Re: [hlcoders] MountFilesystem(312) failed
are you trying to mount 312? because hl2mp's appid is 320 On Sun, Jun 15, 2008 at 2:01 AM, Jason Manson <[EMAIL PROTECTED]> wrote: > Hi guys, > > I have a slight problem. Whenever I try to run my mod (based on HL2MP, used > http://developer.valvesoftware.com/wiki/Mounting_Other_Content to mount > the HL2MP content when I noticed a few things missing) using the Source > Dedicated Server, I get the following message: > > "Mountfilesystem(312) failed: > SteamMountFilesystem(wholebunchofnumbers) failed with error 5: No > Steam Content servers are available" > > I read somewhere that I had to copy my mod directory into the > steamapps/username/source dedicated server/ directory so I did that, and > used the program from the Tools tab in Steam. I tried starting a straight > HL2DM server and that works perfectly fine. > > Any help would be appreciated. I've tried Googling and I've only come up > with stuff related to Hammer. > > ___ > 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
Re: [hlcoders] MountFilesystem(312) failed
Tony "omega" Sergi wrote: > are you trying to mount 312? because hl2mp's appid is 320 > > On Sun, Jun 15, 2008 at 2:01 AM, Jason Manson <[EMAIL PROTECTED]> wrote: > > >> Hi guys, >> >> I have a slight problem. Whenever I try to run my mod (based on HL2MP, used >> http://developer.valvesoftware.com/wiki/Mounting_Other_Content to mount >> the HL2MP content when I noticed a few things missing) using the Source >> Dedicated Server, I get the following message: >> >> "Mountfilesystem(312) failed: >> SteamMountFilesystem(wholebunchofnumbers) failed with error 5: No >> Steam Content servers are available" >> >> I read somewhere that I had to copy my mod directory into the >> steamapps/username/source dedicated server/ directory so I did that, and >> used the program from the Tools tab in Steam. I tried starting a straight >> HL2DM server and that works perfectly fine. >> >> Any help would be appreciated. I've tried Googling and I've only come up >> with stuff related to Hammer. >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > > > I'm getting a GCF issue as well. I'm trying to load the Counter-Strike GCF, it works alright and I get the props I need, but when I'm ingame it says I'm playing Counter-Strike, not my mod. Any idea what's going on? As for the OP's issue, GCF 315 doesn't exist. Check the GCF number list on the Dev Community. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Post your code!
Most of this is done in Lua. I have a searchable version of all the Lua code here: http://code.garrysmod.com/ Here's how the balloon is made (Even though it doesn't make much sense) http://code.garrysmod.com/?show=/garrysmod/gamemodes/sandbox/entities/weapons/gmod_tool/stools/balloon.lua All the sandbox entities are here http://code.garrysmod.com/?into=garrysmod/gamemodes/sandbox/entities/entities The balloon just uses a motion controller to pull upwards (see the physicssimulate function) http://code.garrysmod.com/?show=garrysmod/gamemodes/sandbox/entities/entities/gmod_balloon/init.lua I simplified the motion controller a bit for Lua, but there's some examples of using it in the sdk (I think the gravity gun uses one) garry On Sat, Jun 14, 2008 at 3:28 PM, Adam Donovan <[EMAIL PROTECTED]> wrote: > Yeah Garry I would like to see how you coded balloons..:) as well as basic > functions like spawing an object(via a weapon trace im guessing) and > freezing it..Thanks for youe help the other day with the phycannon to by the > way, it worked..just now have to figure out getting the movment to be > smoother..though im guessing now its not predicted that kinda hard:) > cheers > Adam > ___ > 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] MountFilesystem(312) failed
Thank you for the reply. The following is what I've placed in gameinterface.cpp: filesystem->AddSearchPath("hl2mp", "GAME"); filesystem->MountSteamContent(-320); and this is what I've put into cdll_client_int.cpp: filesystem->AddSearchPath("hl2mp", "GAME"); filesystem->MountSteamContent(-320); as per the wiki page I linked. I tried searching for the text '312' in the solution but found no references to it either... - Original Message - From: "Tony "omega" Sergi" <[EMAIL PROTECTED]> To: "Discussion of Half-Life Programming" Sent: Sunday, June 15, 2008 6:27 PM Subject: Re: [hlcoders] MountFilesystem(312) failed > are you trying to mount 312? because hl2mp's appid is 320 > > On Sun, Jun 15, 2008 at 2:01 AM, Jason Manson <[EMAIL PROTECTED]> > wrote: > >> Hi guys, >> >> I have a slight problem. Whenever I try to run my mod (based on HL2MP, >> used >> http://developer.valvesoftware.com/wiki/Mounting_Other_Content to mount >> the HL2MP content when I noticed a few things missing) using the Source >> Dedicated Server, I get the following message: >> >> "Mountfilesystem(312) failed: >> SteamMountFilesystem(wholebunchofnumbers) failed with error 5: No >> Steam Content servers are available" >> >> I read somewhere that I had to copy my mod directory into the >> steamapps/username/source dedicated server/ directory so I did that, and >> used the program from the Tools tab in Steam. I tried starting a straight >> HL2DM server and that works perfectly fine. >> >> Any help would be appreciated. I've tried Googling and I've only come up >> with stuff related to Hammer. >> >> ___ >> 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 > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Post your code!
You didn't answer my question though :( On Sun, Jun 15, 2008 at 11:40 AM, Garry Newman <[EMAIL PROTECTED]> wrote: > Most of this is done in Lua. I have a searchable version of all the > Lua code here: > > http://code.garrysmod.com/ > > Here's how the balloon is made (Even though it doesn't make much sense) > > > http://code.garrysmod.com/?show=/garrysmod/gamemodes/sandbox/entities/weapons/gmod_tool/stools/balloon.lua > > All the sandbox entities are here > > > http://code.garrysmod.com/?into=garrysmod/gamemodes/sandbox/entities/entities > > The balloon just uses a motion controller to pull upwards (see the > physicssimulate function) > > > http://code.garrysmod.com/?show=garrysmod/gamemodes/sandbox/entities/entities/gmod_balloon/init.lua > > I simplified the motion controller a bit for Lua, but there's some > examples of using it in the sdk (I think the gravity gun uses one) > > garry > On Sat, Jun 14, 2008 at 3:28 PM, Adam Donovan <[EMAIL PROTECTED]> > wrote: > > Yeah Garry I would like to see how you coded balloons..:) as well as > basic > > functions like spawing an object(via a weapon trace im guessing) and > > freezing it..Thanks for youe help the other day with the phycannon to by > the > > way, it worked..just now have to figure out getting the movment to be > > smoother..though im guessing now its not predicted that kinda hard:) > > cheers > > Adam > > ___ > > 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] MountFilesystem(312) failed
I had this problem. I think it's a bug in the Steam/GUI version of SrcDS, since when I tried running my mod from the console (ie using hldsupdate tool, etc) it worked fine. On 15 Jun 2008, at 11:58, Jason Manson wrote: > Thank you for the reply. The following is what I've placed in > gameinterface.cpp: > > filesystem->AddSearchPath("hl2mp", "GAME"); > filesystem->MountSteamContent(-320); > > and this is what I've put into cdll_client_int.cpp: > > filesystem->AddSearchPath("hl2mp", "GAME"); > filesystem->MountSteamContent(-320); > > as per the wiki page I linked. I tried searching for the text '312' > in the > solution but found no references to it either... > > > - Original Message - > From: "Tony "omega" Sergi" <[EMAIL PROTECTED]> > To: "Discussion of Half-Life Programming" > > Sent: Sunday, June 15, 2008 6:27 PM > Subject: Re: [hlcoders] MountFilesystem(312) failed > > >> are you trying to mount 312? because hl2mp's appid is 320 >> >> On Sun, Jun 15, 2008 at 2:01 AM, Jason Manson <[EMAIL PROTECTED]> >> wrote: >> >>> Hi guys, >>> >>> I have a slight problem. Whenever I try to run my mod (based on >>> HL2MP, >>> used >>> http://developer.valvesoftware.com/wiki/Mounting_Other_Content to >>> mount >>> the HL2MP content when I noticed a few things missing) using the >>> Source >>> Dedicated Server, I get the following message: >>> >>> "Mountfilesystem(312) failed: >>> SteamMountFilesystem(wholebunchofnumbers) failed with error 5: No >>> Steam Content servers are available" >>> >>> I read somewhere that I had to copy my mod directory into the >>> steamapps/username/source dedicated server/ directory so I did >>> that, and >>> used the program from the Tools tab in Steam. I tried starting a >>> straight >>> HL2DM server and that works perfectly fine. >>> >>> Any help would be appreciated. I've tried Googling and I've only >>> come up >>> with stuff related to Hammer. >>> >>> ___ >>> 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 >> >> > > > > ___ > 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] LevelShutdown
Hey guys, Playing around with a ob mod atm and im having a strange problem. Im trying to add some code to the LevelShutdown function (void ClientModeShared::LevelShutdown( void )) but im finding that it is been called after I join the server and not when the level shuts down. Is this meant to be this way? Mark ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Engine Error Related to Physics Props
Hello all, I have a map with numerous props on it, most of them are prop_static or prop_detail, but a few are prop_physics or prop_physics_multiplayer. When the game loads up and it loads the map I get an engine error with the message: "UserMessageBegin: New message started before matching call to EndMessage". I think I understand what this error means. If my understanding is correct, it means the client has been sent the same message twice without ending the first one? This seems to ONLY be related to a certain prop model--one of the stock HL2 ones (the toilet). Is there any way to find out what message is being sent and when? This error generates a mini dump but the call stack isn't going back far enough to find out what made the engine calls. I can't debug it any further than simply seeing this message on the screen and identifying a pattern. I still have no idea what user message it is this is. Any help would be appreciated. Thanks, Cale ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Engine Error Related to Physics Props
Every UserMessage() has to be closed by MessageEnd(). Cale Dunlap wrote: > Hello all, > I have a map with numerous props on it, most of them are prop_static or > prop_detail, but a few are prop_physics or prop_physics_multiplayer. When > the game loads up and it loads the map I get an engine error with the > message: "UserMessageBegin: New message started before matching call to > EndMessage". I think I understand what this error means. If my understanding > is correct, it means the client has been sent the same message twice without > ending the first one? > > This seems to ONLY be related to a certain prop model--one of the stock HL2 > ones (the toilet). Is there any way to find out what message is being sent > and when? This error generates a mini dump but the call stack isn't going > back far enough to find out what made the engine calls. I can't debug it any > further than simply seeing this message on the screen and identifying a > pattern. I still have no idea what user message it is this is. > > Any help would be appreciated. > > Thanks, > Cale > ___ > 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] Tools and SDK Updates Live Now
Are we ever going to be able to write our own tools? On Sat, Jun 14, 2008 at 5:04 PM, Tony omega Sergi <[EMAIL PROTECTED]> wrote: > to put it into hl2mp is exactly the same, just with replacing 'sdk' with > 'hl2mp' and SDKPlayer with 'HL2MP_Player' ;) > it's just the two tables, and the two entries ino the main one, and on the > server the proxy. > > On Sat, Jun 14, 2008 at 9:47 AM, Janek <[EMAIL PROTECTED]> wrote: > > > The one posted in that topic were related to "scratch" codeline. For > hl2mp > > it is very different from what I saw. > > > > 2008/6/14 Tony omega Sergi <[EMAIL PROTECTED]>: > > > > > Yeah, just the network tables needed to be updated. > > > > > > > > > On Fri, Jun 13, 2008 at 6:13 PM, Daniel Glenn < > [EMAIL PROTECTED]> > > > wrote: > > > > > > > And actually, let me add something to that somewhat strange > statement. > > Is > > > > it > > > > just the fixes that were posted in the "Orange Box Jittery Movement" > > > topic > > > > on the Source Coding forums or is it something more? > > > > > > > > On Fri, Jun 13, 2008 at 5:09 PM, Daniel Glenn < > > [EMAIL PROTECTED]> > > > > wrote: > > > > > > > > > Planning on sharing that tasty nectar? :D > > > > > > > > > > > > > > > On Fri, Jun 13, 2008 at 4:59 PM, Tony omega Sergi < > > [EMAIL PROTECTED] > > > > > > > > > wrote: > > > > > > > > > >> Actually, i'm glad you mentioned it, because I just realized i > > either > > > > lost > > > > >> the code change, or i forgot to do it for hl2mp, so i've just done > > it > > > > now > > > > >> ;) > > > > >> -Tony > > > > >> > > > > >> On Fri, Jun 13, 2008 at 5:37 PM, Janek <[EMAIL PROTECTED]> wrote: > > > > >> > > > > >> > Thank you very much for letting us know its status Mike :-) > > > > >> > > > > > >> > 2008/6/13 Mike Durand <[EMAIL PROTECTED]>: > > > > >> > > > > > >> > > That one is on the list of fixes Tony has made that I have not > > had > > > > >> time > > > > >> > > to merge over yet. > > > > >> > > > > > > >> > > -Mike > > > > >> > > > > > > >> > > -Original Message- > > > > >> > > From: [EMAIL PROTECTED] > > > > >> > > [mailto:[EMAIL PROTECTED] On Behalf > Of > > > > Janek > > > > >> > > Sent: Friday, June 13, 2008 8:12 AM > > > > >> > > To: Discussion of Half-Life Programming > > > > >> > > Subject: Re: [hlcoders] Tools and SDK Updates Live Now > > > > >> > > > > > > >> > > Mike, > > > > >> > > > > > > >> > > Do you plan to include fix for jittery movement in HL2MP > > codeline > > > ? > > > > >> > > Sergi > > > > >> > > said it was due to network tables which were missing > variables. > > > > >> > > > > > > >> > > [EMAIL PROTECTED] > > > > >> > > > > > > >> > > 2008/6/13 Spencer 'voogru' MacDonald <[EMAIL PROTECTED]>: > > > > >> > > > > > > >> > > > Come to think of it, it might be a better idea to just use a > > > > >> networked > > > > >> > > > string table (say... particleprecache), read the default > > > particle > > > > >> > > systems > > > > >> > > > from the manifest, and then after reading other precached > > files > > > > >> > > (models, > > > > >> > > > generic, sound), process the particleprecache. > > > > >> > > > > > > > >> > > > Mainly to just avoid reading potentially hundreds of > particles > > > > that > > > > >> > > may end > > > > >> > > > up in the particles folder that won't be used on the server > > they > > > > are > > > > >> > > > connecting to. > > > > >> > > > > > > > >> > > > - voogru. > > > > >> > > > > > > > >> > > > -Original Message- > > > > >> > > > From: [EMAIL PROTECTED] > > > > >> > > > [mailto:[EMAIL PROTECTED] On Behalf > Of > > > > Matt > > > > >> > > > Stafford > > > > >> > > > Sent: Friday, June 13, 2008 4:50 AM > > > > >> > > > To: Discussion of Half-Life Programming > > > > >> > > > Subject: Re: [hlcoders] Tools and SDK Updates Live Now > > > > >> > > > > > > > >> > > > I'm gonna make this change anyway, load all .pcf fies from > the > > > > >> > > particles > > > > >> > > > directory (the code is in particle_parse.cpp) > > > > >> > > > > > > > >> > > > On Fri, Jun 13, 2008 at 1:33 PM, Spencer 'voogru' MacDonald > < > > > > >> > > > [EMAIL PROTECTED]> wrote: > > > > >> > > > > > > > >> > > > > Mike, it would be nice to take advantage of the particle > > > systems > > > > >> > > from the > > > > >> > > > > plug-in interface, currently everything is accessible and > > it's > > > > >> > > possible > > > > >> > > > to > > > > >> > > > > spawn and make full use of the existing particle systems > > that > > > a > > > > >> mod > > > > >> > > has. > > > > >> > > > > > > > > >> > > > > However, if I create a separate particle system (ie, > > > > >> > > neat_effects.pcf), > > > > >> > > > add > > > > >> > > > > it to the download table, and precache it from the server, > > it > > > > gets > > > > >> > > sent > > > > >> > > > to > > > > >> > > > > the client, but ultimately the client does not load the > > > particle > > > > >> > > effect. > > > > >> > > > > > > > > >> > > > > I can get them to work ultimately by loading the particle >
Re: [hlcoders] LevelShutdown
Well it does get called on level shutdown but also just after level init. Strange. Any way I just hooked an event. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler Sent: Sunday, June 15, 2008 7:10 PM To: 'Discussion of Half-Life Programming' Subject: [hlcoders] LevelShutdown Hey guys, Playing around with a ob mod atm and im having a strange problem. Im trying to add some code to the LevelShutdown function (void ClientModeShared::LevelShutdown( void )) but im finding that it is been called after I join the server and not when the level shuts down. Is this meant to be this way? Mark ___ 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] Post your code!
Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone anymore) I've thought about releasing the source code, art assets, and map assets for free as well as the last playable build of the game. What would you guys think of that? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards Sent: Saturday, June 14, 2008 4:30 AM To: hlcoders Subject: [hlcoders] Post your code! Do you have any code lying around that might be useful to others? Why not share it? http://developer.valvesoftware.com/wiki/Category:Free_source_code ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 3186 (20080613) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Post your code!
That sounds very good, openly releasing all of the content and code like that is a great way to give that content life again and help other community members and mods. On Sun, Jun 15, 2008 at 9:01 AM, Ben Everett <[EMAIL PROTECTED]> wrote: > Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone > anymore) I've thought about releasing the source code, art assets, and map > assets for free as well as the last playable build of the game. What would > you guys think of that? > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Post your code!
Should be good. :P -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett Sent: Monday, June 16, 2008 12:01 AM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Post your code! Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone anymore) I've thought about releasing the source code, art assets, and map assets for free as well as the last playable build of the game. What would you guys think of that? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards Sent: Saturday, June 14, 2008 4:30 AM To: hlcoders Subject: [hlcoders] Post your code! Do you have any code lying around that might be useful to others? Why not share it? http://developer.valvesoftware.com/wiki/Category:Free_source_code ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 3186 (20080613) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Post your code!
I don't really understand the question. The entities are linked already, in the engine. In what way do you mean linked on the client? garry On Sun, Jun 15, 2008 at 12:01 PM, John <[EMAIL PROTECTED]> wrote: > You didn't answer my question though :( > > On Sun, Jun 15, 2008 at 11:40 AM, Garry Newman <[EMAIL PROTECTED]> > wrote: > >> Most of this is done in Lua. I have a searchable version of all the >> Lua code here: >> >> http://code.garrysmod.com/ >> >> Here's how the balloon is made (Even though it doesn't make much sense) >> >> >> http://code.garrysmod.com/?show=/garrysmod/gamemodes/sandbox/entities/weapons/gmod_tool/stools/balloon.lua >> >> All the sandbox entities are here >> >> >> http://code.garrysmod.com/?into=garrysmod/gamemodes/sandbox/entities/entities >> >> The balloon just uses a motion controller to pull upwards (see the >> physicssimulate function) >> >> >> http://code.garrysmod.com/?show=garrysmod/gamemodes/sandbox/entities/entities/gmod_balloon/init.lua >> >> I simplified the motion controller a bit for Lua, but there's some >> examples of using it in the sdk (I think the gravity gun uses one) >> >> garry >> On Sat, Jun 14, 2008 at 3:28 PM, Adam Donovan <[EMAIL PROTECTED]> >> wrote: >> > Yeah Garry I would like to see how you coded balloons..:) as well as >> basic >> > functions like spawing an object(via a weapon trace im guessing) and >> > freezing it..Thanks for youe help the other day with the phycannon to by >> the >> > way, it worked..just now have to figure out getting the movment to be >> > smoother..though im guessing now its not predicted that kinda hard:) >> > cheers >> > Adam >> > ___ >> > 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] Post your code!
I can only assume he meant in your code how did you link two entities created with lua together (say server/client entities) However that would simply be a case of copying the LINK_ENTITY_TO_CLASS code you already have and just creating the same entity with the same name on the clientside -- the engine afaik picks up the entity name automatically. Garry Newman wrote: > I don't really understand the question. The entities are linked > already, in the engine. In what way do you mean linked on the client? > > garry > > On Sun, Jun 15, 2008 at 12:01 PM, John <[EMAIL PROTECTED]> wrote: > >> You didn't answer my question though :( >> >> On Sun, Jun 15, 2008 at 11:40 AM, Garry Newman <[EMAIL PROTECTED]> >> wrote: >> >> >>> Most of this is done in Lua. I have a searchable version of all the >>> Lua code here: >>> >>> http://code.garrysmod.com/ >>> >>> Here's how the balloon is made (Even though it doesn't make much sense) >>> >>> >>> http://code.garrysmod.com/?show=/garrysmod/gamemodes/sandbox/entities/weapons/gmod_tool/stools/balloon.lua >>> >>> All the sandbox entities are here >>> >>> >>> http://code.garrysmod.com/?into=garrysmod/gamemodes/sandbox/entities/entities >>> >>> The balloon just uses a motion controller to pull upwards (see the >>> physicssimulate function) >>> >>> >>> http://code.garrysmod.com/?show=garrysmod/gamemodes/sandbox/entities/entities/gmod_balloon/init.lua >>> >>> I simplified the motion controller a bit for Lua, but there's some >>> examples of using it in the sdk (I think the gravity gun uses one) >>> >>> garry >>> On Sat, Jun 14, 2008 at 3:28 PM, Adam Donovan <[EMAIL PROTECTED]> >>> wrote: >>> Yeah Garry I would like to see how you coded balloons..:) as well as >>> basic >>> functions like spawing an object(via a weapon trace im guessing) and freezing it..Thanks for youe help the other day with the phycannon to by >>> the >>> way, it worked..just now have to figure out getting the movment to be smoother..though im guessing now its not predicted that kinda hard:) cheers Adam ___ 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] Post your code!
Do you think it would be okay if i post code snippets on how to do common things in the SDK? On Sun, Jun 15, 2008 at 6:34 PM, Tom Leighton <[EMAIL PROTECTED]> wrote: > I can only assume he meant in your code how did you link two entities > created with lua together (say server/client entities) > > However that would simply be a case of copying the LINK_ENTITY_TO_CLASS > code you already have and just creating the same entity with the same > name on the clientside -- the engine afaik picks up the entity name > automatically. > > Garry Newman wrote: > > I don't really understand the question. The entities are linked > > already, in the engine. In what way do you mean linked on the client? > > > > garry > > > > On Sun, Jun 15, 2008 at 12:01 PM, John <[EMAIL PROTECTED]> wrote: > > > >> You didn't answer my question though :( > >> > >> On Sun, Jun 15, 2008 at 11:40 AM, Garry Newman <[EMAIL PROTECTED]> > >> wrote: > >> > >> > >>> Most of this is done in Lua. I have a searchable version of all the > >>> Lua code here: > >>> > >>> http://code.garrysmod.com/ > >>> > >>> Here's how the balloon is made (Even though it doesn't make much sense) > >>> > >>> > >>> > http://code.garrysmod.com/?show=/garrysmod/gamemodes/sandbox/entities/weapons/gmod_tool/stools/balloon.lua > >>> > >>> All the sandbox entities are here > >>> > >>> > >>> > http://code.garrysmod.com/?into=garrysmod/gamemodes/sandbox/entities/entities > >>> > >>> The balloon just uses a motion controller to pull upwards (see the > >>> physicssimulate function) > >>> > >>> > >>> > http://code.garrysmod.com/?show=garrysmod/gamemodes/sandbox/entities/entities/gmod_balloon/init.lua > >>> > >>> I simplified the motion controller a bit for Lua, but there's some > >>> examples of using it in the sdk (I think the gravity gun uses one) > >>> > >>> garry > >>> On Sat, Jun 14, 2008 at 3:28 PM, Adam Donovan <[EMAIL PROTECTED] > > > >>> wrote: > >>> > Yeah Garry I would like to see how you coded balloons..:) as well as > > >>> basic > >>> > functions like spawing an object(via a weapon trace im guessing) and > freezing it..Thanks for youe help the other day with the phycannon to > by > > >>> the > >>> > way, it worked..just now have to figure out getting the movment to be > smoother..though im guessing now its not predicted that kinda hard:) > cheers > Adam > ___ > 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
Re: [hlcoders] Post your code!
I've got it to link the server Lua classes to entities, but I need the server Lua entity to link with a client Lua entity. In C++ this is done using the IMPLEMENT_NETWORKCLASS_ALIASED( BaseLuaWeapon, DT_BaseLuaWeapon ) macro, I've tried to unpick it but cant seem to generate the datatable dynamically. On Sun, Jun 15, 2008 at 6:49 PM, Nuno Silva <[EMAIL PROTECTED]> wrote: > Do you think it would be okay if i post code snippets on how to do common > things in the SDK? > > On Sun, Jun 15, 2008 at 6:34 PM, Tom Leighton <[EMAIL PROTECTED] > > > wrote: > > > I can only assume he meant in your code how did you link two entities > > created with lua together (say server/client entities) > > > > However that would simply be a case of copying the LINK_ENTITY_TO_CLASS > > code you already have and just creating the same entity with the same > > name on the clientside -- the engine afaik picks up the entity name > > automatically. > > > > Garry Newman wrote: > > > I don't really understand the question. The entities are linked > > > already, in the engine. In what way do you mean linked on the client? > > > > > > garry > > > > > > On Sun, Jun 15, 2008 at 12:01 PM, John <[EMAIL PROTECTED]> wrote: > > > > > >> You didn't answer my question though :( > > >> > > >> On Sun, Jun 15, 2008 at 11:40 AM, Garry Newman <[EMAIL PROTECTED] > > > > >> wrote: > > >> > > >> > > >>> Most of this is done in Lua. I have a searchable version of all the > > >>> Lua code here: > > >>> > > >>> http://code.garrysmod.com/ > > >>> > > >>> Here's how the balloon is made (Even though it doesn't make much > sense) > > >>> > > >>> > > >>> > > > http://code.garrysmod.com/?show=/garrysmod/gamemodes/sandbox/entities/weapons/gmod_tool/stools/balloon.lua > > >>> > > >>> All the sandbox entities are here > > >>> > > >>> > > >>> > > > http://code.garrysmod.com/?into=garrysmod/gamemodes/sandbox/entities/entities > > >>> > > >>> The balloon just uses a motion controller to pull upwards (see the > > >>> physicssimulate function) > > >>> > > >>> > > >>> > > > http://code.garrysmod.com/?show=garrysmod/gamemodes/sandbox/entities/entities/gmod_balloon/init.lua > > >>> > > >>> I simplified the motion controller a bit for Lua, but there's some > > >>> examples of using it in the sdk (I think the gravity gun uses one) > > >>> > > >>> garry > > >>> On Sat, Jun 14, 2008 at 3:28 PM, Adam Donovan < > [EMAIL PROTECTED] > > > > > >>> wrote: > > >>> > > Yeah Garry I would like to see how you coded balloons..:) as well as > > > > >>> basic > > >>> > > functions like spawing an object(via a weapon trace im guessing) and > > freezing it..Thanks for youe help the other day with the phycannon > to > > by > > > > >>> the > > >>> > > way, it worked..just now have to figure out getting the movment to > be > > smoother..though im guessing now its not predicted that kinda hard:) > > cheers > > Adam > > ___ > > 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 > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Post your code!
I just networked the name of the entity and loaded those scripts for that clientside entity when it's created. garry On Sun, Jun 15, 2008 at 7:47 PM, John <[EMAIL PROTECTED]> wrote: > I've got it to link the server Lua classes to entities, but I need the > server Lua entity to link with a client Lua entity. In C++ this is done > using the > IMPLEMENT_NETWORKCLASS_ALIASED( BaseLuaWeapon, DT_BaseLuaWeapon ) macro, > I've tried to unpick it but cant seem to generate the datatable dynamically. > > > On Sun, Jun 15, 2008 at 6:49 PM, Nuno Silva <[EMAIL PROTECTED]> > wrote: > >> Do you think it would be okay if i post code snippets on how to do common >> things in the SDK? >> >> On Sun, Jun 15, 2008 at 6:34 PM, Tom Leighton <[EMAIL PROTECTED] >> > >> wrote: >> >> > I can only assume he meant in your code how did you link two entities >> > created with lua together (say server/client entities) >> > >> > However that would simply be a case of copying the LINK_ENTITY_TO_CLASS >> > code you already have and just creating the same entity with the same >> > name on the clientside -- the engine afaik picks up the entity name >> > automatically. >> > >> > Garry Newman wrote: >> > > I don't really understand the question. The entities are linked >> > > already, in the engine. In what way do you mean linked on the client? >> > > >> > > garry >> > > >> > > On Sun, Jun 15, 2008 at 12:01 PM, John <[EMAIL PROTECTED]> wrote: >> > > >> > >> You didn't answer my question though :( >> > >> >> > >> On Sun, Jun 15, 2008 at 11:40 AM, Garry Newman <[EMAIL PROTECTED] >> > >> > >> wrote: >> > >> >> > >> >> > >>> Most of this is done in Lua. I have a searchable version of all the >> > >>> Lua code here: >> > >>> >> > >>> http://code.garrysmod.com/ >> > >>> >> > >>> Here's how the balloon is made (Even though it doesn't make much >> sense) >> > >>> >> > >>> >> > >>> >> > >> http://code.garrysmod.com/?show=/garrysmod/gamemodes/sandbox/entities/weapons/gmod_tool/stools/balloon.lua >> > >>> >> > >>> All the sandbox entities are here >> > >>> >> > >>> >> > >>> >> > >> http://code.garrysmod.com/?into=garrysmod/gamemodes/sandbox/entities/entities >> > >>> >> > >>> The balloon just uses a motion controller to pull upwards (see the >> > >>> physicssimulate function) >> > >>> >> > >>> >> > >>> >> > >> http://code.garrysmod.com/?show=garrysmod/gamemodes/sandbox/entities/entities/gmod_balloon/init.lua >> > >>> >> > >>> I simplified the motion controller a bit for Lua, but there's some >> > >>> examples of using it in the sdk (I think the gravity gun uses one) >> > >>> >> > >>> garry >> > >>> On Sat, Jun 14, 2008 at 3:28 PM, Adam Donovan < >> [EMAIL PROTECTED] >> > > >> > >>> wrote: >> > >>> >> > Yeah Garry I would like to see how you coded balloons..:) as well as >> > >> > >>> basic >> > >>> >> > functions like spawing an object(via a weapon trace im guessing) and >> > freezing it..Thanks for youe help the other day with the phycannon >> to >> > by >> > >> > >>> the >> > >>> >> > way, it worked..just now have to figure out getting the movment to >> be >> > smoother..though im guessing now its not predicted that kinda hard:) >> > cheers >> > Adam >> > ___ >> > 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 >> >> > ___ > 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
Re: [hlcoders] Post your code!
That might do better here: http://developer.valvesoftware.com/wiki/Category:Snippets Nuno Silva wrote: > Do you think it would be okay if i post code snippets on how to do common > things in the SDK? > > On Sun, Jun 15, 2008 at 6:34 PM, Tom Leighton <[EMAIL PROTECTED]> > wrote: > > >> I can only assume he meant in your code how did you link two entities >> created with lua together (say server/client entities) >> >> However that would simply be a case of copying the LINK_ENTITY_TO_CLASS >> code you already have and just creating the same entity with the same >> name on the clientside -- the engine afaik picks up the entity name >> automatically. >> >> Garry Newman wrote: >> >>> I don't really understand the question. The entities are linked >>> already, in the engine. In what way do you mean linked on the client? >>> >>> garry >>> >>> On Sun, Jun 15, 2008 at 12:01 PM, John <[EMAIL PROTECTED]> wrote: >>> >>> You didn't answer my question though :( On Sun, Jun 15, 2008 at 11:40 AM, Garry Newman <[EMAIL PROTECTED]> wrote: > Most of this is done in Lua. I have a searchable version of all the > Lua code here: > > http://code.garrysmod.com/ > > Here's how the balloon is made (Even though it doesn't make much sense) > > > > >> http://code.garrysmod.com/?show=/garrysmod/gamemodes/sandbox/entities/weapons/gmod_tool/stools/balloon.lua >> > All the sandbox entities are here > > > > >> http://code.garrysmod.com/?into=garrysmod/gamemodes/sandbox/entities/entities >> > The balloon just uses a motion controller to pull upwards (see the > physicssimulate function) > > > > >> http://code.garrysmod.com/?show=garrysmod/gamemodes/sandbox/entities/entities/gmod_balloon/init.lua >> > I simplified the motion controller a bit for Lua, but there's some > examples of using it in the sdk (I think the gravity gun uses one) > > garry > On Sat, Jun 14, 2008 at 3:28 PM, Adam Donovan <[EMAIL PROTECTED] > > wrote: > > >> Yeah Garry I would like to see how you coded balloons..:) as well as >> >> > basic > > >> functions like spawing an object(via a weapon trace im guessing) and >> freezing it..Thanks for youe help the other day with the phycannon to >> >> by >> > the > > >> way, it worked..just now have to figure out getting the movment to be >> smoother..though im guessing now its not predicted that kinda hard:) >> cheers >> Adam >> ___ >> 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 > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Post your code!
Watch out for copyright. It doesn't matter if you can get in touch with them any more: it's still not your work. Otherwise, bring it on! :-) Ben Everett wrote: > Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone > anymore) I've thought about releasing the source code, art assets, and map > assets for free as well as the last playable build of the game. What would > you guys think of that? > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards > Sent: Saturday, June 14, 2008 4:30 AM > To: hlcoders > Subject: [hlcoders] Post your code! > > Do you have any code lying around that might be useful to others? Why > not share it? > > http://developer.valvesoftware.com/wiki/Category:Free_source_code > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > __ NOD32 3186 (20080613) Information __ > > This message was checked by NOD32 antivirus system. > http://www.eset.com > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Post your code!
Forsaken? Nomen est omen. But seriously, this place needs a few more open-source, open-content mods. :) It's a sign of maturity; you have lots of such mods in the Quake 3 community, which is with us since 1999, back when I didn't even have a graphics card. Additionally, it might be a boon for total n00bs (*cough* myself *cough*) trying to get into HL2 modding. ~~ Ondra On 15.06.08 18:01 Uhr, Ben Everett wrote: > Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone > anymore) I've thought about releasing the source code, art assets, and map > assets for free as well as the last playable build of the game. What would > you guys think of that? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Engine Error Related to Physics Props
Perhaps I wasn't clear in what I'm asking. This only happens on specific prop models. I want to know what message is actually the culprit. I havent modified any prop code so it isnt a custom message. Even if it were, i would not know what message it was. On 6/15/08, Tom Edwards <[EMAIL PROTECTED]> wrote: > Every UserMessage() has to be closed by MessageEnd(). > > Cale Dunlap wrote: >> Hello all, >> I have a map with numerous props on it, most of them are prop_static or >> prop_detail, but a few are prop_physics or prop_physics_multiplayer. When >> the game loads up and it loads the map I get an engine error with the >> message: "UserMessageBegin: New message started before matching call to >> EndMessage". I think I understand what this error means. If my >> understanding >> is correct, it means the client has been sent the same message twice >> without >> ending the first one? >> >> This seems to ONLY be related to a certain prop model--one of the stock >> HL2 >> ones (the toilet). Is there any way to find out what message is being sent >> and when? This error generates a mini dump but the call stack isn't going >> back far enough to find out what made the engine calls. I can't debug it >> any >> further than simply seeing this message on the screen and identifying a >> pattern. I still have no idea what user message it is this is. >> >> Any help would be appreciated. >> >> Thanks, >> Cale >> ___ >> 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] Post your code!
Copyright isn't an issue at all, distribution is. I'll contact FilePlanet and FileShack to have them host it. You can already nab all art assets and code from: http://www.obike.net/forsaken/Forsaken%20Release.rar I'll upload a installation file for the mod itself shortly. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards Sent: Sunday, June 15, 2008 2:33 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Post your code! Watch out for copyright. It doesn't matter if you can get in touch with them any more: it's still not your work. Otherwise, bring it on! :-) Ben Everett wrote: > Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone > anymore) I've thought about releasing the source code, art assets, and map > assets for free as well as the last playable build of the game. What would > you guys think of that? > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards > Sent: Saturday, June 14, 2008 4:30 AM > To: hlcoders > Subject: [hlcoders] Post your code! > > Do you have any code lying around that might be useful to others? Why > not share it? > > http://developer.valvesoftware.com/wiki/Category:Free_source_code > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > __ NOD32 3186 (20080613) Information __ > > This message was checked by NOD32 antivirus system. > http://www.eset.com > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 3187 (20080615) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Post your code!
I posted a link to my Source Towers mod that I made Open Source about 2 weeks ago. http://developer.valvesoftware.com/wiki/SourceTowers On Sun, Jun 15, 2008 at 4:46 PM, Ben Everett <[EMAIL PROTECTED]> wrote: > Copyright isn't an issue at all, distribution is. I'll contact FilePlanet > and FileShack to have them host it. You can already nab all art assets and > code from: > http://www.obike.net/forsaken/Forsaken%20Release.rar > > I'll upload a installation file for the mod itself shortly. > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards > Sent: Sunday, June 15, 2008 2:33 PM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] Post your code! > > Watch out for copyright. It doesn't matter if you can get in touch with > them any more: it's still not your work. > > Otherwise, bring it on! :-) > > Ben Everett wrote: > > Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone > > anymore) I've thought about releasing the source code, art assets, and > map > > assets for free as well as the last playable build of the game. What > would > > you guys think of that? > > > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Tom > Edwards > > Sent: Saturday, June 14, 2008 4:30 AM > > To: hlcoders > > Subject: [hlcoders] Post your code! > > > > Do you have any code lying around that might be useful to others? Why > > not share it? > > > > http://developer.valvesoftware.com/wiki/Category:Free_source_code > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > __ NOD32 3186 (20080613) Information __ > > > > This message was checked by NOD32 antivirus system. > > http://www.eset.com > > > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > __ NOD32 3187 (20080615) Information __ > > This message was checked by NOD32 antivirus system. > http://www.eset.com > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [other] Re: Post your code!
If you're releasing the source, why not put it under an OS license and throw it on Google Code? Ben Everett wrote: > Copyright isn't an issue at all, distribution is. I'll contact FilePlanet > and FileShack to have them host it. You can already nab all art assets and > code from: > http://www.obike.net/forsaken/Forsaken%20Release.rar > > I'll upload a installation file for the mod itself shortly. > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards > Sent: Sunday, June 15, 2008 2:33 PM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] Post your code! > > Watch out for copyright. It doesn't matter if you can get in touch with > them any more: it's still not your work. > > Otherwise, bring it on! :-) > > Ben Everett wrote: >> Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone >> anymore) I've thought about releasing the source code, art assets, and map >> assets for free as well as the last playable build of the game. What would >> you guys think of that? >> >> -Original Message- >> From: [EMAIL PROTECTED] >> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards >> Sent: Saturday, June 14, 2008 4:30 AM >> To: hlcoders >> Subject: [hlcoders] Post your code! >> >> Do you have any code lying around that might be useful to others? Why >> not share it? >> >> http://developer.valvesoftware.com/wiki/Category:Free_source_code >> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> __ NOD32 3186 (20080613) Information __ >> >> This message was checked by NOD32 antivirus system. >> http://www.eset.com >> >> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, > please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > __ NOD32 3187 (20080615) Information __ > > This message was checked by NOD32 antivirus system. > http://www.eset.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: 8.0.100 / Virus Database: 270.3.0/1504 - Release Date: 6/15/2008 > 5:52 PM ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Post your code!
You could put it on ModDB too. http://www.moddb.com/mods/3591/forsaken/downloads Ben Everett wrote: > Copyright isn't an issue at all, distribution is. I'll contact FilePlanet > and FileShack to have them host it. You can already nab all art assets and > code from: > http://www.obike.net/forsaken/Forsaken%20Release.rar > > I'll upload a installation file for the mod itself shortly. > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards > Sent: Sunday, June 15, 2008 2:33 PM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] Post your code! > > Watch out for copyright. It doesn't matter if you can get in touch with > them any more: it's still not your work. > > Otherwise, bring it on! :-) > > Ben Everett wrote: > >> Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone >> anymore) I've thought about releasing the source code, art assets, and map >> assets for free as well as the last playable build of the game. What would >> you guys think of that? >> >> -Original Message- >> From: [EMAIL PROTECTED] >> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards >> Sent: Saturday, June 14, 2008 4:30 AM >> To: hlcoders >> Subject: [hlcoders] Post your code! >> >> Do you have any code lying around that might be useful to others? Why >> not share it? >> >> http://developer.valvesoftware.com/wiki/Category:Free_source_code >> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> __ NOD32 3186 (20080613) Information __ >> >> This message was checked by NOD32 antivirus system. >> http://www.eset.com >> >> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> > please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> >> > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > __ NOD32 3187 (20080615) Information __ > > This message was checked by NOD32 antivirus system. > http://www.eset.com > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Post your code!
I don't have access to modify the Forsaken entry on ModDB anymore unfortunately. I would have no problem throwing it up on Google Code, IF the mod was still being actively developed. The problem was never updating the code, just art assets and maps. You know there is a problem when coders start learning how to map ;) Forsaken could still easily be developed and released for wide public use, the only thing ever lacking was the final push from artists and mappers to add the few remaining assets. Unfortunately our lead mapper is now the lead level designer for Little Big Planet, our lead character artist/animator is now the lead character artist for Hi-Rez Studio's Global Agenda, and our lead weapon modeler has worked full-time at Terminal Reality for quite a while. It's hard for people to work on a game full-time during the day and come home and work on another game... it's draining on a lot of levels. The key thing is we all had fun developing Forsaken. All we cared about was making a game that WE enjoyed playing, and at that we succeeded. It's just unfortunate that despite the amount of time we poured into the project, the general public never really got to see what we were doing. That's why I'm releasing everything now... to let others enjoy it. There's the fringe benefit for everyone else out there in getting to learn from our source code, there's some pretty cool stuff tucked away in there. One of them being the ability to have a mapper create the win conditions for a map that depends on the team. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards Sent: Sunday, June 15, 2008 5:27 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Post your code! You could put it on ModDB too. http://www.moddb.com/mods/3591/forsaken/downloads Ben Everett wrote: > Copyright isn't an issue at all, distribution is. I'll contact FilePlanet > and FileShack to have them host it. You can already nab all art assets and > code from: > http://www.obike.net/forsaken/Forsaken%20Release.rar > > I'll upload a installation file for the mod itself shortly. > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards > Sent: Sunday, June 15, 2008 2:33 PM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] Post your code! > > Watch out for copyright. It doesn't matter if you can get in touch with > them any more: it's still not your work. > > Otherwise, bring it on! :-) > > Ben Everett wrote: > >> Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone >> anymore) I've thought about releasing the source code, art assets, and map >> assets for free as well as the last playable build of the game. What would >> you guys think of that? >> >> -Original Message- >> From: [EMAIL PROTECTED] >> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards >> Sent: Saturday, June 14, 2008 4:30 AM >> To: hlcoders >> Subject: [hlcoders] Post your code! >> >> Do you have any code lying around that might be useful to others? Why >> not share it? >> >> http://developer.valvesoftware.com/wiki/Category:Free_source_code >> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> __ NOD32 3186 (20080613) Information __ >> >> This message was checked by NOD32 antivirus system. >> http://www.eset.com >> >> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> > please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> >> > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > __ NOD32 3187 (20080615) Information __ > > This message was checked by NOD32 antivirus system. > http://www.eset.com > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 3188 (20080615) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Post your code!
Just checked it out. Seems like you guys were pretty far in development! I could easily see somebody taking continuing this project, unfortunately,I don't think my management skills are good enough for that. What kinda scares me (bit off-topic, I know) is the amount of mods (big) mods dying lately. /ScarT On 16/06/2008, Ben Everett <[EMAIL PROTECTED]> wrote: > > I don't have access to modify the Forsaken entry on ModDB anymore > unfortunately. I would have no problem throwing it up on Google Code, IF > the > mod was still being actively developed. The problem was never updating the > code, just art assets and maps. You know there is a problem when coders > start learning how to map ;) > > Forsaken could still easily be developed and released for wide public use, > the only thing ever lacking was the final push from artists and mappers to > add the few remaining assets. Unfortunately our lead mapper is now the lead > level designer for Little Big Planet, our lead character artist/animator is > now the lead character artist for Hi-Rez Studio's Global Agenda, and our > lead weapon modeler has worked full-time at Terminal Reality for quite a > while. It's hard for people to work on a game full-time during the day and > come home and work on another game... it's draining on a lot of levels. > > The key thing is we all had fun developing Forsaken. All we cared about was > making a game that WE enjoyed playing, and at that we succeeded. It's just > unfortunate that despite the amount of time we poured into the project, the > general public never really got to see what we were doing. That's why I'm > releasing everything now... to let others enjoy it. There's the fringe > benefit for everyone else out there in getting to learn from our source > code, there's some pretty cool stuff tucked away in there. One of them > being > the ability to have a mapper create the win conditions for a map that > depends on the team. > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards > Sent: Sunday, June 15, 2008 5:27 PM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] Post your code! > > You could put it on ModDB too. > > http://www.moddb.com/mods/3591/forsaken/downloads > > Ben Everett wrote: > > Copyright isn't an issue at all, distribution is. I'll contact FilePlanet > > and FileShack to have them host it. You can already nab all art assets > and > > code from: > > http://www.obike.net/forsaken/Forsaken%20Release.rar > > > > I'll upload a installation file for the mod itself shortly. > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Tom > Edwards > > Sent: Sunday, June 15, 2008 2:33 PM > > To: Discussion of Half-Life Programming > > Subject: Re: [hlcoders] Post your code! > > > > Watch out for copyright. It doesn't matter if you can get in touch with > > them any more: it's still not your work. > > > > Otherwise, bring it on! :-) > > > > Ben Everett wrote: > > > >> Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone > >> anymore) I've thought about releasing the source code, art assets, and > map > >> assets for free as well as the last playable build of the game. What > would > >> you guys think of that? > >> > >> -Original Message- > >> From: [EMAIL PROTECTED] > >> [mailto:[EMAIL PROTECTED] On Behalf Of Tom > Edwards > >> Sent: Saturday, June 14, 2008 4:30 AM > >> To: hlcoders > >> Subject: [hlcoders] Post your code! > >> > >> Do you have any code lying around that might be useful to others? Why > >> not share it? > >> > >> http://developer.valvesoftware.com/wiki/Category:Free_source_code > >> > >> > >> ___ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > >> __ NOD32 3186 (20080613) Information __ > >> > >> This message was checked by NOD32 antivirus system. > >> http://www.eset.com > >> > >> > >> > >> ___ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> > > please visit: > > > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > &
Re: [hlcoders] Post your code!
To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > >> __ NOD32 3186 (20080613) Information __ > >> > >> This message was checked by NOD32 antivirus system. > >> http://www.eset.com > >> > >> > >> > >> ___ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> > > please visit: > > > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > >> > >> > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > __ NOD32 3187 (20080615) Information __ > > > > This message was checked by NOD32 antivirus system. > > http://www.eset.com > > > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > __ NOD32 3188 (20080615) Information __ > > This message was checked by NOD32 antivirus system. > http://www.eset.com > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 3188 (20080615) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Post your code!
matter if you can get in touch with > > them any more: it's still not your work. > > > > Otherwise, bring it on! :-) > > > > Ben Everett wrote: > > > >> Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone > >> anymore) I've thought about releasing the source code, art assets, and > map > >> assets for free as well as the last playable build of the game. What > would > >> you guys think of that? > >> > >> -Original Message- > >> From: [EMAIL PROTECTED] > >> [mailto:[EMAIL PROTECTED] On Behalf Of Tom > Edwards > >> Sent: Saturday, June 14, 2008 4:30 AM > >> To: hlcoders > >> Subject: [hlcoders] Post your code! > >> > >> Do you have any code lying around that might be useful to others? Why > >> not share it? > >> > >> http://developer.valvesoftware.com/wiki/Category:Free_source_code > >> > >> > >> ___ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > >> __ NOD32 3186 (20080613) Information __ > >> > >> This message was checked by NOD32 antivirus system. > >> http://www.eset.com > >> > >> > >> > >> ___ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> > > please visit: > > > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > >> > >> > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > __ NOD32 3187 (20080615) Information __ > > > > This message was checked by NOD32 antivirus system. > > http://www.eset.com > > > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > __ NOD32 3188 (20080615) Information __ > > This message was checked by NOD32 antivirus system. > http://www.eset.com > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 3188 (20080615) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Post your code!
On Behalf Of Tom > Edwards > > Sent: Sunday, June 15, 2008 2:33 PM > > To: Discussion of Half-Life Programming > > Subject: Re: [hlcoders] Post your code! > > > > Watch out for copyright. It doesn't matter if you can get in touch with > > them any more: it's still not your work. > > > > Otherwise, bring it on! :-) > > > > Ben Everett wrote: > > > >> Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone > >> anymore) I've thought about releasing the source code, art assets, and > map > >> assets for free as well as the last playable build of the game. What > would > >> you guys think of that? > >> > >> -Original Message- > >> From: [EMAIL PROTECTED] > >> [mailto:[EMAIL PROTECTED] On Behalf Of Tom > Edwards > >> Sent: Saturday, June 14, 2008 4:30 AM > >> To: hlcoders > >> Subject: [hlcoders] Post your code! > >> > >> Do you have any code lying around that might be useful to others? Why > >> not share it? > >> > >> http://developer.valvesoftware.com/wiki/Category:Free_source_code > >> > >> > >> ___ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > >> __ NOD32 3186 (20080613) Information __ > >> > >> This message was checked by NOD32 antivirus system. > >> http://www.eset.com > >> > >> > >> > >> ___ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> > > please visit: > > > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > >> > >> > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > __ NOD32 3187 (20080615) Information __ > > > > This message was checked by NOD32 antivirus system. > > http://www.eset.com > > > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > __ NOD32 3188 (20080615) Information __ > > This message was checked by NOD32 antivirus system. > http://www.eset.com > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 3188 (20080615) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Post your code!
Ben, im part of the moddb team but if you send an email to scott ([EMAIL PROTECTED]) he could re grant you access. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett Sent: Monday, June 16, 2008 6:44 AM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Post your code! I don't have access to modify the Forsaken entry on ModDB anymore unfortunately. I would have no problem throwing it up on Google Code, IF the mod was still being actively developed. The problem was never updating the code, just art assets and maps. You know there is a problem when coders start learning how to map ;) Forsaken could still easily be developed and released for wide public use, the only thing ever lacking was the final push from artists and mappers to add the few remaining assets. Unfortunately our lead mapper is now the lead level designer for Little Big Planet, our lead character artist/animator is now the lead character artist for Hi-Rez Studio's Global Agenda, and our lead weapon modeler has worked full-time at Terminal Reality for quite a while. It's hard for people to work on a game full-time during the day and come home and work on another game... it's draining on a lot of levels. The key thing is we all had fun developing Forsaken. All we cared about was making a game that WE enjoyed playing, and at that we succeeded. It's just unfortunate that despite the amount of time we poured into the project, the general public never really got to see what we were doing. That's why I'm releasing everything now... to let others enjoy it. There's the fringe benefit for everyone else out there in getting to learn from our source code, there's some pretty cool stuff tucked away in there. One of them being the ability to have a mapper create the win conditions for a map that depends on the team. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards Sent: Sunday, June 15, 2008 5:27 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Post your code! You could put it on ModDB too. http://www.moddb.com/mods/3591/forsaken/downloads Ben Everett wrote: > Copyright isn't an issue at all, distribution is. I'll contact FilePlanet > and FileShack to have them host it. You can already nab all art assets and > code from: > http://www.obike.net/forsaken/Forsaken%20Release.rar > > I'll upload a installation file for the mod itself shortly. > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards > Sent: Sunday, June 15, 2008 2:33 PM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] Post your code! > > Watch out for copyright. It doesn't matter if you can get in touch with > them any more: it's still not your work. > > Otherwise, bring it on! :-) > > Ben Everett wrote: > >> Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone >> anymore) I've thought about releasing the source code, art assets, and map >> assets for free as well as the last playable build of the game. What would >> you guys think of that? >> >> -Original Message- >> From: [EMAIL PROTECTED] >> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards >> Sent: Saturday, June 14, 2008 4:30 AM >> To: hlcoders >> Subject: [hlcoders] Post your code! >> >> Do you have any code lying around that might be useful to others? Why >> not share it? >> >> http://developer.valvesoftware.com/wiki/Category:Free_source_code >> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> __ NOD32 3186 (20080613) Information __ >> >> This message was checked by NOD32 antivirus system. >> http://www.eset.com >> >> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> > please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> >> > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > __ NOD32 3187 (20080615) Information __ > > This message was checked by NOD32 antivirus system. > http://www.eset.com > > > > ___ > To unsubscribe, edit your list p
Re: [hlcoders] Post your code!
It's a shame Forsaken never saw the light of day. Thanks for releasing the source though. Lots of stuff we can learn from it, I'm sure. On Sun, Jun 15, 2008 at 8:08 PM, Mark Chandler <[EMAIL PROTECTED]> wrote: > Ben, im part of the moddb team but if you send an email to scott > ([EMAIL PROTECTED]) he could re grant you access. > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett > Sent: Monday, June 16, 2008 6:44 AM > To: 'Discussion of Half-Life Programming' > Subject: Re: [hlcoders] Post your code! > > I don't have access to modify the Forsaken entry on ModDB anymore > unfortunately. I would have no problem throwing it up on Google Code, IF > the > mod was still being actively developed. The problem was never updating the > code, just art assets and maps. You know there is a problem when coders > start learning how to map ;) > > Forsaken could still easily be developed and released for wide public use, > the only thing ever lacking was the final push from artists and mappers to > add the few remaining assets. Unfortunately our lead mapper is now the lead > level designer for Little Big Planet, our lead character artist/animator is > now the lead character artist for Hi-Rez Studio's Global Agenda, and our > lead weapon modeler has worked full-time at Terminal Reality for quite a > while. It's hard for people to work on a game full-time during the day and > come home and work on another game... it's draining on a lot of levels. > > The key thing is we all had fun developing Forsaken. All we cared about was > making a game that WE enjoyed playing, and at that we succeeded. It's just > unfortunate that despite the amount of time we poured into the project, the > general public never really got to see what we were doing. That's why I'm > releasing everything now... to let others enjoy it. There's the fringe > benefit for everyone else out there in getting to learn from our source > code, there's some pretty cool stuff tucked away in there. One of them > being > the ability to have a mapper create the win conditions for a map that > depends on the team. > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards > Sent: Sunday, June 15, 2008 5:27 PM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] Post your code! > > You could put it on ModDB too. > > http://www.moddb.com/mods/3591/forsaken/downloads > > Ben Everett wrote: > > Copyright isn't an issue at all, distribution is. I'll contact FilePlanet > > and FileShack to have them host it. You can already nab all art assets > and > > code from: > > http://www.obike.net/forsaken/Forsaken%20Release.rar > > > > I'll upload a installation file for the mod itself shortly. > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Tom > Edwards > > Sent: Sunday, June 15, 2008 2:33 PM > > To: Discussion of Half-Life Programming > > Subject: Re: [hlcoders] Post your code! > > > > Watch out for copyright. It doesn't matter if you can get in touch with > > them any more: it's still not your work. > > > > Otherwise, bring it on! :-) > > > > Ben Everett wrote: > > > >> Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone > >> anymore) I've thought about releasing the source code, art assets, and > map > >> assets for free as well as the last playable build of the game. What > would > >> you guys think of that? > >> > >> -Original Message- > >> From: [EMAIL PROTECTED] > >> [mailto:[EMAIL PROTECTED] On Behalf Of Tom > Edwards > >> Sent: Saturday, June 14, 2008 4:30 AM > >> To: hlcoders > >> Subject: [hlcoders] Post your code! > >> > >> Do you have any code lying around that might be useful to others? Why > >> not share it? > >> > >> http://developer.valvesoftware.com/wiki/Category:Free_source_code > >> > >> > >> ___ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > >> __ NOD32 3186 (20080613) Information __ > >> > >> This message was checked by NOD32 antivirus system. > >> http://www.eset.com > >> > >> > >> > >> ___
Re: [hlcoders] hlcoders Digest, Vol 4, Issue 42
I've moved everything back to the server project. I don't think it'll work on the client side, being that I'm creating logical entities. I know this is starting to sound old, but if someone could please explain to me why including baseanimating.h and then referencing a defined function ends in failure, it'd be awesome. >From my code: SetPoseParameter( m_headYawPoseParam, m_flCurrentHeadYaw ); As defined in baseanimating.h: inline float SetPoseParameter( int iParameter, float flValue ) { return SetPoseParameter( GetModelPtr(), iParameter, flValue ); } Results: 'SetPoseParameter': identifier not found. Thanks. -Original Message- From: Tom Edwards <[EMAIL PROTECTED]> Subject: Re: [hlcoders] Head Rotation Effect To: Discussion of Half-Life Programming Message-ID: <[EMAIL PROTECTED]> Content-Type: text/plain; charset=ISO-8859-1; format=flowed Yeah, names and suchlike change on the client. Search around and you'll find everything you need eventually. Patrick Gurney wrote: > I took your advice and moved the file I'm developing (one entity, at the > moment) into the client. After updating libraries (c_ instead of c) I got > errors regarding things that don't look like they exist in the client build, > errors that never appeared while building in Server. The code has no idea > what CLogicalEntity is, for example, nor 'getEntList'. > > My goal is to animate a third-person model using entities to trigger head > rotation (roll, pitch, yaw) based on proximity. Being that I'm creating > entities, wouldn't all of this have to remain in the Server project? > > Thanks. > > -Original Message- > > This is probably just me, but isnt the client the one that should animate? > If so, shouldnt it be "ifdef" instead of "ifndef"? > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > -- Message: 4 Date: Sat, 14 Jun 2008 12:04:15 -0400 From: "Tony \"omega\" Sergi" <[EMAIL PROTECTED]> Subject: Re: [hlcoders] Tools and SDK Updates Live Now To: "Discussion of Half-Life Programming" Message-ID: <[EMAIL PROTECTED]> Content-Type: text/plain; charset=ISO-8859-1 to put it into hl2mp is exactly the same, just with replacing 'sdk' with 'hl2mp' and SDKPlayer with 'HL2MP_Player' ;) it's just the two tables, and the two entries ino the main one, and on the server the proxy. On Sat, Jun 14, 2008 at 9:47 AM, Janek <[EMAIL PROTECTED]> wrote: > The one posted in that topic were related to "scratch" codeline. For hl2mp > it is very different from what I saw. > > 2008/6/14 Tony omega Sergi <[EMAIL PROTECTED]>: > > > Yeah, just the network tables needed to be updated. > > > > > > On Fri, Jun 13, 2008 at 6:13 PM, Daniel Glenn <[EMAIL PROTECTED]> > > wrote: > > > > > And actually, let me add something to that somewhat strange statement. > Is > > > it > > > just the fixes that were posted in the "Orange Box Jittery Movement" > > topic > > > on the Source Coding forums or is it something more? > > > > > > On Fri, Jun 13, 2008 at 5:09 PM, Daniel Glenn < > [EMAIL PROTECTED]> > > > wrote: > > > > > > > Planning on sharing that tasty nectar? :D > > > > > > > > > > > > On Fri, Jun 13, 2008 at 4:59 PM, Tony omega Sergi < > [EMAIL PROTECTED] > > > > > > > wrote: > > > > > > > >> Actually, i'm glad you mentioned it, because I just realized i > either > > > lost > > > >> the code change, or i forgot to do it for hl2mp, so i've just done > it > > > now > > > >> ;) > > > >> -Tony > > > >> > > > >> On Fri, Jun 13, 2008 at 5:37 PM, Janek <[EMAIL PROTECTED]> wrote: > > > >> > > > >> > Thank you very much for letting us know its status Mike :-) > > > >> > > > > >> > 2008/6/13 Mike Durand <[EMAIL PROTECTED]>: > > > >> > > > > >> > > That one is on the list of fixes Tony has made that I have not > had > > > >> time > > > >> > > to merge over yet. > > > >> > > > > > >> > > -Mike > > > >> > > > > > >> > > -Original Message- > > > >> > > From: [EMAIL PROTECTED] > > > >> > > [mailto:[EMAIL PROTECTED] On Behalf Of > > > Janek > > > >> > > Sent: Friday, June 13, 2008 8:12 AM > > > >> > > To: Discussion of Half-Life Programming > > > >> > > Subject: Re: [hlcoders] Tools and SDK Updates Live Now > > > >> > > > > > >> > > Mike, > > > >> > > > > > >> > > Do you plan to include fix for jittery movement in HL2MP > codeline > > ? > > > >> > > Sergi > > > >> > > said it was due to network tables which were missing variables. > > > >> > > > > > >> > > [EMAIL PROTECTED] > > > >> > > > > > >> > > 2008/6/13 Spencer 'voogru' MacDonald <[EMAIL PROTECTED]>: > > > >> > > > > > >> > > > Come to think of it, it might be a better idea to just use a > > > >> networked > > > >> > > > string table (say... particleprecache), read the default > > particle > > > >> > > systems > > > >> > > > from the manifest, and then after reading other precached > fil