[hlcoders] Hammer crash

2007-10-15 Thread maarten
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


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Re: [hlcoders] Hammer crash

2007-10-15 Thread DAV
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


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[hlcoders] SDK Update/Ep2 Questions

2007-10-15 Thread Matt Stafford
--
[ 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

--
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http://www.wraiyth.com
NightFall, a Half Life 2 Single Player Mod - http://www.nightfallmod.com
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Re: [hlcoders] Hammer crash

2007-10-15 Thread Kevin Ottalini

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



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[hlcoders] RE: SDK Update/Ep2 Questions

2007-10-15 Thread Adam Donovan
--
[ 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
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Re: [hlcoders] Hammer crash

2007-10-15 Thread Mike Durand
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


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Re: [hlcoders] Hammer crash

2007-10-15 Thread maarten
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


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 please visit:
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Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread Mike Durand
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
 --

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Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread Adam Foster


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

--
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[hlcoders] Choreography Expressions

2007-10-15 Thread Mukkan Yhtiö
--
[ 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.

_
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Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread Jonathan Middleton
--
[ 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/


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Re: [hlcoders] Orange Box Release breaks Episode 1 SDK...

2007-10-15 Thread Christopher Harris

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.



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Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread Christopher Harris

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

--
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RE: [hlcoders] SDK Update heads up?

2007-10-15 Thread Mike Durand
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/


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RE: [hlcoders] SDK Update heads up?

2007-10-15 Thread Ben Everett
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




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   that  never   asa
I   shallseea lovely  as binary   tree
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RE: [hlcoders] sv_pure broken for mods?

2007-10-15 Thread Mike Dussault
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?

2007-10-15 Thread Mike Durand
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




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   that  never   asa
I   shallseea lovely  as binary   tree
--

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__ NOD32 2591 (20071014) Information __

This message was checked by NOD32 antivirus system.
http://www.eset.com



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Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread Marc Hörsken
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
 --

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 please visit:
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Re: [hlcoders] sv_pure broken for mods?

2007-10-15 Thread Jeremy
--
[ 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?

2007-10-15 Thread Jed
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?

2007-10-15 Thread Tom Leighton

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/


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I
thinkpoem
   that  never   asa
I   shallseea lovely  

Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread Jed
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?

2007-10-15 Thread Mulchman
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?

2007-10-15 Thread Tom Leighton

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?

2007-10-15 Thread andrew
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
 
 


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 I
 thinkpoem
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 I   shallseea lovely  as binary   tree
 --

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==
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--Brendan Moody

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Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread Jonathan Middleton
--
[ 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
 --

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 please visit:
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   that  never   asa
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Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread Matt Stafford
--
[ 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:
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  please visit:
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 I   shallseea lovely  as binary   tree
 --

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http://www.wraiyth.com
NightFall, a Half Life 2 Single Player Mod - http://www.nightfallmod.com
--

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RE: [hlcoders] sv_pure broken for mods?

2007-10-15 Thread Mike Dussault
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?

2007-10-15 Thread Mike Durand
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
   
   
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