RE: [hlcoders] New update.
-- [ Picked text/plain from multipart/alternative ] I agree with this, even something like this: -EP1 Engine =HL2 =HL2: DM =HL2: EP1 -Orange Box Engine =Portal =Team Fortress 2 But then again, I guess it might have something to do with the game config. > From: [EMAIL PROTECTED] > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] New update. > Date: Tue, 15 Jan 2008 15:26:26 -0700 > > I apologize if I'm overstepping my bounds, but may I make a suggestion > to change your change slightly? I know everyone on this list will > understand the purpose of the engine selector list box and why the games > are separated, but if you're already integrating the Orange Box and > Episode 1 SDK Launchers, why not simply combine the games in one single > list box? I suggest this from a user experience and end user simplicity > standpoint... having one list with all the games, just like it used to > be, will cause less questions to be asked by people who are new to the SDK. > > // Adam Maras (memzero) > > Mike Durand wrote: > > That change comment shouldn't have gone out when it did so there is no > > change in the SDK Launcher yet. When it does get updated then you will > > have a drop-list of engine versions that removed the need to add the > > "-engine" start option. > > > > -Mike > > > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton > > Sent: Tuesday, January 15, 2008 12:42 AM > > To: hlcoders@list.valvesoftware.com > > Subject: Re: [hlcoders] New update. > > > > Same, i cant see any changes to the source sdk launcher... The same old > > dropdown box for games, and -engine ep1 still has effect. > > > > > > 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 > > > > > > ___ > > 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 > _ Make distant family not so distant with Windows Vista® + Windows Live™. http://www.microsoft.com/windows/digitallife/keepintouch.mspx?ocid=TXT_TAGLM_CPC_VideoChat_distantfamily_012008 -- ___ 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 apologize if I'm overstepping my bounds, but may I make a suggestion to change your change slightly? I know everyone on this list will understand the purpose of the engine selector list box and why the games are separated, but if you're already integrating the Orange Box and Episode 1 SDK Launchers, why not simply combine the games in one single list box? I suggest this from a user experience and end user simplicity standpoint... having one list with all the games, just like it used to be, will cause less questions to be asked by people who are new to the SDK. // Adam Maras (memzero) Mike Durand wrote: That change comment shouldn't have gone out when it did so there is no change in the SDK Launcher yet. When it does get updated then you will have a drop-list of engine versions that removed the need to add the "-engine" start option. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton Sent: Tuesday, January 15, 2008 12:42 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] New update. Same, i cant see any changes to the source sdk launcher... The same old dropdown box for games, and -engine ep1 still has effect. 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 ___ 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] Creating a Sphere Trace
-- [ Picked text/plain from multipart/alternative ] I just noticed that HL1 has a TraceSphere function available. Did this function become flawed once the Physics system was entered in the the scene equation? Just wondering why it was removed from HL2. On Sep 29, 2007 4:50 PM, Daniel Menard <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > Not having a method of tracing a VCollide to the world really limits what > we > can do with prediction, especially when talking about vehicles. Since > VPhysics is essentially unpredictable in the networking sense, we can't > run > the collision code client-side (unless we limit ourselves to an AABB, > which > really won't work for proned players, cars, trucks, planes etc..). The > ability to sweep a collidable and implement our own physics in game code > would fix this... There is a SweepCollideable function in the physics > interface, but it is stubbed. > > We've found a happy medium, which is to have predictable simulation code > much like the players and having a Physics Shadow follow the object server > side. This works for flying vehicles (since most of the time they don't > hit > stuff). Any mod working with ground vehicles has a huge problem though, > since they're always colliding. Not predicting vehicles is an option, but > expect your player base to complain about laggy controls... > > On 9/29/07, John Sheu <[EMAIL PROTECTED]> wrote: > > > > Jay Stelly wrote: > > > But it's not a framework that lets you sweep a > > > vcollide against the entire scene - which is probably what you want > (and > > > what John wanted as I recall). In fact it's pretty straightforward to > > > extend vphysics to do this, but the current implementation would be > > > incredibly slow if you used any displacements at all because it would > > > have to consider each triangle separately. > > > > > > > That would be really nice. Or actually, would have been really nice. > > And kinda overdue, since the SDK-side framework is there > > > d) "physics tests only happen once per frame in static positions" - > not > > > exactly sure what you are trying to say here but it sounds incorrect > to > > > me. The movement in vphysics though not described as sweeps/traces is > > > still computed as continuous motion. It's not like all of the objects > > > move and then do a static test to see if they are inside another > object > > > or have passed through another object. The collisions are computed > > > continuously along the path of translation/rotation. It may still be > a > > > pain for your player movement strategy, but it certainly isn't > evaluated > > > in "static positions" if that helps to understand it better. > > > > > > > I realize that VPhysics fundamentally does continuous collisions. I've > > played around some with the Bullet physics library some, and an idea of > > how things work. (Whether this is a correct "idea" or not is another > > question.) What I mean was that from game code, you cannot evaluate > > collisions on a collideable from more than one position in a given > > frame, or move/sweep them during the frame for movement tests. > > > > -John Sheu > > > > ___ > > 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] HL2DM Frags Questions...
-- [ Picked text/plain from multipart/alternative ] For #1 you could try just tracing out in front of the ball in the direction of movement by a few units every frame to look for breakable glass. For #2 you might want to check the collision group settings on the object. I'm not sure what the behavior of the default grenade in hl2dm is, but vphysics objects are certainly capable of colliding with players' physics shadows. On Jan 13, 2008 2:31 PM, Grash <[EMAIL PROTECTED]> wrote: > I'm working on mod'ing the frag grenades from HL2DM to simulate a > baseball like object. > > > Here's what I've done so far: > > I've removed the explosion from the grenade. It no longer deals any > radial damage. I did this by overriding the detonate and explode > methods within CfragGrenade. > > The damage that being done is through the VUpdatePhysics method. The > code refers to the damage it's doing there as a slight bonk, I'm > overriding the damage amount to what I want. and it this works well. > (I'm also removing the frag if it does damage this way) > > > Here's two issues I'm not sure how to fix... > > 1. The frag doesn't deal any damage to func_breakable or > func_breakable_surf ...that is no window breaking... but will interact > with a breakable_surf that is already broken. This is the normal > behavior of un-modded frag grenades. > > 2. If I throw\drop a frag. my buddy picks it up with the grav-gun and > then punts it back at me. The Frag will pass through me as if I wasn't > there and dealing no damage. > > -Grash > > > > > > > > > > > > > Looking for last minute shopping deals? > Find them fast with Yahoo! Search. > http://tools.search.yahoo.com/newsearch/category.php?category=shopping > > ___ > 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.
That change comment shouldn't have gone out when it did so there is no change in the SDK Launcher yet. When it does get updated then you will have a drop-list of engine versions that removed the need to add the "-engine" start option. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton Sent: Tuesday, January 15, 2008 12:42 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] New update. Same, i cant see any changes to the source sdk launcher... The same old dropdown box for games, and -engine ep1 still has effect. 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 ___ 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 ] wow great, snapeyeangles really makes my life a lot easier. apparently intellisense in visual studio is not working correctly, because that function doesnt show up anywhere when i list out whats available in hl2mpplayer. On Jan 15, 2008 12:07 PM, Jamie Femia <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > Simply putting this in the player class spawn function works without > having > to modify any client code. > > QAngle a = EyeAngles(); > a[YAW] += 90; // degrees to rotate > SnapEyeAngles(a); > > On Jan 15, 2008 3:21 PM, David Adams <[EMAIL PROTECTED]> wrote: > > > -- > > [ Picked text/plain from multipart/alternative ] > > This is exactly what i was looking for, thanks! > > > > On Jan 14, 2008 3:47 PM, Minh <[EMAIL PROTECTED]> wrote: > > > > > -- > > > [ 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 > > > > > > > > -- > > > > ___ > > 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] Vanilla HL2MP SDK Crash w/ NPCs
All the calls to HL2Gamerules() do an unsafe cast of the gamerules singleton which is not a hl2gamerules class in hl2mp so it'll crash it when something accesses the result. You basically have to find those calls and fix them (or comment them out for now, as they're mostly stuff for alyx's flashlight or zombies being ignited, that sorta thing. On Jan 15, 2008 12:42 PM, Chris Harris <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > I was developing some NPCs for use in multiplayer environment that make use > of Player Companion, etc classes as base classes. The problem is that in > release mode NPCs who use flex animation crash on load. > > I could not believe anything in my code was the cause after extensive > analysis, and so I created a Vanilla HL2MP sdk and tried spawning different > NPCs. When I spawn Alyx in release build she crashes the game just like my > npcs. Unfortunately according to the call stack etc. What happens is that > memory seems to have been overwritten in the Scene Load function for the > string it uses for filename. It is filled with partial bogus information. > > I did note one possible Valve code issue which is that calls to HL2Gamerules > are not null checked or anything so I took all the npc functions used in > there and defined them in my gamerules and replaced all those calls. That > fixes a Debug Build issue I had where it would try to call a function in > HL2Gamerules but instead called a different function GetNextLevelName for > all the different NPC functions. This function was called with random junk > and so in the engine it would spam a IsMapValid: r3839fs in the console over > and over only if the follow behavior was in use. (So all that is solved). > > I hope someone has encountered these issues, esp. someone who is developing > for COOP mods because using Alyx in HL2MP in vanilla was crashing the game. > > 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
[hlcoders] Vanilla HL2MP SDK Crash w/ NPCs
-- [ Picked text/plain from multipart/alternative ] I was developing some NPCs for use in multiplayer environment that make use of Player Companion, etc classes as base classes. The problem is that in release mode NPCs who use flex animation crash on load. I could not believe anything in my code was the cause after extensive analysis, and so I created a Vanilla HL2MP sdk and tried spawning different NPCs. When I spawn Alyx in release build she crashes the game just like my npcs. Unfortunately according to the call stack etc. What happens is that memory seems to have been overwritten in the Scene Load function for the string it uses for filename. It is filled with partial bogus information. I did note one possible Valve code issue which is that calls to HL2Gamerules are not null checked or anything so I took all the npc functions used in there and defined them in my gamerules and replaced all those calls. That fixes a Debug Build issue I had where it would try to call a function in HL2Gamerules but instead called a different function GetNextLevelName for all the different NPC functions. This function was called with random junk and so in the engine it would spam a IsMapValid: r3839fs in the console over and over only if the follow behavior was in use. (So all that is solved). I hope someone has encountered these issues, esp. someone who is developing for COOP mods because using Alyx in HL2MP in vanilla was crashing the game. Chris -- ___ 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 ] p.s. Just noticed that you seem to be wanting to do something compeltely different *do'h* On Jan 15, 2008 5:07 PM, Jamie Femia <[EMAIL PROTECTED]> wrote: > Simply putting this in the player class spawn function works without > having to modify any client code. > > QAngle a = EyeAngles(); > a[YAW] += 90; // degrees to rotate > SnapEyeAngles(a); > > > On Jan 15, 2008 3:21 PM, David Adams <[EMAIL PROTECTED]> wrote: > > > -- > > [ Picked text/plain from multipart/alternative ] > > This is exactly what i was looking for, thanks! > > > > On Jan 14, 2008 3:47 PM, Minh < [EMAIL PROTECTED]> wrote: > > > > > -- > > > [ 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 > > > > > > > > -- > > > > ___ > > 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 ] Simply putting this in the player class spawn function works without having to modify any client code. QAngle a = EyeAngles(); a[YAW] += 90; // degrees to rotate SnapEyeAngles(a); On Jan 15, 2008 3:21 PM, David Adams <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > This is exactly what i was looking for, thanks! > > On Jan 14, 2008 3:47 PM, Minh <[EMAIL PROTECTED]> wrote: > > > -- > > [ 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 > > > > > -- > > ___ > 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] Head Bobbing
-- [ Picked text/plain from multipart/alternative ] There is a function called something like calcviewmodelbob, and addviewmodelbob, check them then create a calc and addviewbob. Now where to plug it I forgot but there's a function that gets called after all view calculations are done and asks for the "final" view, must be something like calcviewoverride or calcview. Since you can't shoot you can keep it client side, to prevent the view from dragging into a direction, you should not modify the view angles variable with your viewbob deltas, add them to a temp variable which gets sent for display. On Jan 15, 2008 4:47 AM, Kushan Gunasekera <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > Hello, > > I was wondering how you could get head bobbing into a mod. I've seen it in > a > couple of other mods (Dark Messiah). Does anyone know how to get it while > running ? Its realistic and the weapon will be down while sprinting so you > can't shoot or anything just sprint. It is a nice feature. Anyone know how > to do it? I was told that someone here was working on something like this, > or are there tutorials on how to do it? Thanks. > -- > > ___ > 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 ] This is exactly what i was looking for, thanks! On Jan 14, 2008 3:47 PM, Minh <[EMAIL PROTECTED]> wrote: > -- > [ 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 > > -- ___ 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?
www.novalogic.com The only trhing you can do is add new models and weapons (not until recently) by editing definition files. No code in sight at all. Good games though (Joint Ops - 250 people in a server) :P Nick wrote: I've never tried modding for anything other than source engine. So you tell me... On Jan 14, 2008 11:39 PM, 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: 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/m
Re: [hlcoders] Any Source 2007 code update?
I've never tried modding for anything other than source engine. So you tell me... On Jan 14, 2008 11:39 PM, 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 S
Re: [hlcoders] Any Source 2007 code update?
Yeah it's only about 160 something people Adam Buckland wrote: -- [ Picked text/plain from multipart/alternative ] Guys Give Mike a break. He's already pointed out that they're waiting for a Steam update to be able to release it. Perhaps there's been a delay on that or something. Valve's a lot smaller than people think. -- ___ 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 ] Guys Give Mike a break. He's already pointed out that they're waiting for a Steam update to be able to release it. Perhaps there's been a delay on that or something. Valve's a lot smaller than people think. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] New update.
Same here, even after an SDK refresh. Tom Leighton wrote: Same, i cant see any changes to the source sdk launcher... The same old dropdown box for games, and -engine ep1 still has effect. 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Head Bobbing
-- [ Picked text/plain from multipart/alternative ] Hello, I was wondering how you could get head bobbing into a mod. I've seen it in a couple of other mods (Dark Messiah). Does anyone know how to get it while running ? Its realistic and the weapon will be down while sprinting so you can't shoot or anything just sprint. It is a nice feature. Anyone know how to do it? I was told that someone here was working on something like this, or are there tutorials on how to do it? Thanks. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Asserted in Release DLLs... Spooky
d:\dev\rel\ Im guessin thats a valve guys drive. Maybe there are some asserts in the engine, or the engine is compiled debug :P Ryan Sheffer wrote: -- [ Picked text/plain from multipart/alternative ] This is the bizzarest thing but I kid you not, we are getting an assert on release dlls. Seems to happen no matter what. http://www.obsidianconflict.com/skidzimages/assert.jpg It only happens on one of the ravenholm maps when you jump in the cart, but I thought I might as well bring it to the attention of someone at Valve. We found the exact assert in our SDK code as well, but even when we remove every trace of that assert, it still pops up. Another interesting thing is the folder structure. d:\dev\rel\... None of us have a dev folder in D drive. Anyway, its not a huge problem for us, but I wouldn't mind understanding how something like this could happen outside of debug dlls unless the debug code was forced into release dlls on the engine somewhere. -- ~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
[hlcoders] Asserted in Release DLLs... Spooky
-- [ Picked text/plain from multipart/alternative ] This is the bizzarest thing but I kid you not, we are getting an assert on release dlls. Seems to happen no matter what. http://www.obsidianconflict.com/skidzimages/assert.jpg It only happens on one of the ravenholm maps when you jump in the cart, but I thought I might as well bring it to the attention of someone at Valve. We found the exact assert in our SDK code as well, but even when we remove every trace of that assert, it still pops up. Another interesting thing is the folder structure. d:\dev\rel\... None of us have a dev folder in D drive. Anyway, its not a huge problem for us, but I wouldn't mind understanding how something like this could happen outside of debug dlls unless the debug code was forced into release dlls on the engine somewhere. -- ~skidz -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] New update.
Same, i cant see any changes to the source sdk launcher... The same old dropdown box for games, and -engine ep1 still has effect. 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