Re: [hlcoders] Source SDK Base

2006-11-05 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Command line args work with 320.
Try extracting the valve.rc from HL2DM to yourmod/cfg.
The important part of it is stuffcmds.

On 11/4/06, John Sheu [EMAIL PROTECTED] wrote:

 On Saturday 04 November 2006 10:08 pm, Tim McLennan wrote:
  You must add the args to the SDK Base, rather than your mod.
 
Regards,
  Tim

 That's rather unfortunately unintuitive.

 Valve, fix?  I can think of many scenarios in which one would want
 different
 arguments for different SDK Base-based mods.

 -John Sheu

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Re: [hlcoders] Source SDK Base

2006-11-05 Thread Daniel Menard

As far as I know, stuffcmds is only for the + arguments are console
commands you run after the exe has started. The - commands go straight
to the exe and it seems valve hasn't done that for mods based on
Source SDK Base

On 11/5/06, Skillet [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
Command line args work with 320.
Try extracting the valve.rc from HL2DM to yourmod/cfg.
The important part of it is stuffcmds.

On 11/4/06, John Sheu [EMAIL PROTECTED] wrote:

 On Saturday 04 November 2006 10:08 pm, Tim McLennan wrote:
  You must add the args to the SDK Base, rather than your mod.
 
Regards,
  Tim

 That's rather unfortunately unintuitive.

 Valve, fix?  I can think of many scenarios in which one would want
 different
 arguments for different SDK Base-based mods.

 -John Sheu

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[hlcoders] Mod doesn´t load its own dlls

2006-11-05 Thread Christoph Neuwirth
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello

I´ve just switched from hl1 to hl2 coding and now i´ve a little problem.

As the topic says, my mod doesn´t load its own dlls. It only loads the default 
hl2 dlls.

I use msvc++ 2003, I compile in release mode and i copy my dlls into the bin 
folder manually.

I also created a new mod to see if the code i changed is the reason why it 
doesn´t load it but also with the new mod its not working.

If you need more Informations, just tell.

Thx in advance
--



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Re: [hlcoders] Source SDK Base

2006-11-05 Thread Nick

This is a really confusing problem.

On 11/5/06, Daniel Menard [EMAIL PROTECTED] wrote:

As far as I know, stuffcmds is only for the + arguments are console
commands you run after the exe has started. The - commands go straight
to the exe and it seems valve hasn't done that for mods based on
Source SDK Base

On 11/5/06, Skillet [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Command line args work with 320.
 Try extracting the valve.rc from HL2DM to yourmod/cfg.
 The important part of it is stuffcmds.

 On 11/4/06, John Sheu [EMAIL PROTECTED] wrote:
 
  On Saturday 04 November 2006 10:08 pm, Tim McLennan wrote:
   You must add the args to the SDK Base, rather than your mod.
  
 Regards,
   Tim
 
  That's rather unfortunately unintuitive.
 
  Valve, fix?  I can think of many scenarios in which one would want
  different
  arguments for different SDK Base-based mods.
 
  -John Sheu
 
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[hlcoders] Re: [hlcoders] Mod doesn´t load its own dlls

2006-11-05 Thread Nick

Is this single or multiplayer? You should not have to copy your DLL
manually. It should be 100% automatic if you created a new mod.

Did you create a new mod using the hl2sdk?

On 11/5/06, Christoph Neuwirth [EMAIL PROTECTED] wrote:

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello

I´ve just switched from hl1 to hl2 coding and now i´ve a little problem.

As the topic says, my mod doesn´t load its own dlls. It only loads the default 
hl2 dlls.

I use msvc++ 2003, I compile in release mode and i copy my dlls into the bin 
folder manually.

I also created a new mod to see if the code i changed is the reason why it 
doesn´t load it but also with the new mod its not working.

If you need more Informations, just tell.

Thx in advance
--



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[hlcoders] Re: [hlcoders] Re: [hlcoders] Mod doesn´t lo ad its own dlls

2006-11-05 Thread Christoph Neuwirth

yes i did use create a new mod with source sdk over steamtools.

i know i dont have to copy them but sometimes they dont copy sometimes they
do so i copy them manually.

do i need some kind of update for msvc++ 2003 in order to compile hl2 sdk
correctly?

its multiplayer but sometimes it behaves like singleplayer. when i close the
mod with quit it sometimes ask me if i wanna save my progress i´ve so far.

greetz

- Original Message -
From: Nick [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, November 05, 2006 8:39 PM
Subject: [hlcoders] Re: [hlcoders] Mod doesn´t load its own dlls


Is this single or multiplayer? You should not have to copy your DLL
manually. It should be 100% automatic if you created a new mod.

Did you create a new mod using the hl2sdk?

On 11/5/06, Christoph Neuwirth [EMAIL PROTECTED] wrote:

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello

I´ve just switched from hl1 to hl2 coding and now i´ve a little problem.

As the topic says, my mod doesn´t load its own dlls. It only loads the
default hl2 dlls.

I use msvc++ 2003, I compile in release mode and i copy my dlls into the
bin folder manually.

I also created a new mod to see if the code i changed is the reason why it
doesn´t load it but also with the new mod its not working.

If you need more Informations, just tell.

Thx in advance
--



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[hlcoders] Re: [hlcoders] Re: [hlcoders] Re: [hlcoders] Mod doesn´t load its own dlls

2006-11-05 Thread Nick

where do you copy the dlls?

On 11/5/06, Christoph Neuwirth [EMAIL PROTECTED] wrote:

yes i did use create a new mod with source sdk over steamtools.

i know i dont have to copy them but sometimes they dont copy sometimes they
do so i copy them manually.

do i need some kind of update for msvc++ 2003 in order to compile hl2 sdk
correctly?

its multiplayer but sometimes it behaves like singleplayer. when i close the
mod with quit it sometimes ask me if i wanna save my progress i´ve so far.

greetz

- Original Message -
From: Nick [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, November 05, 2006 8:39 PM
Subject: [hlcoders] Re: [hlcoders] Mod doesn´t load its own dlls


Is this single or multiplayer? You should not have to copy your DLL
manually. It should be 100% automatic if you created a new mod.

Did you create a new mod using the hl2sdk?

On 11/5/06, Christoph Neuwirth [EMAIL PROTECTED] wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Hello

 I´ve just switched from hl1 to hl2 coding and now i´ve a little problem.

 As the topic says, my mod doesn´t load its own dlls. It only loads the
 default hl2 dlls.

 I use msvc++ 2003, I compile in release mode and i copy my dlls into the
 bin folder manually.

 I also created a new mod to see if the code i changed is the reason why it
 doesn´t load it but also with the new mod its not working.

 If you need more Informations, just tell.

 Thx in advance
 --



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 please visit:
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[hlcoders] Re: [hlcoders] Re: [hlcoders] Re: [hlcoders] R e: [hlcoders] Mod doesn´t load its own dlls

2006-11-05 Thread Christoph Neuwirth

into sourcemods/testmod/bin

this is what is printed into console

Game.dll loaded for Half-Life 2
Both ConVars must be marked FCVAR_REPLICATED for linkage to work
(r_VehicleViewDampen)
Warning! Game event listener registerd for all events. Use newer game event
interface.
Warning! Game event listener registerd for all events. Use newer game event
interface.
CSoundEmitterSystem::AddSoundsFromFile(scripts/npc_sounds_citizen.txt):
Entry NPC_Citizen.die duplicated, skipping
CSoundEmitterSystem::AddSoundsFromFile(scripts/npc_sounds_metropolice.txt):
Entry NPC_MetroPolice.Die duplicated, skipping
CSoundEmitterSystem:  Registered 5135 sounds
CResponseSystem:  scripts/talker/response_rules.txt (217 rules, 214
criteria, and 208 responses)
maxplayers set to 1
Heap: 256.00 Mb
Parsed 23 text messages
Both ConVars must be marked FCVAR_REPLICATED for linkage to work
(r_VehicleViewDampen)
Couldn't find custom font file 'resource/HL2MP.ttf'
Warning! Game event listener registerd for all events. Use newer game event
interface.
Warning! Game event listener registerd for all events. Use newer game event
interface.
Warning! Game event listener registerd for all events. Use newer game event
interface.
execing config.cfg
cc_lang =
Sound Initialization
Set primary sound buffer format: yes
Using secondary sound buffer
  2 channel(s)
  16 bits/sample
  44100 samples/sec
DirectSound initialized
Sound sampling rate: 44100
1 CPU, Frequency: 795.7 Mhz,  Features: AuthenticAMD SSE SSE2 MMX 3DNow
RDTSC CMOV FCMOV
GetAllManifestFiles:  Unable to load maplist.txt
execing valve.rc

- Original Message -
From: Nick [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, November 05, 2006 9:24 PM
Subject: [hlcoders] Re: [hlcoders] Re: [hlcoders] Re: [hlcoders] Mod doesn´t
load its own dlls


where do you copy the dlls?

On 11/5/06, Christoph Neuwirth [EMAIL PROTECTED] wrote:

yes i did use create a new mod with source sdk over steamtools.

i know i dont have to copy them but sometimes they dont copy sometimes
they
do so i copy them manually.

do i need some kind of update for msvc++ 2003 in order to compile hl2 sdk
correctly?

its multiplayer but sometimes it behaves like singleplayer. when i close
the
mod with quit it sometimes ask me if i wanna save my progress i´ve so far.

greetz

- Original Message -
From: Nick [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, November 05, 2006 8:39 PM
Subject: [hlcoders] Re: [hlcoders] Mod doesn´t load its own dlls


Is this single or multiplayer? You should not have to copy your DLL
manually. It should be 100% automatic if you created a new mod.

Did you create a new mod using the hl2sdk?

On 11/5/06, Christoph Neuwirth [EMAIL PROTECTED] wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Hello

 I´ve just switched from hl1 to hl2 coding and now i´ve a little problem.

 As the topic says, my mod doesn´t load its own dlls. It only loads the
 default hl2 dlls.

 I use msvc++ 2003, I compile in release mode and i copy my dlls into the
 bin folder manually.

 I also created a new mod to see if the code i changed is the reason why
 it
 doesn´t load it but also with the new mod its not working.

 If you need more Informations, just tell.

 Thx in advance
 --



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 please visit:
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[hlcoders] fademindist / fademaxdist in env_detail_controller

2006-11-05 Thread Andrew Forsberg
Hi guys,

I was asked by a mapper if I could get fademindist and fademaxdist
working in our mod for one of his large outdoor maps. We haven't
finished updating the code with that last major hl2:ep1 sdk update just
yet.

I can see that nothing has changed in
game_shared/env_detail_controller.cpp recently anyway -- but a *lot* has
changed in cl_dll/detailobjectsystem.cpp. Am I right in thinking that
support for this:

http://developer.valvesoftware.com/wiki/Env_detail_controller

is dependent on our code being updated to the latest sdk release?

FWIW, he's tried the map on cs source as well, and the fading wasn't
changed to what he'd specified in hammer. No console errors, no leaks,
no problems there. That suggests to him and me, that perhaps the
functionality isn't all there yet.

Any ideas, suggestions?

Cheers  thanks,
Anders




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[hlcoders] Hammer crashing during Internet access, and Help issues

2006-11-05 Thread Robert Oschler
--
[ Picked text/plain from multipart/alternative ]
I've just started working with the Source SDK and Hammer.  Apparently Hammer
calls home on occassion by itself over the Internet (I say call but I
have a broadband connection so there's no actual calling).  Whenever it
does this it crashes with an exception error dialog box (Ok to Terminate,
Cancel to Debug).

Also, if I try to access Help from Hammer, I get a message box saying The
web site couldn't be opened.

Does anyone know how to fix these two problems?  I tried Reset Game
Configurations and Refresh SDK Content, neither of which helped.

BTW, is there a way to simply scroll the camera viewport up/down and
left/right?  The Camera mode buttons seem to rotate about an axis that is
outside the center of the area Im working on, like a something at the end
of a spoke in a rim.  I simply want to slide the viewport up/down and
left/right.

Thanks.
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Re: [hlcoders] Hammer crashing during Internet access, and Help issues

2006-11-05 Thread Alex W
--
[ Picked text/plain from multipart/alternative ]
I don't know what's going on with Hammer and your internet.  But, if you
want to control the camera much more easily, press Z and use the WASD keys +
mouse to move around.

On 11/5/06, Robert Oschler [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I've just started working with the Source SDK and Hammer.  Apparently
 Hammer
 calls home on occassion by itself over the Internet (I say call but I
 have a broadband connection so there's no actual calling).  Whenever it
 does this it crashes with an exception error dialog box (Ok to Terminate,
 Cancel to Debug).

 Also, if I try to access Help from Hammer, I get a message box saying The
 web site couldn't be opened.

 Does anyone know how to fix these two problems?  I tried Reset Game
 Configurations and Refresh SDK Content, neither of which helped.

 BTW, is there a way to simply scroll the camera viewport up/down and
 left/right?  The Camera mode buttons seem to rotate about an axis that is
 outside the center of the area Im working on, like a something at the end
 of a spoke in a rim.  I simply want to slide the viewport up/down and
 left/right.

 Thanks.
 --

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Re: [hlcoders] Hammer crashing during Internet access, and Help issues

2006-11-05 Thread Sebastian 'Darth.Hunter' Kreutz

I recognized this calling home behaviour, too.
It either happens when Hammer is idling or when you hit the browse button,
for instance to load a model.
The funny thing is: This does not happen regularly, but rather occasionally.

Other things I have recently noticed in conjunction with Hammer:

- normal maps seem to have less effect than before
- after building cubemaps, you have to shut down the game entirely and
restart it to see them...wasn't like that before.

Greetings,
Darth.Hunter
http://tne.invision-games.com



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Re: [hlcoders] Source SDK Base

2006-11-05 Thread Adam amckern Mckern
I am able to use window commands, and everything else,
this is an exmaple of my shortcut to run the game in
dev mode

C:\Steam\steam.exe -applaunch 215 -dev -sw -game
C:\Steam\SteamApps\SourceMods\Prime +map prime002
+sv_lan 0 +heartbeat +hostname Running Wild

Basicly, it seems to be the either the v3 client, or a
recent update stops some of the 'game' functions
geting read in.

Adam

--- Nick [EMAIL PROTECTED] wrote:

 This is a really confusing problem.

 On 11/5/06, Daniel Menard [EMAIL PROTECTED]
 wrote:
  As far as I know, stuffcmds is only for the +
 arguments are console
  commands you run after the exe has started. The -
 commands go straight
  to the exe and it seems valve hasn't done that for
 mods based on
  Source SDK Base
 
  On 11/5/06, Skillet [EMAIL PROTECTED] wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   Command line args work with 320.
   Try extracting the valve.rc from HL2DM to
 yourmod/cfg.
   The important part of it is stuffcmds.
  
   On 11/4/06, John Sheu
 [EMAIL PROTECTED] wrote:
   
On Saturday 04 November 2006 10:08 pm, Tim
 McLennan wrote:
 You must add the args to the SDK Base,
 rather than your mod.

   Regards,
 Tim
   
That's rather unfortunately unintuitive.
   
Valve, fix?  I can think of many scenarios in
 which one would want
different
arguments for different SDK Base-based mods.
   
-John Sheu
   
   
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 view the list archives,
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Re: [hlcoders] Hammer crashing during Internet access, and Help issues

2006-11-05 Thread Nick

I can't even use the source sdk when in offline mode. I don't know if
this is a bug, or if this is a feature, but i know it is annoying.
Sometimes I want to edit a map with hammer on my laptop but I can't do
it because there isn't a wireless connection around :(

On 11/5/06, Sebastian 'Darth.Hunter' Kreutz [EMAIL PROTECTED] wrote:

I recognized this calling home behaviour, too.
It either happens when Hammer is idling or when you hit the browse button,
for instance to load a model.
The funny thing is: This does not happen regularly, but rather occasionally.

