Re: [hlcoders] splitskybox doesnt work

2008-05-19 Thread Adam Donovan
Tony..thanks, that will make exposure and tone mapping settings just that
bit more easy:)
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Re: [hlcoders] splitskybox doesnt work

2008-05-19 Thread Tony "omega" Sergi
when i get home i'll upload a fixed version to tide you over till the
sdk is updated. i actually fixed it a while ago.

On 5/19/08, 1nsane . <[EMAIL PROTECTED]> wrote:
> What do you mean by "doesn't work"? I've got an older splitskybox here...
> Guess I could upload it. Although I wanna know what you mean by "doesn't
> work". You don't know how to use it does it crash or what?
>
> On Mon, May 19, 2008 at 10:50 PM, Adam Donovan <[EMAIL PROTECTED]>
> wrote:
>
>> Ok so I guess that means nobody can tell me if there is a work around, so
>> I
>> went ahead and made changes to the wiki to reflect that it no longer
>> works(so others dont waste 3 or more hours on it)...I will be happy to
>> change it again if you can prove me wrong.
>> Ad
>>
>> Note* The method descibed in this tutorial doesnt work, To achive
>> finishing
>> a HDR skybox for Source you must render out individual skyboxes as .pfm
>> files as the splitskybox.exe does not function.
>> ___
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>> please visit:
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>>
>>
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Re: [hlcoders] splitskybox doesnt work

2008-05-19 Thread 1nsane .
What do you mean by "doesn't work"? I've got an older splitskybox here...
Guess I could upload it. Although I wanna know what you mean by "doesn't
work". You don't know how to use it does it crash or what?

On Mon, May 19, 2008 at 10:50 PM, Adam Donovan <[EMAIL PROTECTED]>
wrote:

> Ok so I guess that means nobody can tell me if there is a work around, so I
> went ahead and made changes to the wiki to reflect that it no longer
> works(so others dont waste 3 or more hours on it)...I will be happy to
> change it again if you can prove me wrong.
> Ad
>
> Note* The method descibed in this tutorial doesnt work, To achive finishing
> a HDR skybox for Source you must render out individual skyboxes as .pfm
> files as the splitskybox.exe does not function.
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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Re: [hlcoders] splitskybox doesnt work

2008-05-19 Thread Adam Donovan
Ok so I guess that means nobody can tell me if there is a work around, so I
went ahead and made changes to the wiki to reflect that it no longer
works(so others dont waste 3 or more hours on it)...I will be happy to
change it again if you can prove me wrong.
Ad

Note* The method descibed in this tutorial doesnt work, To achive finishing
a HDR skybox for Source you must render out individual skyboxes as .pfm
files as the splitskybox.exe does not function.
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Re: [hlcoders] [there is a problem on]how to aiming to the directionexcept for center of the screen?

2008-05-19 Thread Yang Hawk
Sorry, I found them on :
http://developer.valvesoftware.com/wiki/Origin


2008/5/20 Yang Hawk <[EMAIL PROTECTED]>:

> btw, where I can find the descriptions about HL2 Source coordination
> system? I didn't find it in Valve SDKdocs Wiki.
> There isn't any document about the HL2 Source architecture?
>
> 2008/5/20 Yang Hawk <[EMAIL PROTECTED]>:
>
> yes, you are right, I did find that not the shooting destination but cross
>> hair is not correct!
>>
>> Thank you for your information!
>>
>> I'll search it.
>>
>> 2008/5/19 <[EMAIL PROTECTED]>:
>>
>> Hi, SparrowHawk
>>>
>>> I think you will find the issue is because the aiming angles are
>>> In spherical geometry. What I did was change the code so that the
>>> crosshairs move with the mouse, then use the code that Mulchman
>>> told me about. Which finds world coordinates the crosshairs are
>>> centred on in the game world.
>>>
>>> If you look up
>>> "Unproject 2D to world 3D / mouse coordinates to world:" you can
>>> Find what Mulchman told me.
>>>
>>> I have done it and it works really well
>>>
>>> I hope that helps and thanks to Mulchman and Yahn for the code.
>>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED] [mailto:
>>> [EMAIL PROTECTED] On Behalf Of Mulchman
>>> Sent: 30 January 2008 19:00
>>> To: hlcoders@list.valvesoftware.com
>>> Subject: [hlcoders] [hlcoders]Unproject 2D to world 3D / mouse
>>> coordinates to world
>>>
>>> There's a "GetVectorInScreenSpace( vecPlayerOrigin, iScreenX, iScreenY )"
>>> function you could use for taking a world position and getting screen
>>> coordinates for it.
>>>
>>> Also, if you search the archives Yahn posted code for mouse picking
>>> objects on the HUD and finding corresponding world coordinates for the
>>> objects being picked.
>>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED]
>>> Subject: [hlcoders] [hlcoders]Unproject 2D to world 3D / mouse
>>> coordinates to world
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED] [mailto:
>>> [EMAIL PROTECTED] On Behalf Of Yang Hawk
>>> Sent: 19 May 2008 15:10
>>> To: hlcoders@list.valvesoftware.com
>>> Subject: [hlcoders] [there is a problem on]how to aiming to the
>>> directionexcept for center of the screen?
>>>
>>> Hi, I want to implement an effect like wiiimote which can control the
>>> shooting direction with some device,
>>>
>>> Now, I have been changing the crosshair with
>>> clientdll->SetCrosshairAngles
>>> and change the model viewing of the gun & hand with modified in
>>> CBaseviewModel::CalcViewModel, and chaned the shooting angle with the
>>> folloing code in CBasePlayer::GetAutoaimVector():(BTW: I have no idea
>>> about
>>> how to  chang the angles which input from Client to Server, so I modified
>>> the CUserCmd, anyone have a better idea?)
>>>
>>> ...
>>> QAngle angles = AutoaimDeflection( vecSrc, params );
>>> angles[PITCH]-=cmd->gunoffsetangle[PITCH];
>>> angles[YAW]+=cmd->gunoffsetangle[YAW];
>>> ...
>>> AngleVectors( EyeAngles() + m_Local.m_vecPunchAngle + m_vecAutoAim,
>>> &forward
>>> );
>>> ...
>>>
>>> But, there is a thing that I didn't resolved:
>>>
>>> The shooting direction is not exact what the angle I specified in
>>> CBasePlayer::GetAutoaimVector.
>>>
>>> there is some errors in the destination with the yaw angle I specified,
>>> more
>>> errors when greater yaw angle I specified. I mean: when the crosshair is
>>> in
>>> the pitch/vertical direction, the shooting destination is what the
>>> crosshair
>>> pointed at on the screen, but if the crosshair is moved in yaw/horizontal
>>> direction, the shooting destination is some more inner than the crosshair
>>> pointed at, eg:
>>> SCREEN, + is the crosshair, * is the shooting destination:
>>>yaw=0/center of horizontal
>>>|
>>>|
>>> pitch=0 ---+---*---|---, the destination deviates
>>> right from the crosshair, if the croshair is on left
>>>|
>>>|
>>>
>>>yaw=0/center of horizontal
>>>|
>>>|
>>> pitch=0 |---*+, the destination
>>> deviates
>>> left from the crosshair, if the croshair is on right
>>>|
>>>|
>>> In my opinion, the problem may be in the shooting origin should be set to
>>> the gun too, but I tried failed.
>>>
>>> Could any one help me?  Thank you!
>>> --
>>> SparrowHawk
>>> http://sprhawk.spaces.live.com/
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>> No virus found in this incoming message.
>>> Checked by AVG.
>>> Version: 7.5.524 / Virus Database: 269.23.16/1445 - Releas

Re: [hlcoders] [there is a problem on]how to aiming to the directionexcept for center of the screen?

2008-05-19 Thread Yang Hawk
btw, where I can find the descriptions about HL2 Source coordination system?
I didn't find it in Valve SDKdocs Wiki.
There isn't any document about the HL2 Source architecture?

2008/5/20 Yang Hawk <[EMAIL PROTECTED]>:

> yes, you are right, I did find that not the shooting destination but cross
> hair is not correct!
>
> Thank you for your information!
>
> I'll search it.
>
> 2008/5/19 <[EMAIL PROTECTED]>:
>
> Hi, SparrowHawk
>>
>> I think you will find the issue is because the aiming angles are
>> In spherical geometry. What I did was change the code so that the
>> crosshairs move with the mouse, then use the code that Mulchman
>> told me about. Which finds world coordinates the crosshairs are
>> centred on in the game world.
>>
>> If you look up
>> "Unproject 2D to world 3D / mouse coordinates to world:" you can
>> Find what Mulchman told me.
>>
>> I have done it and it works really well
>>
>> I hope that helps and thanks to Mulchman and Yahn for the code.
>>
>> -Original Message-
>> From: [EMAIL PROTECTED] [mailto:
>> [EMAIL PROTECTED] On Behalf Of Mulchman
>> Sent: 30 January 2008 19:00
>> To: hlcoders@list.valvesoftware.com
>> Subject: [hlcoders] [hlcoders]Unproject 2D to world 3D / mouse coordinates
>> to world
>>
>> There's a "GetVectorInScreenSpace( vecPlayerOrigin, iScreenX, iScreenY )"
>> function you could use for taking a world position and getting screen
>> coordinates for it.
>>
>> Also, if you search the archives Yahn posted code for mouse picking
>> objects on the HUD and finding corresponding world coordinates for the
>> objects being picked.
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> Subject: [hlcoders] [hlcoders]Unproject 2D to world 3D / mouse coordinates
>> to world
>>
>>
>>
>>
>>
>>
>>
>> -Original Message-
>> From: [EMAIL PROTECTED] [mailto:
>> [EMAIL PROTECTED] On Behalf Of Yang Hawk
>> Sent: 19 May 2008 15:10
>> To: hlcoders@list.valvesoftware.com
>> Subject: [hlcoders] [there is a problem on]how to aiming to the
>> directionexcept for center of the screen?
>>
>> Hi, I want to implement an effect like wiiimote which can control the
>> shooting direction with some device,
>>
>> Now, I have been changing the crosshair with clientdll->SetCrosshairAngles
>> and change the model viewing of the gun & hand with modified in
>> CBaseviewModel::CalcViewModel, and chaned the shooting angle with the
>> folloing code in CBasePlayer::GetAutoaimVector():(BTW: I have no idea
>> about
>> how to  chang the angles which input from Client to Server, so I modified
>> the CUserCmd, anyone have a better idea?)
>>
>> ...
>> QAngle angles = AutoaimDeflection( vecSrc, params );
>> angles[PITCH]-=cmd->gunoffsetangle[PITCH];
>> angles[YAW]+=cmd->gunoffsetangle[YAW];
>> ...
>> AngleVectors( EyeAngles() + m_Local.m_vecPunchAngle + m_vecAutoAim,
>> &forward
>> );
>> ...
>>
>> But, there is a thing that I didn't resolved:
>>
>> The shooting direction is not exact what the angle I specified in
>> CBasePlayer::GetAutoaimVector.
>>
>> there is some errors in the destination with the yaw angle I specified,
>> more
>> errors when greater yaw angle I specified. I mean: when the crosshair is
>> in
>> the pitch/vertical direction, the shooting destination is what the
>> crosshair
>> pointed at on the screen, but if the crosshair is moved in yaw/horizontal
>> direction, the shooting destination is some more inner than the crosshair
>> pointed at, eg:
>> SCREEN, + is the crosshair, * is the shooting destination:
>>yaw=0/center of horizontal
>>|
>>|
>> pitch=0 ---+---*---|---, the destination deviates
>> right from the crosshair, if the croshair is on left
>>|
>>|
>>
>>yaw=0/center of horizontal
>>|
>>|
>> pitch=0 |---*+, the destination
>> deviates
>> left from the crosshair, if the croshair is on right
>>|
>>|
>> In my opinion, the problem may be in the shooting origin should be set to
>> the gun too, but I tried failed.
>>
>> Could any one help me?  Thank you!
>> --
>> SparrowHawk
>> http://sprhawk.spaces.live.com/
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>> No virus found in this incoming message.
>> Checked by AVG.
>> Version: 7.5.524 / Virus Database: 269.23.16/1445 - Release Date:
>> 15/05/2008 19:25
>>
>>
>> No virus found in this outgoing message.
>> Checked by AVG.
>> Version: 7.5.524 / Virus Database: 269.23.16/1445 - Release Date:
>> 15/05/2008 19:25
>>
>>
>> ___
>> To unsubscr

Re: [hlcoders] [there is a problem on]how to aiming to the directionexcept for center of the screen?

2008-05-19 Thread Yang Hawk
yes, you are right, I did find that not the shooting destination but cross
hair is not correct!

Thank you for your information!

I'll search it.

2008/5/19 <[EMAIL PROTECTED]>:

> Hi, SparrowHawk
>
> I think you will find the issue is because the aiming angles are
> In spherical geometry. What I did was change the code so that the
> crosshairs move with the mouse, then use the code that Mulchman
> told me about. Which finds world coordinates the crosshairs are
> centred on in the game world.
>
> If you look up
> "Unproject 2D to world 3D / mouse coordinates to world:" you can
> Find what Mulchman told me.
>
> I have done it and it works really well
>
> I hope that helps and thanks to Mulchman and Yahn for the code.
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of Mulchman
> Sent: 30 January 2008 19:00
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] [hlcoders]Unproject 2D to world 3D / mouse coordinates
> to world
>
> There's a "GetVectorInScreenSpace( vecPlayerOrigin, iScreenX, iScreenY )"
> function you could use for taking a world position and getting screen
> coordinates for it.
>
> Also, if you search the archives Yahn posted code for mouse picking objects
> on the HUD and finding corresponding world coordinates for the objects being
> picked.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> Subject: [hlcoders] [hlcoders]Unproject 2D to world 3D / mouse coordinates
> to world
>
>
>
>
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of Yang Hawk
> Sent: 19 May 2008 15:10
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] [there is a problem on]how to aiming to the
> directionexcept for center of the screen?
>
> Hi, I want to implement an effect like wiiimote which can control the
> shooting direction with some device,
>
> Now, I have been changing the crosshair with clientdll->SetCrosshairAngles
> and change the model viewing of the gun & hand with modified in
> CBaseviewModel::CalcViewModel, and chaned the shooting angle with the
> folloing code in CBasePlayer::GetAutoaimVector():(BTW: I have no idea about
> how to  chang the angles which input from Client to Server, so I modified
> the CUserCmd, anyone have a better idea?)
>
> ...
> QAngle angles = AutoaimDeflection( vecSrc, params );
> angles[PITCH]-=cmd->gunoffsetangle[PITCH];
> angles[YAW]+=cmd->gunoffsetangle[YAW];
> ...
> AngleVectors( EyeAngles() + m_Local.m_vecPunchAngle + m_vecAutoAim,
> &forward
> );
> ...
>
> But, there is a thing that I didn't resolved:
>
> The shooting direction is not exact what the angle I specified in
> CBasePlayer::GetAutoaimVector.
>
> there is some errors in the destination with the yaw angle I specified,
> more
> errors when greater yaw angle I specified. I mean: when the crosshair is in
> the pitch/vertical direction, the shooting destination is what the
> crosshair
> pointed at on the screen, but if the crosshair is moved in yaw/horizontal
> direction, the shooting destination is some more inner than the crosshair
> pointed at, eg:
> SCREEN, + is the crosshair, * is the shooting destination:
>yaw=0/center of horizontal
>|
>|
> pitch=0 ---+---*---|---, the destination deviates
> right from the crosshair, if the croshair is on left
>|
>|
>
>yaw=0/center of horizontal
>|
>|
> pitch=0 |---*+, the destination
> deviates
> left from the crosshair, if the croshair is on right
>|
>|
> In my opinion, the problem may be in the shooting origin should be set to
> the gun too, but I tried failed.
>
> Could any one help me?  Thank you!
> --
> SparrowHawk
> http://sprhawk.spaces.live.com/
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
> No virus found in this incoming message.
> Checked by AVG.
> Version: 7.5.524 / Virus Database: 269.23.16/1445 - Release Date:
> 15/05/2008 19:25
>
>
> No virus found in this outgoing message.
> Checked by AVG.
> Version: 7.5.524 / Virus Database: 269.23.16/1445 - Release Date:
> 15/05/2008 19:25
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>


-- 
SparrowHawk
http://sprhawk.spaces.live.com/
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Re: [hlcoders] Mod name in Chat window

2008-05-19 Thread Olly
=) - Np

2008/5/19 Andrew Watkins <[EMAIL PROTECTED]>:

> <3 Works like a dream, many thanks, Olly!
> As 218 won't go with VAC, I'm using 440 for now, so while I've no idea why
> it now shows the mod name rather than "Team Fortress 2," im just glad that
> it does!
>
> > Date: Mon, 19 May 2008 18:17:49 +0100
> > From: Olly <[EMAIL PROTECTED]>
> > Subject: Re: [hlcoders] Mod name in Chat window
> > To: "Discussion of Half-Life Programming"
> > 
> > Message-ID:
> > <[EMAIL PROTECTED]>
> > Content-Type: text/plain; charset=UTF-8
> >
> > Try adding a file in your mod dir called 'steam.inf' and add *appID=218*
> > (or
> > the appid you are using), also I think it only shows in release builds
> >
> > 2008/5/19 Andrew Watkins <[EMAIL PROTECTED]>:
> >
> >> "X is now playing Source SDK Base. Click here to join."
> >>
> >> Responding to a discussion from this list (titled Mod name in Chat
> >> window,
> >> dated december 2007).
> >> Back then, Janek's problem was that mounting HL2DM content made the "X
> is
> >> now playing" message shown in a friends chat window change from showing
> >> his
> >> mod name to showing Half-Life 2: Deathmatch. I also experience this,
> >> however
> >> when I mount no game content at all (and no search paths), it still does
> >> not
> >> show my mod name, instead showing Source SDK Base.
> >>
> >> The fault is not the name in my gameinfo.txt, and nor is it
> >> GetGameDescription, either in the gamerules or in the client file, as
> >> each
> >> of these has been changed. I have tried removing all search paths from
> >> the
> >> gameinfo except for |gameinfo_path|. & hl2, but still this error occurs.
> >> The
> >> mod name is shown correctly in the Steam game browser, and also in
> >> friends,
> >> as long as you don't enter a game. When you do, the name changes.
> >>
> >> Anyone managed to get around this, or can think of something I'm
> missing?
> >> 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
> >
> >
> >
> > End of hlcoders Digest, Vol 3, Issue 40
> > ***
>
>
> ___
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Re: [hlcoders] Orange Box SDK Code Update

2008-05-19 Thread John
*
I'll happily make one. But it will be C# / Windows only, and I need
somewhere to put it :P*

Use Mono host it on Linux, doesn't have to be Windows

On Mon, May 19, 2008 at 11:07 PM, Adam Maras (memzero) <
[EMAIL PROTECTED]> wrote:

> I might be able to stick it somewhere stable. Beep me on IRC, we'll
> collaborate :D
>
> //  Adam Maras (memzero)
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton
> Sent: Monday, May 19, 2008 3:02 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Orange Box SDK Code Update
>
> Unless we can get some kind of log bot in there.
>
> I'll happily make one. But it will be C# / Windows only, and I need
> somewhere to put it :P
>
> Any server at valve want to host it? :P
>
> Tony "omega" Sergi wrote:
> > yeah actually the main reasons i don't go to the channel are 1 being
> > it's not official 2 it gets too distracting when i'm trying to work
> > and thirdly irc doesn't 'stick' like the forums do so even if someone
> > asks the same thing multiple times at least the forums can be searched
> > or referenced. but irc you have to constantly repeat the same things
> > over and over and it gets old :)
> >
> > On 5/19/08, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
> >
> >> On Mon, May 19, 2008 at 10:27 AM, Tobias Kammersgaard <
> >> [EMAIL PROTECTED]> wrote:
> >>
> >>
> >>> What is somewhat interesting too, Tony "Omega" Sergi stopped coming to
> the
> >>> IRC channel in GameSurge (#HLCoders).
> >>>
> >> Yeah he probably got sick of people asking him to help them learn C++. I
> >> could have told him not to brag to everybody that he was doing work for
> >> Valve, but now he has everybody and their brother asking him for help :P
> >>
> >> --
> >> Jorge "Vino" Rodriguez
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >>
> >
> >
> >
>
> ___
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> please visit:
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>
>
>
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>
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[hlcoders] splitskybox doesnt work

2008-05-19 Thread Adam Donovan
this app doesnt seem to work.is there are known work around for using
it?-apart from just making them seperate to begin with? like a working batch
file that someone has?
cheers
adam
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Re: [hlcoders] Orange Box SDK Code Update

2008-05-19 Thread Adam Maras (memzero)
I might be able to stick it somewhere stable. Beep me on IRC, we'll
collaborate :D

//  Adam Maras (memzero)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton
Sent: Monday, May 19, 2008 3:02 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Orange Box SDK Code Update

Unless we can get some kind of log bot in there.

I'll happily make one. But it will be C# / Windows only, and I need 
somewhere to put it :P

Any server at valve want to host it? :P

Tony "omega" Sergi wrote:
> yeah actually the main reasons i don't go to the channel are 1 being
> it's not official 2 it gets too distracting when i'm trying to work
> and thirdly irc doesn't 'stick' like the forums do so even if someone
> asks the same thing multiple times at least the forums can be searched
> or referenced. but irc you have to constantly repeat the same things
> over and over and it gets old :)
>
> On 5/19/08, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
>   
>> On Mon, May 19, 2008 at 10:27 AM, Tobias Kammersgaard <
>> [EMAIL PROTECTED]> wrote:
>>
>> 
>>> What is somewhat interesting too, Tony "Omega" Sergi stopped coming to
the
>>> IRC channel in GameSurge (#HLCoders).
>>>   
>> Yeah he probably got sick of people asking him to help them learn C++. I
>> could have told him not to brag to everybody that he was doing work for
>> Valve, but now he has everybody and their brother asking him for help :P
>>
>> --
>> Jorge "Vino" Rodriguez
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>> 
>
>
>   

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Re: [hlcoders] Orange Box SDK Code Update

2008-05-19 Thread Tom Leighton
Unless we can get some kind of log bot in there.

I'll happily make one. But it will be C# / Windows only, and I need 
somewhere to put it :P

Any server at valve want to host it? :P

Tony "omega" Sergi wrote:
> yeah actually the main reasons i don't go to the channel are 1 being
> it's not official 2 it gets too distracting when i'm trying to work
> and thirdly irc doesn't 'stick' like the forums do so even if someone
> asks the same thing multiple times at least the forums can be searched
> or referenced. but irc you have to constantly repeat the same things
> over and over and it gets old :)
>
> On 5/19/08, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
>   
>> On Mon, May 19, 2008 at 10:27 AM, Tobias Kammersgaard <
>> [EMAIL PROTECTED]> wrote:
>>
>> 
>>> What is somewhat interesting too, Tony "Omega" Sergi stopped coming to the
>>> IRC channel in GameSurge (#HLCoders).
>>>   
>> Yeah he probably got sick of people asking him to help them learn C++. I
>> could have told him not to brag to everybody that he was doing work for
>> Valve, but now he has everybody and their brother asking him for help :P
>>
>> --
>> Jorge "Vino" Rodriguez
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>> 
>
>
>   

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Re: [hlcoders] Orange Box SDK Code Update

2008-05-19 Thread Nick
I doubt that, If it doesn't run on windows, or cost more than 10
dollars valve isn't interested..

On Mon, May 19, 2008 at 4:17 PM, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
> He is working on building robots that complain all day so that Valve can
> replace modders with more efficient machines :P
>
> (I don't know.)
>
> --
> Jorge "Vino" Rodriguez
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Re: [hlcoders] Orange Box SDK Code Update

2008-05-19 Thread Tony "omega" Sergi
yeah actually the main reasons i don't go to the channel are 1 being
it's not official 2 it gets too distracting when i'm trying to work
and thirdly irc doesn't 'stick' like the forums do so even if someone
asks the same thing multiple times at least the forums can be searched
or referenced. but irc you have to constantly repeat the same things
over and over and it gets old :)

On 5/19/08, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
> On Mon, May 19, 2008 at 10:27 AM, Tobias Kammersgaard <
> [EMAIL PROTECTED]> wrote:
>
>> What is somewhat interesting too, Tony "Omega" Sergi stopped coming to the
>> IRC channel in GameSurge (#HLCoders).
>
>
> Yeah he probably got sick of people asking him to help them learn C++. I
> could have told him not to brag to everybody that he was doing work for
> Valve, but now he has everybody and their brother asking him for help :P
>
> --
> Jorge "Vino" Rodriguez
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


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Re: [hlcoders] Orange Box SDK Code Update

2008-05-19 Thread Jorge Rodriguez
He is working on building robots that complain all day so that Valve can
replace modders with more efficient machines :P

(I don't know.)

-- 
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Re: [hlcoders] Orange Box SDK Code Update

2008-05-19 Thread Cory de La Torre
Hopefully the SDK.

On Mon, May 19, 2008 at 2:01 PM, Rodrigo 'r2d2rigo' Diaz <[EMAIL PROTECTED]>
wrote:

> Wonder what is he working on then... internal tools? Bugfixes? Steam?
> TF3/CS2? :)
>
> 2008/5/19 Jorge Rodriguez <[EMAIL PROTECTED]>:
>
> > On Mon, May 19, 2008 at 10:27 AM, Tobias Kammersgaard <
> > [EMAIL PROTECTED]> wrote:
> >
> > > What is somewhat interesting too, Tony "Omega" Sergi stopped coming to
> > the
> > > IRC channel in GameSurge (#HLCoders).
> >
> >
> > Yeah he probably got sick of people asking him to help them learn C++. I
> > could have told him not to brag to everybody that he was doing work for
> > Valve, but now he has everybody and their brother asking him for help :P
> >
> > --
> > Jorge "Vino" Rodriguez
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> ___
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Re: [hlcoders] Orange Box SDK Code Update

2008-05-19 Thread Tobias Kammersgaard
The SDK :)

/ScarT


On 19/05/2008, Rodrigo 'r2d2rigo' Diaz <[EMAIL PROTECTED]> wrote:
>
> Wonder what is he working on then... internal tools? Bugfixes? Steam?
> TF3/CS2? :)
>
> 2008/5/19 Jorge Rodriguez <[EMAIL PROTECTED]>:
>
> > On Mon, May 19, 2008 at 10:27 AM, Tobias Kammersgaard <
> > [EMAIL PROTECTED]> wrote:
> >
> > > What is somewhat interesting too, Tony "Omega" Sergi stopped coming to
> > the
> > > IRC channel in GameSurge (#HLCoders).
> >
> >
> > Yeah he probably got sick of people asking him to help them learn C++. I
> > could have told him not to brag to everybody that he was doing work for
> > Valve, but now he has everybody and their brother asking him for help :P
> >
> > --
> > Jorge "Vino" Rodriguez
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
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Re: [hlcoders] Orange Box SDK Code Update

2008-05-19 Thread Rodrigo 'r2d2rigo' Diaz
Wonder what is he working on then... internal tools? Bugfixes? Steam?
TF3/CS2? :)

2008/5/19 Jorge Rodriguez <[EMAIL PROTECTED]>:

> On Mon, May 19, 2008 at 10:27 AM, Tobias Kammersgaard <
> [EMAIL PROTECTED]> wrote:
>
> > What is somewhat interesting too, Tony "Omega" Sergi stopped coming to
> the
> > IRC channel in GameSurge (#HLCoders).
>
>
> Yeah he probably got sick of people asking him to help them learn C++. I
> could have told him not to brag to everybody that he was doing work for
> Valve, but now he has everybody and their brother asking him for help :P
>
> --
> Jorge "Vino" Rodriguez
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
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Re: [hlcoders] Orange Box SDK Code Update

2008-05-19 Thread Jorge Rodriguez
On Mon, May 19, 2008 at 10:27 AM, Tobias Kammersgaard <
[EMAIL PROTECTED]> wrote:

> What is somewhat interesting too, Tony "Omega" Sergi stopped coming to the
> IRC channel in GameSurge (#HLCoders).


Yeah he probably got sick of people asking him to help them learn C++. I
could have told him not to brag to everybody that he was doing work for
Valve, but now he has everybody and their brother asking him for help :P

-- 
Jorge "Vino" Rodriguez
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Re: [hlcoders] Orange Box SDK Code Update

2008-05-19 Thread Tony "omega" Sergi
LOL and i'm replying on my phone because i've been out of town for the
long weekend. and yes i work for valve or so my contract and pay
checks tell me :)

On 5/19/08, Andrew Ritchie <[EMAIL PROTECTED]> wrote:
> Grats Tony you've got an HLCoders thread being dedicated to just who you are
> and what you do :)
>
>
> On Mon, May 19, 2008 at 5:34 PM, Tom Edwards <[EMAIL PROTECTED]>
> wrote:
>
>> Yes, he's contracted. VPNs in I believe.
>>
>> It's been a while since I checked Valve's people page. The new bios
>> aren't as funny as the old ones. :-p
>>
>> ("Torsten Zabka - Community Support Germany"? Where does he hang out?)
>>
>> Tobias Kammersgaard wrote:
>> > I was just about to point that out. Also, he works outside Valve just
>> like
>> > Chris 'autolycus' Bokitch does(did?).
>> >
>> > /ScarT
>> >
>> >
>> > On 19/05/2008, Adam Buckland <[EMAIL PROTECTED]> wrote:
>> >
>> >> He has a Valve profile on the forums?
>> >>
>> >> http://forums.steampowered.com/forums/member.php?u=442806
>> >>
>> >> On 19 May 2008, at 16:59, Nick wrote:
>> >>
>> >>
>> >>> I was never convinced he worked for valve anyway. Nice guy though..
>> >>> Lack of valve email always makes me wonder..
>> >>>
>> >>> On Mon, May 19, 2008 at 9:27 AM, Tobias Kammersgaard
>> >>> <[EMAIL PROTECTED]> wrote:
>> >>>
>>  What is somewhat interesting too, Tony "Omega" Sergi stopped coming
>>  to the
>>  IRC channel in GameSurge (#HLCoders).
>> 
>>  /ScarT
>> 
>> 
>>  On 19/05/2008, Matthew Dryden <[EMAIL PROTECTED]> wrote:
>> 
>> > agreed
>> >
>> > Justin Krenz wrote:
>> >
>> >> I don't care about the lack of features like the particle editor,
>> >> but
>> >> Valve really needs to fix the VAC connection issues and inability
>> >> to
>> >> compile a Linux server with the OB SDK.  Those things are
>> >> definitely
>> >> holding mod teams back.
>> >>
>> >> ___
>> >> 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
>> >
>> >
>> >
>>
>>
>> ___
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>> please visit:
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Re: [hlcoders] HDR file format issues

2008-05-19 Thread Adam Donovan
yes I read that, and hdrshop doesnt like the open exr format.  I wanted to
stay as native as possible if you know what I mean, why go from tga to pfm
if I can just go from .EXR to .PFM?  I mean if im not going to get any
better resolution from an .EXR then I guess it doesnt matter, but when I
convert a .TGA to .PFM with hdrshop its 2.33mb for my 1024 sky. If I convert
a .EXR to .PFM its 4.11 mb..so you tell me which is going to look better..
Adam
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Re: [hlcoders] Mod name in Chat window

2008-05-19 Thread Andrew Watkins
<3 Works like a dream, many thanks, Olly!
As 218 won't go with VAC, I'm using 440 for now, so while I've no idea why 
it now shows the mod name rather than "Team Fortress 2," im just glad that 
it does!

> Date: Mon, 19 May 2008 18:17:49 +0100
> From: Olly <[EMAIL PROTECTED]>
> Subject: Re: [hlcoders] Mod name in Chat window
> To: "Discussion of Half-Life Programming"
> 
> Message-ID:
> <[EMAIL PROTECTED]>
> Content-Type: text/plain; charset=UTF-8
>
> Try adding a file in your mod dir called 'steam.inf' and add *appID=218* 
> (or
> the appid you are using), also I think it only shows in release builds
>
> 2008/5/19 Andrew Watkins <[EMAIL PROTECTED]>:
>
>> "X is now playing Source SDK Base. Click here to join."
>>
>> Responding to a discussion from this list (titled Mod name in Chat 
>> window,
>> dated december 2007).
>> Back then, Janek's problem was that mounting HL2DM content made the "X is
>> now playing" message shown in a friends chat window change from showing 
>> his
>> mod name to showing Half-Life 2: Deathmatch. I also experience this,
>> however
>> when I mount no game content at all (and no search paths), it still does
>> not
>> show my mod name, instead showing Source SDK Base.
>>
>> The fault is not the name in my gameinfo.txt, and nor is it
>> GetGameDescription, either in the gamerules or in the client file, as 
>> each
>> of these has been changed. I have tried removing all search paths from 
>> the
>> gameinfo except for |gameinfo_path|. & hl2, but still this error occurs.
>> The
>> mod name is shown correctly in the Steam game browser, and also in 
>> friends,
>> as long as you don't enter a game. When you do, the name changes.
>>
>> Anyone managed to get around this, or can think of something I'm missing?
>> Thanks
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>
>
> --
>
> ___
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>
>
> End of hlcoders Digest, Vol 3, Issue 40
> *** 


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Re: [hlcoders] HDR file format issues

2008-05-19 Thread Tom Edwards
There's a guide here:

http://developer.valvesoftware.com/wiki/HDR_Skybox_Creation

Adam Donovan wrote:
> Hi,
> I am currently creating HDR versions of the sky's used in our mod and I
> have some file format questions.  The main application I am using is
> Terragen 2 and it can output open exr files for HDR.  Is the .pfm format
> really the only format that vtex will use?  The only software I have read
> that will output .pfm seems to be artizen and I dont really want to buy it
> beacuse photoshop has all the tools I need.  Photoshop can export the
> portable bitmap images but it always saves the extension to .pbm! So what
> are my options here for a compatible file format for hdr images for vtex.
> thanks
> Adam
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[hlcoders] HDR file format issues

2008-05-19 Thread Adam Donovan
Hi,
I am currently creating HDR versions of the sky's used in our mod and I
have some file format questions.  The main application I am using is
Terragen 2 and it can output open exr files for HDR.  Is the .pfm format
really the only format that vtex will use?  The only software I have read
that will output .pfm seems to be artizen and I dont really want to buy it
beacuse photoshop has all the tools I need.  Photoshop can export the
portable bitmap images but it always saves the extension to .pbm! So what
are my options here for a compatible file format for hdr images for vtex.
thanks
Adam
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Re: [hlcoders] Orange Box SDK Code Update

2008-05-19 Thread Andrew Ritchie
Grats Tony you've got an HLCoders thread being dedicated to just who you are
and what you do :)


On Mon, May 19, 2008 at 5:34 PM, Tom Edwards <[EMAIL PROTECTED]>
wrote:

> Yes, he's contracted. VPNs in I believe.
>
> It's been a while since I checked Valve's people page. The new bios
> aren't as funny as the old ones. :-p
>
> ("Torsten Zabka - Community Support Germany"? Where does he hang out?)
>
> Tobias Kammersgaard wrote:
> > I was just about to point that out. Also, he works outside Valve just
> like
> > Chris 'autolycus' Bokitch does(did?).
> >
> > /ScarT
> >
> >
> > On 19/05/2008, Adam Buckland <[EMAIL PROTECTED]> wrote:
> >
> >> He has a Valve profile on the forums?
> >>
> >> http://forums.steampowered.com/forums/member.php?u=442806
> >>
> >> On 19 May 2008, at 16:59, Nick wrote:
> >>
> >>
> >>> I was never convinced he worked for valve anyway. Nice guy though..
> >>> Lack of valve email always makes me wonder..
> >>>
> >>> On Mon, May 19, 2008 at 9:27 AM, Tobias Kammersgaard
> >>> <[EMAIL PROTECTED]> wrote:
> >>>
>  What is somewhat interesting too, Tony "Omega" Sergi stopped coming
>  to the
>  IRC channel in GameSurge (#HLCoders).
> 
>  /ScarT
> 
> 
>  On 19/05/2008, Matthew Dryden <[EMAIL PROTECTED]> wrote:
> 
> > agreed
> >
> > Justin Krenz wrote:
> >
> >> I don't care about the lack of features like the particle editor,
> >> but
> >> Valve really needs to fix the VAC connection issues and inability
> >> to
> >> compile a Linux server with the OB SDK.  Those things are
> >> definitely
> >> holding mod teams back.
> >>
> >> ___
> >> 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:
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> 
> 
> 
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list
> >>> archives, please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >> ___
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> >> please visit:
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> >>
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Re: [hlcoders] Mod name in Chat window

2008-05-19 Thread Olly
Try adding a file in your mod dir called 'steam.inf' and add *appID=218* (or
the appid you are using), also I think it only shows in release builds

2008/5/19 Andrew Watkins <[EMAIL PROTECTED]>:

> "X is now playing Source SDK Base. Click here to join."
>
> Responding to a discussion from this list (titled Mod name in Chat window,
> dated december 2007).
> Back then, Janek's problem was that mounting HL2DM content made the "X is
> now playing" message shown in a friends chat window change from showing his
> mod name to showing Half-Life 2: Deathmatch. I also experience this,
> however
> when I mount no game content at all (and no search paths), it still does
> not
> show my mod name, instead showing Source SDK Base.
>
> The fault is not the name in my gameinfo.txt, and nor is it
> GetGameDescription, either in the gamerules or in the client file, as each
> of these has been changed. I have tried removing all search paths from the
> gameinfo except for |gameinfo_path|. & hl2, but still this error occurs.
> The
> mod name is shown correctly in the Steam game browser, and also in friends,
> as long as you don't enter a game. When you do, the name changes.
>
> Anyone managed to get around this, or can think of something I'm missing?
> Thanks
>
>
> ___
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> please visit:
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[hlcoders] Mod name in Chat window

2008-05-19 Thread Andrew Watkins
"X is now playing Source SDK Base. Click here to join."

Responding to a discussion from this list (titled Mod name in Chat window, 
dated december 2007).
Back then, Janek's problem was that mounting HL2DM content made the "X is 
now playing" message shown in a friends chat window change from showing his 
mod name to showing Half-Life 2: Deathmatch. I also experience this, however 
when I mount no game content at all (and no search paths), it still does not 
show my mod name, instead showing Source SDK Base.

The fault is not the name in my gameinfo.txt, and nor is it 
GetGameDescription, either in the gamerules or in the client file, as each 
of these has been changed. I have tried removing all search paths from the 
gameinfo except for |gameinfo_path|. & hl2, but still this error occurs. The 
mod name is shown correctly in the Steam game browser, and also in friends, 
as long as you don't enter a game. When you do, the name changes.

Anyone managed to get around this, or can think of something I'm missing? 
Thanks


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Re: [hlcoders] Orange Box SDK Code Update

2008-05-19 Thread Tom Edwards
Yes, he's contracted. VPNs in I believe.

It's been a while since I checked Valve's people page. The new bios 
aren't as funny as the old ones. :-p

("Torsten Zabka - Community Support Germany"? Where does he hang out?)

Tobias Kammersgaard wrote:
> I was just about to point that out. Also, he works outside Valve just like
> Chris 'autolycus' Bokitch does(did?).
>
> /ScarT
>
>
> On 19/05/2008, Adam Buckland <[EMAIL PROTECTED]> wrote:
>   
>> He has a Valve profile on the forums?
>>
>> http://forums.steampowered.com/forums/member.php?u=442806
>>
>> On 19 May 2008, at 16:59, Nick wrote:
>>
>> 
>>> I was never convinced he worked for valve anyway. Nice guy though..
>>> Lack of valve email always makes me wonder..
>>>
>>> On Mon, May 19, 2008 at 9:27 AM, Tobias Kammersgaard
>>> <[EMAIL PROTECTED]> wrote:
>>>   
 What is somewhat interesting too, Tony "Omega" Sergi stopped coming
 to the
 IRC channel in GameSurge (#HLCoders).

 /ScarT


 On 19/05/2008, Matthew Dryden <[EMAIL PROTECTED]> wrote:
 
> agreed
>
> Justin Krenz wrote:
>   
>> I don't care about the lack of features like the particle editor,
>> but
>> Valve really needs to fix the VAC connection issues and inability
>> to
>> compile a Linux server with the OB SDK.  Those things are
>> definitely
>> holding mod teams back.
>>
>> ___
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>> archives,
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Re: [hlcoders] Orange Box SDK Code Update

2008-05-19 Thread Tobias Kammersgaard
I was just about to point that out. Also, he works outside Valve just like
Chris 'autolycus' Bokitch does(did?).

/ScarT


On 19/05/2008, Adam Buckland <[EMAIL PROTECTED]> wrote:
>
> He has a Valve profile on the forums?
>
> http://forums.steampowered.com/forums/member.php?u=442806
>
> On 19 May 2008, at 16:59, Nick wrote:
>
> > I was never convinced he worked for valve anyway. Nice guy though..
> > Lack of valve email always makes me wonder..
> >
> > On Mon, May 19, 2008 at 9:27 AM, Tobias Kammersgaard
> > <[EMAIL PROTECTED]> wrote:
> >> What is somewhat interesting too, Tony "Omega" Sergi stopped coming
> >> to the
> >> IRC channel in GameSurge (#HLCoders).
> >>
> >> /ScarT
> >>
> >>
> >> On 19/05/2008, Matthew Dryden <[EMAIL PROTECTED]> wrote:
> >>>
> >>> agreed
> >>>
> >>> Justin Krenz wrote:
>  I don't care about the lack of features like the particle editor,
>  but
>  Valve really needs to fix the VAC connection issues and inability
>  to
>  compile a Linux server with the OB SDK.  Those things are
>  definitely
>  holding mod teams back.
> 
>  ___
>  To unsubscribe, edit your list preferences, or view the list
>  archives,
> >>> please visit:
>  http://list.valvesoftware.com/mailman/listinfo/hlcoders
> 
> 
> >>>
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list
> >>> archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >> ___
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> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
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Re: [hlcoders] Orange Box SDK Code Update

2008-05-19 Thread Rob Lester

Tony doesn't work for Valve.
He's just good friends with them.
 
... I think.> Date: Mon, 19 May 2008 11:22:12 -0500> From: [EMAIL PROTECTED]> 
To: hlcoders@list.valvesoftware.com> Subject: Re: [hlcoders] Orange Box SDK 
Code Update> > Nick wrote:> > I was never convinced he worked for valve anyway. 
Nice guy though..> > Lack of valve email always makes me wonder..> > He's not 
listed on the Valve people page...> > http://www.valvesoftware.com/people.html> 
> ...but then again, it might not be updated all that often and some > people 
might request to not be on the page.> > You could try sending an email to 
[EMAIL PROTECTED] and see if it > bounces back. :)> > Also, if I worked at 
Valve, I wouldn't be able to use "jeffb@" because > Jeff Ballinger already has 
it. :(> > -- > Jeffrey "botman" Broome> > 
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preferences, or view the list archives, please visit:> 
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Re: [hlcoders] Orange Box SDK Code Update

2008-05-19 Thread Adam Buckland
He has a Valve profile on the forums?

http://forums.steampowered.com/forums/member.php?u=442806

On 19 May 2008, at 16:59, Nick wrote:

> I was never convinced he worked for valve anyway. Nice guy though..
> Lack of valve email always makes me wonder..
>
> On Mon, May 19, 2008 at 9:27 AM, Tobias Kammersgaard
> <[EMAIL PROTECTED]> wrote:
>> What is somewhat interesting too, Tony "Omega" Sergi stopped coming  
>> to the
>> IRC channel in GameSurge (#HLCoders).
>>
>> /ScarT
>>
>>
>> On 19/05/2008, Matthew Dryden <[EMAIL PROTECTED]> wrote:
>>>
>>> agreed
>>>
>>> Justin Krenz wrote:
 I don't care about the lack of features like the particle editor,  
 but
 Valve really needs to fix the VAC connection issues and inability  
 to
 compile a Linux server with the OB SDK.  Those things are  
 definitely
 holding mod teams back.

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


>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list  
>>> archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>> ___
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>> archives, please visit:
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>>
>
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Re: [hlcoders] Orange Box SDK Code Update

2008-05-19 Thread Jeffrey "botman" Broome
Nick wrote:
> I was never convinced he worked for valve anyway. Nice guy though..
> Lack of valve email always makes me wonder..

He's not listed on the Valve people page...

http://www.valvesoftware.com/people.html

...but then again, it might not be updated all that often and some 
people might request to not be on the page.

You could try sending an email to [EMAIL PROTECTED] and see if it 
bounces back.  :)

Also, if I worked at Valve, I wouldn't be able to use "jeffb@" because 
Jeff Ballinger already has it.  :(

-- 
Jeffrey "botman" Broome

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Re: [hlcoders] Orange Box SDK Code Update

2008-05-19 Thread Nick
I was never convinced he worked for valve anyway. Nice guy though..
Lack of valve email always makes me wonder..

On Mon, May 19, 2008 at 9:27 AM, Tobias Kammersgaard
<[EMAIL PROTECTED]> wrote:
> What is somewhat interesting too, Tony "Omega" Sergi stopped coming to the
> IRC channel in GameSurge (#HLCoders).
>
> /ScarT
>
>
> On 19/05/2008, Matthew Dryden <[EMAIL PROTECTED]> wrote:
>>
>> agreed
>>
>> Justin Krenz wrote:
>> > I don't care about the lack of features like the particle editor, but
>> > Valve really needs to fix the VAC connection issues and inability to
>> > compile a Linux server with the OB SDK.  Those things are definitely
>> > holding mod teams back.
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >
>> >
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
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Re: [hlcoders] [there is a problem on]how to aiming to the directionexcept for center of the screen?

2008-05-19 Thread C.Sneyd
Hi, SparrowHawk

I think you will find the issue is because the aiming angles are 
In spherical geometry. What I did was change the code so that the
crosshairs move with the mouse, then use the code that Mulchman
told me about. Which finds world coordinates the crosshairs are 
centred on in the game world. 

If you look up 
"Unproject 2D to world 3D / mouse coordinates to world:" you can
Find what Mulchman told me. 

I have done it and it works really well

I hope that helps and thanks to Mulchman and Yahn for the code.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mulchman
Sent: 30 January 2008 19:00
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] [hlcoders]Unproject 2D to world 3D / mouse coordinates to 
world

There's a "GetVectorInScreenSpace( vecPlayerOrigin, iScreenX, iScreenY )"
function you could use for taking a world position and getting screen 
coordinates for it.

Also, if you search the archives Yahn posted code for mouse picking objects on 
the HUD and finding corresponding world coordinates for the objects being 
picked.

-Original Message-
From: [EMAIL PROTECTED]
Subject: [hlcoders] [hlcoders]Unproject 2D to world 3D / mouse coordinates to 
world







-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Yang Hawk
Sent: 19 May 2008 15:10
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] [there is a problem on]how to aiming to the directionexcept 
for center of the screen?

Hi, I want to implement an effect like wiiimote which can control the
shooting direction with some device,

Now, I have been changing the crosshair with clientdll->SetCrosshairAngles
and change the model viewing of the gun & hand with modified in
CBaseviewModel::CalcViewModel, and chaned the shooting angle with the
folloing code in CBasePlayer::GetAutoaimVector():(BTW: I have no idea about
how to  chang the angles which input from Client to Server, so I modified
the CUserCmd, anyone have a better idea?)

...
QAngle angles = AutoaimDeflection( vecSrc, params );
angles[PITCH]-=cmd->gunoffsetangle[PITCH];
angles[YAW]+=cmd->gunoffsetangle[YAW];
...
AngleVectors( EyeAngles() + m_Local.m_vecPunchAngle + m_vecAutoAim, &forward
);
...

But, there is a thing that I didn't resolved:

The shooting direction is not exact what the angle I specified in
CBasePlayer::GetAutoaimVector.

there is some errors in the destination with the yaw angle I specified, more
errors when greater yaw angle I specified. I mean: when the crosshair is in
the pitch/vertical direction, the shooting destination is what the crosshair
pointed at on the screen, but if the crosshair is moved in yaw/horizontal
direction, the shooting destination is some more inner than the crosshair
pointed at, eg:
SCREEN, + is the crosshair, * is the shooting destination:
yaw=0/center of horizontal
|
|
pitch=0 ---+---*---|---, the destination deviates
right from the crosshair, if the croshair is on left
|
|

yaw=0/center of horizontal
|
|
pitch=0 |---*+, the destination deviates
left from the crosshair, if the croshair is on right
|
|
In my opinion, the problem may be in the shooting origin should be set to
the gun too, but I tried failed.

Could any one help me?  Thank you!
-- 
SparrowHawk
http://sprhawk.spaces.live.com/
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Re: [hlcoders] Orange Box SDK Code Update

2008-05-19 Thread Tobias Kammersgaard
What is somewhat interesting too, Tony "Omega" Sergi stopped coming to the
IRC channel in GameSurge (#HLCoders).

/ScarT


On 19/05/2008, Matthew Dryden <[EMAIL PROTECTED]> wrote:
>
> agreed
>
> Justin Krenz wrote:
> > I don't care about the lack of features like the particle editor, but
> > Valve really needs to fix the VAC connection issues and inability to
> > compile a Linux server with the OB SDK.  Those things are definitely
> > holding mod teams back.
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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[hlcoders] [there is a problem on]how to aiming to the direction except for center of the screen?

2008-05-19 Thread Yang Hawk
Hi, I want to implement an effect like wiiimote which can control the
shooting direction with some device,

Now, I have been changing the crosshair with clientdll->SetCrosshairAngles
and change the model viewing of the gun & hand with modified in
CBaseviewModel::CalcViewModel, and chaned the shooting angle with the
folloing code in CBasePlayer::GetAutoaimVector():(BTW: I have no idea about
how to  chang the angles which input from Client to Server, so I modified
the CUserCmd, anyone have a better idea?)

...
QAngle angles = AutoaimDeflection( vecSrc, params );
angles[PITCH]-=cmd->gunoffsetangle[PITCH];
angles[YAW]+=cmd->gunoffsetangle[YAW];
...
AngleVectors( EyeAngles() + m_Local.m_vecPunchAngle + m_vecAutoAim, &forward
);
...

But, there is a thing that I didn't resolved:

The shooting direction is not exact what the angle I specified in
CBasePlayer::GetAutoaimVector.

there is some errors in the destination with the yaw angle I specified, more
errors when greater yaw angle I specified. I mean: when the crosshair is in
the pitch/vertical direction, the shooting destination is what the crosshair
pointed at on the screen, but if the crosshair is moved in yaw/horizontal
direction, the shooting destination is some more inner than the crosshair
pointed at, eg:
SCREEN, + is the crosshair, * is the shooting destination:
yaw=0/center of horizontal
|
|
pitch=0 ---+---*---|---, the destination deviates
right from the crosshair, if the croshair is on left
|
|

yaw=0/center of horizontal
|
|
pitch=0 |---*+, the destination deviates
left from the crosshair, if the croshair is on right
|
|
In my opinion, the problem may be in the shooting origin should be set to
the gun too, but I tried failed.

Could any one help me?  Thank you!
-- 
SparrowHawk
http://sprhawk.spaces.live.com/
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Re: [hlcoders] Orange Box SDK Code Update

2008-05-19 Thread Matthew Dryden
agreed

Justin Krenz wrote:
> I don't care about the lack of features like the particle editor, but 
> Valve really needs to fix the VAC connection issues and inability to 
> compile a Linux server with the OB SDK.  Those things are definitely 
> holding mod teams back.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>   


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