Re: [hlcoders] OrangeBox Shaders

2008-07-08 Thread Cory de La Torre
I don't mind waiting myself, but those shaders are something I'd really love
to have for my mod, sadly there really isn't any other way to make
Volumetric Lighting without shaders. Well it may be possible, but might be
ulgy, or very choppy in performance. But thanks Valve for all the other
things so far, but get those Shaders out this Year! ;)

On Tue, Jul 8, 2008 at 8:42 PM, Chris Deegan <[EMAIL PROTECTED]> wrote:

> Dare I say a polite 'me too':
>
> Although I will happily accept if Valve say it won't be out for a few
> months - I just need to know that it _is_ coming and a 'Valve-time'
> estimate of when. I was originally writing my mod in EP1, but felt
> coerced to switch to OB code on the basis of specific issues that are
> resolved in the OB engine as well as the promise of shaders...
>
> deegz
>
> On 09/07/2008, at 1:28 PM, Skillet wrote:
>
> > I join the bandwagon as well.  I too have a few shader effects that
> > are
> > fairly important to an eventual release.
> >
> > On Tue, Jul 8, 2008 at 3:46 PM, Tobias Kammersgaard <
> > [EMAIL PROTECTED]> wrote:
> >
> >> I'll gladly jump this bandwagon! There's just so many things I'd
> >> like to
> >> try
> >> out on the Orange Box engine.
> >>
> >> /ScarT
> >>
> >>
> >> On 08/07/2008, Joel R. <[EMAIL PROTECTED]> wrote:
> >>>
> >>> Hi Valve,
> >>>
> >>> I really appreciate the recent update's we've been given, it really
> >>> blossomed the Orange Box SDK as of yet.  The only thing we really
> >>> need
> >> now
> >>> are shader's.  I used shaders in Ep1 for several effects that I'd
> >>> like to
> >>> have again in my mod for Orange Box.  Is there any work being
> >>> done with
> >>> them?  I'm progressing on my mod a lot and I'm sure others are
> >>> too, so it
> >>> would be a great and final addition to completing the Orange Box
> >>> SDK set
> >> we
> >>> so deeply love =D.
> >>>
> >>> -Joel
> >>> ___
> >>> 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] OrangeBox Shaders

2008-07-08 Thread Chris Deegan
Dare I say a polite 'me too':

Although I will happily accept if Valve say it won't be out for a few  
months - I just need to know that it _is_ coming and a 'Valve-time'  
estimate of when. I was originally writing my mod in EP1, but felt  
coerced to switch to OB code on the basis of specific issues that are  
resolved in the OB engine as well as the promise of shaders...

deegz

On 09/07/2008, at 1:28 PM, Skillet wrote:

> I join the bandwagon as well.  I too have a few shader effects that  
> are
> fairly important to an eventual release.
>
> On Tue, Jul 8, 2008 at 3:46 PM, Tobias Kammersgaard <
> [EMAIL PROTECTED]> wrote:
>
>> I'll gladly jump this bandwagon! There's just so many things I'd  
>> like to
>> try
>> out on the Orange Box engine.
>>
>> /ScarT
>>
>>
>> On 08/07/2008, Joel R. <[EMAIL PROTECTED]> wrote:
>>>
>>> Hi Valve,
>>>
>>> I really appreciate the recent update's we've been given, it really
>>> blossomed the Orange Box SDK as of yet.  The only thing we really  
>>> need
>> now
>>> are shader's.  I used shaders in Ep1 for several effects that I'd  
>>> like to
>>> have again in my mod for Orange Box.  Is there any work being  
>>> done with
>>> them?  I'm progressing on my mod a lot and I'm sure others are  
>>> too, so it
>>> would be a great and final addition to completing the Orange Box  
>>> SDK set
>> we
>>> so deeply love =D.
>>>
>>> -Joel
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list  
>>> archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list  
>> archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
> ___
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> archives, please visit:
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Re: [hlcoders] OrangeBox Shaders

2008-07-08 Thread Skillet
I join the bandwagon as well.  I too have a few shader effects that are
fairly important to an eventual release.

On Tue, Jul 8, 2008 at 3:46 PM, Tobias Kammersgaard <
[EMAIL PROTECTED]> wrote:

> I'll gladly jump this bandwagon! There's just so many things I'd like to
> try
> out on the Orange Box engine.
>
> /ScarT
>
>
> On 08/07/2008, Joel R. <[EMAIL PROTECTED]> wrote:
> >
> > Hi Valve,
> >
> > I really appreciate the recent update's we've been given, it really
> > blossomed the Orange Box SDK as of yet.  The only thing we really need
> now
> > are shader's.  I used shaders in Ep1 for several effects that I'd like to
> > have again in my mod for Orange Box.  Is there any work being done with
> > them?  I'm progressing on my mod a lot and I'm sure others are too, so it
> > would be a great and final addition to completing the Orange Box SDK set
> we
> > so deeply love =D.
> >
> > -Joel
> > ___
> > 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] OrangeBox Shaders

2008-07-08 Thread Zach Kanzler
If those things later got removed, why can't it be distributed now?

On Tue, Jul 8, 2008 at 10:17 PM, Tony omega Sergi <[EMAIL PROTECTED]>
wrote:

> Exactly ;)
> -Tony
>
> On Tue, Jul 8, 2008 at 9:13 PM, Jeffrey botman Broome <
> [EMAIL PROTECTED]> wrote:
>
> > Tobias Kammersgaard wrote:
> > > May I ask why?
> >
> > I think most (all?) of the things not being distributed uses third party
> > libraries that Valve is not allowed to redistribute.  Like Tony said,
> > they should never have been there in the first place, but somebody
> > screwed up initially and put in things that later got removed.
> >
> > --
> > Jeffrey "botman" Broome
> >
> ___
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Re: [hlcoders] OrangeBox Shaders

2008-07-08 Thread Tony "omega" Sergi
Exactly ;)
-Tony

On Tue, Jul 8, 2008 at 9:13 PM, Jeffrey botman Broome <
[EMAIL PROTECTED]> wrote:

> Tobias Kammersgaard wrote:
> > May I ask why?
>
> I think most (all?) of the things not being distributed uses third party
> libraries that Valve is not allowed to redistribute.  Like Tony said,
> they should never have been there in the first place, but somebody
> screwed up initially and put in things that later got removed.
>
> --
> Jeffrey "botman" Broome
>
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Re: [hlcoders] OrangeBox Shaders

2008-07-08 Thread Jeffrey "botman" Broome
Tobias Kammersgaard wrote:
> May I ask why?

I think most (all?) of the things not being distributed uses third party 
libraries that Valve is not allowed to redistribute.  Like Tony said, 
they should never have been there in the first place, but somebody 
screwed up initially and put in things that later got removed.

-- 
Jeffrey "botman" Broome

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Re: [hlcoders] OrangeBox Shaders

2008-07-08 Thread Tobias Kammersgaard
May I ask why?

/ScarT


On 09/07/2008, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
>
> and those missing things won't be added.
> studiomdl source shouldn't even be there anymore.
>
>
> On Tue, Jul 8, 2008 at 7:58 PM, Kyle K <[EMAIL PROTECTED]> wrote:
>
> > Can't compile tools like studiomdl, some includes and libs are missing.
> >
> > dave daveslastname wrote:
> > > Is there anything currently missing from the EP2 SDK, or still broken,
> > other
> > > than the shaders?  I'm interested in doing a conversion, but I'd much
> > rather
> > > wait until the SDK isn't undergoing any more updates and is essentially
> > > complete.
> > >
> > >
> > > On Tue, Jul 8, 2008 at 3:46 PM, Tobias Kammersgaard <
> > > [EMAIL PROTECTED]> wrote:
> > >
> > >
> > >> I'll gladly jump this bandwagon! There's just so many things I'd like
> to
> > >> try
> > >> out on the Orange Box engine.
> > >>
> > >> /ScarT
> > >>
> > >>
> > >> On 08/07/2008, Joel R. <[EMAIL PROTECTED]> wrote:
> > >>
> > >>> Hi Valve,
> > >>>
> > >>> I really appreciate the recent update's we've been given, it really
> > >>> blossomed the Orange Box SDK as of yet.  The only thing we really
> need
> > >>>
> > >> now
> > >>
> > >>> are shader's.  I used shaders in Ep1 for several effects that I'd
> like
> > to
> > >>> have again in my mod for Orange Box.  Is there any work being done
> with
> > >>> them?  I'm progressing on my mod a lot and I'm sure others are too,
> so
> > it
> > >>> would be a great and final addition to completing the Orange Box SDK
> > set
> > >>>
> > >> we
> > >>
> > >>> so deeply love =D.
> > >>>
> > >>> -Joel
> > >>> ___
> > >>> 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
> >
> >
>
>
> --
> -Tony
> ___
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>
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Re: [hlcoders] OrangeBox Shaders

2008-07-08 Thread Tony "omega" Sergi
and those missing things won't be added.
studiomdl source shouldn't even be there anymore.


On Tue, Jul 8, 2008 at 7:58 PM, Kyle K <[EMAIL PROTECTED]> wrote:

> Can't compile tools like studiomdl, some includes and libs are missing.
>
> dave daveslastname wrote:
> > Is there anything currently missing from the EP2 SDK, or still broken,
> other
> > than the shaders?  I'm interested in doing a conversion, but I'd much
> rather
> > wait until the SDK isn't undergoing any more updates and is essentially
> > complete.
> >
> >
> > On Tue, Jul 8, 2008 at 3:46 PM, Tobias Kammersgaard <
> > [EMAIL PROTECTED]> wrote:
> >
> >
> >> I'll gladly jump this bandwagon! There's just so many things I'd like to
> >> try
> >> out on the Orange Box engine.
> >>
> >> /ScarT
> >>
> >>
> >> On 08/07/2008, Joel R. <[EMAIL PROTECTED]> wrote:
> >>
> >>> Hi Valve,
> >>>
> >>> I really appreciate the recent update's we've been given, it really
> >>> blossomed the Orange Box SDK as of yet.  The only thing we really need
> >>>
> >> now
> >>
> >>> are shader's.  I used shaders in Ep1 for several effects that I'd like
> to
> >>> have again in my mod for Orange Box.  Is there any work being done with
> >>> them?  I'm progressing on my mod a lot and I'm sure others are too, so
> it
> >>> would be a great and final addition to completing the Orange Box SDK
> set
> >>>
> >> we
> >>
> >>> so deeply love =D.
> >>>
> >>> -Joel
> >>> ___
> >>> 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
>
>


-- 
-Tony
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Re: [hlcoders] OrangeBox Shaders

2008-07-08 Thread Kyle K
Can't compile tools like studiomdl, some includes and libs are missing.

dave daveslastname wrote:
> Is there anything currently missing from the EP2 SDK, or still broken, other
> than the shaders?  I'm interested in doing a conversion, but I'd much rather
> wait until the SDK isn't undergoing any more updates and is essentially
> complete.
>
>
> On Tue, Jul 8, 2008 at 3:46 PM, Tobias Kammersgaard <
> [EMAIL PROTECTED]> wrote:
>
>   
>> I'll gladly jump this bandwagon! There's just so many things I'd like to
>> try
>> out on the Orange Box engine.
>>
>> /ScarT
>>
>>
>> On 08/07/2008, Joel R. <[EMAIL PROTECTED]> wrote:
>> 
>>> Hi Valve,
>>>
>>> I really appreciate the recent update's we've been given, it really
>>> blossomed the Orange Box SDK as of yet.  The only thing we really need
>>>   
>> now
>> 
>>> are shader's.  I used shaders in Ep1 for several effects that I'd like to
>>> have again in my mod for Orange Box.  Is there any work being done with
>>> them?  I'm progressing on my mod a lot and I'm sure others are too, so it
>>> would be a great and final addition to completing the Orange Box SDK set
>>>   
>> we
>> 
>>> so deeply love =D.
>>>
>>> -Joel
>>> ___
>>> 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:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>   


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Re: [hlcoders] OrangeBox Shaders

2008-07-08 Thread dave daveslastname
Is there anything currently missing from the EP2 SDK, or still broken, other
than the shaders?  I'm interested in doing a conversion, but I'd much rather
wait until the SDK isn't undergoing any more updates and is essentially
complete.


On Tue, Jul 8, 2008 at 3:46 PM, Tobias Kammersgaard <
[EMAIL PROTECTED]> wrote:

> I'll gladly jump this bandwagon! There's just so many things I'd like to
> try
> out on the Orange Box engine.
>
> /ScarT
>
>
> On 08/07/2008, Joel R. <[EMAIL PROTECTED]> wrote:
> >
> > Hi Valve,
> >
> > I really appreciate the recent update's we've been given, it really
> > blossomed the Orange Box SDK as of yet.  The only thing we really need
> now
> > are shader's.  I used shaders in Ep1 for several effects that I'd like to
> > have again in my mod for Orange Box.  Is there any work being done with
> > them?  I'm progressing on my mod a lot and I'm sure others are too, so it
> > would be a great and final addition to completing the Orange Box SDK set
> we
> > so deeply love =D.
> >
> > -Joel
> > ___
> > 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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[hlcoders] NPC Help

2008-07-08 Thread robert gill
Hi I am having some troubles with the metropolice npc. I have used the patch
from the source wiki in the article "fixing AI in multiplayer" and created
my own schedule for the npc as follows :

DEFINE_SCHEDULE
(
SCHED_METROPOLICE_TESTWALK,

"Tasks"
"TASK_SET_ROUTE_SEARCH_TIME5"// Spend 5 seconds
trying to build a path if stuck
"TASK_GET_PATH_TO_RANDOM_NODE200"
"TASK_WALK_PATH0"
"TASK_WAIT_FOR_MOVEMENT0"
""
"Interrupts"

);

Then I changed the npcs SelectSchedule to just return
SCHED_METROPOLICE_TESTWALK

but whenever the npc sees the player it starts to attack. Could someone
point me in the right direction of the code where the schedule is getting
changed or a way of finding out.

thanks,

Rob
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Re: [hlcoders] OrangeBox Shaders

2008-07-08 Thread Tobias Kammersgaard
I'll gladly jump this bandwagon! There's just so many things I'd like to try
out on the Orange Box engine.

/ScarT


On 08/07/2008, Joel R. <[EMAIL PROTECTED]> wrote:
>
> Hi Valve,
>
> I really appreciate the recent update's we've been given, it really
> blossomed the Orange Box SDK as of yet.  The only thing we really need now
> are shader's.  I used shaders in Ep1 for several effects that I'd like to
> have again in my mod for Orange Box.  Is there any work being done with
> them?  I'm progressing on my mod a lot and I'm sure others are too, so it
> would be a great and final addition to completing the Orange Box SDK set we
> so deeply love =D.
>
> -Joel
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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[hlcoders] OrangeBox Shaders

2008-07-08 Thread Joel R.
Hi Valve,

I really appreciate the recent update's we've been given, it really
blossomed the Orange Box SDK as of yet.  The only thing we really need now
are shader's.  I used shaders in Ep1 for several effects that I'd like to
have again in my mod for Orange Box.  Is there any work being done with
them?  I'm progressing on my mod a lot and I'm sure others are too, so it
would be a great and final addition to completing the Orange Box SDK set we
so deeply love =D.

-Joel
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Re: [hlcoders] Switch the SDK to NCF

2008-07-08 Thread Tom Edwards
There's more to the SDK than the source code you know. ;-)

Mark Chandler wrote:
> I don't see how this helps. You need a copy of the source code as you don't
> want to be editing the version from the sdk. The create mod wizard allows
> you to do this.
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Adam "amckern"
> McKern
> Sent: Tuesday, July 08, 2008 5:01 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Switch the SDK to NCF
>
> +1
>
> 
> Owner Nigredo Studios http://www.nigredostudios.com
>
>
> --- On Tue, 7/8/08, Tom Edwards <[EMAIL PROTECTED]> wrote:
>
>   
>> From: Tom Edwards <[EMAIL PROTECTED]>
>> Subject: [hlcoders] Switch the SDK to NCF
>> To: "hlcoders" 
>> Date: Tuesday, July 8, 2008, 5:24 AM
>> Right now the SDK is stored in a GCF file. This has a few
>> limitations:
>>
>> - To easily access the files they all need to be extracted
>> to Windows' 
>> file system, wasting disc space
>> - We need to manually click the Refresh SDK Content button
>> every time 
>> there's a tool update
>> - Launching it takes ages as Steam makes sure the core
>> files are present 
>> and correct
>> - Each Steam user on a computer will end up with their own
>> copy of 
>> everything
>>
>> Wouldn't it make more sense to use NCF? The GCF is
>> replaced by an NCF 
>> index file, while the content is downloaded to a shared
>> folder. There's 
>> no need for duplication, no need to refreshing anything,
>> less waiting 
>> around...
>>
>> So long as the SDK code is stored in a compressed archive
>> and not loose 
>> on-disc, it's win-win. :-)
>>
>>
>> ___
>> 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] Switch the SDK to NCF

2008-07-08 Thread Mark Chandler
I don't see how this helps. You need a copy of the source code as you don't
want to be editing the version from the sdk. The create mod wizard allows
you to do this.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam "amckern"
McKern
Sent: Tuesday, July 08, 2008 5:01 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Switch the SDK to NCF

+1


Owner Nigredo Studios http://www.nigredostudios.com


--- On Tue, 7/8/08, Tom Edwards <[EMAIL PROTECTED]> wrote:

> From: Tom Edwards <[EMAIL PROTECTED]>
> Subject: [hlcoders] Switch the SDK to NCF
> To: "hlcoders" 
> Date: Tuesday, July 8, 2008, 5:24 AM
> Right now the SDK is stored in a GCF file. This has a few
> limitations:
> 
> - To easily access the files they all need to be extracted
> to Windows' 
> file system, wasting disc space
> - We need to manually click the Refresh SDK Content button
> every time 
> there's a tool update
> - Launching it takes ages as Steam makes sure the core
> files are present 
> and correct
> - Each Steam user on a computer will end up with their own
> copy of 
> everything
> 
> Wouldn't it make more sense to use NCF? The GCF is
> replaced by an NCF 
> index file, while the content is downloaded to a shared
> folder. There's 
> no need for duplication, no need to refreshing anything,
> less waiting 
> around...
> 
> So long as the SDK code is stored in a compressed archive
> and not loose 
> on-disc, it's win-win. :-)
> 
> 
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Re: [hlcoders] Switch the SDK to NCF

2008-07-08 Thread Adam "amckern" McKern
+1


Owner Nigredo Studios http://www.nigredostudios.com


--- On Tue, 7/8/08, Tom Edwards <[EMAIL PROTECTED]> wrote:

> From: Tom Edwards <[EMAIL PROTECTED]>
> Subject: [hlcoders] Switch the SDK to NCF
> To: "hlcoders" 
> Date: Tuesday, July 8, 2008, 5:24 AM
> Right now the SDK is stored in a GCF file. This has a few
> limitations:
> 
> - To easily access the files they all need to be extracted
> to Windows' 
> file system, wasting disc space
> - We need to manually click the Refresh SDK Content button
> every time 
> there's a tool update
> - Launching it takes ages as Steam makes sure the core
> files are present 
> and correct
> - Each Steam user on a computer will end up with their own
> copy of 
> everything
> 
> Wouldn't it make more sense to use NCF? The GCF is
> replaced by an NCF 
> index file, while the content is downloaded to a shared
> folder. There's 
> no need for duplication, no need to refreshing anything,
> less waiting 
> around...
> 
> So long as the SDK code is stored in a compressed archive
> and not loose 
> on-disc, it's win-win. :-)
> 
> 
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[hlcoders] GetVGUI2KeyCodeForBind not working for some keys

2008-07-08 Thread Garrett
Hi,
So some people have been reporting crashes, and after a little bit of 
debugging, I noticed that the following line of code I have: 
gameuifuncs->GetVGUI2KeyCodeForBind("vote");
would return the correct values for some keys, but would return 0 for some 
other keys.  The keys I know of right now that errantly return 0 are BACKSPACE 
= - [ ] \ ; ' . / and ,.  Is there some reason why this doesn't get the correct 
key code for these keys?  This is using the EP1 engine.

Garrett



  
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