Re: [hlcoders] Replacing crowbar with custom weapon.
Just compile the qc file found in; sourcesdk_content\hl2\modelsrc\weapons\v_crowbar You need to export the animations to the same names or it wont work correctly, you will also need to size, and place the crowbar against the biped model in the sourcesdk_content\hl2\modelsrc\player folder (import the SMD with jeds into 3ds max) http://www.nigredostudios.com/prime/models/Thanks_jun.wmv The last section shows the crowbar replacement (Animations by Jun Lee) Adam --- Alvin Ng [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Anybody knows how to replace the crowbar with another custom weapon? I have the custom weapon compiled, and tried to take out the crowbar, but the crowbar still stays in the game. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Owner Nigredo Studios http://www.nigredostudios.com Never miss a thing. Make Yahoo your home page. http://www.yahoo.com/r/hs ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] 9 way blend animation.
-- [ Picked text/plain from multipart/alternative ] Was wondering if anyone can help me in making the 9way blending work? Been posting on many forums but nobody seems to be able to help. If anyone can point to me which direction or if there's any working tutorial or video? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Changing player view angle in a hl2 mp mod
-- [ Picked text/plain from multipart/alternative ] Hello, ive been looking for a way to modify the players view point and view angle in a hl2 mp mod. It seems easy to manipulate the players viewpoint and move him around the map by accessing the players SetLocalOrigin functions or setlocaltransformmatrix functions etc, but changing the view angles doesnt seem as easy, the functions are there but they dont do anything when I use them. How do i change a players view angles with out having to modify the player classes? this also includes the need to disable and reenable the mouse at times when the view is changing. thanks! -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 9 way blend animation.
-- [ Picked text/plain from multipart/alternative ] You're going to have to be more specific. What exactly is wrong? How are you trying to make it work that's not working? In HL2 the default SDK already has nine way blending set up in the SDK, so unless you're redoing the player model entirely it should work OOTB. -- Jorge Vino Rodriguez -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Changing player view angle in a hl2 mp mod
-- [ Picked text/plain from multipart/alternative ] This is how I do it: // Update the current command with our view angles. VectorAngles( vecDir, m_pCurrentCommand-viewangles ); #ifdef CLIENT_DLL SetLocalViewAngles( m_pCurrentCommand-viewangles ); engine-SetViewAngles( m_pCurrentCommand-viewangles ); #endif I'd do it somewhere in PreThink() Why can you not change the player class? -- Jorge Vino Rodriguez -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Changing player view angle in a hl2 mp mod
-- [ Picked text/plain from multipart/alternative ] Thanks for the response, I dont want to change the player class unless I absolutely have to. It seems like the functionality is there already to modify view angle, but for some reason its just not working, maybe its not possible to do that though with out modifying it though? Ive figured out how to disable and enable the mouse by calling the console command cl_mouseenable through the engine interface. probably not the best way to do it, but it works. So in your solution you are saying to pull the new values and update the players viewangles in the prethink() function in the hl2_player class? also how do you know when you have to put in those define sections for client and server, im not completely familiar with how this works. thanks On Jan 14, 2008 1:56 PM, Jorge Rodriguez [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] This is how I do it: // Update the current command with our view angles. VectorAngles( vecDir, m_pCurrentCommand-viewangles ); #ifdef CLIENT_DLL SetLocalViewAngles( m_pCurrentCommand-viewangles ); engine-SetViewAngles( m_pCurrentCommand-viewangles ); #endif I'd do it somewhere in PreThink() Why can you not change the player class? -- Jorge Vino Rodriguez -- ___ 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] Changing player view angle in a hl2 mp mod
-- [ Picked text/plain from multipart/alternative ] The reason SetAbsAngles isn't working is because the viewangles is constantly being stamped over by the following functions void CPrediction::SetupMove( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) in the client, and void CPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) in the server, If you want to change the viewangles, you need to change the code in both of these functions so that the player's mouse doesn't override the viewangles. This also solves your problem regarding disabling/enabling mouse. It's all done in SetUpMove. Take a close look at this function and you'll observer how viewangles are set. Basically, if you remove the code that modifies the viewangles in SetUpMove, then you can freely set the viewangles to whatever value you like. The reason there's two functions for server and client is because it's predicted, so you'll notice that the code in both functions are very similar. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 9 way blend animation.
-- [ Picked text/plain from multipart/alternative ] Why don't you try to use the multiplayer SDK and see if your model works. If it does, then there is something wrong with your code (ie. you're not merging the animstate stuff with the singleplayer code properly) If it doesn't then, there's something wrong with your model. When you showed me your model, I told you it was broken. It had 'badsauce' written all over it.. The move_x and move_y parameters weren't doing what they were supposed to be doing. You were simply rotating the model around it's origin without keeping the torso pointed forward. If that's all you wanted to do, then you dont have to even use the 9way blending code. You can just rotate your model using SetLocalAngles(). I told you to look at the CS Source or DoD Source models and emulate how they look because they are using 9way blending. You need to make your model look like theirs. - Original Message - From: Alvin Ng [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, January 14, 2008 1:04 AM Subject: [hlcoders] 9 way blend animation. -- [ Picked text/plain from multipart/alternative ] Was wondering if anyone can help me in making the 9way blending work? Been posting on many forums but nobody seems to be able to help. If anyone can point to me which direction or if there's any working tutorial or video? -- ___ 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] Any Source 2007 code update?
-- [ Picked text/plain from multipart/alternative ] The psycological effect has already been enacted. I am doomed. On Jan 14, 2008 1:01 AM, Adam amckern McKern [EMAIL PROTECTED] wrote: Knowing valve it would be something along the lines of; - Fixed everything - Added a hole heap of stuff Then a week latter; - Updated steam so mods would be broken if they migrated to the new code base. - Ported CSS to the new engine so hammer wont work either :P Adam --- Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Still doesn't answer the questions about tool updates and bug fixes :) On 1/14/08, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] If you remember the huge code update with episode 1, expect that but more. D: On Jan 13, 2008 2:48 PM, Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Thanks Mike. Can we get any indication on whats included with this update? Which tools (particle editor, material editor etc) and any major bug fixes or code changes? Shader updates etc? Or are we just gonna wait it out and get a surprise :) On 1/11/08, andy no [EMAIL PROTECTED] wrote: Hope fully it will come fast. ___ 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 -- ___ 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 -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Owner Nigredo Studios http://www.nigredostudios.com Never miss a thing. Make Yahoo your home page. http://www.yahoo.com/r/hs ___ 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] Any Source 2007 code update?
For goodness' sake, guys... it'll be out when it's ready. Give poor Mike and his team a chance. // Adam Maras (memzero) Nick wrote: It has been 4 months since September and still no code updates ? On Jan 14, 2008 3:52 PM, Joel R. [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] The psycological effect has already been enacted. I am doomed. On Jan 14, 2008 1:01 AM, Adam amckern McKern [EMAIL PROTECTED] wrote: Knowing valve it would be something along the lines of; - Fixed everything - Added a hole heap of stuff Then a week latter; - Updated steam so mods would be broken if they migrated to the new code base. - Ported CSS to the new engine so hammer wont work either :P Adam --- Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Still doesn't answer the questions about tool updates and bug fixes :) On 1/14/08, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] If you remember the huge code update with episode 1, expect that but more. D: On Jan 13, 2008 2:48 PM, Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Thanks Mike. Can we get any indication on whats included with this update? Which tools (particle editor, material editor etc) and any major bug fixes or code changes? Shader updates etc? Or are we just gonna wait it out and get a surprise :) On 1/11/08, andy no [EMAIL PROTECTED] wrote: Hope fully it will come fast. ___ 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 -- ___ 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 -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Owner Nigredo Studios http://www.nigredostudios.com Never miss a thing. Make Yahoo your home page. http://www.yahoo.com/r/hs ___ 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] Any Source 2007 code update?
It has been 4 months since September and still no code updates ? On Jan 14, 2008 3:52 PM, Joel R. [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] The psycological effect has already been enacted. I am doomed. On Jan 14, 2008 1:01 AM, Adam amckern McKern [EMAIL PROTECTED] wrote: Knowing valve it would be something along the lines of; - Fixed everything - Added a hole heap of stuff Then a week latter; - Updated steam so mods would be broken if they migrated to the new code base. - Ported CSS to the new engine so hammer wont work either :P Adam --- Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Still doesn't answer the questions about tool updates and bug fixes :) On 1/14/08, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] If you remember the huge code update with episode 1, expect that but more. D: On Jan 13, 2008 2:48 PM, Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Thanks Mike. Can we get any indication on whats included with this update? Which tools (particle editor, material editor etc) and any major bug fixes or code changes? Shader updates etc? Or are we just gonna wait it out and get a surprise :) On 1/11/08, andy no [EMAIL PROTECTED] wrote: Hope fully it will come fast. ___ 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 -- ___ 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 -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Owner Nigredo Studios http://www.nigredostudios.com Never miss a thing. Make Yahoo your home page. http://www.yahoo.com/r/hs ___ 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] New update.
Anyone know what this changes? * SDK Launcher now has a drop list of engine versions in addition to a drop list of games/mods. This eliminates the need to specify engine version as a launch option From the latest steam update...no changes to source sdk on my side... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] New update.
I think it means you don't have to run the sdk with -engine to make it work with pre-orangebox games. On 15/01/2008, Jake Breen [EMAIL PROTECTED] wrote: Anyone know what this changes? * SDK Launcher now has a drop list of engine versions in addition to a drop list of games/mods. This eliminates the need to specify engine version as a launch option From the latest steam update...no changes to source sdk on my side... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- John McBroom ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Any Source 2007 code update?
According to this: http://developer.valvesoftware.com/wiki/SDK_Code_Updates the last code update was over 17 months ago? (aug 06) On Jan 14, 2008 9:11 PM, Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Yeah Nick, remember this is Valve we're talking about. An update every 4 months is almost unheard of! On 1/15/08, Adam Maras (memzero) [EMAIL PROTECTED] wrote: For goodness' sake, guys... it'll be out when it's ready. Give poor Mike and his team a chance. // Adam Maras (memzero) Nick wrote: It has been 4 months since September and still no code updates ? On Jan 14, 2008 3:52 PM, Joel R. [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] The psycological effect has already been enacted. I am doomed. On Jan 14, 2008 1:01 AM, Adam amckern McKern [EMAIL PROTECTED] wrote: Knowing valve it would be something along the lines of; - Fixed everything - Added a hole heap of stuff Then a week latter; - Updated steam so mods would be broken if they migrated to the new code base. - Ported CSS to the new engine so hammer wont work either :P Adam --- Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Still doesn't answer the questions about tool updates and bug fixes :) On 1/14/08, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] If you remember the huge code update with episode 1, expect that but more. D: On Jan 13, 2008 2:48 PM, Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Thanks Mike. Can we get any indication on whats included with this update? Which tools (particle editor, material editor etc) and any major bug fixes or code changes? Shader updates etc? Or are we just gonna wait it out and get a surprise :) On 1/11/08, andy no [EMAIL PROTECTED] wrote: Hope fully it will come fast. ___ 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 -- ___ 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 -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Owner Nigredo Studios http://www.nigredostudios.com Never miss a thing. Make Yahoo your home page. http://www.yahoo.com/r/hs ___ 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 -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] New update.
-- [ Picked text/plain from multipart/alternative ] I'd also guess that, and that was likely the change Mike was waiting for before he pushed out the code update. On 1/15/08, Jeremy D [EMAIL PROTECTED] wrote: I'm ganna guess it changes the need to specify the engine version as a launch option. But who knows. Jake Breen wrote: Anyone know what this changes? * SDK Launcher now has a drop list of engine versions in addition to a drop list of games/mods. This eliminates the need to specify engine version as a launch option From the latest steam update...no changes to source sdk on my side... ___ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Any Source 2007 code update?
-- [ Picked text/plain from multipart/alternative ] Yeah Nick, remember this is Valve we're talking about. An update every 4 months is almost unheard of! On 1/15/08, Adam Maras (memzero) [EMAIL PROTECTED] wrote: For goodness' sake, guys... it'll be out when it's ready. Give poor Mike and his team a chance. // Adam Maras (memzero) Nick wrote: It has been 4 months since September and still no code updates ? On Jan 14, 2008 3:52 PM, Joel R. [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] The psycological effect has already been enacted. I am doomed. On Jan 14, 2008 1:01 AM, Adam amckern McKern [EMAIL PROTECTED] wrote: Knowing valve it would be something along the lines of; - Fixed everything - Added a hole heap of stuff Then a week latter; - Updated steam so mods would be broken if they migrated to the new code base. - Ported CSS to the new engine so hammer wont work either :P Adam --- Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Still doesn't answer the questions about tool updates and bug fixes :) On 1/14/08, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] If you remember the huge code update with episode 1, expect that but more. D: On Jan 13, 2008 2:48 PM, Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Thanks Mike. Can we get any indication on whats included with this update? Which tools (particle editor, material editor etc) and any major bug fixes or code changes? Shader updates etc? Or are we just gonna wait it out and get a surprise :) On 1/11/08, andy no [EMAIL PROTECTED] wrote: Hope fully it will come fast. ___ 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 -- ___ 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 -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Owner Nigredo Studios http://www.nigredostudios.com Never miss a thing. Make Yahoo your home page. http://www.yahoo.com/r/hs ___ 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 -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] New update.
I'm ganna guess it changes the need to specify the engine version as a launch option. But who knows. Jake Breen wrote: Anyone know what this changes? * SDK Launcher now has a drop list of engine versions in addition to a drop list of games/mods. This eliminates the need to specify engine version as a launch option From the latest steam update...no changes to source sdk on my side... ___ 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] Any Source 2007 code update?
-- [ Picked text/plain from multipart/alternative ] http://www.youtube.com/watch?v=7WHptG35EWU -- Jorge Vino Rodriguez -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Any Source 2007 code update?
-- [ Picked text/plain from multipart/alternative ] hmm, and how many other companies give you not only a managed SDK but; full /game/ source... a wiki... a mailing list... a forum... respond to inquiries for help and maintain regular communication with the populace... debug engine crashes under certain circumstances...etc...etc.. hmm, right.. that's what I thought. -Tony On Jan 14, 2008 10:25 PM, Nick [EMAIL PROTECTED] wrote: According to this: http://developer.valvesoftware.com/wiki/SDK_Code_Updates the last code update was over 17 months ago? (aug 06) On Jan 14, 2008 9:11 PM, Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Yeah Nick, remember this is Valve we're talking about. An update every 4 months is almost unheard of! On 1/15/08, Adam Maras (memzero) [EMAIL PROTECTED] wrote: For goodness' sake, guys... it'll be out when it's ready. Give poor Mike and his team a chance. // Adam Maras (memzero) Nick wrote: It has been 4 months since September and still no code updates ? On Jan 14, 2008 3:52 PM, Joel R. [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] The psycological effect has already been enacted. I am doomed. On Jan 14, 2008 1:01 AM, Adam amckern McKern [EMAIL PROTECTED] wrote: Knowing valve it would be something along the lines of; - Fixed everything - Added a hole heap of stuff Then a week latter; - Updated steam so mods would be broken if they migrated to the new code base. - Ported CSS to the new engine so hammer wont work either :P Adam --- Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Still doesn't answer the questions about tool updates and bug fixes :) On 1/14/08, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] If you remember the huge code update with episode 1, expect that but more. D: On Jan 13, 2008 2:48 PM, Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Thanks Mike. Can we get any indication on whats included with this update? Which tools (particle editor, material editor etc) and any major bug fixes or code changes? Shader updates etc? Or are we just gonna wait it out and get a surprise :) On 1/11/08, andy no [EMAIL PROTECTED] wrote: Hope fully it will come fast. ___ 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 -- ___ 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 -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Owner Nigredo Studios http://www.nigredostudios.com Never miss a thing. Make Yahoo your home page. http://www.yahoo.com/r/hs ___ 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 -- Matt Stafford (Wraiyth)
[hlcoders] RE: No more missing files, getting debugger to run
-- [ Picked text/plain from multipart/alternative ] Thanks for the the help guys, it really helps to hear what things do in laymans terms. However when I start new instance I get the following error and nothing happens... The thread 'Win32 Thread' (0x964) has exited with code 0 (0x0). The program '[1744] hl2.exe: Native' has exited with code 0 (0x0). it starts loading a bunch of .dll files and then unloads them. I dont know enough about this stuff to understand what its telling me. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Any Source 2007 code update?
Epic does. ;) On Jan 15, 2008 12:39 AM, Tony omega Sergi [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] hmm, and how many other companies give you not only a managed SDK but; full /game/ source... a wiki... a mailing list... a forum... respond to inquiries for help and maintain regular communication with the populace... debug engine crashes under certain circumstances...etc...etc.. hmm, right.. that's what I thought. -Tony On Jan 14, 2008 10:25 PM, Nick [EMAIL PROTECTED] wrote: According to this: http://developer.valvesoftware.com/wiki/SDK_Code_Updates the last code update was over 17 months ago? (aug 06) On Jan 14, 2008 9:11 PM, Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Yeah Nick, remember this is Valve we're talking about. An update every 4 months is almost unheard of! On 1/15/08, Adam Maras (memzero) [EMAIL PROTECTED] wrote: For goodness' sake, guys... it'll be out when it's ready. Give poor Mike and his team a chance. // Adam Maras (memzero) Nick wrote: It has been 4 months since September and still no code updates ? On Jan 14, 2008 3:52 PM, Joel R. [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] The psycological effect has already been enacted. I am doomed. On Jan 14, 2008 1:01 AM, Adam amckern McKern [EMAIL PROTECTED] wrote: Knowing valve it would be something along the lines of; - Fixed everything - Added a hole heap of stuff Then a week latter; - Updated steam so mods would be broken if they migrated to the new code base. - Ported CSS to the new engine so hammer wont work either :P Adam --- Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Still doesn't answer the questions about tool updates and bug fixes :) On 1/14/08, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] If you remember the huge code update with episode 1, expect that but more. D: On Jan 13, 2008 2:48 PM, Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Thanks Mike. Can we get any indication on whats included with this update? Which tools (particle editor, material editor etc) and any major bug fixes or code changes? Shader updates etc? Or are we just gonna wait it out and get a surprise :) On 1/11/08, andy no [EMAIL PROTECTED] wrote: Hope fully it will come fast. ___ 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 -- ___ 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 -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Owner Nigredo Studios http://www.nigredostudios.com Never miss a thing. Make Yahoo your home page. http://www.yahoo.com/r/hs ___ 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: