced with snapshot copies of many of our production shaders. Specifically, the shaders included are: * all generic vertex and pixel shaders * 'bloom' effect shaders * 'water' effect shaders * 'refract' effect shaders See the Wiki for details regarding how to build these new SDK Shaders http://developer.valvesoftware.com/wiki/Shader_authoring/Quick_Start 'vbspinfo.exe' and 'splitskybox.exe' Have Been Added to SDK *** Both of these tools are located in ...\sourcesdk\bin. 'vbspinfo' provides interesting stats on compiled map files and can be very valuable to level designers that are concerned about optimization. 'splitskybox' splits a .PFM skybox into its component parts. See this Wiki page for more info regarding its usage: http://developer.valvesoftware.com/wiki/HDR_Skybox_Creation 'mathlib' Source Code has Been Added to the Source SDK ** By popular request the source code for mathlib has been added to the SDK. Procedural Materials Now Working * The crash encountered when following the Wiki's instructions for creating a procedural material is now gone. Procedural materials have been working fine since the 8/4/2006 SDK release. -Mike ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update - 9/14/2006
Thanks VERY VERY MUCH Mike you are doing a REALLY great job! On 9/14/06, Mike Durand <[EMAIL PROTECTED]> wrote: Hi All- We put out another minor update to the SDK this morning. Here are the release notes: Linux Dedicated Server Build Now Properly Builds and Links ** Makefiles were modified and the following binaries were added to the distribution: * choreoobjects_i486.a * tier1_i486.a * mathlib_i486.a SDK Shaders Have Been Revamped ** The old 'sdkshaders' has been gutted and replaced with snapshot copies of many of our production shaders. Specifically, the shaders included are: * all generic vertex and pixel shaders * 'bloom' effect shaders * 'water' effect shaders * 'refract' effect shaders See the Wiki for details regarding how to build these new SDK Shaders http://developer.valvesoftware.com/wiki/Shader_authoring/Quick_Start 'vbspinfo.exe' and 'splitskybox.exe' Have Been Added to SDK *** Both of these tools are located in ...\sourcesdk\bin. 'vbspinfo' provides interesting stats on compiled map files and can be very valuable to level designers that are concerned about optimization. 'splitskybox' splits a .PFM skybox into its component parts. See this Wiki page for more info regarding its usage: http://developer.valvesoftware.com/wiki/HDR_Skybox_Creation 'mathlib' Source Code has Been Added to the Source SDK ** By popular request the source code for mathlib has been added to the SDK. Procedural Materials Now Working * The crash encountered when following the Wiki's instructions for creating a procedural material is now gone. Procedural materials have been working fine since the 8/4/2006 SDK release. -Mike ___ 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] Particle Effects
not to be rude or anything, but i would suggest you get a new email address.. http://www.valvesoftware.co.uk isn't the best email to use for an official Valve mailing list. On 9/14/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: For some reason when I create particles only other people in the multi-player game can see them. I myself cannot see them. Any idea where i'm screwing up? Basically in the client dll I have the particle code and in the server dll I have the dispatch is blah blah happens code. Thanks; Yanii ___ 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] Source SDK Update - 9/14/2006
Thanks a lot Mike! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Thursday, September 14, 2006 11:46 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Source SDK Update - 9/14/2006 Hi All- We put out another minor update to the SDK this morning. Here are the release notes: Linux Dedicated Server Build Now Properly Builds and Links ** Makefiles were modified and the following binaries were added to the distribution: * choreoobjects_i486.a * tier1_i486.a * mathlib_i486.a SDK Shaders Have Been Revamped ** The old 'sdkshaders' has been gutted and replaced with snapshot copies of many of our production shaders. Specifically, the shaders included are: * all generic vertex and pixel shaders * 'bloom' effect shaders * 'water' effect shaders * 'refract' effect shaders See the Wiki for details regarding how to build these new SDK Shaders http://developer.valvesoftware.com/wiki/Shader_authoring/Quick_Start 'vbspinfo.exe' and 'splitskybox.exe' Have Been Added to SDK *** Both of these tools are located in ...\sourcesdk\bin. 'vbspinfo' provides interesting stats on compiled map files and can be very valuable to level designers that are concerned about optimization. 'splitskybox' splits a .PFM skybox into its component parts. See this Wiki page for more info regarding its usage: http://developer.valvesoftware.com/wiki/HDR_Skybox_Creation 'mathlib' Source Code has Been Added to the Source SDK ** By popular request the source code for mathlib has been added to the SDK. Procedural Materials Now Working * The crash encountered when following the Wiki's instructions for creating a procedural material is now gone. Procedural materials have been working fine since the 8/4/2006 SDK release. -Mike ___ 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] Source SDK Update - 9/14/2006
-- [ Picked text/plain from multipart/alternative ] I can't seem to compile the shader with the fxc linker - I have fxc.exepresent in /stdshaders/ but when I run the batch file it gives me this error. shadercombo 1024 of 6081 fxc is not recognised as an internal or opertable program On 9/14/06, Ben Everett <[EMAIL PROTECTED]> wrote: > > Thanks a lot Mike! > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand > Sent: Thursday, September 14, 2006 11:46 AM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] Source SDK Update - 9/14/2006 > > Hi All- > > We put out another minor update to the SDK this morning. Here are the > release notes: > > > Linux Dedicated Server Build Now Properly Builds and Links > ** > Makefiles were modified and the following binaries were added to the > distribution: > > * choreoobjects_i486.a > * tier1_i486.a > * mathlib_i486.a > > SDK Shaders Have Been Revamped > ** > The old 'sdkshaders' has been gutted and replaced with snapshot copies > of many > of our production shaders. Specifically, the shaders included are: > > * all generic vertex and pixel shaders > * 'bloom' effect shaders > * 'water' effect shaders > * 'refract' effect shaders > > See the Wiki for details regarding how to build these new SDK Shaders > http://developer.valvesoftware.com/wiki/Shader_authoring/Quick_Start > > 'vbspinfo.exe' and 'splitskybox.exe' Have Been Added to SDK > *** > Both of these tools are located in ...\sourcesdk\bin. > > 'vbspinfo' provides interesting stats on compiled map files and can be > very valuable > to level designers that are concerned about optimization. > > 'splitskybox' splits a .PFM skybox into its component parts. See this > Wiki page > for more info regarding its usage: > http://developer.valvesoftware.com/wiki/HDR_Skybox_Creation > > 'mathlib' Source Code has Been Added to the Source SDK > ** > By popular request the source code for mathlib has been added to the > SDK. > > > Procedural Materials Now Working > * > > The crash encountered when following the Wiki's instructions for > creating a > procedural material is now gone. Procedural materials have been working > fine > since the 8/4/2006 SDK release. > > > -Mike > > ___ > 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 > > -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Source SDK Update - 9/14/2006
Ahh! I forgot to add on the Wiki page that you now need to have fxc.exe and perl.exe in your path since we no longer distribute them. Sorry about that and I will add that now. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Benjamin Davison Sent: Thursday, September 14, 2006 11:48 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update - 9/14/2006 -- [ Picked text/plain from multipart/alternative ] I can't seem to compile the shader with the fxc linker - I have fxc.exepresent in /stdshaders/ but when I run the batch file it gives me this error. shadercombo 1024 of 6081 fxc is not recognised as an internal or opertable program On 9/14/06, Ben Everett <[EMAIL PROTECTED]> wrote: > > Thanks a lot Mike! > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Mike > Durand > Sent: Thursday, September 14, 2006 11:46 AM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] Source SDK Update - 9/14/2006 > > Hi All- > > We put out another minor update to the SDK this morning. Here are the > release notes: > > > Linux Dedicated Server Build Now Properly Builds and Links > ** > Makefiles were modified and the following binaries were added to the > distribution: > > * choreoobjects_i486.a > * tier1_i486.a > * mathlib_i486.a > > SDK Shaders Have Been Revamped > ** > The old 'sdkshaders' has been gutted and replaced with snapshot copies > of many of our production shaders. Specifically, the shaders included > are: > > * all generic vertex and pixel shaders > * 'bloom' effect shaders > * 'water' effect shaders > * 'refract' effect shaders > > See the Wiki for details regarding how to build these new SDK Shaders > http://developer.valvesoftware.com/wiki/Shader_authoring/Quick_Start > > 'vbspinfo.exe' and 'splitskybox.exe' Have Been Added to SDK > *** > Both of these tools are located in ...\sourcesdk\bin. > > 'vbspinfo' provides interesting stats on compiled map files and can be > very valuable to level designers that are concerned about > optimization. > > 'splitskybox' splits a .PFM skybox into its component parts. See this > Wiki page for more info regarding its usage: > http://developer.valvesoftware.com/wiki/HDR_Skybox_Creation > > 'mathlib' Source Code has Been Added to the Source SDK > ** > By popular request the source code for mathlib has been added to the > SDK. > > > Procedural Materials Now Working > * > > The crash encountered when following the Wiki's instructions for > creating a procedural material is now gone. Procedural materials have > been working fine since the 8/4/2006 SDK release. > > > -Mike > > ___ > 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 > > -- - Benjamin Davison -- ___ 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] Source SDK Update - 9/14/2006
OK. I've updated the Wiki page to explain that Perl and the DirectX 9 SDK these must be installed and in your path. http://developer.valvesoftware.com/wiki/Shader_authoring/Quick_Start#Qui ck_Start_-_Sample_Shaders Please let me know if I've overlooked anything else regarding the shaders. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Thursday, September 14, 2006 11:52 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Source SDK Update - 9/14/2006 Ahh! I forgot to add on the Wiki page that you now need to have fxc.exe and perl.exe in your path since we no longer distribute them. Sorry about that and I will add that now. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Benjamin Davison Sent: Thursday, September 14, 2006 11:48 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update - 9/14/2006 -- [ Picked text/plain from multipart/alternative ] I can't seem to compile the shader with the fxc linker - I have fxc.exepresent in /stdshaders/ but when I run the batch file it gives me this error. shadercombo 1024 of 6081 fxc is not recognised as an internal or opertable program On 9/14/06, Ben Everett <[EMAIL PROTECTED]> wrote: > > Thanks a lot Mike! > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Mike > Durand > Sent: Thursday, September 14, 2006 11:46 AM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] Source SDK Update - 9/14/2006 > > Hi All- > > We put out another minor update to the SDK this morning. Here are the > release notes: > > > Linux Dedicated Server Build Now Properly Builds and Links > ** > Makefiles were modified and the following binaries were added to the > distribution: > > * choreoobjects_i486.a > * tier1_i486.a > * mathlib_i486.a > > SDK Shaders Have Been Revamped > ** > The old 'sdkshaders' has been gutted and replaced with snapshot copies > of many of our production shaders. Specifically, the shaders included > are: > > * all generic vertex and pixel shaders > * 'bloom' effect shaders > * 'water' effect shaders > * 'refract' effect shaders > > See the Wiki for details regarding how to build these new SDK Shaders > http://developer.valvesoftware.com/wiki/Shader_authoring/Quick_Start > > 'vbspinfo.exe' and 'splitskybox.exe' Have Been Added to SDK > *** > Both of these tools are located in ...\sourcesdk\bin. > > 'vbspinfo' provides interesting stats on compiled map files and can be > very valuable to level designers that are concerned about > optimization. > > 'splitskybox' splits a .PFM skybox into its component parts. See this > Wiki page for more info regarding its usage: > http://developer.valvesoftware.com/wiki/HDR_Skybox_Creation > > 'mathlib' Source Code has Been Added to the Source SDK > ** > By popular request the source code for mathlib has been added to the > SDK. > > > Procedural Materials Now Working > * > > The crash encountered when following the Wiki's instructions for > creating a procedural material is now gone. Procedural materials have > been working fine since the 8/4/2006 SDK release. > > > -Mike > > ___ > 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 > > -- - Benjamin Davison -- ___ 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] Source SDK Update - 9/14/2006
-- [ Picked text/plain from multipart/alternative ] How do I set something to be in the 'path' ? On 9/14/06, Mike Durand <[EMAIL PROTECTED]> wrote: > > Ahh! I forgot to add on the Wiki page that you now need to have fxc.exe > and perl.exe in your path since we no longer distribute them. Sorry > about that and I will add that now. > > -Mike > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Benjamin > Davison > Sent: Thursday, September 14, 2006 11:48 AM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Source SDK Update - 9/14/2006 > > -- > [ Picked text/plain from multipart/alternative ] I can't seem to compile > the shader with the fxc linker - I have fxc.exepresent in /stdshaders/ > but when I run the batch file it gives me this error. > > shadercombo 1024 of 6081 fxc is not recognised as an internal or > opertable program > > On 9/14/06, Ben Everett <[EMAIL PROTECTED]> wrote: > > > > Thanks a lot Mike! > > > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Mike > > Durand > > Sent: Thursday, September 14, 2006 11:46 AM > > To: hlcoders@list.valvesoftware.com > > Subject: [hlcoders] Source SDK Update - 9/14/2006 > > > > Hi All- > > > > We put out another minor update to the SDK this morning. Here are the > > release notes: > > > > > > Linux Dedicated Server Build Now Properly Builds and Links > > ** > > Makefiles were modified and the following binaries were added to the > > distribution: > > > > * choreoobjects_i486.a > > * tier1_i486.a > > * mathlib_i486.a > > > > SDK Shaders Have Been Revamped > > ** > > The old 'sdkshaders' has been gutted and replaced with snapshot copies > > > of many of our production shaders. Specifically, the shaders included > > are: > > > > * all generic vertex and pixel shaders > > * 'bloom' effect shaders > > * 'water' effect shaders > > * 'refract' effect shaders > > > > See the Wiki for details regarding how to build these new SDK Shaders > > http://developer.valvesoftware.com/wiki/Shader_authoring/Quick_Start > > > > 'vbspinfo.exe' and 'splitskybox.exe' Have Been Added to SDK > > *** > > Both of these tools are located in ...\sourcesdk\bin. > > > > 'vbspinfo' provides interesting stats on compiled map files and can be > > > very valuable to level designers that are concerned about > > optimization. > > > > 'splitskybox' splits a .PFM skybox into its component parts. See this > > Wiki page for more info regarding its usage: > > http://developer.valvesoftware.com/wiki/HDR_Skybox_Creation > > > > 'mathlib' Source Code has Been Added to the Source SDK > > ** > > By popular request the source code for mathlib has been added to the > > SDK. > > > > > > Procedural Materials Now Working > > * > > > > The crash encountered when following the Wiki's instructions for > > creating a procedural material is now gone. Procedural materials have > > been working fine since the 8/4/2006 SDK release. > > > > > > -Mike > > > > ___ > > 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 > > > > > > > -- > - Benjamin Davison > -- > > ___ > 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 > > -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update - 9/14/2006
Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] How do I set something to be in the 'path' ? In WindowsXP: Start->Settings->Control Panel->System (Advanced Tab) -> Environment Variables. Scroll down to 'Path' and double click on it. Add your new directory to the end (with ';' for separators). -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update - 9/14/2006
-- [ Picked text/plain from multipart/alternative ] Well when activeperl and directx are installed it sets path variables I just checked it out. If I don't have perl.exe or nmake.exe in /stdshaders/ it will give me file not found errors about those programs which will go away if I put them in the /stdshaders/ directory but the fxc.exe errors will not disappear if I do the same file moving. On 9/14/06, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote: > > Benjamin Davison wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > How do I set something to be in the 'path' ? > > In WindowsXP: Start->Settings->Control Panel->System (Advanced Tab) -> > Environment Variables. Scroll down to 'Path' and double click on it. > Add your new directory to the end (with ';' for separators). > > -- > Jeffrey "botman" Broome > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update - 9/14/2006
-- [ Picked text/plain from multipart/alternative ] Great work Mike, I'll be playin around with the new shaders when I get home tonight :) On 9/15/06, Benjamin Davison <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Well when activeperl and directx are installed it sets path variables I > just > checked it out. If I don't have perl.exe or nmake.exe in /stdshaders/ it > will give me file not found errors about those programs which will go away > if I put them in the /stdshaders/ directory but the fxc.exe errors will > not > disappear if I do the same file moving. > > On 9/14/06, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote: > > > > Benjamin Davison wrote: > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > How do I set something to be in the 'path' ? > > > > In WindowsXP: Start->Settings->Control Panel->System (Advanced Tab) -> > > Environment Variables. Scroll down to 'Path' and double click on it. > > Add your new directory to the end (with ';' for separators). > > > > -- > > Jeffrey "botman" Broome > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -- > - Benjamin Davison > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Source SDK Update - 9/14/2006
OK, 'nmake.exe' is distributed with Visual Studio so please make sure that your Visual Studio's bin directory is part of the path. Also, make sure to close your existing DOS box and open a new one whenever you change the environment variables. I just double-checked and I don't have 'fxc.exe', 'perl.exe', or 'nmake.exe' in the /stdshaders/ directory so I'm pretty sure that if the path is set up properly then you won't need to copy anything. Sorry it didn't work "out of the box" for you. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Benjamin Davison Sent: Thursday, September 14, 2006 12:29 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update - 9/14/2006 -- [ Picked text/plain from multipart/alternative ] Well when activeperl and directx are installed it sets path variables I just checked it out. If I don't have perl.exe or nmake.exe in /stdshaders/ it will give me file not found errors about those programs which will go away if I put them in the /stdshaders/ directory but the fxc.exe errors will not disappear if I do the same file moving. On 9/14/06, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote: > > Benjamin Davison wrote: > > -- > > [ Picked text/plain from multipart/alternative ] How do I set > > something to be in the 'path' ? > > In WindowsXP: Start->Settings->Control Panel->System (Advanced Tab) -> > Environment Variables. Scroll down to 'Path' and double click on it. > Add your new directory to the end (with ';' for separators). > > -- > Jeffrey "botman" Broome > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- - Benjamin Davison -- ___ 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] Interesting Hierarchy Bug
An important game entity on a func_tracktrain. On 9/9/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] Maybe you could provide us with an example. An entity that has the flag FL_EDICT_ALWAYS and a child of that entity with a PVS check. Anyway, can't you just prevent that the entity goes dormant on the client? (C_BaseEntity::NotifyShouldTransmit) On 9/9/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > Not sure I understand what's bad about all of this. Do you have a > concrete repro scenario from HL2DM, or does this only occur in mod code? > > At 2006/09/08 12:30 AM, Ben Everett wrote: > >Good catch! > > > >Add it to the bugzilla, as you have a better idea of what is going on > than I > >do (busy bug fixing my own code). An interesting condition to say the > least, > >anyone else w/ experience in this field wanting to comment? > > > >-Original Message- > >From: [EMAIL PROTECTED] > >[mailto:[EMAIL PROTECTED] On Behalf Of Daniel Menard > >Sent: Friday, September 08, 2006 12:12 AM > >To: hlcoders@list.valvesoftware.com > >Subject: [hlcoders] Interesting Hierarchy Bug > > > >Well I've found an interesting hierarchy related bug. I figured I > >should notify the list about this one because it took me a while to > >wrap my head around it. I'm not sure if this has been fixed in the new > >SDK update (my mod is still running on the old codebase until we have > >time to merge in the new SDK), but I did a quick search in the known > >issues list and the new source and there doesnt appear to be a fix. > > > >It looks like a comment was left regarding parent attachments in the > >SDK update, but it doesnt resolve the parent issue. Anyways this bug > >occurs when a FL_EDICT_ALWAYS entity is parented to a PVSCHECK entity. > >When the PVS entity becomes dormant, it will call UnlinkFromHierarchy > >which will unlink it from its parent and do the same for all its > >children. > > > >The trouble comes when the PVSCHECK entity comes back into view. The > >entity loses its dormant state and it begins to move again, but the > >FL_EDICT_ALWAYS entity stops following (atleast client side). The > >reason being that the hierarchy system expects a full entity update > >from the server when it comes back into view (which would fix up the > >parent of the ALWAYS entity), but since the entity is always > >transmitted, it never receives the message to reset the parent because > >server side the parent never changed and the entity never went > >dormant. > > > >I have yet to find a concrete solution to the problem (though its only > >been about an hour or so since I figured it out), but I am beginning > >the think UnlinkHierarchy should never get called when an entity goes > >dormant in the first place. The EHandles would return NULL if the > >entity was ever removed and if anything is parented to an entity that > >is dormant it should stay where it is without unlinking. I'm weary of > >removing the call though, because it may break in some odd condition. > > > >I won't be able to make the change to my codebase until tomorrow, but > >some comments would be appreciated. I could add this to the Known > >Issues list in the wiki once a stable solution is found. > > > >___ > >To unsubscribe, edit your list preferences, or view the list archives, > >please visit: > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > >___ > >To unsubscribe, edit your list preferences, or view the list archives, > please visit: > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update - 9/14/2006
-- [ Picked text/plain from multipart/alternative ] Ah, it seems that restarting cmd did the trick :D Thanks for the tip :) On 9/14/06, Mike Durand <[EMAIL PROTECTED]> wrote: > > OK, 'nmake.exe' is distributed with Visual Studio so please make sure > that your Visual Studio's bin directory is part of the path. Also, make > sure to close your existing DOS box and open a new one whenever you > change the environment variables. > > I just double-checked and I don't have 'fxc.exe', 'perl.exe', or > 'nmake.exe' in the /stdshaders/ directory so I'm pretty sure that if the > path is set up properly then you won't need to copy anything. > > Sorry it didn't work "out of the box" for you. > > -Mike > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Benjamin > Davison > Sent: Thursday, September 14, 2006 12:29 PM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Source SDK Update - 9/14/2006 > > -- > [ Picked text/plain from multipart/alternative ] Well when activeperl > and directx are installed it sets path variables I just checked it out. > If I don't have perl.exe or nmake.exe in /stdshaders/ it will give me > file not found errors about those programs which will go away if I put > them in the /stdshaders/ directory but the fxc.exe errors will not > disappear if I do the same file moving. > > On 9/14/06, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote: > > > > Benjamin Davison wrote: > > > -- > > > [ Picked text/plain from multipart/alternative ] How do I set > > > something to be in the 'path' ? > > > > In WindowsXP: Start->Settings->Control Panel->System (Advanced Tab) -> > > > Environment Variables. Scroll down to 'Path' and double click on it. > > Add your new directory to the end (with ';' for separators). > > > > -- > > Jeffrey "botman" Broome > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -- > - Benjamin Davison > -- > > ___ > 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 > > -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders