Re: [hlcoders] SDK Beta Now Available
:( Still no shaders On Thu, Jun 12, 2008 at 12:13 PM, Daniel Glenn <[EMAIL PROTECTED]> wrote: > Do we have a changelog somewhere of all the code that's been updated? > > On Wed, Jun 11, 2008 at 9:04 PM, Jake Breen <[EMAIL PROTECTED] > > > wrote: > > > Nevermind found it :p had to restart steam 2 times.. > > > > Anyways suggestion: allow content to be loaded (via File > Load) > > directly from the gcf. :D > > > > Jake Breen wrote: > > > How do you activate it? The beta options in settings says theres no > beta > > > program running... > > > > > > Mike Durand wrote: > > > > > >> Hi All- > > >> > > >> > > >> > > >> The SDK Beta is out now and here are the release notes: > > >> > > >> > > >> > > >> =Enhancements= > > >> > > >> -Particle Editor, Material Editor, and Commentary Editor are now > > >> included in the Source SDK > > >> > > >> -Updated SDK source code for Orange Box mods > > >> > > >> -Added example particle system files to SDK content > > >> > > >> > > >> > > >> =Fixes= > > >> > > >> -Updated Linux binaries and makefiles for dedicated servers and server > > >> plugins > > >> > > >> -The Faceposer phoneme editor now pops up a warning message when a > > >> phoneme cannot be saved > > >> > > >> > > >> > > >> =Known Issues= > > >> > > >> -SDK shaders have not yet been updated for Orange Box games > > >> > > >> -New editors can be accessed by adding '-tools' to the launch options > > >> for Orange Box games or mods utilizing the Orange Box engine > > >> > > >> -Particle editor crashes on save > > >> > > >> > > >> > > >> I'm still investigating the Particle Editor issues, but I figured you > > >> guys would like to get the updated code and LIBs. I'll do my best to > get > > >> the stability problems in the tools fixed in the next engine update. > > >> > > >> > > >> > > >> -Mike > > >> > > >> ___ > > >> To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >> > > >> > > >> > > >> > > > > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Matt Stafford (Wraiyth) http://www.wraiyth.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Source SDK Base OB needs updating?
Since the June 10th update my OB mod doesn't render the antlion_spit particles (they show up in the particle editor however). I also tried waterfall_cascade_01 with a info_particle_system and it doesn't show up either. I see this when I first launch the mod. Didn't find particle function Position Along Path Sequential Didn't find particle function Remap Noise to Scalar Didn't find particle function Color Random Didn't find particle function Movement Basic Didn't find particle function Movement Dampen Relative to Control Point Didn't find particle function Lifespan Decay Didn't find particle function Alpha Fade Out Random Didn't find particle function Movement Dampen Relative to Control Point Didn't find particle function Radius Scale Is this because Source SDK Base - OB needs an update like TF2/EP2/Portal received? -- Tim Baker ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Beta Now Available
I noticed just a few minutes before this email came out that my mod started crashing on a call to ISurface::SetFontGlyphSet() in one of my HUD elements' VidInit() function after the strange error "Run-Time Check Failure #0 - The value of ESP was not properly saved across a function call. This is usually a result of calling a function declared with one calling convention with a function pointer declared with a different calling convention." I didn't subscribe to any betas, but considering the exact same binaries and content worked fine last night I presume this has something to do with engine updates to 218. Is this expected behavior? The exact code that gives the error is: m_nAmmoFont = surface()->CreateFont(); surface()->SetFontGlyphSet( m_nAmmoFont, "Impact", YRES(18), 0, 0, 0, surface()->FONTFLAG_ANTIALIAS | surface()->FONTFLAG_ADDITIVE | surface()->FONTFLAG_CUSTOM ); m_nSmallAmmoFont = surface()->CreateFont(); surface()->SetFontGlyphSet( m_nSmallAmmoFont, "Impact", YRES(12), 0, 0, 0, surface()->FONTFLAG_ANTIALIAS | surface()->FONTFLAG_ADDITIVE | surface()->FONTFLAG_CUSTOM ); ... SetPaintEnabled(true); The debugger complains on each of the SetFontGlyphSet() calls with the previously mentioned error then crashes outright on SetPaintEnabled(). :( On Wed, Jun 11, 2008 at 9:38 PM, Mike Durand <[EMAIL PROTECTED]> wrote: > Hi All- > > > > The SDK Beta is out now and here are the release notes: > > > > =Enhancements= > > -Particle Editor, Material Editor, and Commentary Editor are now > included in the Source SDK > > -Updated SDK source code for Orange Box mods > > -Added example particle system files to SDK content > > > > =Fixes= > > -Updated Linux binaries and makefiles for dedicated servers and server > plugins > > -The Faceposer phoneme editor now pops up a warning message when a > phoneme cannot be saved > > > > =Known Issues= > > -SDK shaders have not yet been updated for Orange Box games > > -New editors can be accessed by adding '-tools' to the launch options > for Orange Box games or mods utilizing the Orange Box engine > > -Particle editor crashes on save > > > > I'm still investigating the Particle Editor issues, but I figured you > guys would like to get the updated code and LIBs. I'll do my best to get > the stability problems in the tools fixed in the next engine update. > > > > -Mike > > ___ > 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] SDK Beta Now Available
Do we have a changelog somewhere of all the code that's been updated? On Wed, Jun 11, 2008 at 9:04 PM, Jake Breen <[EMAIL PROTECTED]> wrote: > Nevermind found it :p had to restart steam 2 times.. > > Anyways suggestion: allow content to be loaded (via File > Load) > directly from the gcf. :D > > Jake Breen wrote: > > How do you activate it? The beta options in settings says theres no beta > > program running... > > > > Mike Durand wrote: > > > >> Hi All- > >> > >> > >> > >> The SDK Beta is out now and here are the release notes: > >> > >> > >> > >> =Enhancements= > >> > >> -Particle Editor, Material Editor, and Commentary Editor are now > >> included in the Source SDK > >> > >> -Updated SDK source code for Orange Box mods > >> > >> -Added example particle system files to SDK content > >> > >> > >> > >> =Fixes= > >> > >> -Updated Linux binaries and makefiles for dedicated servers and server > >> plugins > >> > >> -The Faceposer phoneme editor now pops up a warning message when a > >> phoneme cannot be saved > >> > >> > >> > >> =Known Issues= > >> > >> -SDK shaders have not yet been updated for Orange Box games > >> > >> -New editors can be accessed by adding '-tools' to the launch options > >> for Orange Box games or mods utilizing the Orange Box engine > >> > >> -Particle editor crashes on save > >> > >> > >> > >> I'm still investigating the Particle Editor issues, but I figured you > >> guys would like to get the updated code and LIBs. I'll do my best to get > >> the stability problems in the tools fixed in the next engine update. > >> > >> > >> > >> -Mike > >> > >> ___ > >> 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] SDK Beta Now Available
Nevermind found it :p had to restart steam 2 times.. Anyways suggestion: allow content to be loaded (via File > Load) directly from the gcf. :D Jake Breen wrote: > How do you activate it? The beta options in settings says theres no beta > program running... > > Mike Durand wrote: > >> Hi All- >> >> >> >> The SDK Beta is out now and here are the release notes: >> >> >> >> =Enhancements= >> >> -Particle Editor, Material Editor, and Commentary Editor are now >> included in the Source SDK >> >> -Updated SDK source code for Orange Box mods >> >> -Added example particle system files to SDK content >> >> >> >> =Fixes= >> >> -Updated Linux binaries and makefiles for dedicated servers and server >> plugins >> >> -The Faceposer phoneme editor now pops up a warning message when a >> phoneme cannot be saved >> >> >> >> =Known Issues= >> >> -SDK shaders have not yet been updated for Orange Box games >> >> -New editors can be accessed by adding '-tools' to the launch options >> for Orange Box games or mods utilizing the Orange Box engine >> >> -Particle editor crashes on save >> >> >> >> I'm still investigating the Particle Editor issues, but I figured you >> guys would like to get the updated code and LIBs. I'll do my best to get >> the stability problems in the tools fixed in the next engine update. >> >> >> >> -Mike >> >> ___ >> 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] SDK Beta Now Available
How do you activate it? The beta options in settings says theres no beta program running... Mike Durand wrote: > Hi All- > > > > The SDK Beta is out now and here are the release notes: > > > > =Enhancements= > > -Particle Editor, Material Editor, and Commentary Editor are now > included in the Source SDK > > -Updated SDK source code for Orange Box mods > > -Added example particle system files to SDK content > > > > =Fixes= > > -Updated Linux binaries and makefiles for dedicated servers and server > plugins > > -The Faceposer phoneme editor now pops up a warning message when a > phoneme cannot be saved > > > > =Known Issues= > > -SDK shaders have not yet been updated for Orange Box games > > -New editors can be accessed by adding '-tools' to the launch options > for Orange Box games or mods utilizing the Orange Box engine > > -Particle editor crashes on save > > > > I'm still investigating the Particle Editor issues, but I figured you > guys would like to get the updated code and LIBs. I'll do my best to get > the stability problems in the tools fixed in the next engine update. > > > > -Mike > > ___ > 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] SDK Beta Now Available
Hi All- The SDK Beta is out now and here are the release notes: =Enhancements= -Particle Editor, Material Editor, and Commentary Editor are now included in the Source SDK -Updated SDK source code for Orange Box mods -Added example particle system files to SDK content =Fixes= -Updated Linux binaries and makefiles for dedicated servers and server plugins -The Faceposer phoneme editor now pops up a warning message when a phoneme cannot be saved =Known Issues= -SDK shaders have not yet been updated for Orange Box games -New editors can be accessed by adding '-tools' to the launch options for Orange Box games or mods utilizing the Orange Box engine -Particle editor crashes on save I'm still investigating the Particle Editor issues, but I figured you guys would like to get the updated code and LIBs. I'll do my best to get the stability problems in the tools fixed in the next engine update. -Mike ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] New Content Authoring Tools In Tonight's Update
Once the beta has been released, there should be an option to select a beta in the Settings menu on Steam. Under the Account Tab there is an area that currently says "Beta participation: (None currently available)" Once the beta goes out, go there and you should be able to select the SDK tools beta. (Or whatever it might be called.) Michael Chang wrote: >> Doing some final testing now. >> >> Just a heads-up: you will need to opt in to the SDK beta via the Steam >> UI. >> >> -Mike >> >> >> > > Hi > > How do you do this in the steam UI? Are you talking about the SDK beta (code > update)? > > ~M > ___ > 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 Content Authoring Tools In Tonight's Update
> Doing some final testing now. > > Just a heads-up: you will need to opt in to the SDK beta via the Steam > UI. > > -Mike > > Hi How do you do this in the steam UI? Are you talking about the SDK beta (code update)? ~M ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] New Content Authoring Tools In Tonight's Update
Don't give him any ideas! // Adam Jake Breen wrote: > Ah, lovely mike. Hope you don't find any bugs that will format your > computer or anything. Because that would (Obviously) suck. > > > > Mike Durand wrote: >> Doing some final testing now. >> >> Just a heads-up: you will need to opt in to the SDK beta via the Steam >> UI. >> >> -Mike >> >> -Original Message- >> From: [EMAIL PROTECTED] >> [mailto:[EMAIL PROTECTED] On Behalf Of Jake Breen >> Sent: Wednesday, June 11, 2008 3:48 PM >> To: Discussion of Half-Life Programming >> Subject: Re: [hlcoders] New Content Authoring Tools In Tonight's Update >> >> Sooo...Mike, any news on when the update will hit? :o >> >> Chris Janes wrote: >> >>> Quick question about the material editor - is there a way of changing >>> >> the >> >>> preview model? A sphere isn't much use in a lot of cases! I may have >>> >> missed >> >>> it, I only gave it a quick look but nothing jumped out at me as doing >>> >> the >> >>> job. >>> >>> >>> -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Mike Durand Sent: 10 June 2008 01:38 To: Discussion of Half-Life Programming Subject: [hlcoders] New Content Authoring Tools In Tonight's Update Hi All- Included in the updates of TF2, Portal, and HL2:Ep2 are the binaries for the particle editor, the commentary editor, and the materials editor. I'm still working on an SDK update that includes a convenient way to launch the tools as well as some example particles and commentary files, but in the interim you can run any of the three games with '-tools' >> in >> the launch options and access the new tools. More documentation is on the way, but here is some general >> information >> to help get you started checking out the tools: 1. These three tools run in the same process as the engine and you can switch between the tools. 2. The F10 button changes context between playing the game in >> the >> 'Engine Viewport' window and editing content via the current tool. 3. In the lower left corner is an input field that allows the user to dispatch console commands to the game while working with the >> tools. >> 4. Particle systems are defined in .pcf files that are located >> in >> the 'particles' subdirectory beneath the game directory. You should extract some of the TF2, Portal, or Ep2 particle files from the game caches if you would like to see some examples. The SDK update will include example particles. 5. Commentary node information is stored in text files in the games' 'maps' subdirectory and the established naming convention is _commentary.txt. Again, you can extract these files from >> our >> shipping games to check out the editor ahead of the SDK update and example nodes. 6. The material editor is a GUI front-end and preview tool >> that >> provides a more convenient way of tweaking materials settings. You >> can >> extract VMT files from our shipping games or those from your own mods to check it out. I'm sure that there will be lots of questions and I'll do my best to answer them quickly. I'm looking update the SDK either tomorrow or Wednesday which will give you guys some more examples as well as make launching the engine tools more consistent with our other tools. -Best, Mike ___ 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, ed
Re: [hlcoders] New Content Authoring Tools In Tonight's Update
Ah, lovely mike. Hope you don't find any bugs that will format your computer or anything. Because that would (Obviously) suck. Mike Durand wrote: > Doing some final testing now. > > Just a heads-up: you will need to opt in to the SDK beta via the Steam > UI. > > -Mike > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Jake Breen > Sent: Wednesday, June 11, 2008 3:48 PM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] New Content Authoring Tools In Tonight's Update > > Sooo...Mike, any news on when the update will hit? :o > > Chris Janes wrote: > >> Quick question about the material editor - is there a way of changing >> > the > >> preview model? A sphere isn't much use in a lot of cases! I may have >> > missed > >> it, I only gave it a quick look but nothing jumped out at me as doing >> > the > >> job. >> >> >> >>> -Original Message- >>> From: [EMAIL PROTECTED] [mailto:hlcoders- >>> [EMAIL PROTECTED] On Behalf Of Mike Durand >>> Sent: 10 June 2008 01:38 >>> To: Discussion of Half-Life Programming >>> Subject: [hlcoders] New Content Authoring Tools In Tonight's Update >>> >>> Hi All- >>> >>> >>> >>> Included in the updates of TF2, Portal, and HL2:Ep2 are the binaries >>> for >>> the particle editor, the commentary editor, and the materials editor. >>> I'm still working on an SDK update that includes a convenient way to >>> launch the tools as well as some example particles and commentary >>> files, >>> but in the interim you can run any of the three games with '-tools' >>> > in > >>> the launch options and access the new tools. >>> >>> >>> >>> More documentation is on the way, but here is some general >>> > information > >>> to help get you started checking out the tools: >>> >>> >>> >>> 1. These three tools run in the same process as the engine and >>> you >>> can switch between the tools. >>> >>> 2. The F10 button changes context between playing the game in >>> > the > >>> 'Engine Viewport' window and editing content via the current tool. >>> >>> 3. In the lower left corner is an input field that allows the >>> user >>> to dispatch console commands to the game while working with the >>> > tools. > >>> 4. Particle systems are defined in .pcf files that are located >>> > in > >>> the 'particles' subdirectory beneath the game directory. You should >>> extract some of the TF2, Portal, or Ep2 particle files from the game >>> caches if you would like to see some examples. The SDK update will >>> include example particles. >>> >>> 5. Commentary node information is stored in text files in the >>> games' 'maps' subdirectory and the established naming convention is >>> _commentary.txt. Again, you can extract these files from >>> > our > >>> shipping games to check out the editor ahead of the SDK update and >>> example nodes. >>> >>> 6. The material editor is a GUI front-end and preview tool >>> > that > >>> provides a more convenient way of tweaking materials settings. You >>> > can > >>> extract VMT files from our shipping games or those from your own mods >>> to >>> check it out. >>> >>> >>> >>> I'm sure that there will be lots of questions and I'll do my best to >>> answer them quickly. I'm looking update the SDK either tomorrow or >>> Wednesday which will give you guys some more examples as well as make >>> launching the engine tools more consistent with our other tools. >>> >>> >>> >>> -Best, >>> >>> Mike >>> >>> >>> >>> ___ >>> To unsubscribe, edit your list preferences, or view the list >>> > archives, > >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> > please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> >> > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] New Content Authoring Tools In Tonight's Update
Doing some final testing now. Just a heads-up: you will need to opt in to the SDK beta via the Steam UI. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jake Breen Sent: Wednesday, June 11, 2008 3:48 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] New Content Authoring Tools In Tonight's Update Sooo...Mike, any news on when the update will hit? :o Chris Janes wrote: > Quick question about the material editor - is there a way of changing the > preview model? A sphere isn't much use in a lot of cases! I may have missed > it, I only gave it a quick look but nothing jumped out at me as doing the > job. > > >> -Original Message- >> From: [EMAIL PROTECTED] [mailto:hlcoders- >> [EMAIL PROTECTED] On Behalf Of Mike Durand >> Sent: 10 June 2008 01:38 >> To: Discussion of Half-Life Programming >> Subject: [hlcoders] New Content Authoring Tools In Tonight's Update >> >> Hi All- >> >> >> >> Included in the updates of TF2, Portal, and HL2:Ep2 are the binaries >> for >> the particle editor, the commentary editor, and the materials editor. >> I'm still working on an SDK update that includes a convenient way to >> launch the tools as well as some example particles and commentary >> files, >> but in the interim you can run any of the three games with '-tools' in >> the launch options and access the new tools. >> >> >> >> More documentation is on the way, but here is some general information >> to help get you started checking out the tools: >> >> >> >> 1. These three tools run in the same process as the engine and >> you >> can switch between the tools. >> >> 2. The F10 button changes context between playing the game in the >> 'Engine Viewport' window and editing content via the current tool. >> >> 3. In the lower left corner is an input field that allows the >> user >> to dispatch console commands to the game while working with the tools. >> >> 4. Particle systems are defined in .pcf files that are located in >> the 'particles' subdirectory beneath the game directory. You should >> extract some of the TF2, Portal, or Ep2 particle files from the game >> caches if you would like to see some examples. The SDK update will >> include example particles. >> >> 5. Commentary node information is stored in text files in the >> games' 'maps' subdirectory and the established naming convention is >> _commentary.txt. Again, you can extract these files from our >> shipping games to check out the editor ahead of the SDK update and >> example nodes. >> >> 6. The material editor is a GUI front-end and preview tool that >> provides a more convenient way of tweaking materials settings. You can >> extract VMT files from our shipping games or those from your own mods >> to >> check it out. >> >> >> >> I'm sure that there will be lots of questions and I'll do my best to >> answer them quickly. I'm looking update the SDK either tomorrow or >> Wednesday which will give you guys some more examples as well as make >> launching the engine tools more consistent with our other tools. >> >> >> >> -Best, >> >> Mike >> >> >> >> ___ >> 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] New Content Authoring Tools In Tonight's Update
Jake Breen wrote: > Guess you missed this part... > > *I'm sure that there will be lots of questions and I'll do my best to > answer them quickly. I'm looking update the SDK either tomorrow or > Wednesday which will give you guys some more examples as well as make > launching the engine tools more consistent with our other tools.* > > Not only that, but hoping the crash bug when saving would be fixed. Did you use the "Valve Time" conversion table? :) http://developer.valvesoftware.com/wiki/Valve_Time -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] New Content Authoring Tools In Tonight's Update
Guess you missed this part... *I'm sure that there will be lots of questions and I'll do my best to answer them quickly. I'm looking update the SDK either tomorrow or Wednesday which will give you guys some more examples as well as make launching the engine tools more consistent with our other tools.* Not only that, but hoping the crash bug when saving would be fixed. Olly wrote: > Its already been and gone, load up one of your orangebox games with -tools > > 2008/6/11 Jake Breen <[EMAIL PROTECTED]>: > > >> Sooo...Mike, any news on when the update will hit? :o >> >> Chris Janes wrote: >> >>> Quick question about the material editor - is there a way of changing the >>> preview model? A sphere isn't much use in a lot of cases! I may have >>> >> missed >> >>> it, I only gave it a quick look but nothing jumped out at me as doing the >>> job. >>> >>> >>> -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Mike Durand Sent: 10 June 2008 01:38 To: Discussion of Half-Life Programming Subject: [hlcoders] New Content Authoring Tools In Tonight's Update Hi All- Included in the updates of TF2, Portal, and HL2:Ep2 are the binaries for the particle editor, the commentary editor, and the materials editor. I'm still working on an SDK update that includes a convenient way to launch the tools as well as some example particles and commentary files, but in the interim you can run any of the three games with '-tools' in the launch options and access the new tools. More documentation is on the way, but here is some general information to help get you started checking out the tools: 1. These three tools run in the same process as the engine and you can switch between the tools. 2. The F10 button changes context between playing the game in the 'Engine Viewport' window and editing content via the current tool. 3. In the lower left corner is an input field that allows the user to dispatch console commands to the game while working with the tools. 4. Particle systems are defined in .pcf files that are located in the 'particles' subdirectory beneath the game directory. You should extract some of the TF2, Portal, or Ep2 particle files from the game caches if you would like to see some examples. The SDK update will include example particles. 5. Commentary node information is stored in text files in the games' 'maps' subdirectory and the established naming convention is _commentary.txt. Again, you can extract these files from our shipping games to check out the editor ahead of the SDK update and example nodes. 6. The material editor is a GUI front-end and preview tool that provides a more convenient way of tweaking materials settings. You can extract VMT files from our shipping games or those from your own mods to check it out. I'm sure that there will be lots of questions and I'll do my best to answer them quickly. I'm looking update the SDK either tomorrow or Wednesday which will give you guys some more examples as well as make launching the engine tools more consistent with our other tools. -Best, Mike ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> ___ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> >> please visit: >> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >>> >>> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] New Content Authoring Tools In Tonight's Update
Its already been and gone, load up one of your orangebox games with -tools 2008/6/11 Jake Breen <[EMAIL PROTECTED]>: > Sooo...Mike, any news on when the update will hit? :o > > Chris Janes wrote: > > Quick question about the material editor - is there a way of changing the > > preview model? A sphere isn't much use in a lot of cases! I may have > missed > > it, I only gave it a quick look but nothing jumped out at me as doing the > > job. > > > > > >> -Original Message- > >> From: [EMAIL PROTECTED] [mailto:hlcoders- > >> [EMAIL PROTECTED] On Behalf Of Mike Durand > >> Sent: 10 June 2008 01:38 > >> To: Discussion of Half-Life Programming > >> Subject: [hlcoders] New Content Authoring Tools In Tonight's Update > >> > >> Hi All- > >> > >> > >> > >> Included in the updates of TF2, Portal, and HL2:Ep2 are the binaries > >> for > >> the particle editor, the commentary editor, and the materials editor. > >> I'm still working on an SDK update that includes a convenient way to > >> launch the tools as well as some example particles and commentary > >> files, > >> but in the interim you can run any of the three games with '-tools' in > >> the launch options and access the new tools. > >> > >> > >> > >> More documentation is on the way, but here is some general information > >> to help get you started checking out the tools: > >> > >> > >> > >> 1. These three tools run in the same process as the engine and > >> you > >> can switch between the tools. > >> > >> 2. The F10 button changes context between playing the game in the > >> 'Engine Viewport' window and editing content via the current tool. > >> > >> 3. In the lower left corner is an input field that allows the > >> user > >> to dispatch console commands to the game while working with the tools. > >> > >> 4. Particle systems are defined in .pcf files that are located in > >> the 'particles' subdirectory beneath the game directory. You should > >> extract some of the TF2, Portal, or Ep2 particle files from the game > >> caches if you would like to see some examples. The SDK update will > >> include example particles. > >> > >> 5. Commentary node information is stored in text files in the > >> games' 'maps' subdirectory and the established naming convention is > >> _commentary.txt. Again, you can extract these files from our > >> shipping games to check out the editor ahead of the SDK update and > >> example nodes. > >> > >> 6. The material editor is a GUI front-end and preview tool that > >> provides a more convenient way of tweaking materials settings. You can > >> extract VMT files from our shipping games or those from your own mods > >> to > >> check it out. > >> > >> > >> > >> I'm sure that there will be lots of questions and I'll do my best to > >> answer them quickly. I'm looking update the SDK either tomorrow or > >> Wednesday which will give you guys some more examples as well as make > >> launching the engine tools more consistent with our other tools. > >> > >> > >> > >> -Best, > >> > >> Mike > >> > >> > >> > >> ___ > >> 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] New Content Authoring Tools In Tonight's Update
Sooo...Mike, any news on when the update will hit? :o Chris Janes wrote: > Quick question about the material editor - is there a way of changing the > preview model? A sphere isn't much use in a lot of cases! I may have missed > it, I only gave it a quick look but nothing jumped out at me as doing the > job. > > >> -Original Message- >> From: [EMAIL PROTECTED] [mailto:hlcoders- >> [EMAIL PROTECTED] On Behalf Of Mike Durand >> Sent: 10 June 2008 01:38 >> To: Discussion of Half-Life Programming >> Subject: [hlcoders] New Content Authoring Tools In Tonight's Update >> >> Hi All- >> >> >> >> Included in the updates of TF2, Portal, and HL2:Ep2 are the binaries >> for >> the particle editor, the commentary editor, and the materials editor. >> I'm still working on an SDK update that includes a convenient way to >> launch the tools as well as some example particles and commentary >> files, >> but in the interim you can run any of the three games with '-tools' in >> the launch options and access the new tools. >> >> >> >> More documentation is on the way, but here is some general information >> to help get you started checking out the tools: >> >> >> >> 1. These three tools run in the same process as the engine and >> you >> can switch between the tools. >> >> 2. The F10 button changes context between playing the game in the >> 'Engine Viewport' window and editing content via the current tool. >> >> 3. In the lower left corner is an input field that allows the >> user >> to dispatch console commands to the game while working with the tools. >> >> 4. Particle systems are defined in .pcf files that are located in >> the 'particles' subdirectory beneath the game directory. You should >> extract some of the TF2, Portal, or Ep2 particle files from the game >> caches if you would like to see some examples. The SDK update will >> include example particles. >> >> 5. Commentary node information is stored in text files in the >> games' 'maps' subdirectory and the established naming convention is >> _commentary.txt. Again, you can extract these files from our >> shipping games to check out the editor ahead of the SDK update and >> example nodes. >> >> 6. The material editor is a GUI front-end and preview tool that >> provides a more convenient way of tweaking materials settings. You can >> extract VMT files from our shipping games or those from your own mods >> to >> check it out. >> >> >> >> I'm sure that there will be lots of questions and I'll do my best to >> answer them quickly. I'm looking update the SDK either tomorrow or >> Wednesday which will give you guys some more examples as well as make >> launching the engine tools more consistent with our other tools. >> >> >> >> -Best, >> >> Mike >> >> >> >> ___ >> 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] Sample plugin does not load under linux
Hi, I have compiled the sample plugin from the HL2SDK (not the orange box) for linux (serverplugin_empty). I have installed a dedicated source server running Counterstrike Source (linux). When I launch the dedicated server, I have this error : Plugins: found file "serverplugin_empty.vdf" Could not get IServerPluginCallbacks interface from plugin "../cstrike/addons/serverplugin_empty" The dedicated server is on the same computer that compiled the plugin (dev/test server). More information : Ubuntu 8.04 GCC version 3.4.6 G++ version 3.4.6 libstdc++.a and libgcc_eh.a versions 3.4.6 Where am I wrong ? Thanks Damien ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player collisions, enemies vs friendlies.
it uses content masks. PlayerSolidMask returns different content types depending on which team they're on, and Tfplayer::ShouldCollide first checks for the collision group, and if it's playermovement group, it then checks to see if the content mask matches for that team. if it doesn't, it returns false. There are already 2 contents defined that will get you started: #define CONTENTS_TEAM10x800// per team contents used to differentiate collisions #define CONTENTS_TEAM20x1000// between players and objects on different teams -Tony On Wed, Jun 11, 2008 at 1:39 AM, Spencer 'voogru' MacDonald < [EMAIL PROTECTED]> wrote: > Hey guys, > > I've been trying to work with the collisions in TF2 and figure out exactly > how it's deciding who collides with who. > > In TF2, with tf_avoidteammates set to 1, red players don't collide with red > players, blue players don't collide with blue players. > > I've noticed the collisiongroups on red and blue players appear to be the > same, so I'm wondering what function is actually determining whether they > collide or not, I have looked at ShouldCollide and various other functions > that seem to be related to this and haven't had any luck. > > Any ideas? > > Thanks. > > - voogru. > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders