Re: [hlcoders] Mounting GCFs in OB

2008-02-02 Thread Jake Breen

Yay! Thanks a bunch!

-Jake

Tom Leighton wrote:

that there's your problem,

You're placing it so that if the filesystem factory doesn't initialize
you run the one line.
(If its not compiling debug, this is what happens:)

>> RUNS >>  if ( (filesystem = (IFileSystem
*)appSystemFactory(FILESYSTEM_INTERFACE_VERSION, NULL)) == NULL )
  #ifndef DEBUG
   >> RUNS If filesystem == NULL >>
filesystem->AddSearchPath("hl2mp", "GAME");
   >> RUNS ANYWAY >>   filesystem->AddSearchPath("hl2", "GAME");
   >> RUNS ANYWAY >>
filesystem->AddSearchPath("episodic", "GAME");
   >> RUNS ANYWAY >>filesystem->AddSearchPath("ep2",
"GAME");
   >> RUNS ANYWAY >>filesystem->MountSteamContent( 220 );
   >> RUNS ANYWAY >>filesystem->MountSteamContent( 320 );
   >> RUNS ANYWAY >>filesystem->MountSteamContent( 380 );
   >> RUNS ANYWAY >>filesystem->MountSteamContent( 420 );
 #endif // DEBUG
  >> Return false anyway... crash. >>  return false;

You should mount your files at the end of the main Init / DLLInit
function before the end return true, checking whether the GCF was
mounted or not:

  filesystem->AddSearchPath("hl2mp", "GAME");
  filesystem->AddSearchPath("hl2", "GAME");
  filesystem->AddSearchPath("episodic", "GAME");
  filesystem->AddSearchPath("ep2", "GAME");

 if( filesystem->MountSteamContent( 220 ) ==
FILESYSTEM_MOUNT_FAILED ||
  filesystem->MountSteamContent( 320 ) ==
FILESYSTEM_MOUNT_FAILED ||
  filesystem->MountSteamContent( 380 ) ==
FILESYSTEM_MOUNT_FAILED ||
  filesystem->MountSteamContent( 420 ) ==
FILESYSTEM_MOUNT_FAILED  )
   {
   Error("GCF Mount Failed!");
   return false;
   }


Still crashes, i have a feeling that I'm not placing it correctly

   if ( (filesystem = (IFileSystem
*)appSystemFactory(FILESYSTEM_INTERFACE_VERSION, NULL)) == NULL )
   #ifndef DEBUG
   filesystem->AddSearchPath("hl2mp", "GAME");
   filesystem->AddSearchPath("hl2", "GAME");
   filesystem->AddSearchPath("episodic", "GAME");
   filesystem->AddSearchPath("ep2", "GAME");
   filesystem->MountSteamContent( 220 );
   filesystem->MountSteamContent( 320 );
   filesystem->MountSteamContent( 380 );
   filesystem->MountSteamContent( 420 );
   #endif // DEBUG
   return false;

Starts on line 684..

Tom Leighton wrote:

Works for me, even in Debug (Where it was broken before :D)

filesystem->MountSteamContent( 240 );



Jake Breen wrote:

Nevermind I have come to a conclusion that the old way of mounting
gcfs
in the code does not work with OB, it just crashes the game on
startup...once again sorry for spam o.x

-Jake

Jake Breen wrote:

Fixed..again sorry for spamming this place up o.x

-Jake

Jake Breen wrote:

Sorry to spam this up, but didn't do it correctly..now it just
seems to
crash on launch.

-Jake

Jake Breen wrote:

Nevermind I spoke to soon, I got it (I think..)

-Jake

Jake Breen wrote:

I was wondering how you would mount gcf in the code. Now I'm
not an
expert or anything, but i'm not an complete idiot :P
and http://developer.valvesoftware.com/wiki/FileSystem_Snippet
seems to
be outdated...

-Jake

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RE: [hlcoders] Portal

2008-02-02 Thread Christopher Harris
Well,

I recall somewhere in an interview the lady on Portal Dev team discussed the
possibility of having portal gun in SDK. I would suspect maybe this changed
due to the potential direction they want to take this technology for future
titles and maybe the risk that a mod does something similar with it in the
sdk, etc.

Those things you refers to API wise I think are in portal code. If you do a
search for PORTAL you will see lots of ifdef sections, etc. pointing to
header files for portal (I think I recall some physics portal header files).

Chris

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey "botman"
Broome
Sent: Saturday, February 02, 2008 4:21 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Portal

Ryan Sheffer wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Having the code to add the portal gun would be great, but me thinks Valve
> don't want us to make portal mods.

They don't distribute the source code to Counter-Strike, TFC, or Day of
Defeat, why would they distribute source code to Portal or TF2?

It would be nice to have details about the interface used to create
portals in the engine (the physics collision modifications and
viewport/rendering modifications) so that someone could create their own
"Portal-like" game.  I'm sure those are exposed from the engine in some
sort of API.  Having some sample code about how to use this would be
nice!  :)

--
Jeffrey "botman" Broome

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[hlcoders] Coding for fun?

2008-02-02 Thread mastersmith98
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I remember not to long ago that someone said that there would be tutorials 
about Source coding on the coding for fun web site. so far I see none. There's 
even a link from valve developer wiki to the site.

Did they scrap the idea or is it still a WIP?
--


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Re: [hlcoders] Portal

2008-02-02 Thread Adam Maras (memzero)

I could see some interesting potential with Dystopia (specifically in
cyberspace) with Portal technology... :)

//   Adam Maras (memzero)

Jeffrey "botman" Broome wrote:

Ryan Sheffer wrote:

--
[ Picked text/plain from multipart/alternative ]
Having the code to add the portal gun would be great, but me thinks
Valve
don't want us to make portal mods.


They don't distribute the source code to Counter-Strike, TFC, or Day of
Defeat, why would they distribute source code to Portal or TF2?

It would be nice to have details about the interface used to create
portals in the engine (the physics collision modifications and
viewport/rendering modifications) so that someone could create their own
"Portal-like" game.  I'm sure those are exposed from the engine in some
sort of API.  Having some sample code about how to use this would be
nice!  :)

--
Jeffrey "botman" Broome

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Re: [hlcoders] Portal

2008-02-02 Thread Jeffrey "botman" Broome

Ryan Sheffer wrote:

--
[ Picked text/plain from multipart/alternative ]
Having the code to add the portal gun would be great, but me thinks Valve
don't want us to make portal mods.


They don't distribute the source code to Counter-Strike, TFC, or Day of
Defeat, why would they distribute source code to Portal or TF2?

It would be nice to have details about the interface used to create
portals in the engine (the physics collision modifications and
viewport/rendering modifications) so that someone could create their own
"Portal-like" game.  I'm sure those are exposed from the engine in some
sort of API.  Having some sample code about how to use this would be
nice!  :)

--
Jeffrey "botman" Broome

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Re: [hlcoders] Portal

2008-02-02 Thread Ryan Sheffer
--
[ Picked text/plain from multipart/alternative ]
Having the code to add the portal gun would be great, but me thinks Valve
don't want us to make portal mods.

On Jan 30, 2008 8:03 AM, Qazzian <[EMAIL PROTECTED]> wrote:

> [ Converted text/html to text/plain ]
> All I can find are files related to area portals.
> I was at least expecting a "weapon_portalgun" class
> Daniel Glenn wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Search around the code as it is. ;)
>
> On Jan 30, 2008 1:14 AM, Brett Wilkins <[EMAIL PROTECTED]>[1] wrote:
>
>
>
> Hey there,
>
> Is there any plan to put Portal Code into the Source SDK? My friends and
> I were wanting to make a mod and add some stuff in.
>
> Cheers,
>
> Brett
>
> --
> **
> Brett Wilkins
> A.K.A Beedub
> The Fixit
>
>
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--
~Ryan
--

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Re: [hlcoders] Mounting GCFs in OB

2008-02-02 Thread Tom Leighton

that there's your problem,

You're placing it so that if the filesystem factory doesn't initialize
you run the one line.
(If its not compiling debug, this is what happens:)

>> RUNS >>  if ( (filesystem = (IFileSystem
*)appSystemFactory(FILESYSTEM_INTERFACE_VERSION, NULL)) == NULL )
  #ifndef DEBUG
   >> RUNS If filesystem == NULL >>
filesystem->AddSearchPath("hl2mp", "GAME");
   >> RUNS ANYWAY >>   filesystem->AddSearchPath("hl2", "GAME");
   >> RUNS ANYWAY >>
filesystem->AddSearchPath("episodic", "GAME");
   >> RUNS ANYWAY >>filesystem->AddSearchPath("ep2",
"GAME");
   >> RUNS ANYWAY >>filesystem->MountSteamContent( 220 );
   >> RUNS ANYWAY >>filesystem->MountSteamContent( 320 );
   >> RUNS ANYWAY >>filesystem->MountSteamContent( 380 );
   >> RUNS ANYWAY >>filesystem->MountSteamContent( 420 );
 #endif // DEBUG
  >> Return false anyway... crash. >>  return false;

You should mount your files at the end of the main Init / DLLInit
function before the end return true, checking whether the GCF was
mounted or not:

  filesystem->AddSearchPath("hl2mp", "GAME");
  filesystem->AddSearchPath("hl2", "GAME");
  filesystem->AddSearchPath("episodic", "GAME");
  filesystem->AddSearchPath("ep2", "GAME");

 if( filesystem->MountSteamContent( 220 ) ==
FILESYSTEM_MOUNT_FAILED ||
  filesystem->MountSteamContent( 320 ) ==
FILESYSTEM_MOUNT_FAILED ||
  filesystem->MountSteamContent( 380 ) ==
FILESYSTEM_MOUNT_FAILED ||
  filesystem->MountSteamContent( 420 ) ==
FILESYSTEM_MOUNT_FAILED  )
   {
   Error("GCF Mount Failed!");
   return false;
   }


Still crashes, i have a feeling that I'm not placing it correctly

   if ( (filesystem = (IFileSystem
*)appSystemFactory(FILESYSTEM_INTERFACE_VERSION, NULL)) == NULL )
   #ifndef DEBUG
   filesystem->AddSearchPath("hl2mp", "GAME");
   filesystem->AddSearchPath("hl2", "GAME");
   filesystem->AddSearchPath("episodic", "GAME");
   filesystem->AddSearchPath("ep2", "GAME");
   filesystem->MountSteamContent( 220 );
   filesystem->MountSteamContent( 320 );
   filesystem->MountSteamContent( 380 );
   filesystem->MountSteamContent( 420 );
   #endif // DEBUG
   return false;

Starts on line 684..

Tom Leighton wrote:

Works for me, even in Debug (Where it was broken before :D)

filesystem->MountSteamContent( 240 );



Jake Breen wrote:

Nevermind I have come to a conclusion that the old way of mounting gcfs
in the code does not work with OB, it just crashes the game on
startup...once again sorry for spam o.x

-Jake

Jake Breen wrote:

Fixed..again sorry for spamming this place up o.x

-Jake

Jake Breen wrote:

Sorry to spam this up, but didn't do it correctly..now it just
seems to
crash on launch.

-Jake

Jake Breen wrote:

Nevermind I spoke to soon, I got it (I think..)

-Jake

Jake Breen wrote:

I was wondering how you would mount gcf in the code. Now I'm not an
expert or anything, but i'm not an complete idiot :P
and http://developer.valvesoftware.com/wiki/FileSystem_Snippet
seems to
be outdated...

-Jake

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Re: [hlcoders] Mounting GCFs in OB

2008-02-02 Thread Jake Breen

Still crashes, i have a feeling that I'm not placing it correctly

   if ( (filesystem = (IFileSystem
*)appSystemFactory(FILESYSTEM_INTERFACE_VERSION, NULL)) == NULL )
   #ifndef DEBUG
   filesystem->AddSearchPath("hl2mp", "GAME");
   filesystem->AddSearchPath("hl2", "GAME");
   filesystem->AddSearchPath("episodic", "GAME");
   filesystem->AddSearchPath("ep2", "GAME");
   filesystem->MountSteamContent( 220 );
   filesystem->MountSteamContent( 320 );
   filesystem->MountSteamContent( 380 );
   filesystem->MountSteamContent( 420 );
   #endif // DEBUG
   return false;

Starts on line 684..

Tom Leighton wrote:

Works for me, even in Debug (Where it was broken before :D)

filesystem->MountSteamContent( 240 );



Jake Breen wrote:

Nevermind I have come to a conclusion that the old way of mounting gcfs
in the code does not work with OB, it just crashes the game on
startup...once again sorry for spam o.x

-Jake

Jake Breen wrote:

Fixed..again sorry for spamming this place up o.x

-Jake

Jake Breen wrote:

Sorry to spam this up, but didn't do it correctly..now it just
seems to
crash on launch.

-Jake

Jake Breen wrote:

Nevermind I spoke to soon, I got it (I think..)

-Jake

Jake Breen wrote:

I was wondering how you would mount gcf in the code. Now I'm not an
expert or anything, but i'm not an complete idiot :P
and http://developer.valvesoftware.com/wiki/FileSystem_Snippet
seems to
be outdated...

-Jake

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Re: [hlcoders] SDK keeps reverting itself

2008-02-02 Thread Rodrigo 'r2d2rigo' Diaz
--
[ Picked text/plain from multipart/alternative ]
... or if you want it activated, just change in the Registry the command
line for initialization.

2008/2/2, Adam amckern McKern <[EMAIL PROTECTED]>:
>
> Just disable the option in steam 'start with windows'
>
> Adam
>
>
>
> --- Mark Chandler <[EMAIL PROTECTED]> wrote:
>
> > If steam runs without the sdk beta cla it will
> > revert to the old version.
> > Make sure every time you run steam it has the beta
> > sdk cla on it.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On
> > Behalf Of Ryan ---
> > Sent: Saturday, February 02, 2008 5:15 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: [hlcoders] SDK keeps reverting itself
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > The past 3 times ive closed and restarted steam, the
> > sdk has started
> > downloading / updating itself. I have the orange box
> > beta sdk activated so
> > it should not be updating. When it's done 'updating'
> > it turns out it has
> > actually reverted itself to the old sdk and only
> > lists ep1 games (there is
> > no longer a choice of engine).
> >
> > To get back to the beta sdk i have to delete and
> > redownload the whole sdk
> > again. I even tried setting the sdk tool to not
> > automatically update but its
> > 'updating' itself as i type this regardless.
> >
> > It's a bit of a bitch to have to redownload the
> > entire thing again everytime
> > i close steam.
> > --
> >
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> Be a better friend, newshound, and
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