Re: [hlcoders] Re: Cinematic Physics?

2007-11-14 Thread Andrew Timson
On 11/15/07, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
> How many of us are 'potential sales'? ;)

I'm sure it's not as many as Blastcode thinks. ;)

--
Andrew Timson
==
"Niceness is the greatest human flaw, except for all the others."
--Brendan Moody

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Re: [hlcoders] Re: Cinematic Physics?

2007-11-14 Thread Ryan Sheffer
How many of us are 'potential sales'? ;)

On Nov 13, 2007 12:14 PM, Andrew Timson <[EMAIL PROTECTED]> wrote:
> On Nov 13, 2007 7:31 AM, Rodrigo 'r2d2rigo' Diaz <[EMAIL PROTECTED]> wrote:
>
> > VALVe could pay a special license and redistribute it freely... $1,495 is
> > the cost of only 30 Orange Box packs. They won't notice it with the millions
> > they have sold :P
>
> If the company in question is willing. If they're charging $1500 a pop
> for their software, something tells me they may not be willing to
> throw away "potential sales". ;)
>
> --
> Andrew Timson
> ==
> "Niceness is the greatest human flaw, except for all the others."
> --Brendan Moody
>
>
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Re: [hlcoders] Blending into and out of an animation using BaseAnimatingOverlay

2007-11-14 Thread Christopher Harris

Not using any new animations, just base hl2 npc ones, which our models are
setup to refrence undecompiled the npc animation models. Decompiling them
does not work because gestures do not decompile properly if there is more
than one, plus other problems with the formatting of gesture blocks, etc.
- Original Message -
From: "Ryan Sheffer" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, November 15, 2007 1:39 AM
Subject: Re: [hlcoders] Blending into and out of an animation using
BaseAnimatingOverlay


Do your new animations have 'blend' in the qc?

On Nov 14, 2007 9:24 PM, Christopher Harris <[EMAIL PROTECTED]> wrote:

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I have developed an emote system which works perfectly except that I am
unable to figure out how to get my animations to blend in and out like you
can do in model viewer by moving the slider. As it is now I am using
BaseAnimatingOverlay functions. I have tried using the GestureAnimation
function as well as a LayeredAnimation function. Neither have worked.

For the LayeredAnimation I had to afterwards go through and get my
animation layer that I added from the player and set it up to kill itself
when finished and not loop, etc. I tried the blendin and blendout options
but didnt affect anything I could see.

The animations we use are a mix of animations from hl2. Some are gestures
and others are just full body sequences.

Thanks for your help
Chris
--


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Re: [hlcoders] Blending into and out of an animation using BaseAnimatingOverlay

2007-11-14 Thread Ryan Sheffer
Do your new animations have 'blend' in the qc?

On Nov 14, 2007 9:24 PM, Christopher Harris <[EMAIL PROTECTED]> wrote:
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> I have developed an emote system which works perfectly except that I am 
> unable to figure out how to get my animations to blend in and out like you 
> can do in model viewer by moving the slider. As it is now I am using 
> BaseAnimatingOverlay functions. I have tried using the GestureAnimation 
> function as well as a LayeredAnimation function. Neither have worked.
>
> For the LayeredAnimation I had to afterwards go through and get my animation 
> layer that I added from the player and set it up to kill itself when finished 
> and not loop, etc. I tried the blendin and blendout options but didnt affect 
> anything I could see.
>
> The animations we use are a mix of animations from hl2. Some are gestures and 
> others are just full body sequences.
>
> Thanks for your help
> Chris
> --
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>



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[hlcoders] Blending into and out of an animation using BaseAnimatingOverlay

2007-11-14 Thread Christopher Harris
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I have developed an emote system which works perfectly except that I am unable 
to figure out how to get my animations to blend in and out like you can do in 
model viewer by moving the slider. As it is now I am using BaseAnimatingOverlay 
functions. I have tried using the GestureAnimation function as well as a 
LayeredAnimation function. Neither have worked.

For the LayeredAnimation I had to afterwards go through and get my animation 
layer that I added from the player and set it up to kill itself when finished 
and not loop, etc. I tried the blendin and blendout options but didnt affect 
anything I could see.

The animations we use are a mix of animations from hl2. Some are gestures and 
others are just full body sequences.

Thanks for your help
Chris
--


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Re: [hlcoders] EP1 Hammer internal model browser crashing hammer

2007-11-14 Thread Matt Stafford
This fixes the Hammer crash but the model viewer is still rooted for me :(

On Nov 15, 2007 2:12 PM, Kevin Ottalini <[EMAIL PROTECTED]> wrote:
> looks like the sdk update was just released.
>
>
> - Original Message -
> From: "Kevin Ottalini" <[EMAIL PROTECTED]>
> To: 
>
> Sent: Wednesday, November 14, 2007 11:40 AM
> Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing hammer
>
>
> >I tried that "Advisor" fix earlier but it doesn't work.
> >
> > Thanks Mike.
> >
> >
> > - Original Message -
> > From: "Mike Durand" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Wednesday, November 14, 2007 10:48 AM
> > Subject: RE: [hlcoders] EP1 Hammer internal model browser crashing hammer
> >
> >
> >>I have a fix for this going out in a little while.
> >>
> >> -Mike
> >
> > - Original Message -
> > From: "Tobias Kammersgaard"
> > To: 
> > Sent: Wednesday, November 14, 2007 7:22 AM
> > Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing hammer
> >
> >> Loads of people are getting this. Extracting the advisor.jpg from source
> >> models.gcf and placing it in %vproject%\models\ fixes it for some people.
> >> Disabling it, or use EP2 configurations seems to be the only other
> >> alternatives :-(
> >>
> >> /ProZak
> >>
> >>
> >> On 14/11/2007, Kevin Ottalini  wrote:
> >>
> >>> For some reason the EP1 hammer internal model browser has started
> >>> crashing
> >>> hammer, no error message at all, hammer just disappears.
> >>>
> >>> Looking in the event viewer I get:
> >>> Faulting application hammer.exe, version 0.0.0.0, faulting module
> >>> vgui2.dll,
> >>> version 3.0.0.1, fault address 0x0002ed97.
> >>>
> >>> The EP2 Hammer internal model browser is working fine though and the SDK
> >>> external model browser appears to work ok.
> >>>
> >>> Is anyone else seeing this?
> >
> >
> > ___
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
>
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--
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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] EP1 Hammer internal model browser crashing hammer

2007-11-14 Thread Kevin Ottalini

looks like the sdk update was just released.


- Original Message -
From: "Kevin Ottalini" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, November 14, 2007 11:40 AM
Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing hammer



I tried that "Advisor" fix earlier but it doesn't work.

Thanks Mike.


- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, November 14, 2007 10:48 AM
Subject: RE: [hlcoders] EP1 Hammer internal model browser crashing hammer



I have a fix for this going out in a little while.

-Mike


- Original Message -
From: "Tobias Kammersgaard"
To: 
Sent: Wednesday, November 14, 2007 7:22 AM
Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing hammer


Loads of people are getting this. Extracting the advisor.jpg from source
models.gcf and placing it in %vproject%\models\ fixes it for some people.
Disabling it, or use EP2 configurations seems to be the only other
alternatives :-(

/ProZak


On 14/11/2007, Kevin Ottalini  wrote:


For some reason the EP1 hammer internal model browser has started
crashing
hammer, no error message at all, hammer just disappears.

Looking in the event viewer I get:
Faulting application hammer.exe, version 0.0.0.0, faulting module
vgui2.dll,
version 3.0.0.1, fault address 0x0002ed97.

The EP2 Hammer internal model browser is working fine though and the SDK
external model browser appears to work ok.

Is anyone else seeing this?



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[hlcoders] VGUI Screen ent fixed?

2007-11-14 Thread Jake Breen

I see that there's a slide VGUI ent, I was wondering if Vgui_screen ent
was fixed.

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Re: [hlcoders] How to get actual vertices from map/rmf file?

2007-11-14 Thread Ook

I found some code that does that - I don't really have the time to code it
myself, as this project is due in a couple of weeks, and other classes are
taking up way too much time . Interesting enough, the RMF has both -
the actual vertices, and the plane coords (for lack of a better term). I
think the map file is more universal, and isn't the RMF a Valve thing only?
Were it up to me, I'd just bloat the file and put the vertices in, but I'm
not familiar with the compilation process. It can't be just size reduction
alone that is the reason for this. My VMF can be 8MB or 12MB, who cares
about a couple of extra MB of file size.


- Original Message -
From: "Christopher Harris" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, November 14, 2007 9:51 AM
Subject: Re: [hlcoders] How to get actual vertices from map/rmf file?



To get a vertice you have to find the point of intersection of the planes
it
is part of. Like a vertice in a corner would be part of two side planes
and
the bottom/top plane. But it is useful to have this size reduction. A
cylinder or odd shaped brush benefits from it, as does a very large map
with
many brushes.

Chris
- Original Message -
From: "Ook" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, November 14, 2007 12:43 PM
Subject: Re: [hlcoders] How to get actual vertices from map/rmf file?



I saw those - the BSP one was good, but there were things the author
wasn't
certain about. Does Valve publish an official BSP format guide? The map
file
doesn't store vertices, neither does the vmf - those coordinates you see
are
not actual vertices, there are a more "efficient" way to store the plane
definition - it uses three coordinates for a four sided polygon, for
example, instead of storing the actual vertices (go figure?). Makes the
file
smaller, but you have to do some math to get actual vertices. It's not
difficult, but it's more work then I have time for right now. The BSP
docs
say "vertex arrays", but I'm not sure if it has an array of vertices, or
actual vertex arrays (they are not quite the same thing). It also might
have
the normals in it, so I might spend a few hours extracting stuff from the
BSP and see if that will give me what I want. The BSP data is already
clipped, where the RMF data includes all of the planes that would
normally
get clipped. Otherwise I'll go with the RMF, since it not only has actual
vertices for the planes, but has texture information in the same block,
and
texture u/v coords as well. It doesn't have the normals, but that should
be
easy to calculate. For my purposes, a few thousand extra polygons won't
make
any difference, because performance really isn't an issue.

I'm curious why they made the decision to not store actual vertices in
map/vmf files? The file size reduction really isn't significant, and the
files are highly compressible. Having actual vertices in the vmf would
make
it easier to work with outside of hammer.

- Original Message -
From: "Kevin Ottalini" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, November 14, 2007 12:55 AM
Subject: Re: [hlcoders] How to get actual vertices from map/rmf file?



This is a good description of the BSP:
http://www.geocities.com/cofrdrbob/bspformat.html

It's probably a little out of date with the release of EP2 and TF2.

a good VMF description is here:
http://developer.valvesoftware.com/wiki/VMF_documentation

VMF is easy to get the coordinates, just open it in wordpad.  I would
export
the .RMF to .MAP then open the .MAP in wordpad to get similar
information
(or you can import the .RMF to VMF).



- Original Message -
From: "Ook"
To: 
Sent: Tuesday, November 13, 2007 8:22 PM
Subject: [hlcoders] How to get actual vertices from map/rmf file?



Does anyone know of an easy way to get vertices from a map/bsp/vmf/rmf
file?
The rmf, and I think vmf, don't actually store vertices, they store 3
sets
of xyz coordinates and I'm not sure how they get to/from the actual
face
it
represents. I'm looking at the format for the rmf file, and if I
understand
what it is telling me, it stores:

  int number of vertices
  Vector[]vertex coordinates in clockwise order looking from
front
of face
  Vector[3]   3 points defining plane of face (VHE simply uses a
copy
of the first 3 vertices)

( from http://extension.ws/hlfix/rmf.html )

It also stores the texture u and v axis, which is way cool, and if it
really
does have actual vertices, then I can calculate the normals for the
vertices.

I'm guessing that when it says vertex coordinates, it means the actual
vertices of the face, not the "3 points defining plane of face", as
those
follow what appears to be the list of vertices. Anyone have experience
with
this, and know if extracting these vertices from the rmf is the easiest
way
to get actual shape vertices?



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RE: [hlcoders] RE: EP1 Hammer internal model browser crashing hammer

2007-11-14 Thread Mike Durand
I will add one to the next update, which will probably be Friday.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Benjamin
Davison
Sent: Wednesday, November 14, 2007 1:38 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] RE: EP1 Hammer internal model browser crashing
hammer

--
[ Picked text/plain from multipart/alternative ]
Mike can we get a sample TF2 map please? Or if there is a sample map
already
and I'm being retarded please point me in the right direction :P

On Nov 14, 2007 9:27 PM, Kyle K <[EMAIL PROTECTED]> wrote:

> Valve guys are so awesome for playing with us lul, but ErikJ was a
haxor
> last night :o
>
> No medic in thar
> http://img141.imageshack.us/img141/6077/cpgravelpit0026tg6.jpg
>
> Jake Breen wrote:
> > What other stuff will the update contain.
> >
> > btw Mike, Nice engineering on DustBowl last night. Too bad we lost
D:
> >
> > Mike Durand wrote:
> >> Ha. In this context "in a little while" means whenever it makes it
to
> >> front the Steam guys' queue of tasks. It's ready to go.
> >>
> >> -Mike
> >>
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Joe
Motz
> >> Sent: Wednesday, November 14, 2007 1:01 PM
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: RE: [hlcoders] RE: EP1 Hammer internal model browser
crashing
> >> hammer
> >>
> >> http://developer.valvesoftware.com/wiki/Valve_Time I didn't see "a
> >> little
> >> while" there ;-)
> >>
> >> Thanks a ton Mike!
> >>
> >>
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Mike
Durand
> >> Sent: Wednesday, November 14, 2007 12:31 PM
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: RE: [hlcoders] RE: EP1 Hammer internal model browser
crashing
> >> hammer
> >>
> >> The fix for this will be going live on Steam in a little while.
> >>
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Adam
> Donovan
> >> Sent: Wednesday, November 14, 2007 8:04 AM
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: [hlcoders] RE: EP1 Hammer internal model browser crashing
> >> hammer
> >>
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> I hope that Mike is working on a real fix for the model viewer that
> >> means we dont have to extract files and fix things...Im working at
a
> uni
> >> with 19 steam accounts and I can tell you that If I have to do
> something
> >> like this for one machine..then I have to do it for 18 other
machines
> as
> >> well, which takes allot of my time, might only take 10 mins for
each
> >> computer but then thats hours of work once you add it up..pain big
> pain.
> >> I know I sound rude when I say things like take your time with any
of
> >> the next big releases but Id rather wait 2 more weeks for it than
spend
> >> 2 more weeks copying and pasting files to fix things..
> >> adam
> >>
> >> _
> >> Your Future Starts Here. Dream it? Then be it! Find it at
> >> www.seek.com.au
> >>
>
http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fninemsn%2Eseek%2Ecom%2Ea
> >>
>
u%2F%3Ftracking%3Dsk%3Ahet%3Ask%3Anine%3A0%3Ahot%3Atext&_t=764565661&_r=
> >> OCT07_endtext_Future&_m=EXT
> >> --
> >>
> >> ___
> >> 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
> >>
> >>
> >>
> >
> >
> > ___
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archives,
> > please visit:
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> >
>
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Re: [hlcoders] RE: EP1 Hammer internal model browser crashing hammer

2007-11-14 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
Mike can we get a sample TF2 map please? Or if there is a sample map already
and I'm being retarded please point me in the right direction :P

On Nov 14, 2007 9:27 PM, Kyle K <[EMAIL PROTECTED]> wrote:

> Valve guys are so awesome for playing with us lul, but ErikJ was a haxor
> last night :o
>
> No medic in thar
> http://img141.imageshack.us/img141/6077/cpgravelpit0026tg6.jpg
>
> Jake Breen wrote:
> > What other stuff will the update contain.
> >
> > btw Mike, Nice engineering on DustBowl last night. Too bad we lost D:
> >
> > Mike Durand wrote:
> >> Ha. In this context "in a little while" means whenever it makes it to
> >> front the Steam guys' queue of tasks. It's ready to go.
> >>
> >> -Mike
> >>
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Joe Motz
> >> Sent: Wednesday, November 14, 2007 1:01 PM
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: RE: [hlcoders] RE: EP1 Hammer internal model browser crashing
> >> hammer
> >>
> >> http://developer.valvesoftware.com/wiki/Valve_Time I didn't see "a
> >> little
> >> while" there ;-)
> >>
> >> Thanks a ton Mike!
> >>
> >>
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
> >> Sent: Wednesday, November 14, 2007 12:31 PM
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: RE: [hlcoders] RE: EP1 Hammer internal model browser crashing
> >> hammer
> >>
> >> The fix for this will be going live on Steam in a little while.
> >>
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Adam
> Donovan
> >> Sent: Wednesday, November 14, 2007 8:04 AM
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: [hlcoders] RE: EP1 Hammer internal model browser crashing
> >> hammer
> >>
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> I hope that Mike is working on a real fix for the model viewer that
> >> means we dont have to extract files and fix things...Im working at a
> uni
> >> with 19 steam accounts and I can tell you that If I have to do
> something
> >> like this for one machine..then I have to do it for 18 other machines
> as
> >> well, which takes allot of my time, might only take 10 mins for each
> >> computer but then thats hours of work once you add it up..pain big
> pain.
> >> I know I sound rude when I say things like take your time with any of
> >> the next big releases but Id rather wait 2 more weeks for it than spend
> >> 2 more weeks copying and pasting files to fix things..
> >> adam
> >>
> >> _
> >> Your Future Starts Here. Dream it? Then be it! Find it at
> >> www.seek.com.au
> >>
> http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fninemsn%2Eseek%2Ecom%2Ea
> >>
> u%2F%3Ftracking%3Dsk%3Ahet%3Ask%3Anine%3A0%3Ahot%3Atext&_t=764565661&_r=
> >> OCT07_endtext_Future&_m=EXT
> >> --
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >>
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
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[hlcoders] RE: EP1 Hammer internal model browser crashing hammer

2007-11-14 Thread Mulchman
You should know to only play VALVe on YOUR server... :)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kyle K
Sent: Wednesday, November 14, 2007 13:28
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] RE: EP1 Hammer internal model browser crashing
hammer

Valve guys are so awesome for playing with us lul, but ErikJ was a haxor
last night :o

No medic in thar
http://img141.imageshack.us/img141/6077/cpgravelpit0026tg6.jpg

Jake Breen wrote:
> What other stuff will the update contain.
>
> btw Mike, Nice engineering on DustBowl last night. Too bad we lost D:
>
> Mike Durand wrote:
>> Ha. In this context "in a little while" means whenever it makes it to
>> front the Steam guys' queue of tasks. It's ready to go.
>>
>> -Mike
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Joe Motz
>> Sent: Wednesday, November 14, 2007 1:01 PM
>> To: hlcoders@list.valvesoftware.com
>> Subject: RE: [hlcoders] RE: EP1 Hammer internal model browser crashing
>> hammer
>>
>> http://developer.valvesoftware.com/wiki/Valve_Time I didn't see "a
>> little
>> while" there ;-)
>>
>> Thanks a ton Mike!
>>
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
>> Sent: Wednesday, November 14, 2007 12:31 PM
>> To: hlcoders@list.valvesoftware.com
>> Subject: RE: [hlcoders] RE: EP1 Hammer internal model browser crashing
>> hammer
>>
>> The fix for this will be going live on Steam in a little while.
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Adam Donovan
>> Sent: Wednesday, November 14, 2007 8:04 AM
>> To: hlcoders@list.valvesoftware.com
>> Subject: [hlcoders] RE: EP1 Hammer internal model browser crashing
>> hammer
>>
>> --
>> [ Picked text/plain from multipart/alternative ]
>> I hope that Mike is working on a real fix for the model viewer that
>> means we dont have to extract files and fix things...Im working at a uni
>> with 19 steam accounts and I can tell you that If I have to do something
>> like this for one machine..then I have to do it for 18 other machines as
>> well, which takes allot of my time, might only take 10 mins for each
>> computer but then thats hours of work once you add it up..pain big pain.
>> I know I sound rude when I say things like take your time with any of
>> the next big releases but Id rather wait 2 more weeks for it than spend
>> 2 more weeks copying and pasting files to fix things..
>> adam
>>
>> _
>> Your Future Starts Here. Dream it? Then be it! Find it at
>> www.seek.com.au
>> http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fninemsn%2Eseek%2Ecom%2Ea
>> u%2F%3Ftracking%3Dsk%3Ahet%3Ask%3Anine%3A0%3Ahot%3Atext&_t=764565661&_r=
>> OCT07_endtext_Future&_m=EXT
>> --
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
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>>
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>> please visit:
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>> archives, please visit:
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>>
>>
>
>
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RE: [hlcoders] RE: EP1 Hammer internal model browser crashing hammer

2007-11-14 Thread Mike Durand
Yep. We're planning to release the source for all the tools for which we
released source code in previous releases.

No ETA on that quite yet. I want to get the bugs from last week's
release addressed first.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kyle K
Sent: Wednesday, November 14, 2007 1:12 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] RE: EP1 Hammer internal model browser crashing
hammer

Excellent.
Sorry to go off topic a little: Just wondering, will we be getting the
new studiomdl source with the source code update (and for the other
tools in the current source)?
I'm really curious about the jigglebone stuff (as well as the other
goodies in the new model formats).

Thanks :)

Mike Durand wrote:
> The fix for this will be going live on Steam in a little while.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Adam
Donovan
> Sent: Wednesday, November 14, 2007 8:04 AM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] RE: EP1 Hammer internal model browser crashing
> hammer
>
> --
> [ Picked text/plain from multipart/alternative ]
> I hope that Mike is working on a real fix for the model viewer that
> means we dont have to extract files and fix things...Im working at a
uni
> with 19 steam accounts and I can tell you that If I have to do
something
> like this for one machine..then I have to do it for 18 other machines
as
> well, which takes allot of my time, might only take 10 mins for each
> computer but then thats hours of work once you add it up..pain big
pain.
> I know I sound rude when I say things like take your time with any of
> the next big releases but Id rather wait 2 more weeks for it than
spend
> 2 more weeks copying and pasting files to fix things..
> adam
>
> _
> Your Future Starts Here. Dream it? Then be it! Find it at
> www.seek.com.au
>
http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fninemsn%2Eseek%2Ecom%2Ea
>
u%2F%3Ftracking%3Dsk%3Ahet%3Ask%3Anine%3A0%3Ahot%3Atext&_t=764565661&_r=
> OCT07_endtext_Future&_m=EXT
> --
>
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Re: [hlcoders] RE: EP1 Hammer internal model browser crashing hammer

2007-11-14 Thread Kyle K

Valve guys are so awesome for playing with us lul, but ErikJ was a haxor
last night :o

No medic in thar
http://img141.imageshack.us/img141/6077/cpgravelpit0026tg6.jpg

Jake Breen wrote:

What other stuff will the update contain.

btw Mike, Nice engineering on DustBowl last night. Too bad we lost D:

Mike Durand wrote:

Ha. In this context "in a little while" means whenever it makes it to
front the Steam guys' queue of tasks. It's ready to go.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Joe Motz
Sent: Wednesday, November 14, 2007 1:01 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] RE: EP1 Hammer internal model browser crashing
hammer

http://developer.valvesoftware.com/wiki/Valve_Time I didn't see "a
little
while" there ;-)

Thanks a ton Mike!


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Wednesday, November 14, 2007 12:31 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] RE: EP1 Hammer internal model browser crashing
hammer

The fix for this will be going live on Steam in a little while.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam Donovan
Sent: Wednesday, November 14, 2007 8:04 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] RE: EP1 Hammer internal model browser crashing
hammer

--
[ Picked text/plain from multipart/alternative ]
I hope that Mike is working on a real fix for the model viewer that
means we dont have to extract files and fix things...Im working at a uni
with 19 steam accounts and I can tell you that If I have to do something
like this for one machine..then I have to do it for 18 other machines as
well, which takes allot of my time, might only take 10 mins for each
computer but then thats hours of work once you add it up..pain big pain.
I know I sound rude when I say things like take your time with any of
the next big releases but Id rather wait 2 more weeks for it than spend
2 more weeks copying and pasting files to fix things..
adam

_
Your Future Starts Here. Dream it? Then be it! Find it at
www.seek.com.au
http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fninemsn%2Eseek%2Ecom%2Ea
u%2F%3Ftracking%3Dsk%3Ahet%3Ask%3Anine%3A0%3Ahot%3Atext&_t=764565661&_r=
OCT07_endtext_Future&_m=EXT
--

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RE: [hlcoders] RE: EP1 Hammer internal model browser crashing hammer

2007-11-14 Thread Mike Durand
This one only contains the fix for the VGUI model browser crash since so
many people were asking for that one. I'm looking through the known
issues list now to figure out the next set of fixes I want to do now
that the crashing bugs are hopefully addressed.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jake Breen
Sent: Wednesday, November 14, 2007 1:21 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] RE: EP1 Hammer internal model browser crashing
hammer

What other stuff will the update contain.

btw Mike, Nice engineering on DustBowl last night. Too bad we lost D:

Mike Durand wrote:
> Ha. In this context "in a little while" means whenever it makes it to
> front the Steam guys' queue of tasks. It's ready to go.
>
> -Mike
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Joe Motz
> Sent: Wednesday, November 14, 2007 1:01 PM
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] RE: EP1 Hammer internal model browser crashing
> hammer
>
> http://developer.valvesoftware.com/wiki/Valve_Time I didn't see "a
> little
> while" there ;-)
>
> Thanks a ton Mike!
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Mike
Durand
> Sent: Wednesday, November 14, 2007 12:31 PM
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] RE: EP1 Hammer internal model browser crashing
> hammer
>
> The fix for this will be going live on Steam in a little while.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Adam
Donovan
> Sent: Wednesday, November 14, 2007 8:04 AM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] RE: EP1 Hammer internal model browser crashing
> hammer
>
> --
> [ Picked text/plain from multipart/alternative ]
> I hope that Mike is working on a real fix for the model viewer that
> means we dont have to extract files and fix things...Im working at a
uni
> with 19 steam accounts and I can tell you that If I have to do
something
> like this for one machine..then I have to do it for 18 other machines
as
> well, which takes allot of my time, might only take 10 mins for each
> computer but then thats hours of work once you add it up..pain big
pain.
> I know I sound rude when I say things like take your time with any of
> the next big releases but Id rather wait 2 more weeks for it than
spend
> 2 more weeks copying and pasting files to fix things..
> adam
>
> _
> Your Future Starts Here. Dream it? Then be it! Find it at
> www.seek.com.au
>
http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fninemsn%2Eseek%2Ecom%2Ea
>
u%2F%3Ftracking%3Dsk%3Ahet%3Ask%3Anine%3A0%3Ahot%3Atext&_t=764565661&_r=
> OCT07_endtext_Future&_m=EXT
> --
>
> ___
> 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:
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>
>
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> please visit:
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Re: [hlcoders] RE: EP1 Hammer internal model browser crashing hammer

2007-11-14 Thread Jake Breen

What other stuff will the update contain.

btw Mike, Nice engineering on DustBowl last night. Too bad we lost D:

Mike Durand wrote:

Ha. In this context "in a little while" means whenever it makes it to
front the Steam guys' queue of tasks. It's ready to go.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Joe Motz
Sent: Wednesday, November 14, 2007 1:01 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] RE: EP1 Hammer internal model browser crashing
hammer

http://developer.valvesoftware.com/wiki/Valve_Time I didn't see "a
little
while" there ;-)

Thanks a ton Mike!


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Wednesday, November 14, 2007 12:31 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] RE: EP1 Hammer internal model browser crashing
hammer

The fix for this will be going live on Steam in a little while.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam Donovan
Sent: Wednesday, November 14, 2007 8:04 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] RE: EP1 Hammer internal model browser crashing
hammer

--
[ Picked text/plain from multipart/alternative ]
I hope that Mike is working on a real fix for the model viewer that
means we dont have to extract files and fix things...Im working at a uni
with 19 steam accounts and I can tell you that If I have to do something
like this for one machine..then I have to do it for 18 other machines as
well, which takes allot of my time, might only take 10 mins for each
computer but then thats hours of work once you add it up..pain big pain.
I know I sound rude when I say things like take your time with any of
the next big releases but Id rather wait 2 more weeks for it than spend
2 more weeks copying and pasting files to fix things..
adam

_
Your Future Starts Here. Dream it? Then be it! Find it at
www.seek.com.au
http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fninemsn%2Eseek%2Ecom%2Ea
u%2F%3Ftracking%3Dsk%3Ahet%3Ask%3Anine%3A0%3Ahot%3Atext&_t=764565661&_r=
OCT07_endtext_Future&_m=EXT
--

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Re: [hlcoders] RE: EP1 Hammer internal model browser crashing hammer

2007-11-14 Thread Kyle K

Excellent.
Sorry to go off topic a little: Just wondering, will we be getting the
new studiomdl source with the source code update (and for the other
tools in the current source)?
I'm really curious about the jigglebone stuff (as well as the other
goodies in the new model formats).

Thanks :)

Mike Durand wrote:

The fix for this will be going live on Steam in a little while.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam Donovan
Sent: Wednesday, November 14, 2007 8:04 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] RE: EP1 Hammer internal model browser crashing
hammer

--
[ Picked text/plain from multipart/alternative ]
I hope that Mike is working on a real fix for the model viewer that
means we dont have to extract files and fix things...Im working at a uni
with 19 steam accounts and I can tell you that If I have to do something
like this for one machine..then I have to do it for 18 other machines as
well, which takes allot of my time, might only take 10 mins for each
computer but then thats hours of work once you add it up..pain big pain.
I know I sound rude when I say things like take your time with any of
the next big releases but Id rather wait 2 more weeks for it than spend
2 more weeks copying and pasting files to fix things..
adam

_
Your Future Starts Here. Dream it? Then be it! Find it at
www.seek.com.au
http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fninemsn%2Eseek%2Ecom%2Ea
u%2F%3Ftracking%3Dsk%3Ahet%3Ask%3Anine%3A0%3Ahot%3Atext&_t=764565661&_r=
OCT07_endtext_Future&_m=EXT
--

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RE: [hlcoders] RE: EP1 Hammer internal model browser crashing hammer

2007-11-14 Thread Mike Durand
Ha. In this context "in a little while" means whenever it makes it to
front the Steam guys' queue of tasks. It's ready to go.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Joe Motz
Sent: Wednesday, November 14, 2007 1:01 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] RE: EP1 Hammer internal model browser crashing
hammer

http://developer.valvesoftware.com/wiki/Valve_Time I didn't see "a
little
while" there ;-)

Thanks a ton Mike!


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Wednesday, November 14, 2007 12:31 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] RE: EP1 Hammer internal model browser crashing
hammer

The fix for this will be going live on Steam in a little while.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam Donovan
Sent: Wednesday, November 14, 2007 8:04 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] RE: EP1 Hammer internal model browser crashing
hammer

--
[ Picked text/plain from multipart/alternative ]
I hope that Mike is working on a real fix for the model viewer that
means we dont have to extract files and fix things...Im working at a uni
with 19 steam accounts and I can tell you that If I have to do something
like this for one machine..then I have to do it for 18 other machines as
well, which takes allot of my time, might only take 10 mins for each
computer but then thats hours of work once you add it up..pain big pain.
I know I sound rude when I say things like take your time with any of
the next big releases but Id rather wait 2 more weeks for it than spend
2 more weeks copying and pasting files to fix things..
adam

_
Your Future Starts Here. Dream it? Then be it! Find it at
www.seek.com.au
http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fninemsn%2Eseek%2Ecom%2Ea
u%2F%3Ftracking%3Dsk%3Ahet%3Ask%3Anine%3A0%3Ahot%3Atext&_t=764565661&_r=
OCT07_endtext_Future&_m=EXT
--

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RE: [hlcoders] RE: EP1 Hammer internal model browser crashing hammer

2007-11-14 Thread Joe Motz
http://developer.valvesoftware.com/wiki/Valve_Time I didn't see "a little
while" there ;-)

Thanks a ton Mike!


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Wednesday, November 14, 2007 12:31 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] RE: EP1 Hammer internal model browser crashing
hammer

The fix for this will be going live on Steam in a little while.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam Donovan
Sent: Wednesday, November 14, 2007 8:04 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] RE: EP1 Hammer internal model browser crashing
hammer

--
[ Picked text/plain from multipart/alternative ]
I hope that Mike is working on a real fix for the model viewer that
means we dont have to extract files and fix things...Im working at a uni
with 19 steam accounts and I can tell you that If I have to do something
like this for one machine..then I have to do it for 18 other machines as
well, which takes allot of my time, might only take 10 mins for each
computer but then thats hours of work once you add it up..pain big pain.
I know I sound rude when I say things like take your time with any of
the next big releases but Id rather wait 2 more weeks for it than spend
2 more weeks copying and pasting files to fix things..
adam

_
Your Future Starts Here. Dream it? Then be it! Find it at
www.seek.com.au
http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fninemsn%2Eseek%2Ecom%2Ea
u%2F%3Ftracking%3Dsk%3Ahet%3Ask%3Anine%3A0%3Ahot%3Atext&_t=764565661&_r=
OCT07_endtext_Future&_m=EXT
--

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RE: [hlcoders] RE: EP1 Hammer internal model browser crashing hammer

2007-11-14 Thread Mike Durand
The fix for this will be going live on Steam in a little while.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam Donovan
Sent: Wednesday, November 14, 2007 8:04 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] RE: EP1 Hammer internal model browser crashing
hammer

--
[ Picked text/plain from multipart/alternative ]
I hope that Mike is working on a real fix for the model viewer that
means we dont have to extract files and fix things...Im working at a uni
with 19 steam accounts and I can tell you that If I have to do something
like this for one machine..then I have to do it for 18 other machines as
well, which takes allot of my time, might only take 10 mins for each
computer but then thats hours of work once you add it up..pain big pain.
I know I sound rude when I say things like take your time with any of
the next big releases but Id rather wait 2 more weeks for it than spend
2 more weeks copying and pasting files to fix things..
adam

_
Your Future Starts Here. Dream it? Then be it! Find it at
www.seek.com.au
http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fninemsn%2Eseek%2Ecom%2Ea
u%2F%3Ftracking%3Dsk%3Ahet%3Ask%3Anine%3A0%3Ahot%3Atext&_t=764565661&_r=
OCT07_endtext_Future&_m=EXT
--

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Re: [hlcoders] Client side players's positions

2007-11-14 Thread Janek
Thx for the answer Yahn. Seems I 'm not so stupid finally :-D

I'll test that. Thank you very much. I appreciate a lot.

On Nov 14, 2007 8:48 PM, Yahn Bernier <[EMAIL PROTECTED]> wrote:
>
> You are basically correct.
>
> As long as you ask for GetLocalOrigin/GetAbsOrigin for the non-local
> players after the SimulateServerEntities does interpolation, then you'll
> get back the interpolated positions.  The player will have been
> interpolated already at that point.  And you are also correct that
> everything on the client is in the past wrt the server, and
> interpolation pushes it a slight bit further in the past to deal with
> smoothing stuff out.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Janek
> Sent: Wednesday, November 14, 2007 11:40 AM
> To: hlcoders@list.valvesoftware.com
>
> Subject: [hlcoders] Client side players's positions
>
> Shame on me. I forgot to put a topic in my previous mail. Please do
> not answer to it.
>
> Yahn,
>
> What I want is the exact position of players from a local client point
> of view : taking care of interpolation.
>
> I mean :
> - server tickcount = 100
> --> player1 is in (0, 0, 0)
> --> player2 is in (100,0, 0)
>
> - while server tickcount is 100, maybe it is only 95 for player1. If I
> go to player1 client side and ask for GetLocalOrigin of all players.
> Maybe I will see:
> --> player1 is in (0,0,0) coz it is local player and is using prediction
> --> player2 is in (50,0,0) assuming player is moving only in x axis
> with 10 units/tick velocity
> But in reality, player1 is not seeing player2 in (50,0,0) coz I assume
> he has a cl_interp equal to 2 ticks interval. If so he is seeing
> player2 in (30, 0, 0).
>
> Am I right or not ?
>
> If not, where am I wrong ?
> If I'm right, which function can I use to have (30,0,0) as a return
> value for player2 ? and when ?
> Do you mean I must call GetLocalOrigin() in RenderStart to have
> interpolated position ?
>
> [EMAIL PROTECTED]
>
>
> --- Message from Yahn Bernier hereafter 
>
> Interpolate gets called with gpGlobals->curtime, but the
> IInterpolatedVars =
> each define their "interpolation amount" (see the GetInterpolationAmount
> co=
> de) since sometimes interp is just 1 tick in single player vs. cl_interp
> in=
>  multiplayer.
>
> If you always want the last networked position, you can ask for
> GetNetworkO=
> rigin, otherwise, you'll get either the last networked if you ask during
> Po=
> stDataUpdate/networking, or you'll get the interpolated position if you
> ask=
>  during rendering.
>
> Yahn
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]
> vesoftware.com] On Behalf Of [EMAIL PROTECTED]
> Sent: Wednesday, November 14, 2007 10:49 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Client side players's positions
>
> For my purposes I've used pPlayer->EyePosition() when they're walking,
> and
> I use the vehicles' GetNetworkOrigin() when they're driving or being
> driven. Not sure if this is sufficient for your purposes.
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hi,
> >
> > I would like to know how to get where players are located client side
> -->
> > I mean from a player point of view.
> > Using pPlayer->GetLocalOrigin() for non-local players will return the
> las=
> t
> > position sent by server.
> > As there is interpolation (cl_interp), locations of non-local players
> tha=
> t
> > a local player is seeing is not the one returned by
> > pPlayer->GetLocalOrigin().
> > I went into OnRenderStart, then in InterpolateServerentities,
> > ProcessInterpolatedList, Interpolate... but I really don't understand
> how
> > it works. For example Interpolate is called with gpGlobals->curtime
> which
> > is surprising. I was thinking it will be gpGlobals->curtime -
> > cl_interp.GetFloat().
> >
> > I spent few hours on that and the question remains the same : how can
> I
> > get locations of non-local players client side ? I'm sure Yahn or Mike
> ca=
> n
> > answer this question.
> >
> > Thank you in advance for your help.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
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>



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Re: [hlcoders] (no subject)

2007-11-14 Thread Andrew Ritchie
Isn't m_vecOrigin a simulated variable so that it does get interpolated?

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[hlcoders] (no subject)

2007-11-14 Thread Janek
I finally decided to use gmail as hotmail was a nightmare for all answers.

Marteen, EyePosition is using GetAbsOrigin() which is using
GetLocalOrigin(). So I think the result remains the same. It gives
position of an entity which is not what you see. It gives the last
position sent by server in previous snapshot + zoffset related to eye
z position. What a client is seeing is last snapshot + elapsed time -
cl_interp. Players(s position client side are not the one you have by
using EyePosition or maybe I'm wrong.

I really need to know where truth is. Maybe I misunderstood everything ;-(

> Message from [EMAIL PROTECTED] here under

For my purposes I've used pPlayer->EyePosition() when they're walking, and
I use the vehicles' GetNetworkOrigin() when they're driving or being
driven. Not sure if this is sufficient for your purposes.

> Message from [EMAIL PROTECTED] here under:
> --
> [ Picked text/plain from multipart/alternative ]
> Hi,
>
> I would like to know how to get where players are located client side -->
> I mean from a player point of view.
> Using pPlayer->GetLocalOrigin() for non-local players will return the las=
t
> position sent by server.
> As there is interpolation (cl_interp), locations of non-local players tha=
t
> a local player is seeing is not the one returned by
> pPlayer->GetLocalOrigin().
> I went into OnRenderStart, then in InterpolateServerentities,
> ProcessInterpolatedList, Interpolate... but I really don't understand how
> it works. For example Interpolate is called with gpGlobals->curtime which
> is surprising. I was thinking it will be gpGlobals->curtime -
> cl_interp.GetFloat().
>
> I spent few hours on that and the question remains the same : how can I
> get locations of non-local players client side ? I'm sure Yahn or Mike ca=
n
> answer this question.
>
> Thank you in advance for your help.

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RE: [hlcoders] Client side players's positions

2007-11-14 Thread Yahn Bernier

You are basically correct.

As long as you ask for GetLocalOrigin/GetAbsOrigin for the non-local
players after the SimulateServerEntities does interpolation, then you'll
get back the interpolated positions.  The player will have been
interpolated already at that point.  And you are also correct that
everything on the client is in the past wrt the server, and
interpolation pushes it a slight bit further in the past to deal with
smoothing stuff out.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Janek
Sent: Wednesday, November 14, 2007 11:40 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Client side players's positions

Shame on me. I forgot to put a topic in my previous mail. Please do
not answer to it.

Yahn,

What I want is the exact position of players from a local client point
of view : taking care of interpolation.

I mean :
- server tickcount = 100
--> player1 is in (0, 0, 0)
--> player2 is in (100,0, 0)

- while server tickcount is 100, maybe it is only 95 for player1. If I
go to player1 client side and ask for GetLocalOrigin of all players.
Maybe I will see:
--> player1 is in (0,0,0) coz it is local player and is using prediction
--> player2 is in (50,0,0) assuming player is moving only in x axis
with 10 units/tick velocity
But in reality, player1 is not seeing player2 in (50,0,0) coz I assume
he has a cl_interp equal to 2 ticks interval. If so he is seeing
player2 in (30, 0, 0).

Am I right or not ?

If not, where am I wrong ?
If I'm right, which function can I use to have (30,0,0) as a return
value for player2 ? and when ?
Do you mean I must call GetLocalOrigin() in RenderStart to have
interpolated position ?

[EMAIL PROTECTED]


--- Message from Yahn Bernier hereafter 

Interpolate gets called with gpGlobals->curtime, but the
IInterpolatedVars =
each define their "interpolation amount" (see the GetInterpolationAmount
co=
de) since sometimes interp is just 1 tick in single player vs. cl_interp
in=
 multiplayer.

If you always want the last networked position, you can ask for
GetNetworkO=
rigin, otherwise, you'll get either the last networked if you ask during
Po=
stDataUpdate/networking, or you'll get the interpolated position if you
ask=
 during rendering.

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
vesoftware.com] On Behalf Of [EMAIL PROTECTED]
Sent: Wednesday, November 14, 2007 10:49 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Client side players's positions

For my purposes I've used pPlayer->EyePosition() when they're walking,
and
I use the vehicles' GetNetworkOrigin() when they're driving or being
driven. Not sure if this is sufficient for your purposes.

> --
> [ Picked text/plain from multipart/alternative ]
> Hi,
>
> I would like to know how to get where players are located client side
-->
> I mean from a player point of view.
> Using pPlayer->GetLocalOrigin() for non-local players will return the
las=
t
> position sent by server.
> As there is interpolation (cl_interp), locations of non-local players
tha=
t
> a local player is seeing is not the one returned by
> pPlayer->GetLocalOrigin().
> I went into OnRenderStart, then in InterpolateServerentities,
> ProcessInterpolatedList, Interpolate... but I really don't understand
how
> it works. For example Interpolate is called with gpGlobals->curtime
which
> is surprising. I was thinking it will be gpGlobals->curtime -
> cl_interp.GetFloat().
>
> I spent few hours on that and the question remains the same : how can
I
> get locations of non-local players client side ? I'm sure Yahn or Mike
ca=
n
> answer this question.
>
> Thank you in advance for your help.

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Re: [hlcoders] EP1 Hammer internal model browser crashing hammer

2007-11-14 Thread Kevin Ottalini

I tried that "Advisor" fix earlier but it doesn't work.

Thanks Mike.


- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, November 14, 2007 10:48 AM
Subject: RE: [hlcoders] EP1 Hammer internal model browser crashing hammer



I have a fix for this going out in a little while.

-Mike


- Original Message -
From: "Tobias Kammersgaard"
To: 
Sent: Wednesday, November 14, 2007 7:22 AM
Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing hammer


Loads of people are getting this. Extracting the advisor.jpg from source
models.gcf and placing it in %vproject%\models\ fixes it for some people.
Disabling it, or use EP2 configurations seems to be the only other
alternatives :-(

/ProZak


On 14/11/2007, Kevin Ottalini  wrote:


For some reason the EP1 hammer internal model browser has started
crashing
hammer, no error message at all, hammer just disappears.

Looking in the event viewer I get:
Faulting application hammer.exe, version 0.0.0.0, faulting module
vgui2.dll,
version 3.0.0.1, fault address 0x0002ed97.

The EP2 Hammer internal model browser is working fine though and the SDK
external model browser appears to work ok.

Is anyone else seeing this?



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[hlcoders] Client side players's positions

2007-11-14 Thread Janek
Shame on me. I forgot to put a topic in my previous mail. Please do
not answer to it.

Yahn,

What I want is the exact position of players from a local client point
of view : taking care of interpolation.

I mean :
- server tickcount = 100
--> player1 is in (0, 0, 0)
--> player2 is in (100,0, 0)

- while server tickcount is 100, maybe it is only 95 for player1. If I
go to player1 client side and ask for GetLocalOrigin of all players.
Maybe I will see:
--> player1 is in (0,0,0) coz it is local player and is using prediction
--> player2 is in (50,0,0) assuming player is moving only in x axis
with 10 units/tick velocity
But in reality, player1 is not seeing player2 in (50,0,0) coz I assume
he has a cl_interp equal to 2 ticks interval. If so he is seeing
player2 in (30, 0, 0).

Am I right or not ?

If not, where am I wrong ?
If I'm right, which function can I use to have (30,0,0) as a return
value for player2 ? and when ?
Do you mean I must call GetLocalOrigin() in RenderStart to have
interpolated position ?

[EMAIL PROTECTED]


--- Message from Yahn Bernier hereafter 

Interpolate gets called with gpGlobals->curtime, but the IInterpolatedVars =
each define their "interpolation amount" (see the GetInterpolationAmount co=
de) since sometimes interp is just 1 tick in single player vs. cl_interp in=
 multiplayer.

If you always want the last networked position, you can ask for GetNetworkO=
rigin, otherwise, you'll get either the last networked if you ask during Po=
stDataUpdate/networking, or you'll get the interpolated position if you ask=
 during rendering.

Yahn

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
vesoftware.com] On Behalf Of [EMAIL PROTECTED]
Sent: Wednesday, November 14, 2007 10:49 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Client side players's positions

For my purposes I've used pPlayer->EyePosition() when they're walking, and
I use the vehicles' GetNetworkOrigin() when they're driving or being
driven. Not sure if this is sufficient for your purposes.

> --
> [ Picked text/plain from multipart/alternative ]
> Hi,
>
> I would like to know how to get where players are located client side -->
> I mean from a player point of view.
> Using pPlayer->GetLocalOrigin() for non-local players will return the las=
t
> position sent by server.
> As there is interpolation (cl_interp), locations of non-local players tha=
t
> a local player is seeing is not the one returned by
> pPlayer->GetLocalOrigin().
> I went into OnRenderStart, then in InterpolateServerentities,
> ProcessInterpolatedList, Interpolate... but I really don't understand how
> it works. For example Interpolate is called with gpGlobals->curtime which
> is surprising. I was thinking it will be gpGlobals->curtime -
> cl_interp.GetFloat().
>
> I spent few hours on that and the question remains the same : how can I
> get locations of non-local players client side ? I'm sure Yahn or Mike ca=
n
> answer this question.
>
> Thank you in advance for your help.

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RE: [hlcoders] Client side players's positions

2007-11-14 Thread Yahn Bernier
Interpolate gets called with gpGlobals->curtime, but the IInterpolatedVars each 
define their "interpolation amount" (see the GetInterpolationAmount code) since 
sometimes interp is just 1 tick in single player vs. cl_interp in multiplayer.

If you always want the last networked position, you can ask for 
GetNetworkOrigin, otherwise, you'll get either the last networked if you ask 
during PostDataUpdate/networking, or you'll get the interpolated position if 
you ask during rendering.

Yahn

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: Wednesday, November 14, 2007 10:49 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Client side players's positions

For my purposes I've used pPlayer->EyePosition() when they're walking, and
I use the vehicles' GetNetworkOrigin() when they're driving or being
driven. Not sure if this is sufficient for your purposes.

> --
> [ Picked text/plain from multipart/alternative ]
> Hi,
>
> I would like to know how to get where players are located client side -->
> I mean from a player point of view.
> Using pPlayer->GetLocalOrigin() for non-local players will return the last
> position sent by server.
> As there is interpolation (cl_interp), locations of non-local players that
> a local player is seeing is not the one returned by
> pPlayer->GetLocalOrigin().
> I went into OnRenderStart, then in InterpolateServerentities,
> ProcessInterpolatedList, Interpolate... but I really don't understand how
> it works. For example Interpolate is called with gpGlobals->curtime which
> is surprising. I was thinking it will be gpGlobals->curtime -
> cl_interp.GetFloat().
>
> I spent few hours on that and the question remains the same : how can I
> get locations of non-local players client side ? I'm sure Yahn or Mike can
> answer this question.
>
> Thank you in advance for your help.
> _
> Votez pour vos acteurs de séries TV préférés et tentez de gagner un voyage
> à Hawaï !
> http://messengerawards.divertissements.fr.msn.com/
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>



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Re: [hlcoders] Maximize view key needed for hammer.

2007-11-14 Thread Jeffrey "botman" Broome

Yahn Bernier wrote:

Obviously didn't hire me to do graphic design for web pages... :)


It's a good thing you don't write code like you write HTML!  ;)

--
Jeffrey "botman" Broome

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Re: [hlcoders] Maximize view key needed for hammer.

2007-11-14 Thread Jed
Actually I saw this today per chance:

http://www.maple3d.com/MainFrameScriptsPage.htm

Interesting idea using Max. I've though about it myself the issue of
enforcing BSP valid geometry and how you'd handle entities and such.

- Jed

On 14/11/2007, Yahn Bernier <[EMAIL PROTECTED]> wrote:
> Obviously didn't hire me to do graphic design for web pages... :)
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
> Sent: Wednesday, November 14, 2007 10:37 AM
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Maximize view key needed for hammer.
>
> Valve hired Yahn because they thought he would fit in well.
>
> "Master to do list as of 12/12/96 (I will update this soon)"
>
> As you can see, they were right.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
> "botman"
> Broome
> Sent: Monday, November 12, 2007 2:15 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Maximize view key needed for hammer.
>
> Joel R. wrote:
> > It be neat if they made Hammer open source, that way a bunch of us
> > awesome and bored programmers can improve and add features, and share
> > with the community.  Doesn't seem they have anyone working on Valve
> > Hammer anymore, and its got a plethora of bugs.
>
> Hmmm, maybe somebody could write their own level editor and then get a
> job working at Valve...
>
> http://ourworld.compuserve.com/homepages/bernier/
>
> :)
>
> --
> Jeffrey "botman" Broome
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
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RE: [hlcoders] EP1 Hammer internal model browser crashing hammer

2007-11-14 Thread Mike Durand
I have a fix for this going out in a little while.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tobias
Kammersgaard
Sent: Wednesday, November 14, 2007 7:22 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing
hammer

--
[ Picked text/plain from multipart/alternative ]
Loads of people are getting this. Extracting the advisor.jpg from source
models.gcf and placing it in %vproject%\models\ fixes it for some
people.
Disabling it, or use EP2 configurations seems to be the only other
alternatives :-(

/ProZak


On 14/11/2007, Kevin Ottalini <[EMAIL PROTECTED]> wrote:

> For some reason the EP1 hammer internal model browser has started
crashing
> hammer, no error message at all, hammer just disappears.
>
> Looking in the event viewer I get:
> Faulting application hammer.exe, version 0.0.0.0, faulting module
> vgui2.dll,
> version 3.0.0.1, fault address 0x0002ed97.
>
> The EP2 Hammer internal model browser is working fine though and the
SDK
> external model browser appears to work ok.
>
> Is anyone else seeing this?
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--

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Re: [hlcoders] Client side players's positions

2007-11-14 Thread maarten
For my purposes I've used pPlayer->EyePosition() when they're walking, and
I use the vehicles' GetNetworkOrigin() when they're driving or being
driven. Not sure if this is sufficient for your purposes.

> --
> [ Picked text/plain from multipart/alternative ]
> Hi,
>
> I would like to know how to get where players are located client side -->
> I mean from a player point of view.
> Using pPlayer->GetLocalOrigin() for non-local players will return the last
> position sent by server.
> As there is interpolation (cl_interp), locations of non-local players that
> a local player is seeing is not the one returned by
> pPlayer->GetLocalOrigin().
> I went into OnRenderStart, then in InterpolateServerentities,
> ProcessInterpolatedList, Interpolate... but I really don't understand how
> it works. For example Interpolate is called with gpGlobals->curtime which
> is surprising. I was thinking it will be gpGlobals->curtime -
> cl_interp.GetFloat().
>
> I spent few hours on that and the question remains the same : how can I
> get locations of non-local players client side ? I'm sure Yahn or Mike can
> answer this question.
>
> Thank you in advance for your help.
> _
> Votez pour vos acteurs de séries TV préférés et tentez de gagner un voyage
> à Hawaï !
> http://messengerawards.divertissements.fr.msn.com/
> --
>
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> please visit:
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>
>
>



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RE: [hlcoders] Maximize view key needed for hammer.

2007-11-14 Thread Yahn Bernier
Obviously didn't hire me to do graphic design for web pages... :)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Wednesday, November 14, 2007 10:37 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Maximize view key needed for hammer.

Valve hired Yahn because they thought he would fit in well.

"Master to do list as of 12/12/96 (I will update this soon)"

As you can see, they were right.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
"botman"
Broome
Sent: Monday, November 12, 2007 2:15 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Maximize view key needed for hammer.

Joel R. wrote:
> It be neat if they made Hammer open source, that way a bunch of us
> awesome and bored programmers can improve and add features, and share
> with the community.  Doesn't seem they have anyone working on Valve
> Hammer anymore, and its got a plethora of bugs.

Hmmm, maybe somebody could write their own level editor and then get a
job working at Valve...

http://ourworld.compuserve.com/homepages/bernier/

:)

--
Jeffrey "botman" Broome

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RE: [hlcoders] Maximize view key needed for hammer.

2007-11-14 Thread Tony Paloma
Valve hired Yahn because they thought he would fit in well.

"Master to do list as of 12/12/96 (I will update this soon)"

As you can see, they were right.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey "botman"
Broome
Sent: Monday, November 12, 2007 2:15 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Maximize view key needed for hammer.

Joel R. wrote:
> It be neat if they made Hammer open source, that way a bunch of us
> awesome and bored programmers can improve and add features, and share
> with the community.  Doesn't seem they have anyone working on Valve
> Hammer anymore, and its got a plethora of bugs.

Hmmm, maybe somebody could write their own level editor and then get a
job working at Valve...

http://ourworld.compuserve.com/homepages/bernier/

:)

--
Jeffrey "botman" Broome

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Re: [hlcoders] example source files for prop_door_rotating model

2007-11-14 Thread Minh
--
[ Picked text/plain from multipart/alternative ]
Thanks Kevin!! You're a man!

- Original Message -
From: "Kevin Ottalini" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, November 14, 2007 12:29 AM
Subject: Re: [hlcoders] example source files for prop_door_rotating model


> Minh, I extracted, renamed and recompiled that model and verified that it
> all works, qc and batch compile file included:
>
> http://qsextreme.com/source_models/door_02_left.zip
>
> I dont have max here but I did include a basic milkshape file.
>
> That should be enough for you to see how it all works.
>
>
>
> - Original Message -
> From: "Minh"
> To: 
> Sent: Tuesday, November 13, 2007 5:45 PM
> Subject: Re: [hlcoders] Hammer bug - anyone confirm?
>
> [hlcoders] example source files for prop_door_rotating model
> Minh
> Tue, 13 Nov 2007 12:06:57 -0800
>
> I'm having trouble creating custom models for a prop_door_rotating entity.
>
> They always end up rotating around the middle of the door (instead of
> around
> the hinges). Has anyone succesfuly created a custom prop_door_rotating
> model
> that rotates correctly around the hinges.
>
> Mike, would it be possible if you could include the source files for the
> "models\props_c17\door01_left.mdl"
>
> It would help greatly if I could take a look at the .qc file for that
> model
> and even better if i could see the .max scene files.
>
>
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> please visit:
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Re: [hlcoders] How to get actual vertices from map/rmf file?

2007-11-14 Thread Christopher Harris

To get a vertice you have to find the point of intersection of the planes it
is part of. Like a vertice in a corner would be part of two side planes and
the bottom/top plane. But it is useful to have this size reduction. A
cylinder or odd shaped brush benefits from it, as does a very large map with
many brushes.

Chris
- Original Message -
From: "Ook" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, November 14, 2007 12:43 PM
Subject: Re: [hlcoders] How to get actual vertices from map/rmf file?



I saw those - the BSP one was good, but there were things the author wasn't
certain about. Does Valve publish an official BSP format guide? The map
file
doesn't store vertices, neither does the vmf - those coordinates you see
are
not actual vertices, there are a more "efficient" way to store the plane
definition - it uses three coordinates for a four sided polygon, for
example, instead of storing the actual vertices (go figure?). Makes the
file
smaller, but you have to do some math to get actual vertices. It's not
difficult, but it's more work then I have time for right now. The BSP docs
say "vertex arrays", but I'm not sure if it has an array of vertices, or
actual vertex arrays (they are not quite the same thing). It also might
have
the normals in it, so I might spend a few hours extracting stuff from the
BSP and see if that will give me what I want. The BSP data is already
clipped, where the RMF data includes all of the planes that would normally
get clipped. Otherwise I'll go with the RMF, since it not only has actual
vertices for the planes, but has texture information in the same block,
and
texture u/v coords as well. It doesn't have the normals, but that should
be
easy to calculate. For my purposes, a few thousand extra polygons won't
make
any difference, because performance really isn't an issue.

I'm curious why they made the decision to not store actual vertices in
map/vmf files? The file size reduction really isn't significant, and the
files are highly compressible. Having actual vertices in the vmf would
make
it easier to work with outside of hammer.

- Original Message -
From: "Kevin Ottalini" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, November 14, 2007 12:55 AM
Subject: Re: [hlcoders] How to get actual vertices from map/rmf file?



This is a good description of the BSP:
http://www.geocities.com/cofrdrbob/bspformat.html

It's probably a little out of date with the release of EP2 and TF2.

a good VMF description is here:
http://developer.valvesoftware.com/wiki/VMF_documentation

VMF is easy to get the coordinates, just open it in wordpad.  I would
export
the .RMF to .MAP then open the .MAP in wordpad to get similar information
(or you can import the .RMF to VMF).



- Original Message -
From: "Ook"
To: 
Sent: Tuesday, November 13, 2007 8:22 PM
Subject: [hlcoders] How to get actual vertices from map/rmf file?



Does anyone know of an easy way to get vertices from a map/bsp/vmf/rmf
file?
The rmf, and I think vmf, don't actually store vertices, they store 3
sets
of xyz coordinates and I'm not sure how they get to/from the actual face
it
represents. I'm looking at the format for the rmf file, and if I
understand
what it is telling me, it stores:

  int number of vertices
  Vector[]vertex coordinates in clockwise order looking from
front
of face
  Vector[3]   3 points defining plane of face (VHE simply uses a
copy
of the first 3 vertices)

( from http://extension.ws/hlfix/rmf.html )

It also stores the texture u and v axis, which is way cool, and if it
really
does have actual vertices, then I can calculate the normals for the
vertices.

I'm guessing that when it says vertex coordinates, it means the actual
vertices of the face, not the "3 points defining plane of face", as
those
follow what appears to be the list of vertices. Anyone have experience
with
this, and know if extracting these vertices from the rmf is the easiest
way
to get actual shape vertices?



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[hlcoders] Client side players's positions

2007-11-14 Thread Janek Le_Vert
--
[ Picked text/plain from multipart/alternative ]
Hi,

I would like to know how to get where players are located client side --> I 
mean from a player point of view.
Using pPlayer->GetLocalOrigin() for non-local players will return the last 
position sent by server.
As there is interpolation (cl_interp), locations of non-local players that a 
local player is seeing is not the one returned by pPlayer->GetLocalOrigin().
I went into OnRenderStart, then in InterpolateServerentities, 
ProcessInterpolatedList, Interpolate... but I really don't understand how it 
works. For example Interpolate is called with gpGlobals->curtime which is 
surprising. I was thinking it will be gpGlobals->curtime - cl_interp.GetFloat().

I spent few hours on that and the question remains the same : how can I get 
locations of non-local players client side ? I'm sure Yahn or Mike can answer 
this question.

Thank you in advance for your help.
_
Votez pour vos acteurs de séries TV préférés et tentez de gagner un voyage à 
Hawaï !
http://messengerawards.divertissements.fr.msn.com/
--

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Re: [hlcoders] How to get actual vertices from map/rmf file?

2007-11-14 Thread Ook

I saw those - the BSP one was good, but there were things the author wasn't
certain about. Does Valve publish an official BSP format guide? The map file
doesn't store vertices, neither does the vmf - those coordinates you see are
not actual vertices, there are a more "efficient" way to store the plane
definition - it uses three coordinates for a four sided polygon, for
example, instead of storing the actual vertices (go figure?). Makes the file
smaller, but you have to do some math to get actual vertices. It's not
difficult, but it's more work then I have time for right now. The BSP docs
say "vertex arrays", but I'm not sure if it has an array of vertices, or
actual vertex arrays (they are not quite the same thing). It also might have
the normals in it, so I might spend a few hours extracting stuff from the
BSP and see if that will give me what I want. The BSP data is already
clipped, where the RMF data includes all of the planes that would normally
get clipped. Otherwise I'll go with the RMF, since it not only has actual
vertices for the planes, but has texture information in the same block, and
texture u/v coords as well. It doesn't have the normals, but that should be
easy to calculate. For my purposes, a few thousand extra polygons won't make
any difference, because performance really isn't an issue.

I'm curious why they made the decision to not store actual vertices in
map/vmf files? The file size reduction really isn't significant, and the
files are highly compressible. Having actual vertices in the vmf would make
it easier to work with outside of hammer.

- Original Message -
From: "Kevin Ottalini" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, November 14, 2007 12:55 AM
Subject: Re: [hlcoders] How to get actual vertices from map/rmf file?



This is a good description of the BSP:
http://www.geocities.com/cofrdrbob/bspformat.html

It's probably a little out of date with the release of EP2 and TF2.

a good VMF description is here:
http://developer.valvesoftware.com/wiki/VMF_documentation

VMF is easy to get the coordinates, just open it in wordpad.  I would
export
the .RMF to .MAP then open the .MAP in wordpad to get similar information
(or you can import the .RMF to VMF).



- Original Message -
From: "Ook"
To: 
Sent: Tuesday, November 13, 2007 8:22 PM
Subject: [hlcoders] How to get actual vertices from map/rmf file?



Does anyone know of an easy way to get vertices from a map/bsp/vmf/rmf
file?
The rmf, and I think vmf, don't actually store vertices, they store 3
sets
of xyz coordinates and I'm not sure how they get to/from the actual face
it
represents. I'm looking at the format for the rmf file, and if I
understand
what it is telling me, it stores:

  int number of vertices
  Vector[]vertex coordinates in clockwise order looking from
front
of face
  Vector[3]   3 points defining plane of face (VHE simply uses a copy
of the first 3 vertices)

( from http://extension.ws/hlfix/rmf.html )

It also stores the texture u and v axis, which is way cool, and if it
really
does have actual vertices, then I can calculate the normals for the
vertices.

I'm guessing that when it says vertex coordinates, it means the actual
vertices of the face, not the "3 points defining plane of face", as those
follow what appears to be the list of vertices. Anyone have experience
with
this, and know if extracting these vertices from the rmf is the easiest
way
to get actual shape vertices?



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[hlcoders] RE: EP1 Hammer internal model browser crashing hammer

2007-11-14 Thread Adam Donovan
--
[ Picked text/plain from multipart/alternative ]
I hope that Mike is working on a real fix for the model viewer that means we 
dont have to extract files and fix things...Im working at a uni with 19 steam 
accounts and I can tell you that If I have to do something like this for one 
machine..then I have to do it for 18 other machines as well, which takes allot 
of my time, might only take 10 mins for each computer but then thats hours of 
work once you add it up..pain big pain.  I know I sound rude when I say things 
like take your time with any of the next big releases but Id rather wait 2 more 
weeks for it than spend 2 more weeks copying and pasting files to fix things..
adam

_
Your Future Starts Here. Dream it? Then be it! Find it at www.seek.com.au
http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fninemsn%2Eseek%2Ecom%2Eau%2F%3Ftracking%3Dsk%3Ahet%3Ask%3Anine%3A0%3Ahot%3Atext&_t=764565661&_r=OCT07_endtext_Future&_m=EXT
--

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Re: [hlcoders] EP1 Hammer internal model browser crashing hammer

2007-11-14 Thread Tobias Kammersgaard
--
[ Picked text/plain from multipart/alternative ]
Loads of people are getting this. Extracting the advisor.jpg from source
models.gcf and placing it in %vproject%\models\ fixes it for some people.
Disabling it, or use EP2 configurations seems to be the only other
alternatives :-(

/ProZak


On 14/11/2007, Kevin Ottalini <[EMAIL PROTECTED]> wrote:

> For some reason the EP1 hammer internal model browser has started crashing
> hammer, no error message at all, hammer just disappears.
>
> Looking in the event viewer I get:
> Faulting application hammer.exe, version 0.0.0.0, faulting module
> vgui2.dll,
> version 3.0.0.1, fault address 0x0002ed97.
>
> The EP2 Hammer internal model browser is working fine though and the SDK
> external model browser appears to work ok.
>
> Is anyone else seeing this?
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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[hlcoders] EP1 Hammer internal model browser crashing hammer

2007-11-14 Thread Kevin Ottalini

For some reason the EP1 hammer internal model browser has started crashing
hammer, no error message at all, hammer just disappears.

Looking in the event viewer I get:
Faulting application hammer.exe, version 0.0.0.0, faulting module vgui2.dll,
version 3.0.0.1, fault address 0x0002ed97.

The EP2 Hammer internal model browser is working fine though and the SDK
external model browser appears to work ok.

Is anyone else seeing this?


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Re: [hlcoders] Linux Compile Going Wrong - Fallout

2007-11-14 Thread Jed
Actually, I recall doing the exact same thing and not having any
problems. If I recall it was something to do with min/max as well that
the VC7 fixed but the VC8 fixed.

BTW, there might be some revelvant fixes to other problems you're having here:
http://developer.valvesoftware.com/wiki/User:Wunderboy/sandbox

It's not complete (I need to sort that out) but it's how I got the SDK
compiling under Redhat 6 and I think several of the issues are generic
enough for all distros.

- Jed

On 14/11/2007, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> In trying to help with the problem posted recently, I tried recompiling
> our mod in linux. I used to be able to compile it just fine, but it's been
> over a year since I did. I updated the svn and I've hit one particular
> problem:
>
> http://pastebin.com/md73ac40
>
> Thanks to an earlier thread ( which I only read half since the firewall
> activated three minutes ago :p ) I replaced memoverride.cpp with
> memoverride-vc7.cpp, which looks like it's compiling. I just wanted to
> know if this the proper fix, or if this will give me problems ?
>
> Thanks for any info!
>
> -- maarten
>
>
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Re: [hlcoders] How to get actual vertices from map/rmf file?

2007-11-14 Thread Kevin Ottalini

This is a good description of the BSP:
http://www.geocities.com/cofrdrbob/bspformat.html

It's probably a little out of date with the release of EP2 and TF2.

a good VMF description is here:
http://developer.valvesoftware.com/wiki/VMF_documentation

VMF is easy to get the coordinates, just open it in wordpad.  I would export
the .RMF to .MAP then open the .MAP in wordpad to get similar information
(or you can import the .RMF to VMF).



- Original Message -
From: "Ook"
To: 
Sent: Tuesday, November 13, 2007 8:22 PM
Subject: [hlcoders] How to get actual vertices from map/rmf file?



Does anyone know of an easy way to get vertices from a map/bsp/vmf/rmf
file?
The rmf, and I think vmf, don't actually store vertices, they store 3 sets
of xyz coordinates and I'm not sure how they get to/from the actual face
it
represents. I'm looking at the format for the rmf file, and if I
understand
what it is telling me, it stores:

  int number of vertices
  Vector[]vertex coordinates in clockwise order looking from front
of face
  Vector[3]   3 points defining plane of face (VHE simply uses a copy
of the first 3 vertices)

( from http://extension.ws/hlfix/rmf.html )

It also stores the texture u and v axis, which is way cool, and if it
really
does have actual vertices, then I can calculate the normals for the
vertices.

I'm guessing that when it says vertex coordinates, it means the actual
vertices of the face, not the "3 points defining plane of face", as those
follow what appears to be the list of vertices. Anyone have experience
with
this, and know if extracting these vertices from the rmf is the easiest
way
to get actual shape vertices?



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Re: [hlcoders] example source files for prop_door_rotating model

2007-11-14 Thread Kevin Ottalini

Minh, I extracted, renamed and recompiled that model and verified that it
all works, qc and batch compile file included:

http://qsextreme.com/source_models/door_02_left.zip

I dont have max here but I did include a basic milkshape file.

That should be enough for you to see how it all works.



- Original Message -
From: "Minh"
To: 
Sent: Tuesday, November 13, 2007 5:45 PM
Subject: Re: [hlcoders] Hammer bug - anyone confirm?

[hlcoders] example source files for prop_door_rotating model
Minh
Tue, 13 Nov 2007 12:06:57 -0800

I'm having trouble creating custom models for a prop_door_rotating entity.

They always end up rotating around the middle of the door (instead of around
the hinges). Has anyone succesfuly created a custom prop_door_rotating model
that rotates correctly around the hinges.

Mike, would it be possible if you could include the source files for the
"models\props_c17\door01_left.mdl"

It would help greatly if I could take a look at the .qc file for that model
and even better if i could see the .max scene files.


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