Re: [hlcoders] movement code

2007-11-17 Thread Neuwirth Christoph

Thx for the answer but i knew those files already.

I´d need some advise in those points cause source coding and msvc++ 2003
are completley new for me.

So anyone can answer those questions?

Joel R. schrieb:

gamemovement.cpp and sdk_gamemovement.cpp are the files you want.
They handle the walking on ground / collision.

On Nov 17, 2007 12:03 AM, Neuwirth Christoph [EMAIL PROTECTED] wrote:


No one?

Neuwirth Christoph schrieb:



Hello

After i got the suggestions from you guys to wait with serious work
until ep2 sdk comes out, i decided to learn a bit about the movement
code of hl2.

1. How much Difference is between hl1 and hl2 movement code(except hl1
is c and hl2 is c++)
2. How is the movement code predicted?
3. is the Movement code shared like hl1 or has each workspace its own
movement code?
4. Is it possible to port the hl1 movementcode to c++ even without
engine access?(i know a lil offtopic but interesting tough)

greetz
chris

___
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



[hlcoders] Model compile error

2007-11-17 Thread maarten
Hi list!

this is probably a question for valve, but maybe one of you has hit it
before.  I'm trying to compile a new model, but studiomdl keeps crashing
on me:

C:\OffLimits\modelsrc\vehicles\greyhoundC:\Program
Files\Steam\steamapps\keats
@off-limits.be\sourcesdk\bin\ep1\bin\studiomdl.exe greyhound.qc
qdir:c:\offlimits\modelsrc\vehicles\greyhound\
gamedir: c:\program [EMAIL PROTECTED]
2\hl2\

g_path:  greyhound
Working on greyhound.qc
SMD MODEL greyhound_reference.smd
SMD MODEL greyhound_physmodel.smd
SMD MODEL greyhound_idle.smd
SMD MODEL greyhound_turn.smd
SMD MODEL greyhound_suspension.smd
SMD MODEL greyhound_wheelspin.smd
Model has 20 convex sub-parts
Collision model completed.
-
writing c:\program [EMAIL PROTECTED]
2\hl2\mod
els/vehicles/greyhound.mdl:
bones15920 bytes (46)
animations2720 bytes (24 anims) (30 frames) [0:07]
sequences 3420 bytes (10 seq)
ik/pose344 bytes
eyeballs 0 bytes (0 eyeballs)
flexes   0 bytes (0 flexes)
textures72 bytes
keyvalues  416 bytes
Collision model volume 5078298.00 in^3
collision0 bytes
total25796
ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
ERROR: Aborted Processing on 'vehicles/greyhound.mdl'

Is there any way to debug this further? studiomdl creates an empty file
for the mdl. I've tried finding errors in the model but came up empty so
far, and the error doesn't help much in that direction either.

Thanks for any info!

-- maarten


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Model compile error

2007-11-17 Thread Julian Moschüring

For me starting the model viewer and keep it running while compiling
models solved this problem.
-Archy

[EMAIL PROTECTED] wrote:

Hi list!

this is probably a question for valve, but maybe one of you has hit it
before.  I'm trying to compile a new model, but studiomdl keeps crashing
on me:

C:\OffLimits\modelsrc\vehicles\greyhoundC:\Program
Files\Steam\steamapps\keats
@off-limits.be\sourcesdk\bin\ep1\bin\studiomdl.exe greyhound.qc
qdir:c:\offlimits\modelsrc\vehicles\greyhound\
gamedir: c:\program [EMAIL PROTECTED]
2\hl2\

g_path:  greyhound
Working on greyhound.qc
SMD MODEL greyhound_reference.smd
SMD MODEL greyhound_physmodel.smd
SMD MODEL greyhound_idle.smd
SMD MODEL greyhound_turn.smd
SMD MODEL greyhound_suspension.smd
SMD MODEL greyhound_wheelspin.smd
Model has 20 convex sub-parts
Collision model completed.
-
writing c:\program [EMAIL PROTECTED]
2\hl2\mod
els/vehicles/greyhound.mdl:
bones15920 bytes (46)
animations2720 bytes (24 anims) (30 frames) [0:07]
sequences 3420 bytes (10 seq)
ik/pose344 bytes
eyeballs 0 bytes (0 eyeballs)
flexes   0 bytes (0 flexes)
textures72 bytes
keyvalues  416 bytes
Collision model volume 5078298.00 in^3
collision0 bytes
total25796
ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
ERROR: Aborted Processing on 'vehicles/greyhound.mdl'

Is there any way to debug this further? studiomdl creates an empty file
for the mdl. I've tried finding errors in the model but came up empty so
far, and the error doesn't help much in that direction either.

Thanks for any info!

-- maarten


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Model compile error

2007-11-17 Thread maarten
I tried launching hlmv, but it crashed on me too. Restarted steam, lauched
hlmv, loaded a model just to be sure, and now it compiles.

I thought I'd seen it all, but guess what :D

Thanks a bunch archy!

 For me starting the model viewer and keep it running while compiling
 models solved this problem.
 -Archy

 [EMAIL PROTECTED] wrote:
 Hi list!

 this is probably a question for valve, but maybe one of you has hit it
 before.  I'm trying to compile a new model, but studiomdl keeps crashing
 on me:

 C:\OffLimits\modelsrc\vehicles\greyhoundC:\Program
 Files\Steam\steamapps\keats
 @off-limits.be\sourcesdk\bin\ep1\bin\studiomdl.exe greyhound.qc
 qdir:c:\offlimits\modelsrc\vehicles\greyhound\
 gamedir: c:\program [EMAIL PROTECTED]
 2\hl2\

 g_path:  greyhound
 Working on greyhound.qc
 SMD MODEL greyhound_reference.smd
 SMD MODEL greyhound_physmodel.smd
 SMD MODEL greyhound_idle.smd
 SMD MODEL greyhound_turn.smd
 SMD MODEL greyhound_suspension.smd
 SMD MODEL greyhound_wheelspin.smd
 Model has 20 convex sub-parts
 Collision model completed.
 -
 writing c:\program [EMAIL PROTECTED]
 2\hl2\mod
 els/vehicles/greyhound.mdl:
 bones15920 bytes (46)
 animations2720 bytes (24 anims) (30 frames) [0:07]
 sequences 3420 bytes (10 seq)
 ik/pose344 bytes
 eyeballs 0 bytes (0 eyeballs)
 flexes   0 bytes (0 flexes)
 textures72 bytes
 keyvalues  416 bytes
 Collision model volume 5078298.00 in^3
 collision0 bytes
 total25796
 ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
 ERROR: Aborted Processing on 'vehicles/greyhound.mdl'

 Is there any way to debug this further? studiomdl creates an empty file
 for the mdl. I've tried finding errors in the model but came up empty so
 far, and the error doesn't help much in that direction either.

 Thanks for any info!

 -- maarten


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders



 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders






___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Model compile error

2007-11-17 Thread Jake Breen

Post your QC please.

[EMAIL PROTECTED] wrote:

I tried launching hlmv, but it crashed on me too. Restarted steam, lauched
hlmv, loaded a model just to be sure, and now it compiles.

I thought I'd seen it all, but guess what :D

Thanks a bunch archy!



For me starting the model viewer and keep it running while compiling
models solved this problem.
-Archy

[EMAIL PROTECTED] wrote:


Hi list!

this is probably a question for valve, but maybe one of you has hit it
before.  I'm trying to compile a new model, but studiomdl keeps crashing
on me:

C:\OffLimits\modelsrc\vehicles\greyhoundC:\Program
Files\Steam\steamapps\keats
@off-limits.be\sourcesdk\bin\ep1\bin\studiomdl.exe greyhound.qc
qdir:c:\offlimits\modelsrc\vehicles\greyhound\
gamedir: c:\program [EMAIL PROTECTED]
2\hl2\

g_path:  greyhound
Working on greyhound.qc
SMD MODEL greyhound_reference.smd
SMD MODEL greyhound_physmodel.smd
SMD MODEL greyhound_idle.smd
SMD MODEL greyhound_turn.smd
SMD MODEL greyhound_suspension.smd
SMD MODEL greyhound_wheelspin.smd
Model has 20 convex sub-parts
Collision model completed.
-
writing c:\program [EMAIL PROTECTED]
2\hl2\mod
els/vehicles/greyhound.mdl:
bones15920 bytes (46)
animations2720 bytes (24 anims) (30 frames) [0:07]
sequences 3420 bytes (10 seq)
ik/pose344 bytes
eyeballs 0 bytes (0 eyeballs)
flexes   0 bytes (0 flexes)
textures72 bytes
keyvalues  416 bytes
Collision model volume 5078298.00 in^3
collision0 bytes
total25796
ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
ERROR: Aborted Processing on 'vehicles/greyhound.mdl'

Is there any way to debug this further? studiomdl creates an empty file
for the mdl. I've tried finding errors in the model but came up empty so
far, and the error doesn't help much in that direction either.

Thanks for any info!

-- maarten


___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders








___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders






___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Model compile error

2007-11-17 Thread Julian Moschüring

I do not think that this is caused by a bad qc. It propably only happens
if you use the ep1 compiler. If the model viewer is started before
compiling anything works fine.

It happens eg for this qc which is a sample of noasis:

$modelname skeleton\Skull.mdl
$cdmaterials models\skeleton
$surfaceprop pottery
$staticprop
$scale 1
$body studio Skull_reference.smd
$sequence idle Skull_idle fps 1
$collisionmodel Skull_phys.smd
{
   $Mass 1
   $concave
}

-archy

Jake Breen wrote:

Post your QC please.

[EMAIL PROTECTED] wrote:

I tried launching hlmv, but it crashed on me too. Restarted steam,
lauched
hlmv, loaded a model just to be sure, and now it compiles.

I thought I'd seen it all, but guess what :D

Thanks a bunch archy!



For me starting the model viewer and keep it running while compiling
models solved this problem.
-Archy

[EMAIL PROTECTED] wrote:


Hi list!

this is probably a question for valve, but maybe one of you has hit it
before.  I'm trying to compile a new model, but studiomdl keeps
crashing
on me:

C:\OffLimits\modelsrc\vehicles\greyhoundC:\Program
Files\Steam\steamapps\keats
@off-limits.be\sourcesdk\bin\ep1\bin\studiomdl.exe greyhound.qc
qdir:c:\offlimits\modelsrc\vehicles\greyhound\
gamedir: c:\program
[EMAIL PROTECTED]
2\hl2\

g_path:  greyhound
Working on greyhound.qc
SMD MODEL greyhound_reference.smd
SMD MODEL greyhound_physmodel.smd
SMD MODEL greyhound_idle.smd
SMD MODEL greyhound_turn.smd
SMD MODEL greyhound_suspension.smd
SMD MODEL greyhound_wheelspin.smd
Model has 20 convex sub-parts
Collision model completed.
-
writing c:\program [EMAIL PROTECTED]
2\hl2\mod
els/vehicles/greyhound.mdl:
bones15920 bytes (46)
animations2720 bytes (24 anims) (30 frames) [0:07]
sequences 3420 bytes (10 seq)
ik/pose344 bytes
eyeballs 0 bytes (0 eyeballs)
flexes   0 bytes (0 flexes)
textures72 bytes
keyvalues  416 bytes
Collision model volume 5078298.00 in^3
collision0 bytes
total25796
ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
ERROR: Aborted Processing on 'vehicles/greyhound.mdl'

Is there any way to debug this further? studiomdl creates an empty
file
for the mdl. I've tried finding errors in the model but came up
empty so
far, and the error doesn't help much in that direction either.

Thanks for any info!

-- maarten


___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders








___
To unsubscribe, edit your list preferences, or view the list
archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders






___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Model compile error

2007-11-17 Thread Tony omega Sergi
it's probably just an issue with studiomdl running the wrong binaries
you could try adding 2 environment variables like
EP1SDK_BIN
and OBSDK_BIN
and point them to the respective folders ie:
EP1SDK_BIN=c:\steam\steamapps\youraccount\sourcesdk\bin\ep1\bin
OBSDK_BIN=c:\steam\steamapps\youraccount\sourcesdk\bin\orangebox\bin

then when you load up your command prompt
set path=%path%;%EP1SDK_BIN%
compile your model.

and of course you can use the other one for the orange box tools.


On Nov 17, 2007 11:08 AM, Julian Moschüring [EMAIL PROTECTED] wrote:
 I do not think that this is caused by a bad qc. It propably only happens
 if you use the ep1 compiler. If the model viewer is started before
 compiling anything works fine.

 It happens eg for this qc which is a sample of noasis:

 $modelname skeleton\Skull.mdl
 $cdmaterials models\skeleton
 $surfaceprop pottery
 $staticprop
 $scale 1
 $body studio Skull_reference.smd
 $sequence idle Skull_idle fps 1
 $collisionmodel Skull_phys.smd
 {
 $Mass 1
 $concave
 }

 -archy


 Jake Breen wrote:
  Post your QC please.
 
  [EMAIL PROTECTED] wrote:
  I tried launching hlmv, but it crashed on me too. Restarted steam,
  lauched
  hlmv, loaded a model just to be sure, and now it compiles.
 
  I thought I'd seen it all, but guess what :D
 
  Thanks a bunch archy!
 
 
  For me starting the model viewer and keep it running while compiling
  models solved this problem.
  -Archy
 
  [EMAIL PROTECTED] wrote:
 
  Hi list!
 
  this is probably a question for valve, but maybe one of you has hit it
  before.  I'm trying to compile a new model, but studiomdl keeps
  crashing
  on me:
 
  C:\OffLimits\modelsrc\vehicles\greyhoundC:\Program
  Files\Steam\steamapps\keats
  @off-limits.be\sourcesdk\bin\ep1\bin\studiomdl.exe greyhound.qc
  qdir:c:\offlimits\modelsrc\vehicles\greyhound\
  gamedir: c:\program
  [EMAIL PROTECTED]
  2\hl2\
 
  g_path:  greyhound
  Working on greyhound.qc
  SMD MODEL greyhound_reference.smd
  SMD MODEL greyhound_physmodel.smd
  SMD MODEL greyhound_idle.smd
  SMD MODEL greyhound_turn.smd
  SMD MODEL greyhound_suspension.smd
  SMD MODEL greyhound_wheelspin.smd
  Model has 20 convex sub-parts
  Collision model completed.
  -
  writing c:\program [EMAIL PROTECTED]
  2\hl2\mod
  els/vehicles/greyhound.mdl:
  bones15920 bytes (46)
  animations2720 bytes (24 anims) (30 frames) [0:07]
  sequences 3420 bytes (10 seq)
  ik/pose344 bytes
  eyeballs 0 bytes (0 eyeballs)
  flexes   0 bytes (0 flexes)
  textures72 bytes
  keyvalues  416 bytes
  Collision model volume 5078298.00 in^3
  collision0 bytes
  total25796
  ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
  ERROR: Aborted Processing on 'vehicles/greyhound.mdl'
 
  Is there any way to debug this further? studiomdl creates an empty
  file
  for the mdl. I've tried finding errors in the model but came up
  empty so
  far, and the error doesn't help much in that direction either.
 
  Thanks for any info!
 
  -- maarten
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
 
  ___
  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





--
-omega

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Error on compile on linux

2007-11-17 Thread bloodykenny
Make sure you haven't corrupted your Makefile.vcpm file, for instance by 
replacing tabs with spaces.

At 2007/11/10 12:11 PM, David van der Staak wrote:
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread bloodykenny
For what it's worth the last few times I asked this, the answer was basically 
no.

At 2007/11/15 10:39 AM, Jeremy wrote:
Is there a way to do proper mod versioning?

Disconnect: Server uses different class tables. isn't a very useful
error message when clients try to join wrong version servers.

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread Adam Maras (memzero)

Garry's Mod beta (somehow) has [BETA] preceding the Game column contents
in the server, if I'm correct. Perhaps you could put the version in that
data field so that people can look specifically for servers of their
version.

//   Adam Maras (memzero)

[EMAIL PROTECTED] wrote:

For what it's worth the last few times I asked this, the answer was basically 
no.

At 2007/11/15 10:39 AM, Jeremy wrote:


Is there a way to do proper mod versioning?

Disconnect: Server uses different class tables. isn't a very useful
error message when clients try to join wrong version servers.

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector

2007-11-17 Thread bloodykenny
Well I tried using 215, and what able to get the mod to load and connect to a 
server.  I then restarted Steam multiple times and relaunched the mod multiple 
times, but AoA still never showed up in the server selector.

Since ProZak got my GameInfo.txt to work, it seems that it's not a matter of 
needing a different number.

I'm starting to suspect this is just a bug in Steam.  Anyone have advice on how 
to get support for Steam issues?


At 2007/11/11 08:05 PM, Adam Maras (memzero) wrote:
You can use the SDK Base SteamAppId but mount the HL2DM content in your mod.

[EMAIL PROTECTED] wrote:
As far as I know, you should be basing your current mods off the Source
SDK base (215), not HL2DM (320). Try changing the value next to SteamAppId.

~~ Ondra

I need some of the HL2DM content, such as models, so I don't think 215 would 
be appropriate?


No idea at all. Just tried copying yours into a mod of mine, and it shows up
just fine!

http://img158.imageshack.us/img158/9404/serverbrowserartofascenjz7.png

/ProZak

Hmm I guess the problem could be elsewhere in my mod, but I can't really 
imagine where.  Does anyone know exactly how Steam populates that list?





On 11/11/2007, [EMAIL PROTECTED] 
[EMAIL PROTECTED] wrote:

Well, I won't discount the possibility that I've done something wrong
there, but it seems fairly simple.  Here's my gameinfo.txt - I only
removed the // comments so it would be easier to read via email
clients.  Any ideas of what I might try changing/adding/deleting?

GameInfo
{
   gameArt of Ascension
   title   
   title2  
   type multiplayer_only
   nomodels 0
   nohimodel 1
   nocrosshair 1
   icon aoa

   developer BloodyKenny
   developer_url http://aoa.gamemod.net/;
   manual http://aoa.gamemod.net/;

   hidden_maps
   {
   test_speakers 1
   test_hardware 1
   }
   FileSystem
   {
   SteamAppId  320
   ToolsAppId  211
   SearchPaths
   {
   Game|gameinfo_path|.
   Gamehl2mp
   Gamehl2
   }
   }
}

At 2007/11/11 12:47 PM, Tobias Kammersgaard wrote:

--
[ Picked text/plain from multipart/alternative ]
All of my mods show up just fine here, weird!

Perhaps something in your GameInfo.txt is breaking this?

/ProZak


On 11/11/2007, [EMAIL PROTECTED] 
[EMAIL PROTECTED] wrote:

Mod not showing up in the Steam-Servers-Internet-Game
selector.  This

appears to have started intermittently occurring about 2 months ago,
according to various users.  It disappeared on a Steam update in the
past,

but usually came back after a restart.  This is no longer the case.

Has there been some sort of SDK change that needs to be made for mods
to

continue to show up in the Game selector?

Note that the servers themselves do show up, so if you sort by Game
you

can find it in the list and then click and launch as normal, but this
is

extremely tedious and confusing to new users.

___
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


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread bloodykenny
Well, you can always put the version number in the name of the server, which 
may be what he's doing?

Really though what you want, per previous discussions, is a way to alert users 
to the existence of a new version when they try to connect and fail.  And 
ideally a way to seamlessly perform the update via Steam.

At 2007/11/17 11:54 AM, Adam Maras (memzero) wrote:
Garry's Mod beta (somehow) has [BETA] preceding the Game column contents
in the server, if I'm correct. Perhaps you could put the version in that
data field so that people can look specifically for servers of their
version.

//   Adam Maras (memzero)

[EMAIL PROTECTED] wrote:
For what it's worth the last few times I asked this, the answer was basically 
no.

At 2007/11/15 10:39 AM, Jeremy wrote:

Is there a way to do proper mod versioning?

Disconnect: Server uses different class tables. isn't a very useful
error message when clients try to join wrong version servers.

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread Adam Maras (memzero)

Well pardon my lack of knowledge on the situation, but couldn't you:
1. Set a version constant in the code
2. Check to see if the server and connecting client's version match
3. If they don't, disconnect with a custom message?

Could all this occur before class table checking, like right on connect?

//   Adam Maras (memzero)

[EMAIL PROTECTED] wrote:

Well, you can always put the version number in the name of the server, which 
may be what he's doing?

Really though what you want, per previous discussions, is a way to alert users 
to the existence of a new version when they try to connect and fail.  And 
ideally a way to seamlessly perform the update via Steam.

At 2007/11/17 11:54 AM, Adam Maras (memzero) wrote:


Garry's Mod beta (somehow) has [BETA] preceding the Game column contents
in the server, if I'm correct. Perhaps you could put the version in that
data field so that people can look specifically for servers of their
version.

//   Adam Maras (memzero)

[EMAIL PROTECTED] wrote:


For what it's worth the last few times I asked this, the answer was basically 
no.

At 2007/11/15 10:39 AM, Jeremy wrote:



Is there a way to do proper mod versioning?

Disconnect: Server uses different class tables. isn't a very useful
error message when clients try to join wrong version servers.



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] SendProxy_String_tToString can't send wide-char string data

2007-11-17 Thread bloodykenny
Unfortunately using the array of items is not possible here.  As noted on 
http://developer.valvesoftware.com/wiki/Networking_Entities a single array of X 
items count X times towards the 1024 limit on the number of variables 
associated with a single entity.  So if you wanted to send a manual array 
string of size 1025, it won't work.

As far as base-128 goes - if you look at the code snippet I pasted previously 
you may notice I cheated slightly because I'm sending data in groups of 16bits, 
so I lose very few permutations.  So actually it's not really base-128, but 
base-128 would be the simplest way to explain it.

Oh well, it's possible to work around in client-code, but it's surprising with 
all the internationalization garbage in the SDK that they don't support this.


At 2007/11/12 05:14 PM, OvermindDL1 wrote:
Well since no one else seemed to bother looking (and I actually got
some time to look), the only thing the above function does is just
fill in the passed in variant setting it as a string.  Looking at the
varient it supports an array of a base type (such as wchar/Int16, like
you would use).  Will have to do the serialization manually (but that
will be what... less then 10 lines of code for what you are doing,
just put it into your own function to encapsulate it), but if the
array in the variant works (I do not see many places it is used) then
it would be perfect.  Honostly though, SendProxy_String_tToString
seems like a rather weird function to use, I only see it defined in
one place and only used in that class's prop definition.

Still that is a hack, it seems like it would be far *far* better to
juse serialize it fully and hand it off manually (as a binary stream,
usual term being a binary blob) instead of using a variant, that way
you could set up string compression, string tables, etc... etc... for
effective and easy network bandwidth reduction.  There would be no
sendblob function as you just give it a char array with a length to
let it send across the network.  Also, you should not need a base-128
converter, but rather a base-255 converter would be best if you wanted
to continue doing it your method.


On 11/11/07, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
 Well there is no SendBlob sort of function anywhere in the dt_send and 
 various other networking files.  It's not a huge deal, I just had to write 
 my own base-128 encoder, so that there wouldn't be any 0s in the data that 
 went over the wire.  It just seems that Valve would want to support this 
 natively.

 At 2007/11/10 10:53 PM, OvermindDL1 wrote:
 Could just send it as a binary blob and not as a string (pretend it is
 opaque binary data, and not a string, use binary functions, not string
 functions).
 
 On 11/10/07, [EMAIL PROTECTED]
 [EMAIL PROTECTED] wrote:
  Well it would be nice if there were a version of string networking that 
  was binary-safe.
 
  At 2006/09/03 08:33 PM, Aaron Schiff wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  You could use a networked string table as well as the index of the 
  string in
  the entity network table.  Then you can specify the string length in
  AddString for the user data.
  
  On 9/3/06, [EMAIL PROTECTED] [EMAIL PROTECTED]
  wrote:
  
   I thought there was a forum or mailing list thread on this once before 
   but
   I can't find it.  Basically it seems that the close-source side of the
   networking does a 0x00-truncated data copy.  So you can't send strings 
   along
   the wire that contain a 0x00 byte in them, such as wide-char strings 
   etc.
  
   Anyone know of a work-around?  (Short of encoding the base64ing the
   strings or something like that.)
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
  
  
  --
  ts2do
  --
  
  ___
  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

___
To unsubscribe, edit your list preferences, or view the 

Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread Christopher Harris

Or in the dll init function check for new version then display a message box
saying there is a new version out.
- Original Message -
From: Adam Maras (memzero) [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, November 17, 2007 1:34 PM
Subject: Re: [hlcoders] Proper mod versioning?


Well pardon my lack of knowledge on the situation, but couldn't you:
1. Set a version constant in the code
2. Check to see if the server and connecting client's version match
3. If they don't, disconnect with a custom message?

Could all this occur before class table checking, like right on connect?

//   Adam Maras (memzero)

[EMAIL PROTECTED] wrote:

Well, you can always put the version number in the name of the server,
which may be what he's doing?

Really though what you want, per previous discussions, is a way to alert
users to the existence of a new version when they try to connect and fail.
And ideally a way to seamlessly perform the update via Steam.

At 2007/11/17 11:54 AM, Adam Maras (memzero) wrote:


Garry's Mod beta (somehow) has [BETA] preceding the Game column contents
in the server, if I'm correct. Perhaps you could put the version in that
data field so that people can look specifically for servers of their
version.

//   Adam Maras (memzero)

[EMAIL PROTECTED] wrote:


For what it's worth the last few times I asked this, the answer was
basically no.

At 2007/11/15 10:39 AM, Jeremy wrote:



Is there a way to do proper mod versioning?

Disconnect: Server uses different class tables. isn't a very useful
error message when clients try to join wrong version servers.



___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread bloodykenny
No, as far as I can tell, the imbedded closed-source srcds.exe and hl2.exe 
class table checking stuff occurs before any user-controlled mod code is run.  
So you have no control over that process or that message.


At 2007/11/17 12:34 PM, Adam Maras (memzero) wrote:
Well pardon my lack of knowledge on the situation, but couldn't you:
1. Set a version constant in the code
2. Check to see if the server and connecting client's version match
3. If they don't, disconnect with a custom message?

Could all this occur before class table checking, like right on connect?

//   Adam Maras (memzero)

[EMAIL PROTECTED] wrote:
Well, you can always put the version number in the name of the server, which 
may be what he's doing?

Really though what you want, per previous discussions, is a way to alert 
users to the existence of a new version when they try to connect and fail.  
And ideally a way to seamlessly perform the update via Steam.

At 2007/11/17 11:54 AM, Adam Maras (memzero) wrote:

Garry's Mod beta (somehow) has [BETA] preceding the Game column contents
in the server, if I'm correct. Perhaps you could put the version in that
data field so that people can look specifically for servers of their
version.

//   Adam Maras (memzero)

[EMAIL PROTECTED] wrote:

For what it's worth the last few times I asked this, the answer was 
basically no.

At 2007/11/15 10:39 AM, Jeremy wrote:


Is there a way to do proper mod versioning?

Disconnect: Server uses different class tables. isn't a very useful
error message when clients try to join wrong version servers.

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread bloodykenny
Yes, now that would be possible, but perhaps misleading in some scenarios.  (It 
would of course require the mod author to maintain some globally-available 
server with the latest version, and then write the client code to do that 
check.)

It's a slightly different scenario though than the one originally described, 
though.  For instance if you had a beta version as mentioned below, you 
wouldn't get that message when on beta and connecting to non-beta, or you would 
get it erroneously when not on beta, etc.



At 2007/11/17 12:40 PM, Christopher Harris wrote:
Or in the dll init function check for new version then display a message box
saying there is a new version out.
- Original Message -
From: Adam Maras (memzero) [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, November 17, 2007 1:34 PM
Subject: Re: [hlcoders] Proper mod versioning?


Well pardon my lack of knowledge on the situation, but couldn't you:
1. Set a version constant in the code
2. Check to see if the server and connecting client's version match
3. If they don't, disconnect with a custom message?

Could all this occur before class table checking, like right on connect?

//   Adam Maras (memzero)

[EMAIL PROTECTED] wrote:
Well, you can always put the version number in the name of the server,
which may be what he's doing?

Really though what you want, per previous discussions, is a way to alert
users to the existence of a new version when they try to connect and fail.
And ideally a way to seamlessly perform the update via Steam.

At 2007/11/17 11:54 AM, Adam Maras (memzero) wrote:

Garry's Mod beta (somehow) has [BETA] preceding the Game column contents
in the server, if I'm correct. Perhaps you could put the version in that
data field so that people can look specifically for servers of their
version.

//   Adam Maras (memzero)

[EMAIL PROTECTED] wrote:

For what it's worth the last few times I asked this, the answer was
basically no.

At 2007/11/15 10:39 AM, Jeremy wrote:


Is there a way to do proper mod versioning?

Disconnect: Server uses different class tables. isn't a very useful
error message when clients try to join wrong version servers.

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread Tony omega Sergi
whiel I'm not looking, I can only assume the [BETA] tihng is because
he's returning the game name as
Garry's Mod [BETA]
from GameRules::GetGameDescription()

On Nov 17, 2007 1:48 PM,  [EMAIL PROTECTED] wrote:
 Yes, now that would be possible, but perhaps misleading in some scenarios.  
 (It would of course require the mod author to maintain some 
 globally-available server with the latest version, and then write the client 
 code to do that check.)

 It's a slightly different scenario though than the one originally described, 
 though.  For instance if you had a beta version as mentioned below, you 
 wouldn't get that message when on beta and connecting to non-beta, or you 
 would get it erroneously when not on beta, etc.




 At 2007/11/17 12:40 PM, Christopher Harris wrote:
 Or in the dll init function check for new version then display a message box
 saying there is a new version out.
 - Original Message -
 From: Adam Maras (memzero) [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Saturday, November 17, 2007 1:34 PM
 Subject: Re: [hlcoders] Proper mod versioning?
 
 
 Well pardon my lack of knowledge on the situation, but couldn't you:
 1. Set a version constant in the code
 2. Check to see if the server and connecting client's version match
 3. If they don't, disconnect with a custom message?
 
 Could all this occur before class table checking, like right on connect?
 
 //   Adam Maras (memzero)
 
 [EMAIL PROTECTED] wrote:
 Well, you can always put the version number in the name of the server,
 which may be what he's doing?
 
 Really though what you want, per previous discussions, is a way to alert
 users to the existence of a new version when they try to connect and fail.
 And ideally a way to seamlessly perform the update via Steam.
 
 At 2007/11/17 11:54 AM, Adam Maras (memzero) wrote:
 
 Garry's Mod beta (somehow) has [BETA] preceding the Game column contents
 in the server, if I'm correct. Perhaps you could put the version in that
 data field so that people can look specifically for servers of their
 version.
 
 //   Adam Maras (memzero)
 
 [EMAIL PROTECTED] wrote:
 
 For what it's worth the last few times I asked this, the answer was
 basically no.
 
 At 2007/11/15 10:39 AM, Jeremy wrote:
 
 
 Is there a way to do proper mod versioning?
 
 Disconnect: Server uses different class tables. isn't a very useful
 error message when clients try to join wrong version servers.
 
 ___
 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





--
-omega

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread Jeremy
It's a bit hard to believe something so trivial as client-server
versioning, with a useful error message isn't already supported in
some form. Without blocking the game on your own http version queries
or something. It ought to be as simple as the server checking the
client version matches. Not all servers stay up to date, so simple
nagging users they aren't on the latest version isn't useful. It
should work for clients joining newer or older servers. if client
version != server version show useful message. I was under the
impression that the engine errors out with the class table error stuff
before the user code has a chance to do something like this, which
means it would need to be have engine level support.

On Nov 17, 2007 10:57 AM, Tony omega Sergi [EMAIL PROTECTED] wrote:
 whiel I'm not looking, I can only assume the [BETA] tihng is because
 he's returning the game name as
 Garry's Mod [BETA]
 from GameRules::GetGameDescription()


 On Nov 17, 2007 1:48 PM,  [EMAIL PROTECTED] wrote:
  Yes, now that would be possible, but perhaps misleading in some scenarios.  
  (It would of course require the mod author to maintain some 
  globally-available server with the latest version, and then write the 
  client code to do that check.)
 
  It's a slightly different scenario though than the one originally 
  described, though.  For instance if you had a beta version as mentioned 
  below, you wouldn't get that message when on beta and connecting to 
  non-beta, or you would get it erroneously when not on beta, etc.
 
 
 
 
  At 2007/11/17 12:40 PM, Christopher Harris wrote:
  Or in the dll init function check for new version then display a message 
  box
  saying there is a new version out.
  - Original Message -
  From: Adam Maras (memzero) [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Saturday, November 17, 2007 1:34 PM
  Subject: Re: [hlcoders] Proper mod versioning?
  
  
  Well pardon my lack of knowledge on the situation, but couldn't you:
  1. Set a version constant in the code
  2. Check to see if the server and connecting client's version match
  3. If they don't, disconnect with a custom message?
  
  Could all this occur before class table checking, like right on connect?
  
  //   Adam Maras (memzero)
  
  [EMAIL PROTECTED] wrote:
  Well, you can always put the version number in the name of the server,
  which may be what he's doing?
  
  Really though what you want, per previous discussions, is a way to alert
  users to the existence of a new version when they try to connect and fail.
  And ideally a way to seamlessly perform the update via Steam.
  
  At 2007/11/17 11:54 AM, Adam Maras (memzero) wrote:
  
  Garry's Mod beta (somehow) has [BETA] preceding the Game column contents
  in the server, if I'm correct. Perhaps you could put the version in that
  data field so that people can look specifically for servers of their
  version.
  
  //   Adam Maras (memzero)
  
  [EMAIL PROTECTED] wrote:
  
  For what it's worth the last few times I asked this, the answer was
  basically no.
  
  At 2007/11/15 10:39 AM, Jeremy wrote:
  
  
  Is there a way to do proper mod versioning?
  
  Disconnect: Server uses different class tables. isn't a very useful
  error message when clients try to join wrong version servers.
  
  ___
  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
 
 



 --
 -omega


 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread Jorge Rodriguez
--
[ Picked text/plain from multipart/alternative ]
On 11/17/07, Jeremy [EMAIL PROTECTED] wrote:

 It's a bit hard to believe something so trivial as client-server
 versioning


... trivial?

I don't know where you got that idea.

--
Jorge Vino Rodriguez
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Mod not Launching

2007-11-17 Thread Neuwirth Christoph

Hello guys

I created the new source mod as you told me in the other mails but now
it doesn´t load.

It shows the loading screen but then it goes back to desktop.

This is my gameinfo.txt.

GameInfo
{
game BSS:Source
type multiplayer_only
nomodels 0
nohimodel 1
nocrosshair 1
hidden_maps
{
test_speakers 1
test_hardware 1
}


FileSystem
{
SteamAppId 215 // GCF for Source SDK Base
ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get
things like materials\debug, materials\editor, etc.

//
// The code that loads this file automatically does a few things here:
//
// 1. For each Game search path, it adds a GameBin path, in dir\bin
// 2. For each Game search path, it adds another Game path in front
of it with _langage at the end.
// For example: c:\hl2\cstrike on a french machine would get a
c:\hl2\cstrike_french path added to it.
// 3. For the first Game search path, it adds a search path called MOD.
// 4. For the first Game search path, it adds a search path called
DEFAULT_WRITE_PATH.
//

//
// Search paths are relative to the base directory, which is where
hl2.exe is found.
//
// |gameinfo_path| points at the directory where gameinfo.txt is.
// We always want to mount that directory relative to gameinfo.txt, so
// people can mount stuff in c:\mymod, and the main game resources are in
// someplace like c:\program files\valve\steam\steamapps\half-life 2.
//
SearchPaths
{
Game |gameinfo_path|.
Game hl2mp
Game hl2
}
}
}


I didn´t do anything to the code except compiling it with msvc++ 2k3.

do i miss something in there?

i changed the steamappid to 220 for hl2 it didn´t crash but i get an
error when loading a map that the node graph is out of date.

regards


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread Jeffrey botman Broome

Jorge Rodriguez wrote:

--
[ Picked text/plain from multipart/alternative ]
On 11/17/07, Jeremy [EMAIL PROTECTED] wrote:

It's a bit hard to believe something so trivial as client-server
versioning



... trivial?

I don't know where you got that idea.


It could be trivial if GameRules::GetGameDescription() returned a
version number as well as a string...

GameRules::GetGameDescription(char *Description, int *Version)
{
   strcpy(Description, My Mod v.83);
   *Version = 83;
}

The client would also need some way to return the version number to the
engine so that it could check this when displaying servers (filtering
out servers that weren't running the same version as the client).

--
Jeffrey botman Broome

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] movement code

2007-11-17 Thread Ryan Sheffer
Take a look at http://developer.valvesoftware.com/wiki/Lag_Compensation
scroll down to Client Side Prediction.
Explains player movement prediction and interpolation.

On Nov 17, 2007 2:57 AM, Neuwirth Christoph [EMAIL PROTECTED] wrote:
 Thx for the answer but i knew those files already.

 I´d need some advise in those points cause source coding and msvc++ 2003
 are completley new for me.

 So anyone can answer those questions?

 Joel R. schrieb:

  gamemovement.cpp and sdk_gamemovement.cpp are the files you want.
  They handle the walking on ground / collision.
 
  On Nov 17, 2007 12:03 AM, Neuwirth Christoph [EMAIL PROTECTED] wrote:
 
  No one?
 
  Neuwirth Christoph schrieb:
 
 
  Hello
 
  After i got the suggestions from you guys to wait with serious work
  until ep2 sdk comes out, i decided to learn a bit about the movement
  code of hl2.
 
  1. How much Difference is between hl1 and hl2 movement code(except hl1
  is c and hl2 is c++)
  2. How is the movement code predicted?
  3. is the Movement code shared like hl1 or has each workspace its own
  movement code?
  4. Is it possible to port the hl1 movementcode to c++ even without
  engine access?(i know a lil offtopic but interesting tough)
 
  greetz
  chris
 
  ___
  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





--
~skidz

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Hammer shortcut still not working

2007-11-17 Thread Minh
--
[ Picked text/plain from multipart/alternative ]
Hi Mike,
Seems you fixed the Hammer shortcut thingy a couple days ago. My
shortcut on the desktop now runs Hammer (but not 100% correctly). It gives
me the following error:
Failed to load the default scheme file. The map views may be missing some
visual elements

Also, in the Messages box, there is a red msg:
Inavlid game c:\Program
Files\steam\steamapps\gooseman_1978\sourcesdk\launcher  found in VPROJECT
environment variable, ignoring.


Any clues as to how I can overcome fix these errors?

--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Model compile error

2007-11-17 Thread Kevin Ottalini

Maarten,
   I think this is the %VProject% still getting set wrong, check your path
and make sure it matches the mod you're working on.

checkpath.bat:

@echo off
echo sourcesdk path:
echo %sourcesdk%
echo
echo vproject path:
echo %VProject%
pause

You have to set the mod in the sdk launcher, exit the launcher, then run it
again a second time to get the %VProject% to take.  If you change mods,
always double check to make sure the path is set properly.



- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, November 17, 2007 8:15 AM
Subject: Re: [hlcoders] Model compile error


it's probably just an issue with studiomdl running the wrong binaries
you could try adding 2 environment variables like
EP1SDK_BIN
and OBSDK_BIN
and point them to the respective folders ie:
EP1SDK_BIN=c:\steam\steamapps\youraccount\sourcesdk\bin\ep1\bin
OBSDK_BIN=c:\steam\steamapps\youraccount\sourcesdk\bin\orangebox\bin

then when you load up your command prompt
set path=%path%;%EP1SDK_BIN%
compile your model.

and of course you can use the other one for the orange box tools.


On Nov 17, 2007 11:08 AM, Julian Moschüring [EMAIL PROTECTED] wrote:

I do not think that this is caused by a bad qc. It propably only happens
if you use the ep1 compiler. If the model viewer is started before
compiling anything works fine.

It happens eg for this qc which is a sample of noasis:

$modelname skeleton\Skull.mdl
$cdmaterials models\skeleton
$surfaceprop pottery
$staticprop
$scale 1
$body studio Skull_reference.smd
$sequence idle Skull_idle fps 1
$collisionmodel Skull_phys.smd
{
$Mass 1
$concave
}

-archy


Jake Breen wrote:
 Post your QC please.

 maarten wrote:
 I tried launching hlmv, but it crashed on me too. Restarted steam,
 lauched
 hlmv, loaded a model just to be sure, and now it compiles.

 I thought I'd seen it all, but guess what :D

 Thanks a bunch archy!


 For me starting the model viewer and keep it running while compiling
 models solved this problem.
 -Archy

 maarten wrote:

 Hi list!

 this is probably a question for valve, but maybe one of you has hit
 it
 before.  I'm trying to compile a new model, but studiomdl keeps
 crashing
 on me:

 C:\OffLimits\modelsrc\vehicles\greyhoundC:\Program
 Files\Steam\steamapps\keats
 @off-limits.be\sourcesdk\bin\ep1\bin\studiomdl.exe greyhound.qc
 qdir:c:\offlimits\modelsrc\vehicles\greyhound\
 gamedir: c:\program
 [EMAIL PROTECTED]
 2\hl2\

 g_path:  greyhound
 Working on greyhound.qc
 SMD MODEL greyhound_reference.smd
 SMD MODEL greyhound_physmodel.smd
 SMD MODEL greyhound_idle.smd
 SMD MODEL greyhound_turn.smd
 SMD MODEL greyhound_suspension.smd
 SMD MODEL greyhound_wheelspin.smd
 Model has 20 convex sub-parts
 Collision model completed.
 -
 writing c:\program
 [EMAIL PROTECTED]
 2\hl2\mod
 els/vehicles/greyhound.mdl:
 bones15920 bytes (46)
 animations2720 bytes (24 anims) (30 frames) [0:07]
 sequences 3420 bytes (10 seq)
 ik/pose344 bytes
 eyeballs 0 bytes (0 eyeballs)
 flexes   0 bytes (0 flexes)
 textures72 bytes
 keyvalues  416 bytes
 Collision model volume 5078298.00 in^3
 collision0 bytes
 total25796
 ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
 ERROR: Aborted Processing on 'vehicles/greyhound.mdl'

 Is there any way to debug this further? studiomdl creates an empty
 file
 for the mdl. I've tried finding errors in the model but came up
 empty so
 far, and the error doesn't help much in that direction either.

 Thanks for any info!

 -- maarten



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] SendProxy_String_tToString can't send wide-char string data

2007-11-17 Thread Yahn Bernier
We haven't added this to the server side since the preferred method is
to network the internal string (or better yet, an index, etc.) and use
it as a look up (vgui::localize()-Find) in the xxx_language.txt files
since each connected client can be using a different language.

Yahn


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Saturday, November 17, 2007 10:41 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SendProxy_String_tToString can't send wide-char
string data

Unfortunately using the array of items is not possible here.  As noted
on http://developer.valvesoftware.com/wiki/Networking_Entities a single
array of X items count X times towards the 1024 limit on the number of
variables associated with a single entity.  So if you wanted to send a
manual array string of size 1025, it won't work.

As far as base-128 goes - if you look at the code snippet I pasted
previously you may notice I cheated slightly because I'm sending data in
groups of 16bits, so I lose very few permutations.  So actually it's not
really base-128, but base-128 would be the simplest way to explain it.

Oh well, it's possible to work around in client-code, but it's
surprising with all the internationalization garbage in the SDK that
they don't support this.


At 2007/11/12 05:14 PM, OvermindDL1 wrote:
Well since no one else seemed to bother looking (and I actually got
some time to look), the only thing the above function does is just
fill in the passed in variant setting it as a string.  Looking at the
varient it supports an array of a base type (such as wchar/Int16, like
you would use).  Will have to do the serialization manually (but that
will be what... less then 10 lines of code for what you are doing,
just put it into your own function to encapsulate it), but if the
array in the variant works (I do not see many places it is used) then
it would be perfect.  Honostly though, SendProxy_String_tToString
seems like a rather weird function to use, I only see it defined in
one place and only used in that class's prop definition.

Still that is a hack, it seems like it would be far *far* better to
juse serialize it fully and hand it off manually (as a binary stream,
usual term being a binary blob) instead of using a variant, that way
you could set up string compression, string tables, etc... etc... for
effective and easy network bandwidth reduction.  There would be no
sendblob function as you just give it a char array with a length to
let it send across the network.  Also, you should not need a base-128
converter, but rather a base-255 converter would be best if you wanted
to continue doing it your method.


On 11/11/07, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
 Well there is no SendBlob sort of function anywhere in the dt_send
and various other networking files.  It's not a huge deal, I just had to
write my own base-128 encoder, so that there wouldn't be any 0s in the
data that went over the wire.  It just seems that Valve would want to
support this natively.

 At 2007/11/10 10:53 PM, OvermindDL1 wrote:
 Could just send it as a binary blob and not as a string (pretend it
is
 opaque binary data, and not a string, use binary functions, not
string
 functions).
 
 On 11/10/07, [EMAIL PROTECTED]
 [EMAIL PROTECTED] wrote:
  Well it would be nice if there were a version of string networking
that was binary-safe.
 
  At 2006/09/03 08:33 PM, Aaron Schiff wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  You could use a networked string table as well as the index of
the string in
  the entity network table.  Then you can specify the string length
in
  AddString for the user data.
  
  On 9/3/06, [EMAIL PROTECTED]
[EMAIL PROTECTED]
  wrote:
  
   I thought there was a forum or mailing list thread on this once
before but
   I can't find it.  Basically it seems that the close-source side
of the
   networking does a 0x00-truncated data copy.  So you can't send
strings along
   the wire that contain a 0x00 byte in them, such as wide-char
strings etc.
  
   Anyone know of a work-around?  (Short of encoding the base64ing
the
   strings or something like that.)
  
   ___
   To unsubscribe, edit your list preferences, or view the list
archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
  
  
  --
  ts2do
  --
  
  ___
  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:
 

Re: [hlcoders] Team Fortress 2 Critical Hits

2007-11-17 Thread Ryan Sheffer
This is the biggest complaint with TF2, but I personally don't mind
them. I agree with the server console command.
Also, we should keep this discussion on the Steam forums, this is the
coders mailer.

On Nov 16, 2007 7:15 PM, Tony omega Sergi [EMAIL PROTECTED] wrote:
 only thing I think crits should be able to be disabled for is match play.
 actually all of the the team that's winning continues to win stuff
 ruins match play.

 because if the other team you're playing against happens to get lucky
 one round, it ruins it for the rest of the match to the point that
 they spawn quicker, get crits more often and you can't make a comeback
 v ery easily, you end up being penalized for messing up at the start.

 it's extremely noticable on 2fort.
 -Tony


 On Nov 16, 2007 7:26 PM, Matt Stafford [EMAIL PROTECTED] wrote:
  Remove Crit Rockets and I'll be happy ;)
 
  On Nov 17, 2007 9:22 AM, Paul Peloski [EMAIL PROTECTED] wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   This is the wrong place for that topic. The hlds list might be better.
   Although I like critical hits myself, they add some unpredictability to 
   what
   would normally be me getting owned every time I play. Undoubtedly the
   feature brings new and casual gamers out to play, which is a great thing 
   for
   TF2.
  
   Regards,
  
   Paul
  
   On Nov 16, 2007 4:02 PM, George Devgru Seal [EMAIL PROTECTED] wrote:
  
--
  
[ Picked text/plain from multipart/alternative ]
Any possibility of seeing critical hits as a server-side variable? 
Perhaps
through a third-party module for servers, or even in an upcoming patch?
   
Thanks
-Devgru
__
Devgru Seal
- PC Geek -
» June 1st: HL2:Episode 1 Release «
» October 9th, 2007: The Orange Box Release «
--
   
___
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
  
  
 
 
 
  --
  Matt Stafford (Wraiyth)
  http://www.wraiyth.com
  NightFall, a Half Life 2 Single Player Mod - http://www.nightfallmod.com
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives, 
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 



 --
 -omega


 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders





--
~skidz

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Team Fortress 2 Critical Hits

2007-11-17 Thread Ryan -------
They can be summed up as such -

great when they happen for you, horrible when they happen against you.

At first i enjoyed the randomess but now i think perhaps more
clarification on how to activate them would be helpful. As i
understand it they are meant to be a reward for playing your chosen
class skillfully, implying there is some sort of behind the scenes
analytical monitoring code that studies a number of factors to judge
how well you are playing, but i've had instances where the first shot
i fire when i start as a new class can be a critical shot.

If it is indeed a randomly occuring feature then i think they may in
the end actually be a negative thing because players (as is mentioned
in the commentary section of the game) don't mind being killed if
their death was a result of a more skilled opponent or by poor play on
their part but tend to get annoyed when their opponent gains an
upperhand on them, not by skill, but by a poor game mechanic. I think
randomly dished out one hit kills would fall into this category.

But hey, there most likely is some kind of method behind it and i
still love the game ;)


On Nov 18, 2007 3:46 AM, Ryan Sheffer [EMAIL PROTECTED] wrote:
 This is the biggest complaint with TF2, but I personally don't mind
 them. I agree with the server console command.
 Also, we should keep this discussion on the Steam forums, this is the
 coders mailer.


 On Nov 16, 2007 7:15 PM, Tony omega Sergi [EMAIL PROTECTED] wrote:
  only thing I think crits should be able to be disabled for is match play.
  actually all of the the team that's winning continues to win stuff
  ruins match play.
 
  because if the other team you're playing against happens to get lucky
  one round, it ruins it for the rest of the match to the point that
  they spawn quicker, get crits more often and you can't make a comeback
  v ery easily, you end up being penalized for messing up at the start.
 
  it's extremely noticable on 2fort.
  -Tony
 
 
  On Nov 16, 2007 7:26 PM, Matt Stafford [EMAIL PROTECTED] wrote:
   Remove Crit Rockets and I'll be happy ;)
  
   On Nov 17, 2007 9:22 AM, Paul Peloski [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
This is the wrong place for that topic. The hlds list might be better.
Although I like critical hits myself, they add some unpredictability to 
what
would normally be me getting owned every time I play. Undoubtedly the
feature brings new and casual gamers out to play, which is a great 
thing for
TF2.
   
Regards,
   
Paul
   
On Nov 16, 2007 4:02 PM, George Devgru Seal [EMAIL PROTECTED] wrote:
   
 --
   
 [ Picked text/plain from multipart/alternative ]
 Any possibility of seeing critical hits as a server-side variable? 
 Perhaps
 through a third-party module for servers, or even in an upcoming 
 patch?

 Thanks
 -Devgru
 __
 Devgru Seal
 - PC Geek -
 » June 1st: HL2:Episode 1 Release «
 » October 9th, 2007: The Orange Box Release «
 --

 ___
 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
   
   
  
  
  
   --
   Matt Stafford (Wraiyth)
   http://www.wraiyth.com
   NightFall, a Half Life 2 Single Player Mod - http://www.nightfallmod.com
  
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives, 
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
 
 
 
  --
  -omega
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives, 
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 



 --
 ~skidz


 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] SendProxy_String_tToString can't send wide-char string data

2007-11-17 Thread OvermindDL1
Isn't there a way to just send your own pre-built binary stream and
have it received and deserialized manually in your classes?

On 11/17/07, Yahn Bernier [EMAIL PROTECTED] wrote:
 We haven't added this to the server side since the preferred method is
 to network the internal string (or better yet, an index, etc.) and use
 it as a look up (vgui::localize()-Find) in the xxx_language.txt files
 since each connected client can be using a different language.

 Yahn


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
 Sent: Saturday, November 17, 2007 10:41 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] SendProxy_String_tToString can't send wide-char
 string data

 Unfortunately using the array of items is not possible here.  As noted
 on http://developer.valvesoftware.com/wiki/Networking_Entities a single
 array of X items count X times towards the 1024 limit on the number of
 variables associated with a single entity.  So if you wanted to send a
 manual array string of size 1025, it won't work.

 As far as base-128 goes - if you look at the code snippet I pasted
 previously you may notice I cheated slightly because I'm sending data in
 groups of 16bits, so I lose very few permutations.  So actually it's not
 really base-128, but base-128 would be the simplest way to explain it.

 Oh well, it's possible to work around in client-code, but it's
 surprising with all the internationalization garbage in the SDK that
 they don't support this.


 At 2007/11/12 05:14 PM, OvermindDL1 wrote:
 Well since no one else seemed to bother looking (and I actually got
 some time to look), the only thing the above function does is just
 fill in the passed in variant setting it as a string.  Looking at the
 varient it supports an array of a base type (such as wchar/Int16, like
 you would use).  Will have to do the serialization manually (but that
 will be what... less then 10 lines of code for what you are doing,
 just put it into your own function to encapsulate it), but if the
 array in the variant works (I do not see many places it is used) then
 it would be perfect.  Honostly though, SendProxy_String_tToString
 seems like a rather weird function to use, I only see it defined in
 one place and only used in that class's prop definition.
 
 Still that is a hack, it seems like it would be far *far* better to
 juse serialize it fully and hand it off manually (as a binary stream,
 usual term being a binary blob) instead of using a variant, that way
 you could set up string compression, string tables, etc... etc... for
 effective and easy network bandwidth reduction.  There would be no
 sendblob function as you just give it a char array with a length to
 let it send across the network.  Also, you should not need a base-128
 converter, but rather a base-255 converter would be best if you wanted
 to continue doing it your method.
 
 
 On 11/11/07, [EMAIL PROTECTED]
 [EMAIL PROTECTED] wrote:
  Well there is no SendBlob sort of function anywhere in the dt_send
 and various other networking files.  It's not a huge deal, I just had to
 write my own base-128 encoder, so that there wouldn't be any 0s in the
 data that went over the wire.  It just seems that Valve would want to
 support this natively.
 
  At 2007/11/10 10:53 PM, OvermindDL1 wrote:
  Could just send it as a binary blob and not as a string (pretend it
 is
  opaque binary data, and not a string, use binary functions, not
 string
  functions).
  
  On 11/10/07, [EMAIL PROTECTED]
  [EMAIL PROTECTED] wrote:
   Well it would be nice if there were a version of string networking
 that was binary-safe.
  
   At 2006/09/03 08:33 PM, Aaron Schiff wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   You could use a networked string table as well as the index of
 the string in
   the entity network table.  Then you can specify the string length
 in
   AddString for the user data.
   
   On 9/3/06, [EMAIL PROTECTED]
 [EMAIL PROTECTED]
   wrote:
   
I thought there was a forum or mailing list thread on this once
 before but
I can't find it.  Basically it seems that the close-source side
 of the
networking does a 0x00-truncated data copy.  So you can't send
 strings along
the wire that contain a 0x00 byte in them, such as wide-char
 strings etc.
   
Anyone know of a work-around?  (Short of encoding the base64ing
 the
strings or something like that.)
   
___
To unsubscribe, edit your list preferences, or view the list
 archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
   
   
   
   
   --
   ts2do
   --
   
   ___
   To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
   ___
   To unsubscribe, edit your