[hlcoders] Hammer crash
This mail is mostly directed to the valve members, or to people who know which valve members I best contact about this. Basically, our mapper has hammer crashing at the end of map loading ( just when the viewports are about to be rendered ) since one of the latest updates. We've tried a lot to fix this, and once or twice they actually loaded without problems, but we're running out of options to have him continue mapping finish the mod already :p So: 1. anyone recognise this problem and has any additional information? 2. we have minidumps of the crash ( in hammer.dll iirc ), where can I send them to get some (preferably quick) feedback? Thanks a lot, -- Maarten ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Hammer crash
I had a similar problem as the one you describe. A map was loading without any problem and recently it start to crash Hammer. To fix it I open the vmf file, with a text editor, and changed the last entries of the file cameras and cordon from: cameras { activecamera 0 camera { position [-1453.32 937.772 257.602] look [-1453.32 937.772 257.602] } } cordon { mins (9 9 9) maxs (-9 -9 -9) active 0 } To: cameras { activecamera 0 camera { position [763.693 537.118 195.715] look [761.287 536.37 194.398] } } cordon { mins (-1385 -756 -2792) maxs (1512 3638 1267) active 0 } After this, the map started to load ok and because of that I didn't care much about the problem anymore but maybe the problem is in the cordon being all 9. Davide (DAV) Email: [EMAIL PROTECTED] Azure Sheep: http://halflife.multiplayer.it/azuresheep/ Point of View: http://halflife.multiplayer.it/pov/ DAV Levels: http://davlevels.planetquake.com.gamespy.com/ On 10/15/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: This mail is mostly directed to the valve members, or to people who know which valve members I best contact about this. Basically, our mapper has hammer crashing at the end of map loading ( just when the viewports are about to be rendered ) since one of the latest updates. We've tried a lot to fix this, and once or twice they actually loaded without problems, but we're running out of options to have him continue mapping finish the mod already :p So: 1. anyone recognise this problem and has any additional information? 2. we have minidumps of the crash ( in hammer.dll iirc ), where can I send them to get some (preferably quick) feedback? Thanks a lot, -- Maarten ___ 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] SDK Update/Ep2 Questions
-- [ Picked text/plain from multipart/alternative ] Sup all Hopefully someone from Valve will be able to answer this for me, I'm sure a few other people may be wondering a few of these things too First and foremost, can we get any insight into how the Cinematic Physics works? We've got a couple of scenes in NightFall that we'd like to use it for, but we don't really know how it works so its hard to judge whether we should wait on it or not. Will the SDK update include TF2 and Portal code? Will we get the Tools, namely the Particle Editor, that were with TF2 but later taken out? Is there any chance we can get the GameUI code released with this update? A few people would love to be able to make their own menus, or change the dialog and that kinda thing, and having to re-write it from the ground up is a massive waste of time Finally, how will the Ep2 engine be provided to modders to be used? Will it be similar to Source SDK Base, where if the player owns any Source game, they will be able to play it, or will the players require Episode 2 to use from the engine? Does this also mean that we can use content from the Shared 2007 GCFs? Any insight into these would be sweet. Cheers Matt -- Matt Stafford (Wraiyth) http://www.wraiyth.com NightFall, a Half Life 2 Single Player Mod - http://www.nightfallmod.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Hammer crash
Maarten, I haven't been seeing any problems with hammer build 3700, and there hasn't been an SDK update in a while so chances are good that you have something in the map vmf that is causing this. Hammer can crash for a number of problems, usually invalid numbers and unexpected linewraps have both happened to me and were fixed by editing the vmf in wordpad. I've had a number of map authors send me their broken VMFs to see if I can fix them and they were basically all similar causes. Usually there is an error message the gives you a line number where the cause of the crash is happening but not always. The first step is to isolate the cause and if after fixing it, you find it returns then look for something in the edit process (or the system) that is causing it, crashes while hammer is running is a common cause of problems. - Original Message - From: maarten To: hlcoders@list.valvesoftware.com Sent: Monday, October 15, 2007 1:31 AM Subject: [hlcoders] Hammer crash This mail is mostly directed to the valve members, or to people who know which valve members I best contact about this. Basically, our mapper has hammer crashing at the end of map loading ( just when the viewports are about to be rendered ) since one of the latest updates. We've tried a lot to fix this, and once or twice they actually loaded without problems, but we're running out of options to have him continue mapping finish the mod already :p So: 1. anyone recognise this problem and has any additional information? 2. we have minidumps of the crash ( in hammer.dll iirc ), where can I send them to get some (preferably quick) feedback? Thanks a lot, -- Maarten ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] RE: SDK Update/Ep2 Questions
-- [ Picked text/plain from multipart/alternative ] Hi Matt..getting warm in OZ yet? Just wanted to say that a Particle Editor would be rather awsome..seeing as even max payne game engine had a fairly great particle editor..hmm 1998/99 I think..thats only almost 10 years ago. Adam Message: 3 Date: Mon, 15 Oct 2007 20:13:22 +1000 From: Matt Stafford [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: [hlcoders] SDK Update/Ep2 Questions Reply-To: hlcoders@list.valvesoftware.com -- [ Picked text/plain from multipart/alternative ] Sup all Hopefully someone from Valve will be able to answer this for me, I'm sure a few other people may be wondering a few of these things too First and foremost, can we get any insight into how the Cinematic Physics works? We've got a couple of scenes in NightFall that we'd like to use it for, but we don't really know how it works so its hard to judge whether we should wait on it or not. Will the SDK update include TF2 and Portal code? Will we get the Tools, namely the Particle Editor, that were with TF2 but later taken out? Is there any chance we can get the GameUI code released with this update? A few people would love to be able to make their own menus, or change the dialog and that kinda thing, and having to re-write it from the ground up is a massive waste of time Finally, how will the Ep2 engine be provided to modders to be used? Will it be similar to Source SDK Base, where if the player owns any Source game, they will be able to play it, or will the players require Episode 2 to use from the engine? Does this also mean that we can use content from the Shared 2007 GCFs? Any insight into these would be sweet. Cheers Matt _ New music from the Rogue Traders - listen now! http://ninemsn.com.au/share/redir/adTrack.asp?mode=clickclientID=832referral=hotmailtaglineOct07URL=http://music.ninemsn.com.au/roguetraders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Hammer crash
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Maarten- This sounds like a somewhat rare problem you can address by editing the .vmf file as the other guys suggested. If that doesn't work then send me the MDMP file. [EMAIL PROTECTED] -Mike - Original Message - From: [EMAIL PROTECTED] [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com hlcoders@list.valvesoftware.com Sent: Mon Oct 15 01:31:15 2007 Subject: [hlcoders] Hammer crash This mail is mostly directed to the valve members, or to people who know which valve members I best contact about this. Basically, our mapper has hammer crashing at the end of map loading ( just when the viewports are about to be rendered ) since one of the latest updates. We've tried a lot to fix this, and once or twice they actually loaded without problems, but we're running out of options to have him continue mapping finish the mod already :p So: 1. anyone recognise this problem and has any additional information? 2. we have minidumps of the crash ( in hammer.dll iirc ), where can I send them to get some (preferably quick) feedback? Thanks a lot, -- Maarten ___ 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] Hammer crash
Thanks for all the replies. We'll try the fix, since it's probably size-related; but it happens on all our large maps, so don't be surprised if I send you some .mdmp's tomorrow anyway ;) This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Maarten- This sounds like a somewhat rare problem you can address by editing the .vmf file as the other guys suggested. If that doesn't work then send me the MDMP file. [EMAIL PROTECTED] -Mike - Original Message - From: [EMAIL PROTECTED] [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com hlcoders@list.valvesoftware.com Sent: Mon Oct 15 01:31:15 2007 Subject: [hlcoders] Hammer crash This mail is mostly directed to the valve members, or to people who know which valve members I best contact about this. Basically, our mapper has hammer crashing at the end of map loading ( just when the viewports are about to be rendered ) since one of the latest updates. We've tried a lot to fix this, and once or twice they actually loaded without problems, but we're running out of options to have him continue mapping finish the mod already :p So: 1. anyone recognise this problem and has any additional information? 2. we have minidumps of the crash ( in hammer.dll iirc ), where can I send them to get some (preferably quick) feedback? Thanks a lot, -- Maarten ___ 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] SDK Update heads up?