Other things I have recently noticed in conjunction with Hammer:

- normal maps seem to have less effect than before
- after building cubemaps, you have to shut down the game entirely and
restart it to see them...wasn't like that before.

Greetings,
Darth.Hunter
http://tne.invision-games.com



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Re: [hlcoders] Hammer crashing during Internet access, and Help issues

2006-11-05 Thread Adam amckern Mckern
Just check its in offline mode - my computer at home
has been netless for 3 weeks now, and runs hammer
fine.

Adam

--- Nick [EMAIL PROTECTED] wrote:

 I can't even use the source sdk when in offline
 mode. I don't know if
 this is a bug, or if this is a feature, but i know
 it is annoying.
 Sometimes I want to edit a map with hammer on my
 laptop but I can't do
 it because there isn't a wireless connection around
 :(

 On 11/5/06, Sebastian 'Darth.Hunter' Kreutz
 [EMAIL PROTECTED] wrote:
  I recognized this calling home behaviour, too.
  It either happens when Hammer is idling or when
 you hit the browse button,
  for instance to load a model.
  The funny thing is: This does not happen
 regularly, but rather occasionally.
 
  Other things I have recently noticed in
 conjunction with Hammer:
 
  - normal maps seem to have less effect than before
  - after building cubemaps, you have to shut down
 the game entirely and
  restart it to see them...wasn't like that before.
 
  Greetings,
  Darth.Hunter
  http://tne.invision-games.com
 
 
 
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 view the list archives, please visit:
 

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[hlcoders] Wacked animations

2006-11-05 Thread Adam amckern Mckern
===Wacked animations===

For some reason my animations are all lagged out (on
default weapons in a ep1: sp mod code base), this has
happened between compiles, and I changed no code.

Links to videos -
NORMAL http://www.youtube.com/watch?v=MiNQ4US4w4o
WACKED http://www.youtube.com/watch?v=Dh6Z9MqZ3JA

Adam


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Re: [hlcoders] Source SDK Base

2006-11-05 Thread John Sheu
On Sunday 05 November 2006 6:33 pm, Adam amckern Mckern wrote:
 I am able to use window commands, and everything else,
 this is an exmaple of my shortcut to run the game in
 dev mode

As far as I can tell, shortcuts are fine.  The problem is when launching games
directly from the Steam window, with the launch options deal.

-John Sheu

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Re: [hlcoders] Wacked animations

2006-11-05 Thread Nick

I have seen the wacked animation you describe before. I think a
restart fixed it somehow.

On 11/5/06, Adam amckern Mckern [EMAIL PROTECTED] wrote:

===Wacked animations===

For some reason my animations are all lagged out (on
default weapons in a ep1: sp mod code base), this has
happened between compiles, and I changed no code.

Links to videos -
NORMAL http://www.youtube.com/watch?v=MiNQ4US4w4o
WACKED http://www.youtube.com/watch?v=Dh6Z9MqZ3JA

Adam


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Re: [hlcoders] Wacked animations

2006-11-05 Thread Adam amckern Mckern
Yeah, i have rebooted many times - same issue

Adam

--- Nick [EMAIL PROTECTED] wrote:

 I have seen the wacked animation you describe
 before. I think a
 restart fixed it somehow.

 On 11/5/06, Adam amckern Mckern [EMAIL PROTECTED]
 wrote:
  ===Wacked animations===
 
  For some reason my animations are all lagged out
 (on
  default weapons in a ep1: sp mod code base), this
 has
  happened between compiles, and I changed no code.
 
  Links to videos -
  NORMAL http://www.youtube.com/watch?v=MiNQ4US4w4o
  WACKED http://www.youtube.com/watch?v=Dh6Z9MqZ3JA
 
  Adam
 
  
  Nigredo Studios http://www.nigredostudios.com
 
 
 
 


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