Re: [hlcoders] MountFilesystem(312) failed

2008-06-15 Thread Tony "omega" Sergi
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:
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>
>


-- 
-Tony
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Re: [hlcoders] MountFilesystem(312) failed

2008-06-15 Thread Kyle Gospodnetich
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.
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Re: [hlcoders] Post your code!

2008-06-15 Thread Garry Newman
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
> ___
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Re: [hlcoders] MountFilesystem(312) failed

2008-06-15 Thread Jason Manson
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
>
> 



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Re: [hlcoders] Post your code!

2008-06-15 Thread John
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
> >
> >
>
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Re: [hlcoders] MountFilesystem(312) failed

2008-06-15 Thread Adam Buckland
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
>>
>>
>
>
>
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> archives, please visit:
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[hlcoders] LevelShutdown

2008-06-15 Thread Mark Chandler
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

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[hlcoders] Engine Error Related to Physics Props

2008-06-15 Thread Cale Dunlap
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
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Re: [hlcoders] Engine Error Related to Physics Props

2008-06-15 Thread Tom Edwards
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
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>   


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Re: [hlcoders] Tools and SDK Updates Live Now

2008-06-15 Thread Benjamin Davison
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

2008-06-15 Thread Mark Chandler
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

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Re: [hlcoders] Post your code!

2008-06-15 Thread Ben Everett
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


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Re: [hlcoders] Post your code!

2008-06-15 Thread Stephen Micheals
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?
>

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Re: [hlcoders] Post your code!

2008-06-15 Thread Mark Chandler
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


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Re: [hlcoders] Post your code!

2008-06-15 Thread Garry Newman
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
>>
>>
> ___
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> visit:
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>
>

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Re: [hlcoders] Post your code!

2008-06-15 Thread Tom Leighton
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
>>>
>>>
>>>   
>> ___
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>> please visit:
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>>
>>
>> 
>
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Re: [hlcoders] Post your code!

2008-06-15 Thread Nuno Silva
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
> >
> >
> >
>
> ___
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> please visit:
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>
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Re: [hlcoders] Post your code!

2008-06-15 Thread John
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
> >
> >
> ___
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> please visit:
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Re: [hlcoders] Post your code!

2008-06-15 Thread Garry Newman
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
>>
>>
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Re: [hlcoders] Post your code!

2008-06-15 Thread Tom Edwards
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
>>
>>
>> 
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Re: [hlcoders] Post your code!

2008-06-15 Thread Tom Edwards
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
>
>
>
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> visit:
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Re: [hlcoders] Post your code!

2008-06-15 Thread Ondřej Hošek
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?

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Re: [hlcoders] Engine Error Related to Physics Props

2008-06-15 Thread Cale Dunlap
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
>> ___
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>> please visit:
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>>
>
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Re: [hlcoders] Post your code!

2008-06-15 Thread Ben Everett
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
>
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Re: [hlcoders] Post your code!

2008-06-15 Thread Joel R.
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 __
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> >
> >
> >
>
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Re: [hlcoders] [other] Re: Post your code!

2008-06-15 Thread Caleb
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.
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>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>>
>>
>>   
> 
> 
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Re: [hlcoders] Post your code!

2008-06-15 Thread Tom Edwards
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
>>
>>
>>   
>> 
>
>
> ___
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> please visit:
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Re: [hlcoders] Post your code!

2008-06-15 Thread Ben Everett
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
>>
>>
>>   
>> 
>
>
> ___
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Re: [hlcoders] Post your code!

2008-06-15 Thread Tobias Kammersgaard
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!

2008-06-15 Thread Ben Everett
 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.
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> >>
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >>
> > please visit:
> >
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >>
> >>
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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Re: [hlcoders] Post your code!

2008-06-15 Thread Garrett
 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
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Re: [hlcoders] Post your code!

2008-06-15 Thread Spencer 'voogru' MacDonald
 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
> >>
> >>
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> >>
> >>
> >>
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Re: [hlcoders] Post your code!

2008-06-15 Thread Mark Chandler
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
>>
>>
>>   
>> 
>
>
> ___
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Re: [hlcoders] Post your code!

2008-06-15 Thread Daniel Glenn
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

2008-06-15 Thread Patrick Gurney
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"?
>
>
>
> ___
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>   




--

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