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi List- I'm shooting for an update that includes the updated tools this week or early next. After that I will work on an update that includes the new game DLL code and I am hoping that it will be available in beta by the end of the month. I'll let you guys know if I run into any problems that invalidate these timeframes. -Mike - Original Message - From: [EMAIL PROTECTED] [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com hlcoders@list.valvesoftware.com Sent: Sat Oct 13 11:27:05 2007 Subject: Re: [hlcoders] SDK Update heads up? -- [ Picked text/plain from multipart/alternative ] Hey Mike, Any word when the big merge will be ready for us to try? Now that the Orange Box is out and we've played the games we're itching to get our mod code working with the new engine. Any chance it will be this month? Regards, Paul On 9/12/07, Mike Durand [EMAIL PROTECTED] wrote: Hi All- Once I do the big merge I will be able to provide a better preview of changes that you will be getting with the next SDK update. But for now here is the high-level list of new features and improvements in Orange Box games and the latest version of the Source Engine: Non-photo-realistic Rendering Cinematic Physics Simulations Utilization of Multi-core Processors Improved HDR Enhanced Particle System Human Skin Shader Improvements Enhanced Foliage Rendering New Motion Blur Effect Pixel Shader Model 3.0 Enhanced Shadows Hopefully some of this stuff looks interesting to some of you. :) -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Joel R. Sent: Monday, September 10, 2007 1:43 PM To: hlcoders Subject: [hlcoders] SDK Update heads up? -- [ Picked text/plain from multipart/alternative ] There hasn't been much talk about what updates we'll be receiving to the SDK for Episode 2. I was hoping you guys at Valve would enlighten us a bit on what to expect. The only things I've heard are from the Ep 2 video that was shown, regarding the new technologies put in, like the cinematic physics, enhanced foliage rendering and better expansive outdoor rendering. It'd be great to have a heads up on what we'll be receiving. It's not very fun to just throw us these new updates, and have us figure out whats new. Updates I'm hoping for is some enhancement with the Physics system to allow for better network predicting. Shaders to allow multiple passes, or dynamically change a shader for one model without having to switch skins of the models, and an increase on the limit of 64 instructions for the .fxc shaders. I've also been trying to implement my own physics, however its a bit hard to do with the standard line and ray traces we have. I know we won't be receiving SOLID_OBB or anything of that sorts, but this engine is suppose to be top of the line, and it is still using only AABB. I'm sure there is more things others have been hoping for, shedding some light on us would be much appreciated! Thanks. -Joel -- ___ 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] SDK Update heads up?
On 15 Oct 2007, at 17:41, Mike Durand wrote: I'm shooting for an update that includes the updated tools this week or early next. After that I will work on an update that includes the new game DLL code and I am hoping that it will be available in beta by the end of the month. I'll let you guys know if I run into any problems that invalidate these timeframes. Fantastic - I've been looking forwards to playing round with the new Episode Two stuff, but didn't want to annoy anyone by asking exactly when the updated SDK tools would be available. It's my birthday on the 25th, just so you know. Potential tools deadline to aim for? ;-) Adam -- Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Choreography Expressions
-- [ Picked text/plain from multipart/alternative ] Right well i've made some '.vcd' expression files, and I was just wondering how I would go abouts updating a player or npc entities expression with custom expression assets. Specifically, what classes and functions would I need to be dealing with? At the moment i'm looking at a haystack of code and the code relavent to what i'm trying to do is so obscure in this haystack; well... You know I just need a little headstart with this. I've not worked with any choreography system before so it's all new to me. If anyone could shed some light on this problem for me, I would be greatfull. _ Connect to the next generation of MSN Messenger http://imagine-msn.com/messenger/launch80/default.aspx?locale=en-ussource=wlmailtagline -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update heads up?
-- [ Picked text/plain from multipart/alternative ] I'm confused about the SDK update's compatibility with various AppID's. Our mod uses AppID 240 (for CS:S). Will merging with this update break our mod? Jonathan On 10/15/07, Adam Foster [EMAIL PROTECTED] wrote: On 15 Oct 2007, at 17:41, Mike Durand wrote: I'm shooting for an update that includes the updated tools this week or early next. After that I will work on an update that includes the new game DLL code and I am hoping that it will be available in beta by the end of the month. I'll let you guys know if I run into any problems that invalidate these timeframes. Fantastic - I've been looking forwards to playing round with the new Episode Two stuff, but didn't want to annoy anyone by asking exactly when the updated SDK tools would be available. It's my birthday on the 25th, just so you know. Potential tools deadline to aim for? ;-) Adam -- Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I thinkpoem that never asa I shallseea lovely as binary tree -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Orange Box Release breaks Episode 1 SDK...
Oops Guys really sorry I did extract it, I remembered I did it to try and play ep1 and hl2 with the new higher res textures and models... Apologies to all Chris - Original Message - From: Kevin Ottalini [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, October 13, 2007 12:54 PM Subject: Re: [hlcoders] Orange Box Release breaks Episode 1 SDK... I'm not seeing any problems here and don't see hammer or the model viewer trying to open any (2007) EP2/TF2 content unless I make the EP1 hammer open EP2/TF2 content and then (as expected) it has problems. If someone manually extracted EP2/TF2 content or hacked an SDK EP2/TF2 entry for the current SDK (or changed appid's somewhere) and are trying to access these new resources then they will be disappointed. - Original Message - From: Mike Durand To: hlcoders@list.valvesoftware.com Sent: Saturday, October 13, 2007 9:01 AM Subject: Re: [hlcoders] Orange Box Release breaks Episode 1 SDK... The SDK is not yet updated so I am surprised to hear that Hammer is behaving differently for you. Is anyone else seeing problems with it? -Mike - Original Message - Sent: Fri Oct 12 15:43:39 2007 Subject: Re: [hlcoders] Orange Box Release breaks Episode 1 SDK... No a vanilla ep1 sdk tries to mount them it seems. Because all of the grids are broken. This means maybe hammer is updated in more ways we know??? - Original Message - From: Kevin Ottalini To: hlcoders@list.valvesoftware.com Sent: Friday, October 12, 2007 3:35 PM Subject: Re: [hlcoders] Orange Box Release breaks Episode 1 SDK... You'll have to wait for a full OrangBox SDK update before trying to use any of the 2007 materials or models, the new engine is required for them. Hammer and the other SDK tools will need to be updated as well, so just be patient. - Original Message - From: Andrew Ritchie To: hlcoders@list.valvesoftware.com Sent: Friday, October 12, 2007 4:27 AM Subject: Re: [hlcoders] Orange Box Release breaks Episode 1 SDK... Does the Ep1 SDK automatically mounts the 2007 Materials? I thought it still used the older engines materials which would be fine for hammer, otherwise if you're mounting the GCFs yourself I'd suggest waiting for Valve to officially update the SDK. ___ 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] SDK Update heads up?
You will have to change to the sdk base soon I think because from what I understand all source engine games are migrating to the newer engine. The only older engine appID left is the current sdk base which is supposedly being kept around for a long time while a newer sdk base for the new engine is released. Chris - Original Message - From: Jonathan Middleton [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, October 15, 2007 12:38 PM Subject: Re: [hlcoders] SDK Update heads up? -- [ Picked text/plain from multipart/alternative ] I'm confused about the SDK update's compatibility with various AppID's. Our mod uses AppID 240 (for CS:S). Will merging with this update break our mod? Jonathan On 10/15/07, Adam Foster [EMAIL PROTECTED] wrote: On 15 Oct 2007, at 17:41, Mike Durand wrote: I'm shooting for an update that includes the updated tools this week or early next. After that I will work on an update that includes the new game DLL code and I am hoping that it will be available in beta by the end of the month. I'll let you guys know if I run into any problems that invalidate these timeframes. Fantastic - I've been looking forwards to playing round with the new Episode Two stuff, but didn't want to annoy anyone by asking exactly when the updated SDK tools would be available. It's my birthday on the 25th, just so you know. Potential tools deadline to aim for? ;-) Adam -- Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I thinkpoem that never asa I shallseea lovely as binary tree -- ___ 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] SDK Update heads up?
It's a little bit complicated, but hopefully I can explain it well. CS:S (along with DoD:S and HL2MP) are going to be migrated to the new engine over the next couple of months. Until then you should *not* merge in the new SDK code as it will not work with the old engine. Once we convert the three MP games you *will* want to create a new version of the mod using the updated SDK source code. Makes sense? Sorry I can't be more specific about exactly when the games will be converted to the new engine. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Middleton Sent: Monday, October 15, 2007 9:39 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK Update heads up? -- [ Picked text/plain from multipart/alternative ] I'm confused about the SDK update's compatibility with various AppID's. Our mod uses AppID 240 (for CS:S). Will merging with this update break our mod? Jonathan On 10/15/07, Adam Foster [EMAIL PROTECTED] wrote: On 15 Oct 2007, at 17:41, Mike Durand wrote: I'm shooting for an update that includes the updated tools this week or early next. After that I will work on an update that includes the new game DLL code and I am hoping that it will be available in beta by the end of the month. I'll let you guys know if I run into any problems that invalidate these timeframes. Fantastic - I've been looking forwards to playing round with the new Episode Two stuff, but didn't want to annoy anyone by asking exactly when the updated SDK tools would be available. It's my birthday on the 25th, just so you know. Potential tools deadline to aim for? ;-) Adam -- Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I thinkpoem that never asa I shallseea lovely as binary tree -- ___ 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] SDK Update heads up?
Why will we not want to merge straight to the new SDK code, just too much changed? Or is it that there will be no way to work off of the new engine until those are updated? I think if we got the new SDK code pretty quickly we can have a merge already in-place for when you release the new engine. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Monday, October 15, 2007 2:26 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SDK Update heads up? It's a little bit complicated, but hopefully I can explain it well. CS:S (along with DoD:S and HL2MP) are going to be migrated to the new engine over the next couple of months. Until then you should *not* merge in the new SDK code as it will not work with the old engine. Once we convert the three MP games you *will* want to create a new version of the mod using the updated SDK source code. Makes sense? Sorry I can't be more specific about exactly when the games will be converted to the new engine. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Middleton Sent: Monday, October 15, 2007 9:39 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK Update heads up? -- [ Picked text/plain from multipart/alternative ] I'm confused about the SDK update's compatibility with various AppID's. Our mod uses AppID 240 (for CS:S). Will merging with this update break our mod? Jonathan On 10/15/07, Adam Foster [EMAIL PROTECTED] wrote: On 15 Oct 2007, at 17:41, Mike Durand wrote: I'm shooting for an update that includes the updated tools this week or early next. After that I will work on an update that includes the new game DLL code and I am hoping that it will be available in beta by the end of the month. I'll let you guys know if I run into any problems that invalidate these timeframes. Fantastic - I've been looking forwards to playing round with the new Episode Two stuff, but didn't want to annoy anyone by asking exactly when the updated SDK tools would be available. It's my birthday on the 25th, just so you know. Potential tools deadline to aim for? ;-) Adam -- Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I thinkpoem that never asa I shallseea lovely as binary tree -- ___ 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 __ NOD32 2591 (20071014) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] sv_pure broken for mods?
Are you running a goldsrc server? sv_pure should be there in a Source Linux server. As far as sv_pure with mods, it was designed to work with mods and I just verified it. Made a fresh mod, build a map with a custom material, connected with sv_pure 1, modified the material on the client side, connected again, and the server booted me. sv_pure 2 and sv_pure 1 work virtually the same. sv_pure 2 just hardcodes the whitelist to look like this: { sound\... from_steam models\... from_steam materials\... from_steam } -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mulchman Sent: Thursday, October 04, 2007 10:49 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] sv_pure broken for mods? We also have the issue where typing sv_pure on a linux server from inside the 'console' saying Unknown command sv_pure... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy Sent: Thursday, October 04, 2007 09:21 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] sv_pure broken for mods? -- [ Picked text/plain from multipart/alternative ] Anyone manage to get sv_pure working for mods? I've defined a pure_server_whitelist.txt properly as far as I can tell, I enable pure stuff on the dedicated server sv_pure 1 sv_pure_kick_clients 1 sv_pure_trace 1 I join the server with the client, and observe several things. First, on the client, if I type sv_pure it prints the description, along with The server is using sv_pure = 0 (no whitelist). which is wrong according to the server, which prints Current sv_pure value is 1. Second, the server didn't print out anything as a result of the sv_pure_trace 1 on this initial client join, am I missing something with this? I'm using hlds, as per http://www.srcds.com/db/engine.php?subaction=showfullid=1097362093 with our mod folder copied over. I can verify that the server is at least printing out the crc caching stuff. I can also verify that changing a file that is crc checked on the server has no effect on the clients ability to join, and there is also no resulting error message or kick as would be expected. Caching file CRCs for pure server... (Unique ): [DEFAULT_WRITE_PATH]\materials\effects\blood_gore.vmt - 3929000697 (Unique ): [DEFAULT_WRITE_PATH]\materials\effects\blood_gore.vtf - 4191249401 ... (Unique ): [GAME]\materials\effects\water_highlight.vmt - 1986976483 (Unique ): [GAME]\materials\effects\yellowflare.vmt - 2841543358 (Unique ): [GAME]\materials\effects\yellowflare_noz.vmt - 2384634143 ... (Unique ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.dx80.vtx - 2015996037 (Unique ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.dx90.vtx - 2080765850 (Unique ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.mdl - 2757397667 ... Finished caching file CRCs for pure server in 10 seconds. So it appears to be working to some extent server side. My whitelist is pasted down below. whitelist { // // 3 modifiers are allowed on file specifications: // // from_steam - only check the Steam cache for the file (ignore anything on disk) // allow_from_disk - allow the file to come from disk // check_crc - used with allow_from_disk - server does CRC checks on the client's file to make sure it matches // // The default modifier on all files is allow_from_disk. Thus, all files can come from disk and don't need CRC checks unless // allow_from_disk can be set at the same time as check_crc. Use the + character in between them to signify this: allow_from_disk+check_crc. // // Three types of file specifications: // // 1. directory\*.* - refers to all files under the directory // 2. directory\... - refers to all files under the directory and all directories under that (recursively) // 3. directory\filename - refers to a single file // // By default, when in pure server mode, most content file types are only allowed to come from Steam. // materials\...allow_from_disk materials\effects\... allow_from_disk+check_crc models\...allow_from_disk models\player\... allow_from_disk+check_crc models\grenades\... allow_from_disk+check_crc models\projectiles\... allow_from_disk+check_crc models\flag\... allow_from_disk+check_crc shaders\... allow_from_disk+check_crc sound\...allow_from_disk sound\sound\player\footsteps\... allow_from_disk+check_crc sound\buildable\sentry\sg_scan1 allow_from_disk+check_crc sound\buildable\sentry\sg_scan2 allow_from_disk+check_crc // // Allow custom player models. Don't do CRC checks on them because the clients may all // have different custom models and the server won't have them all. // //models\player\... allow_from_disk
RE: [hlcoders] SDK Update heads up?
Yeah, you are welcome to get the new code and as long as you are targeting the new engine. But you couldn't use the SDK code with a mod that is based on the Ep1 engine. That's why I answered the question from the Jonathan the way I did because his mod is based on 240. But then once 240 is converted to the new engine he will probably need the new SDK code. Told you it was kinda complicated. :) -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett Sent: Monday, October 15, 2007 12:40 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SDK Update heads up? Why will we not want to merge straight to the new SDK code, just too much changed? Or is it that there will be no way to work off of the new engine until those are updated? I think if we got the new SDK code pretty quickly we can have a merge already in-place for when you release the new engine. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Monday, October 15, 2007 2:26 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SDK Update heads up? It's a little bit complicated, but hopefully I can explain it well. CS:S (along with DoD:S and HL2MP) are going to be migrated to the new engine over the next couple of months. Until then you should *not* merge in the new SDK code as it will not work with the old engine. Once we convert the three MP games you *will* want to create a new version of the mod using the updated SDK source code. Makes sense? Sorry I can't be more specific about exactly when the games will be converted to the new engine. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Middleton Sent: Monday, October 15, 2007 9:39 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK Update heads up? -- [ Picked text/plain from multipart/alternative ] I'm confused about the SDK update's compatibility with various AppID's. Our mod uses AppID 240 (for CS:S). Will merging with this update break our mod? Jonathan On 10/15/07, Adam Foster [EMAIL PROTECTED] wrote: On 15 Oct 2007, at 17:41, Mike Durand wrote: I'm shooting for an update that includes the updated tools this week or early next. After that I will work on an update that includes the new game DLL code and I am hoping that it will be available in beta by the end of the month. I'll let you guys know if I run into any problems that invalidate these timeframes. Fantastic - I've been looking forwards to playing round with the new Episode Two stuff, but didn't want to annoy anyone by asking exactly when the updated SDK tools would be available. It's my birthday on the 25th, just so you know. Potential tools deadline to aim for? ;-) Adam -- Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I thinkpoem that never asa I shallseea lovely as binary tree -- ___ 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 __ NOD32 2591 (20071014) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update heads up?
Hello Mike, thanks for the information you have given already :) One more question: Is there any chance that there will be AMX-Style menus, like they are used in CS:S or DoD:S, in HL2DM / HL2MP after it has been ported to the new engine? That would make it much easier to code interactive admin plugins for HL2DM. Thanks in advance for any information. -Marc It's a little bit complicated, but hopefully I can explain it well. CS:S (along with DoD:S and HL2MP) are going to be migrated to the new engine over the next couple of months. Until then you should *not* merge in the new SDK code as it will not work with the old engine. Once we convert the three MP games you *will* want to create a new version of the mod using the updated SDK source code. Makes sense? Sorry I can't be more specific about exactly when the games will be converted to the new engine. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Middleton Sent: Monday, October 15, 2007 9:39 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK Update heads up? -- [ Picked text/plain from multipart/alternative ] I'm confused about the SDK update's compatibility with various AppID's. Our mod uses AppID 240 (for CS:S). Will merging with this update break our mod? Jonathan On 10/15/07, Adam Foster [EMAIL PROTECTED] wrote: On 15 Oct 2007, at 17:41, Mike Durand wrote: I'm shooting for an update that includes the updated tools this week or early next. After that I will work on an update that includes the new game DLL code and I am hoping that it will be available in beta by the end of the month. I'll let you guys know if I run into any problems that invalidate these timeframes. Fantastic - I've been looking forwards to playing round with the new Episode Two stuff, but didn't want to annoy anyone by asking exactly when the updated SDK tools would be available. It's my birthday on the 25th, just so you know. Potential tools deadline to aim for? ;-) Adam -- Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I thinkpoem that never asa I shallseea lovely as binary tree -- ___ 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] sv_pure broken for mods?
-- [ Picked text/plain from multipart/alternative ] I was running a windows server at the time for my test. Does sv_pure work on windows servers as well? I got it from the hldsupdate tool. I'm not familiar with what goldsrc is. On 10/15/07, Mike Dussault [EMAIL PROTECTED] wrote: Are you running a goldsrc server? sv_pure should be there in a Source Linux server. As far as sv_pure with mods, it was designed to work with mods and I just verified it. Made a fresh mod, build a map with a custom material, connected with sv_pure 1, modified the material on the client side, connected again, and the server booted me. sv_pure 2 and sv_pure 1 work virtually the same. sv_pure 2 just hardcodes the whitelist to look like this: { sound\... from_steam models\... from_steam materials\... from_steam } -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mulchman Sent: Thursday, October 04, 2007 10:49 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] sv_pure broken for mods? We also have the issue where typing sv_pure on a linux server from inside the 'console' saying Unknown command sv_pure... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy Sent: Thursday, October 04, 2007 09:21 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] sv_pure broken for mods? -- [ Picked text/plain from multipart/alternative ] Anyone manage to get sv_pure working for mods? I've defined a pure_server_whitelist.txt properly as far as I can tell, I enable pure stuff on the dedicated server sv_pure 1 sv_pure_kick_clients 1 sv_pure_trace 1 I join the server with the client, and observe several things. First, on the client, if I type sv_pure it prints the description, along with The server is using sv_pure = 0 (no whitelist). which is wrong according to the server, which prints Current sv_pure value is 1. Second, the server didn't print out anything as a result of the sv_pure_trace 1 on this initial client join, am I missing something with this? I'm using hlds, as per http://www.srcds.com/db/engine.php?subaction=showfullid=1097362093 with our mod folder copied over. I can verify that the server is at least printing out the crc caching stuff. I can also verify that changing a file that is crc checked on the server has no effect on the clients ability to join, and there is also no resulting error message or kick as would be expected. Caching file CRCs for pure server... (Unique ): [DEFAULT_WRITE_PATH]\materials\effects\blood_gore.vmt - 3929000697 (Unique ): [DEFAULT_WRITE_PATH]\materials\effects\blood_gore.vtf - 4191249401 ... (Unique ): [GAME]\materials\effects\water_highlight.vmt - 1986976483 (Unique ): [GAME]\materials\effects\yellowflare.vmt - 2841543358 (Unique ): [GAME]\materials\effects\yellowflare_noz.vmt - 2384634143 ... (Unique ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.dx80.vtx - 2015996037 (Unique ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.dx90.vtx - 2080765850 (Unique ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.mdl - 2757397667 ... Finished caching file CRCs for pure server in 10 seconds. So it appears to be working to some extent server side. My whitelist is pasted down below. whitelist { // // 3 modifiers are allowed on file specifications: // // from_steam - only check the Steam cache for the file (ignore anything on disk) // allow_from_disk - allow the file to come from disk // check_crc - used with allow_from_disk - server does CRC checks on the client's file to make sure it matches // // The default modifier on all files is allow_from_disk. Thus, all files can come from disk and don't need CRC checks unless // allow_from_disk can be set at the same time as check_crc. Use the + character in between them to signify this: allow_from_disk+check_crc. // // Three types of file specifications: // // 1. directory\*.* - refers to all files under the directory // 2. directory\... - refers to all files under the directory and all directories under that (recursively) // 3. directory\filename - refers to a single file // // By default, when in pure server mode, most content file types are only allowed to come from Steam. // materials\...allow_from_disk materials\effects\... allow_from_disk+check_crc models\...allow_from_disk models\player\... allow_from_disk+check_crc models\grenades\... allow_from_disk+check_crc models\projectiles\... allow_from_disk+check_crc models\flag\... allow_from_disk+check_crc shaders\... allow_from_disk+check_crc sound\...allow_from_disk
Re: [hlcoders] SDK Update heads up?
Hey Mike, can I make another request? :D After playing EP2 theres a lot of visual niceties that I'd like to consider for my mod, but with development times being what they are, I have to really justify making a switch to the new codebase (heck, it took nearly 9 months to get back to where it was with the HL2 codebase after switching to the EP1 code!). When you release the updated SDK code, can you post on the Wiki a summary of what new features it makes available to mods against what is in the EP1 SDK base? Think of it as a sales pitch to modders but leave out the corporate bull - just tell us the specifics in a language that means something :D For example, as a modder things I'd like to know about: - Specfic new features such as better open terrain handling, particle effects, etc. - Persistent bugs/issues from the first two incarnations of the SDK that have been resolved. - Any Improvements to networking code. - Elements from existing Valve titles added to the base games produced from the SDK such as proper team/class handling, prone movment and deployable player weapons (a la DoD) - Specific/recommended requirements for build environments (VS Editions, Service Packs/Hotfixes) - Additional VGUI stuff. Items above, such as team/class and prone have been roll your own affairs and to some degree buggy. If say the SDK update adds stuff like that it will help with making a pro/con list when it comes to deciding to port - i.e. use whats there and works vs. spend time porting the buggy homegrown solution. Err, hope you get my point :) - Jed On 15/10/2007, Mike Durand [EMAIL PROTECTED] wrote: Yeah, you are welcome to get the new code and as long as you are targeting the new engine. But you couldn't use the SDK code with a mod that is based on the Ep1 engine. That's why I answered the question from the Jonathan the way I did because his mod is based on 240. But then once 240 is converted to the new engine he will probably need the new SDK code. Told you it was kinda complicated. :) -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett Sent: Monday, October 15, 2007 12:40 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SDK Update heads up? Why will we not want to merge straight to the new SDK code, just too much changed? Or is it that there will be no way to work off of the new engine until those are updated? I think if we got the new SDK code pretty quickly we can have a merge already in-place for when you release the new engine. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Monday, October 15, 2007 2:26 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SDK Update heads up? It's a little bit complicated, but hopefully I can explain it well. CS:S (along with DoD:S and HL2MP) are going to be migrated to the new engine over the next couple of months. Until then you should *not* merge in the new SDK code as it will not work with the old engine. Once we convert the three MP games you *will* want to create a new version of the mod using the updated SDK source code. Makes sense? Sorry I can't be more specific about exactly when the games will be converted to the new engine. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Middleton Sent: Monday, October 15, 2007 9:39 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK Update heads up? -- [ Picked text/plain from multipart/alternative ] I'm confused about the SDK update's compatibility with various AppID's. Our mod uses AppID 240 (for CS:S). Will merging with this update break our mod? Jonathan On 10/15/07, Adam Foster [EMAIL PROTECTED] wrote: On 15 Oct 2007, at 17:41, Mike Durand wrote: I'm shooting for an update that includes the updated tools this week or early next. After that I will work on an update that includes the new game DLL code and I am hoping that it will be available in beta by the end of the month. I'll let you guys know if I run into any problems that invalidate these timeframes. Fantastic - I've been looking forwards to playing round with the new Episode Two stuff, but didn't want to annoy anyone by asking exactly when the updated SDK tools would be available. It's my birthday on the 25th, just so you know. Potential tools deadline to aim for? ;-) Adam -- Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I thinkpoem that never asa I shallseea lovely
Re: [hlcoders] SDK Update heads up?
Oh wow, requests really go down well here... How about a copy of the CSS Source code? :P Jed wrote: Hey Mike, can I make another request? :D After playing EP2 theres a lot of visual niceties that I'd like to consider for my mod, but with development times being what they are, I have to really justify making a switch to the new codebase (heck, it took nearly 9 months to get back to where it was with the HL2 codebase after switching to the EP1 code!). When you release the updated SDK code, can you post on the Wiki a summary of what new features it makes available to mods against what is in the EP1 SDK base? Think of it as a sales pitch to modders but leave out the corporate bull - just tell us the specifics in a language that means something :D For example, as a modder things I'd like to know about: - Specfic new features such as better open terrain handling, particle effects, etc. - Persistent bugs/issues from the first two incarnations of the SDK that have been resolved. - Any Improvements to networking code. - Elements from existing Valve titles added to the base games produced from the SDK such as proper team/class handling, prone movment and deployable player weapons (a la DoD) - Specific/recommended requirements for build environments (VS Editions, Service Packs/Hotfixes) - Additional VGUI stuff. Items above, such as team/class and prone have been roll your own affairs and to some degree buggy. If say the SDK update adds stuff like that it will help with making a pro/con list when it comes to deciding to port - i.e. use whats there and works vs. spend time porting the buggy homegrown solution. Err, hope you get my point :) - Jed On 15/10/2007, Mike Durand [EMAIL PROTECTED] wrote: Yeah, you are welcome to get the new code and as long as you are targeting the new engine. But you couldn't use the SDK code with a mod that is based on the Ep1 engine. That's why I answered the question from the Jonathan the way I did because his mod is based on 240. But then once 240 is converted to the new engine he will probably need the new SDK code. Told you it was kinda complicated. :) -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett Sent: Monday, October 15, 2007 12:40 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SDK Update heads up? Why will we not want to merge straight to the new SDK code, just too much changed? Or is it that there will be no way to work off of the new engine until those are updated? I think if we got the new SDK code pretty quickly we can have a merge already in-place for when you release the new engine. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Monday, October 15, 2007 2:26 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SDK Update heads up? It's a little bit complicated, but hopefully I can explain it well. CS:S (along with DoD:S and HL2MP) are going to be migrated to the new engine over the next couple of months. Until then you should *not* merge in the new SDK code as it will not work with the old engine. Once we convert the three MP games you *will* want to create a new version of the mod using the updated SDK source code. Makes sense? Sorry I can't be more specific about exactly when the games will be converted to the new engine. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Middleton Sent: Monday, October 15, 2007 9:39 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK Update heads up? -- [ Picked text/plain from multipart/alternative ] I'm confused about the SDK update's compatibility with various AppID's. Our mod uses AppID 240 (for CS:S). Will merging with this update break our mod? Jonathan On 10/15/07, Adam Foster [EMAIL PROTECTED] wrote: On 15 Oct 2007, at 17:41, Mike Durand wrote: I'm shooting for an update that includes the updated tools this week or early next. After that I will work on an update that includes the new game DLL code and I am hoping that it will be available in beta by the end of the month. I'll let you guys know if I run into any problems that invalidate these timeframes. Fantastic - I've been looking forwards to playing round with the new Episode Two stuff, but didn't want to annoy anyone by asking exactly when the updated SDK tools would be available. It's my birthday on the 25th, just so you know. Potential tools deadline to aim for? ;-) Adam -- Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I thinkpoem that never asa I shallseea lovely
Re: [hlcoders] SDK Update heads up?
I only asked for a new features list, not a sterling silver cast of his schpincter... Seriously though, I've only heard hear-say on what the new engine features in soundbites by Valve bods giving interviews to game sites. Better handling of outdoor areas was one of them. Our mod has some pretty open outdoor maps and more are planned so if moving to Source 2007 is going to ease our issues it's something we need to consider in our production planning. - Jed On 15/10/2007, Tom Leighton [EMAIL PROTECTED] wrote: Oh wow, requests really go down well here... How about a copy of the CSS Source code? :P Jed wrote: Hey Mike, can I make another request? :D After playing EP2 theres a lot of visual niceties that I'd like to consider for my mod, but with development times being what they are, I have to really justify making a switch to the new codebase (heck, it took nearly 9 months to get back to where it was with the HL2 codebase after switching to the EP1 code!). When you release the updated SDK code, can you post on the Wiki a summary of what new features it makes available to mods against what is in the EP1 SDK base? Think of it as a sales pitch to modders but leave out the corporate bull - just tell us the specifics in a language that means something :D For example, as a modder things I'd like to know about: - Specfic new features such as better open terrain handling, particle effects, etc. - Persistent bugs/issues from the first two incarnations of the SDK that have been resolved. - Any Improvements to networking code. - Elements from existing Valve titles added to the base games produced from the SDK such as proper team/class handling, prone movment and deployable player weapons (a la DoD) - Specific/recommended requirements for build environments (VS Editions, Service Packs/Hotfixes) - Additional VGUI stuff. Items above, such as team/class and prone have been roll your own affairs and to some degree buggy. If say the SDK update adds stuff like that it will help with making a pro/con list when it comes to deciding to port - i.e. use whats there and works vs. spend time porting the buggy homegrown solution. Err, hope you get my point :) - Jed On 15/10/2007, Mike Durand [EMAIL PROTECTED] wrote: Yeah, you are welcome to get the new code and as long as you are targeting the new engine. But you couldn't use the SDK code with a mod that is based on the Ep1 engine. That's why I answered the question from the Jonathan the way I did because his mod is based on 240. But then once 240 is converted to the new engine he will probably need the new SDK code. Told you it was kinda complicated. :) -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett Sent: Monday, October 15, 2007 12:40 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SDK Update heads up? Why will we not want to merge straight to the new SDK code, just too much changed? Or is it that there will be no way to work off of the new engine until those are updated? I think if we got the new SDK code pretty quickly we can have a merge already in-place for when you release the new engine. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Monday, October 15, 2007 2:26 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SDK Update heads up? It's a little bit complicated, but hopefully I can explain it well. CS:S (along with DoD:S and HL2MP) are going to be migrated to the new engine over the next couple of months. Until then you should *not* merge in the new SDK code as it will not work with the old engine. Once we convert the three MP games you *will* want to create a new version of the mod using the updated SDK source code. Makes sense? Sorry I can't be more specific about exactly when the games will be converted to the new engine. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Middleton Sent: Monday, October 15, 2007 9:39 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK Update heads up? -- [ Picked text/plain from multipart/alternative ] I'm confused about the SDK update's compatibility with various AppID's. Our mod uses AppID 240 (for CS:S). Will merging with this update break our mod? Jonathan On 10/15/07, Adam Foster [EMAIL PROTECTED] wrote: On 15 Oct 2007, at 17:41, Mike Durand wrote: I'm shooting for an update that includes the updated tools this week or early next. After that I will work on an update that includes the new game DLL code and I am hoping that it will be available in beta by the end of the month. I'll let you guys know if I run into any problems that invalidate these timeframes. Fantastic - I've
RE: [hlcoders] sv_pure broken for mods?
I just realized, that for our linux server I was trying to do sv_pure on, that [probably] no one's updated hl2mp or whatever it is [ie. steam -command update -game hl2mp] so the binaries are probably out of date wrt source sdk base stuff. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy Sent: Monday, October 15, 2007 13:06 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] sv_pure broken for mods? -- [ Picked text/plain from multipart/alternative ] I was running a windows server at the time for my test. Does sv_pure work on windows servers as well? I got it from the hldsupdate tool. I'm not familiar with what goldsrc is. On 10/15/07, Mike Dussault [EMAIL PROTECTED] wrote: Are you running a goldsrc server? sv_pure should be there in a Source Linux server. As far as sv_pure with mods, it was designed to work with mods and I just verified it. Made a fresh mod, build a map with a custom material, connected with sv_pure 1, modified the material on the client side, connected again, and the server booted me. sv_pure 2 and sv_pure 1 work virtually the same. sv_pure 2 just hardcodes the whitelist to look like this: { sound\... from_steam models\... from_steam materials\... from_steam } -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mulchman Sent: Thursday, October 04, 2007 10:49 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] sv_pure broken for mods? We also have the issue where typing sv_pure on a linux server from inside the 'console' saying Unknown command sv_pure... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy Sent: Thursday, October 04, 2007 09:21 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] sv_pure broken for mods? -- [ Picked text/plain from multipart/alternative ] Anyone manage to get sv_pure working for mods? I've defined a pure_server_whitelist.txt properly as far as I can tell, I enable pure stuff on the dedicated server sv_pure 1 sv_pure_kick_clients 1 sv_pure_trace 1 I join the server with the client, and observe several things. First, on the client, if I type sv_pure it prints the description, along with The server is using sv_pure = 0 (no whitelist). which is wrong according to the server, which prints Current sv_pure value is 1. Second, the server didn't print out anything as a result of the sv_pure_trace 1 on this initial client join, am I missing something with this? I'm using hlds, as per http://www.srcds.com/db/engine.php?subaction=showfullid=1097362093 with our mod folder copied over. I can verify that the server is at least printing out the crc caching stuff. I can also verify that changing a file that is crc checked on the server has no effect on the clients ability to join, and there is also no resulting error message or kick as would be expected. Caching file CRCs for pure server... (Unique ): [DEFAULT_WRITE_PATH]\materials\effects\blood_gore.vmt - 3929000697 (Unique ): [DEFAULT_WRITE_PATH]\materials\effects\blood_gore.vtf - 4191249401 ... (Unique ): [GAME]\materials\effects\water_highlight.vmt - 1986976483 (Unique ): [GAME]\materials\effects\yellowflare.vmt - 2841543358 (Unique ): [GAME]\materials\effects\yellowflare_noz.vmt - 2384634143 ... (Unique ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.dx80.vtx - 2015996037 (Unique ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.dx90.vtx - 2080765850 (Unique ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.mdl - 2757397667 ... Finished caching file CRCs for pure server in 10 seconds. So it appears to be working to some extent server side. My whitelist is pasted down below. whitelist { // // 3 modifiers are allowed on file specifications: // // from_steam - only check the Steam cache for the file (ignore anything on disk) // allow_from_disk - allow the file to come from disk // check_crc - used with allow_from_disk - server does CRC checks on the client's file to make sure it matches // // The default modifier on all files is allow_from_disk. Thus, all files can come from disk and don't need CRC checks unless // allow_from_disk can be set at the same time as check_crc. Use the + character in between them to signify this: allow_from_disk+check_crc. // // Three types of file specifications: // // 1. directory\*.* - refers to all files under the directory // 2. directory\... - refers to all files under the directory and all directories under that (recursively) // 3. directory\filename - refers to a single file // // By default, when in pure server mode, most content file types are only allowed to come from Steam. // materials\...allow_from_disk
Re: [hlcoders] SDK Update heads up?
Woops i've just read how that looked. Sorry Jed (didnt mean to be sarcastic, more a like wow! they go down well here!) Sorry ;) Jed wrote I only asked for a new features list, not a sterling silver cast of his schpincter... Seriously though, I've only heard hear-say on what the new engine features in soundbites by Valve bods giving interviews to game sites. Better handling of outdoor areas was one of them. Our mod has some pretty open outdoor maps and more are planned so if moving to Source 2007 is going to ease our issues it's something we need to consider in our production planning. - Jed On 15/10/2007, Tom Leighton [EMAIL PROTECTED] wrote: Oh wow, requests really go down well here... How about a copy of the CSS Source code? :P Jed wrote: Hey Mike, can I make another request? :D After playing EP2 theres a lot of visual niceties that I'd like to consider for my mod, but with development times being what they are, I have to really justify making a switch to the new codebase (heck, it took nearly 9 months to get back to where it was with the HL2 codebase after switching to the EP1 code!). When you release the updated SDK code, can you post on the Wiki a summary of what new features it makes available to mods against what is in the EP1 SDK base? Think of it as a sales pitch to modders but leave out the corporate bull - just tell us the specifics in a language that means something :D For example, as a modder things I'd like to know about: - Specfic new features such as better open terrain handling, particle effects, etc. - Persistent bugs/issues from the first two incarnations of the SDK that have been resolved. - Any Improvements to networking code. - Elements from existing Valve titles added to the base games produced from the SDK such as proper team/class handling, prone movment and deployable player weapons (a la DoD) - Specific/recommended requirements for build environments (VS Editions, Service Packs/Hotfixes) - Additional VGUI stuff. Items above, such as team/class and prone have been roll your own affairs and to some degree buggy. If say the SDK update adds stuff like that it will help with making a pro/con list when it comes to deciding to port - i.e. use whats there and works vs. spend time porting the buggy homegrown solution. Err, hope you get my point :) - Jed On 15/10/2007, Mike Durand [EMAIL PROTECTED] wrote: Yeah, you are welcome to get the new code and as long as you are targeting the new engine. But you couldn't use the SDK code with a mod that is based on the Ep1 engine. That's why I answered the question from the Jonathan the way I did because his mod is based on 240. But then once 240 is converted to the new engine he will probably need the new SDK code. Told you it was kinda complicated. :) -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett Sent: Monday, October 15, 2007 12:40 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SDK Update heads up? Why will we not want to merge straight to the new SDK code, just too much changed? Or is it that there will be no way to work off of the new engine until those are updated? I think if we got the new SDK code pretty quickly we can have a merge already in-place for when you release the new engine. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Monday, October 15, 2007 2:26 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SDK Update heads up? It's a little bit complicated, but hopefully I can explain it well. CS:S (along with DoD:S and HL2MP) are going to be migrated to the new engine over the next couple of months. Until then you should *not* merge in the new SDK code as it will not work with the old engine. Once we convert the three MP games you *will* want to create a new version of the mod using the updated SDK source code. Makes sense? Sorry I can't be more specific about exactly when the games will be converted to the new engine. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Middleton Sent: Monday, October 15, 2007 9:39 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK Update heads up? -- [ Picked text/plain from multipart/alternative ] I'm confused about the SDK update's compatibility with various AppID's. Our mod uses AppID 240 (for CS:S). Will merging with this update break our mod? Jonathan On 10/15/07, Adam Foster [EMAIL PROTECTED] wrote: On 15 Oct 2007, at 17:41, Mike Durand wrote: I'm shooting for an update that includes the updated tools this week or early next. After that I will work on an update that includes the new game DLL code and I am hoping that it will be available in beta by the end of the month. I'll let you guys know if I run into any problems that invalidate these timeframes. Fantastic - I've been looking forwards to playing round with the new Episode
Re: [hlcoders] SDK Update heads up?
With only the MP games being merged, will there be a new SDK base for SP games using the new engine? Or will SP mods need to be based on Episode 2 to use the new engine? On 10/15/07, Mike Durand [EMAIL PROTECTED] wrote: It's a little bit complicated, but hopefully I can explain it well. CS:S (along with DoD:S and HL2MP) are going to be migrated to the new engine over the next couple of months. Until then you should *not* merge in the new SDK code as it will not work with the old engine. Once we convert the three MP games you *will* want to create a new version of the mod using the updated SDK source code. Makes sense? Sorry I can't be more specific about exactly when the games will be converted to the new engine. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Middleton Sent: Monday, October 15, 2007 9:39 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK Update heads up? -- [ Picked text/plain from multipart/alternative ] I'm confused about the SDK update's compatibility with various AppID's. Our mod uses AppID 240 (for CS:S). Will merging with this update break our mod? Jonathan On 10/15/07, Adam Foster [EMAIL PROTECTED] wrote: On 15 Oct 2007, at 17:41, Mike Durand wrote: I'm shooting for an update that includes the updated tools this week or early next. After that I will work on an update that includes the new game DLL code and I am hoping that it will be available in beta by the end of the month. I'll let you guys know if I run into any problems that invalidate these timeframes. Fantastic - I've been looking forwards to playing round with the new Episode Two stuff, but didn't want to annoy anyone by asking exactly when the updated SDK tools would be available. It's my birthday on the 25th, just so you know. Potential tools deadline to aim for? ;-) Adam -- Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I thinkpoem that never asa I shallseea lovely as binary tree -- ___ 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 -- Andrew Timson == Niceness is the greatest human flaw, except for all the others. --Brendan Moody ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update heads up?
-- [ Picked text/plain from multipart/alternative ] Thanks, Mike. On 10/15/07, Mike Durand [EMAIL PROTECTED] wrote: It's a little bit complicated, but hopefully I can explain it well. CS:S (along with DoD:S and HL2MP) are going to be migrated to the new engine over the next couple of months. Until then you should *not* merge in the new SDK code as it will not work with the old engine. Once we convert the three MP games you *will* want to create a new version of the mod using the updated SDK source code. Makes sense? Sorry I can't be more specific about exactly when the games will be converted to the new engine. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Middleton Sent: Monday, October 15, 2007 9:39 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK Update heads up? -- [ Picked text/plain from multipart/alternative ] I'm confused about the SDK update's compatibility with various AppID's. Our mod uses AppID 240 (for CS:S). Will merging with this update break our mod? Jonathan On 10/15/07, Adam Foster [EMAIL PROTECTED] wrote: On 15 Oct 2007, at 17:41, Mike Durand wrote: I'm shooting for an update that includes the updated tools this week or early next. After that I will work on an update that includes the new game DLL code and I am hoping that it will be available in beta by the end of the month. I'll let you guys know if I run into any problems that invalidate these timeframes. Fantastic - I've been looking forwards to playing round with the new Episode Two stuff, but didn't want to annoy anyone by asking exactly when the updated SDK tools would be available. It's my birthday on the 25th, just so you know. Potential tools deadline to aim for? ;-) Adam -- Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I thinkpoem that never asa I shallseea lovely as binary tree -- ___ 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 -- I thinkpoem that never asa I shallseea lovely as binary tree -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update heads up?
-- [ Picked text/plain from multipart/alternative ] Yeah, I've been wanting to know the same thing as Andrew. Will we still be able to use something similar to Source SDK Base, or if we want to use the new engine will we require players to own Episode 2? On 10/16/07, Jonathan Middleton [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Thanks, Mike. On 10/15/07, Mike Durand [EMAIL PROTECTED] wrote: It's a little bit complicated, but hopefully I can explain it well. CS:S (along with DoD:S and HL2MP) are going to be migrated to the new engine over the next couple of months. Until then you should *not* merge in the new SDK code as it will not work with the old engine. Once we convert the three MP games you *will* want to create a new version of the mod using the updated SDK source code. Makes sense? Sorry I can't be more specific about exactly when the games will be converted to the new engine. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Middleton Sent: Monday, October 15, 2007 9:39 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK Update heads up? -- [ Picked text/plain from multipart/alternative ] I'm confused about the SDK update's compatibility with various AppID's. Our mod uses AppID 240 (for CS:S). Will merging with this update break our mod? Jonathan On 10/15/07, Adam Foster [EMAIL PROTECTED] wrote: On 15 Oct 2007, at 17:41, Mike Durand wrote: I'm shooting for an update that includes the updated tools this week or early next. After that I will work on an update that includes the new game DLL code and I am hoping that it will be available in beta by the end of the month. I'll let you guys know if I run into any problems that invalidate these timeframes. Fantastic - I've been looking forwards to playing round with the new Episode Two stuff, but didn't want to annoy anyone by asking exactly when the updated SDK tools would be available. It's my birthday on the 25th, just so you know. Potential tools deadline to aim for? ;-) Adam -- Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I thinkpoem that never asa I shallseea lovely as binary tree -- ___ 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 -- I thinkpoem that never asa I shallseea lovely as binary tree -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://www.wraiyth.com NightFall, a Half Life 2 Single Player Mod - http://www.nightfallmod.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] sv_pure broken for mods?
sv_pure works for windows and linux servers. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy Sent: Monday, October 15, 2007 1:06 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] sv_pure broken for mods? -- [ Picked text/plain from multipart/alternative ] I was running a windows server at the time for my test. Does sv_pure work on windows servers as well? I got it from the hldsupdate tool. I'm not familiar with what goldsrc is. On 10/15/07, Mike Dussault [EMAIL PROTECTED] wrote: Are you running a goldsrc server? sv_pure should be there in a Source Linux server. As far as sv_pure with mods, it was designed to work with mods and I just verified it. Made a fresh mod, build a map with a custom material, connected with sv_pure 1, modified the material on the client side, connected again, and the server booted me. sv_pure 2 and sv_pure 1 work virtually the same. sv_pure 2 just hardcodes the whitelist to look like this: { sound\... from_steam models\... from_steam materials\... from_steam } -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mulchman Sent: Thursday, October 04, 2007 10:49 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] sv_pure broken for mods? We also have the issue where typing sv_pure on a linux server from inside the 'console' saying Unknown command sv_pure... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy Sent: Thursday, October 04, 2007 09:21 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] sv_pure broken for mods? -- [ Picked text/plain from multipart/alternative ] Anyone manage to get sv_pure working for mods? I've defined a pure_server_whitelist.txt properly as far as I can tell, I enable pure stuff on the dedicated server sv_pure 1 sv_pure_kick_clients 1 sv_pure_trace 1 I join the server with the client, and observe several things. First, on the client, if I type sv_pure it prints the description, along with The server is using sv_pure = 0 (no whitelist). which is wrong according to the server, which prints Current sv_pure value is 1. Second, the server didn't print out anything as a result of the sv_pure_trace 1 on this initial client join, am I missing something with this? I'm using hlds, as per http://www.srcds.com/db/engine.php?subaction=showfullid=1097362093 with our mod folder copied over. I can verify that the server is at least printing out the crc caching stuff. I can also verify that changing a file that is crc checked on the server has no effect on the clients ability to join, and there is also no resulting error message or kick as would be expected. Caching file CRCs for pure server... (Unique ): [DEFAULT_WRITE_PATH]\materials\effects\blood_gore.vmt - 3929000697 (Unique ): [DEFAULT_WRITE_PATH]\materials\effects\blood_gore.vtf - 4191249401 ... (Unique ): [GAME]\materials\effects\water_highlight.vmt - 1986976483 (Unique ): [GAME]\materials\effects\yellowflare.vmt - 2841543358 (Unique ): [GAME]\materials\effects\yellowflare_noz.vmt - 2384634143 ... (Unique ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.dx80.vtx - 2015996037 (Unique ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.dx90.vtx - 2080765850 (Unique ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.mdl - 2757397667 ... Finished caching file CRCs for pure server in 10 seconds. So it appears to be working to some extent server side. My whitelist is pasted down below. whitelist { // // 3 modifiers are allowed on file specifications: // // from_steam - only check the Steam cache for the file (ignore anything on disk) // allow_from_disk - allow the file to come from disk // check_crc - used with allow_from_disk - server does CRC checks on the client's file to make sure it matches // // The default modifier on all files is allow_from_disk. Thus, all files can come from disk and don't need CRC checks unless // allow_from_disk can be set at the same time as check_crc. Use the + character in between them to signify this: allow_from_disk+check_crc. // // Three types of file specifications: // // 1. directory\*.* - refers to all files under the directory // 2. directory\... - refers to all files under the directory and all directories under that (recursively) // 3. directory\filename - refers to a single file // // By default, when in pure server mode, most content file types are only allowed to come from Steam. // materials\... allow_from_disk materials\effects\... allow_from_disk+check_crc models\... allow_from_disk models\player\... allow_from_disk+check_crc models\grenades\... allow_from_disk+check_crc models\projectiles\... allow_from_disk+check_crc
RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
It's on the FTP server now. Sorry for the delay. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Bryan Beaudreault Sent: Friday, October 12, 2007 11:32 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004? Can we please get the tier1_i486 (linux version) as soon as possible? Now that people are starting to get their plugins updated to work with the new version of metamod: source, this will start to draw a gap between linux servers and windows servers. We who host on linux servers won't be able to promote our server as much as windows servers, and this is bad news for new TF2 communities who may not have tons of loyal regulars yet. At that state you need to have ways of differentiating your server from others so that people keep coming back, and the lacking of a linux versions of these plugins severely handicaps linux hosts. Thank you very much Bryan On 10/12/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Hello Spencer 'voogru' MacDonald, Thanks for sharing that file with us! With friendly Reguards Ratman2000 - Original Message - From: Spencer 'voogru' MacDonald [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, October 12, 2007 7:30 PM Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004? It's not really that hard to look at the file and figure out what's going on. But here: http://www.voogru.com/filesystem_passthru.h -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Sent: Friday, October 12, 2007 1:15 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004? Hello, nice, can you share it with us? With friendly Reguards Ratman2000 - Original Message - From: Spencer 'voogru' MacDonald [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, October 12, 2007 6:36 PM Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004? I got mine working by just adding the new functions from filesystem.h -Original Message- From: David Anderson [mailto:[EMAIL PROTECTED] Sent: Friday, October 12, 2007 10:19 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004? I think we need an updated filesystem_passthru.h as well. ---David Anderson http://www.bailopan.net/ Mike Durand wrote: Added those three. Is anyone else waiting on me for anything other than the Linux version of tier1? -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Thursday, October 11, 2007 11:34 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004? Hello Mike, please give us: public/tier1/characterset.h public/tier1/utlbuffer.h public/tier1/tier1.h Thanks with friendly reguards Ratman2000 - Original Message - From: Keeper [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, October 10, 2007 3:19 AM Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004? They fill a void. And make a canned game a little more flexible. That being said, Mike: will the upcoming converted source games be available as a beta before they are released? Some are game specific and can't be tested on TF2. Thanks for all the work! Keeper -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony omega Sergi Sent: Tuesday, October 09, 2007 5:11 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004? -- [ Picked text/plain from multipart/alternative ] hmm, i seem to think the easiest thing would be. wait for the damned sdk instead of trying to rush it. plugins suck and aren't that important anyway :P ___ 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: