Re: [hlcoders] whats happening with this engine

2009-08-05 Thread botman
How else is VAVLe going to be successful unless they listen to our 
helpful comments?  It's obvious they don't know what they are doing and 
need our help.

On 8/5/2009 5:47 PM, Garry Newman wrote:
> They're probably too busy doing actual work to respond to a list of
> scatterbrain pipe dream demands from a bunch of lazy modders.
>
> garry
>
> On Wed, Aug 5, 2009 at 11:34 PM, Nick  wrote:
>> I like how valve has absolutely no response to make regarding this subject.
>>
>> On Sun, Jul 26, 2009 at 12:21 PM, Saul Rennison  
>> wrote:
>>> Seconded!
>>>
>>> Thanks,
>>> - Saul.
>>>
>>>
>>> 2009/7/26 Matt Hoffman
>>>
 I for one would also like a fix for the ATI Hammer text... jaggies.

 Or should I make a separate hlcoders email about that instead of including
 all my hard-earned research in this one?


 On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
 wrote:

> My only wish for updates to the tools is to update Faceposer to work
 fully
> with Vista. Currently it is not possible to do auto-generation of the
> lip-synch data in Vista, and furthermore another dev and I both had
 trouble
> on his XP machine locating a working link to the Speech SDK that
 Faceposer
> requires, all the MS links were 404, etc.
>
> I will just say that doing the lip synch data yourself is extremely
 lemons,
> not to mention that I am a coder not an artiste :D
>
> Chris
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry
> Pidcock
> Sent: Saturday, July 25, 2009 9:32 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] whats happening with this engine
>
> Whitespace should be easy to embed in the engine if you create a wrapper
> that works with the feature I presented before. Whitespace is a very
 visual
> language that is great for particle effects and shaders(it is then
> translated into complex hlsl).
>
> --
> From: "Harry Jeffery"
> Sent: Sunday, July 26, 2009 4:40 AM
> To: "Discussion of Half-Life Programming"<
 hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] whats happening with this engine
>
>> I thought it looked so clean and easy, then I selected the whitespace.
 =[
>> 2009/7/25 Spencer 'voogru' MacDonald:
>>> I like this one better.
>>>
>>> http://compsoc.dur.ac.uk/whitespace/
>>>
>>>
>>>
>>> -Original Message-
>>> From: hlcoders-boun...@list.valvesoftware.com
>>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
>>> Sent: Saturday, July 25, 2009 10:54 AM
>>> To: Discussion of Half-Life Programming
>>> Subject: Re: [hlcoders] whats happening with this engine
>>>
>>> Its a good job you used tinyurl, otherwise it wouldn't have fit on my
>>> screen!...
>>>
>>> 2009/7/25 Harry Pidcock
>>>
 Valve contacted me yesterday to tell me they have successfully
 implemented
 a
 new feature.

 http://tinyurl.com/4f6mt

 I hope to see more of these innovations in the future.

 --
 From: "Andrew Ritchie"
 Sent: Saturday, July 25, 2009 10:21 AM
 To: "Discussion of Half-Life Programming"
 >>> Subject: Re: [hlcoders] whats happening with this engine

> Surely this topic could be split into several different points.
 Personally
> I
> see 4 different ones here.
>
> 1) Engine features
> 2) Tools Capabilities
> 3) Tools Availability
> 4) Tools Presentation
>
> The first is ignorable, Valve is clearly only going to add new
> features
 or
> change things, like BSP and displacement maps, when they think it's
> important.  It's their engine and it needs to do what their games
> need
> doing.  If you choose to use Source then you have to accept you are
> modding
> their engine.  Sure TF, CS, DoD etc.. all were mods that made Valve
 a
>>> lot
> of
> money and brought huge success but they were also developed around
> the
> constraints of the engine rather than the engine being built FOR
> these
> mods
> to be made.  If a technical limitation is big enough to warrent an
>>> engine
> change then do so rather than hanging about wanting Valve to add
 the
> feature, as big as the previous mentioned mods are you'd need to
> really
> prove you're up to their popularity before Valve would make a
 drastic
> change
> for you.  So either accept the engine's features before you get
>

Re: [hlcoders] whats happening with this engine

2009-08-05 Thread Garry Newman
They're probably too busy doing actual work to respond to a list of
scatterbrain pipe dream demands from a bunch of lazy modders.

garry

On Wed, Aug 5, 2009 at 11:34 PM, Nick wrote:
> I like how valve has absolutely no response to make regarding this subject.
>
> On Sun, Jul 26, 2009 at 12:21 PM, Saul Rennison 
> wrote:
>> Seconded!
>>
>> Thanks,
>> - Saul.
>>
>>
>> 2009/7/26 Matt Hoffman 
>>
>>> I for one would also like a fix for the ATI Hammer text... jaggies.
>>>
>>> Or should I make a separate hlcoders email about that instead of including
>>> all my hard-earned research in this one?
>>>
>>>
>>> On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
>>> wrote:
>>>
>>> > My only wish for updates to the tools is to update Faceposer to work
>>> fully
>>> > with Vista. Currently it is not possible to do auto-generation of the
>>> > lip-synch data in Vista, and furthermore another dev and I both had
>>> trouble
>>> > on his XP machine locating a working link to the Speech SDK that
>>> Faceposer
>>> > requires, all the MS links were 404, etc.
>>> >
>>> > I will just say that doing the lip synch data yourself is extremely
>>> lemons,
>>> > not to mention that I am a coder not an artiste :D
>>> >
>>> > Chris
>>> >
>>> > -Original Message-
>>> > From: hlcoders-boun...@list.valvesoftware.com
>>> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry
>>> > Pidcock
>>> > Sent: Saturday, July 25, 2009 9:32 PM
>>> > To: Discussion of Half-Life Programming
>>> > Subject: Re: [hlcoders] whats happening with this engine
>>> >
>>> > Whitespace should be easy to embed in the engine if you create a wrapper
>>> > that works with the feature I presented before. Whitespace is a very
>>> visual
>>> > language that is great for particle effects and shaders(it is then
>>> > translated into complex hlsl).
>>> >
>>> > --
>>> > From: "Harry Jeffery" 
>>> > Sent: Sunday, July 26, 2009 4:40 AM
>>> > To: "Discussion of Half-Life Programming" <
>>> hlcoders@list.valvesoftware.com
>>> > >
>>> > Subject: Re: [hlcoders] whats happening with this engine
>>> >
>>> > > I thought it looked so clean and easy, then I selected the whitespace.
>>> =[
>>> > >
>>> > > 2009/7/25 Spencer 'voogru' MacDonald :
>>> > >> I like this one better.
>>> > >>
>>> > >> http://compsoc.dur.ac.uk/whitespace/
>>> > >>
>>> > >>
>>> > >>
>>> > >> -Original Message-
>>> > >> From: hlcoders-boun...@list.valvesoftware.com
>>> > >> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
>>> > >> Sent: Saturday, July 25, 2009 10:54 AM
>>> > >> To: Discussion of Half-Life Programming
>>> > >> Subject: Re: [hlcoders] whats happening with this engine
>>> > >>
>>> > >> Its a good job you used tinyurl, otherwise it wouldn't have fit on my
>>> > >> screen!...
>>> > >>
>>> > >> 2009/7/25 Harry Pidcock 
>>> > >>
>>> > >>> Valve contacted me yesterday to tell me they have successfully
>>> > >>> implemented
>>> > >>> a
>>> > >>> new feature.
>>> > >>>
>>> > >>> http://tinyurl.com/4f6mt
>>> > >>>
>>> > >>> I hope to see more of these innovations in the future.
>>> > >>>
>>> > >>> --
>>> > >>> From: "Andrew Ritchie" 
>>> > >>> Sent: Saturday, July 25, 2009 10:21 AM
>>> > >>> To: "Discussion of Half-Life Programming"
>>> > >>> >> > >>> >
>>> > >>> Subject: Re: [hlcoders] whats happening with this engine
>>> > >>>
>>> > >>> > Surely this topic could be split into several different points.
>>> > >>> Personally
>>> > >>> > I
>>> > >>> > see 4 different ones here.
>>> > >>> >
>>> > >>> > 1) Engine features
>>> > >>> > 2) Tools Capabilities
>>> > >>> > 3) Tools Availability
>>> > >>> > 4) Tools Presentation
>>> > >>> >
>>> > >>> > The first is ignorable, Valve is clearly only going to add new
>>> > >>> > features
>>> > >>> or
>>> > >>> > change things, like BSP and displacement maps, when they think it's
>>> > >>> > important.  It's their engine and it needs to do what their games
>>> > need
>>> > >>> > doing.  If you choose to use Source then you have to accept you are
>>> > >>> > modding
>>> > >>> > their engine.  Sure TF, CS, DoD etc.. all were mods that made Valve
>>> a
>>> > >> lot
>>> > >>> > of
>>> > >>> > money and brought huge success but they were also developed around
>>> > the
>>> > >>> > constraints of the engine rather than the engine being built FOR
>>> > these
>>> > >>> > mods
>>> > >>> > to be made.  If a technical limitation is big enough to warrent an
>>> > >> engine
>>> > >>> > change then do so rather than hanging about wanting Valve to add
>>> the
>>> > >>> > feature, as big as the previous mentioned mods are you'd need to
>>> > >>> > really
>>> > >>> > prove you're up to their popularity before Valve would make a
>>> drastic
>>> > >>> > change
>>> > >>> > for you.  So either accept the engine's features before you get
>>> > >>> > underway
>>> > >>> > or
>>> > >>> > be prepared to encounter the fact you can't do certain things
>>> 

Re: [hlcoders] whats happening with this engine

2009-08-05 Thread Matt Hoffman
Usally the only one to reply to these are Toni Sergi and I don't even know
if he works at valve. Somewhere I heard he just works for valve... Not sure
where I heard it (or if it's true).

On Wed, Aug 5, 2009 at 3:34 PM, Nick  wrote:

> I like how valve has absolutely no response to make regarding this subject.
>
> On Sun, Jul 26, 2009 at 12:21 PM, Saul Rennison
> wrote:
> > Seconded!
> >
> > Thanks,
> > - Saul.
> >
> >
> > 2009/7/26 Matt Hoffman 
> >
> >> I for one would also like a fix for the ATI Hammer text... jaggies.
> >>
> >> Or should I make a separate hlcoders email about that instead of
> including
> >> all my hard-earned research in this one?
> >>
> >>
> >> On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
> >> wrote:
> >>
> >> > My only wish for updates to the tools is to update Faceposer to work
> >> fully
> >> > with Vista. Currently it is not possible to do auto-generation of the
> >> > lip-synch data in Vista, and furthermore another dev and I both had
> >> trouble
> >> > on his XP machine locating a working link to the Speech SDK that
> >> Faceposer
> >> > requires, all the MS links were 404, etc.
> >> >
> >> > I will just say that doing the lip synch data yourself is extremely
> >> lemons,
> >> > not to mention that I am a coder not an artiste :D
> >> >
> >> > Chris
> >> >
> >> > -Original Message-
> >> > From: hlcoders-boun...@list.valvesoftware.com
> >> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry
> >> > Pidcock
> >> > Sent: Saturday, July 25, 2009 9:32 PM
> >> > To: Discussion of Half-Life Programming
> >> > Subject: Re: [hlcoders] whats happening with this engine
> >> >
> >> > Whitespace should be easy to embed in the engine if you create a
> wrapper
> >> > that works with the feature I presented before. Whitespace is a very
> >> visual
> >> > language that is great for particle effects and shaders(it is then
> >> > translated into complex hlsl).
> >> >
> >> > --
> >> > From: "Harry Jeffery" 
> >> > Sent: Sunday, July 26, 2009 4:40 AM
> >> > To: "Discussion of Half-Life Programming" <
> >> hlcoders@list.valvesoftware.com
> >> > >
> >> > Subject: Re: [hlcoders] whats happening with this engine
> >> >
> >> > > I thought it looked so clean and easy, then I selected the
> whitespace.
> >> =[
> >> > >
> >> > > 2009/7/25 Spencer 'voogru' MacDonald :
> >> > >> I like this one better.
> >> > >>
> >> > >> http://compsoc.dur.ac.uk/whitespace/
> >> > >>
> >> > >>
> >> > >>
> >> > >> -Original Message-
> >> > >> From: hlcoders-boun...@list.valvesoftware.com
> >> > >> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
> >> > >> Sent: Saturday, July 25, 2009 10:54 AM
> >> > >> To: Discussion of Half-Life Programming
> >> > >> Subject: Re: [hlcoders] whats happening with this engine
> >> > >>
> >> > >> Its a good job you used tinyurl, otherwise it wouldn't have fit on
> my
> >> > >> screen!...
> >> > >>
> >> > >> 2009/7/25 Harry Pidcock 
> >> > >>
> >> > >>> Valve contacted me yesterday to tell me they have successfully
> >> > >>> implemented
> >> > >>> a
> >> > >>> new feature.
> >> > >>>
> >> > >>> http://tinyurl.com/4f6mt
> >> > >>>
> >> > >>> I hope to see more of these innovations in the future.
> >> > >>>
> >> > >>> --
> >> > >>> From: "Andrew Ritchie" 
> >> > >>> Sent: Saturday, July 25, 2009 10:21 AM
> >> > >>> To: "Discussion of Half-Life Programming"
> >> > >>>  >> > >>> >
> >> > >>> Subject: Re: [hlcoders] whats happening with this engine
> >> > >>>
> >> > >>> > Surely this topic could be split into several different points.
> >> > >>> Personally
> >> > >>> > I
> >> > >>> > see 4 different ones here.
> >> > >>> >
> >> > >>> > 1) Engine features
> >> > >>> > 2) Tools Capabilities
> >> > >>> > 3) Tools Availability
> >> > >>> > 4) Tools Presentation
> >> > >>> >
> >> > >>> > The first is ignorable, Valve is clearly only going to add new
> >> > >>> > features
> >> > >>> or
> >> > >>> > change things, like BSP and displacement maps, when they think
> it's
> >> > >>> > important.  It's their engine and it needs to do what their
> games
> >> > need
> >> > >>> > doing.  If you choose to use Source then you have to accept you
> are
> >> > >>> > modding
> >> > >>> > their engine.  Sure TF, CS, DoD etc.. all were mods that made
> Valve
> >> a
> >> > >> lot
> >> > >>> > of
> >> > >>> > money and brought huge success but they were also developed
> around
> >> > the
> >> > >>> > constraints of the engine rather than the engine being built FOR
> >> > these
> >> > >>> > mods
> >> > >>> > to be made.  If a technical limitation is big enough to warrent
> an
> >> > >> engine
> >> > >>> > change then do so rather than hanging about wanting Valve to add
> >> the
> >> > >>> > feature, as big as the previous mentioned mods are you'd need to
> >> > >>> > really
> >> > >>> > prove you're up to their popularity before Valve would make a
> >> drastic
> >> > >>> 

Re: [hlcoders] whats happening with this engine

2009-08-05 Thread Nick
I like how valve has absolutely no response to make regarding this subject.

On Sun, Jul 26, 2009 at 12:21 PM, Saul Rennison wrote:
> Seconded!
>
> Thanks,
> - Saul.
>
>
> 2009/7/26 Matt Hoffman 
>
>> I for one would also like a fix for the ATI Hammer text... jaggies.
>>
>> Or should I make a separate hlcoders email about that instead of including
>> all my hard-earned research in this one?
>>
>>
>> On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
>> wrote:
>>
>> > My only wish for updates to the tools is to update Faceposer to work
>> fully
>> > with Vista. Currently it is not possible to do auto-generation of the
>> > lip-synch data in Vista, and furthermore another dev and I both had
>> trouble
>> > on his XP machine locating a working link to the Speech SDK that
>> Faceposer
>> > requires, all the MS links were 404, etc.
>> >
>> > I will just say that doing the lip synch data yourself is extremely
>> lemons,
>> > not to mention that I am a coder not an artiste :D
>> >
>> > Chris
>> >
>> > -Original Message-
>> > From: hlcoders-boun...@list.valvesoftware.com
>> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry
>> > Pidcock
>> > Sent: Saturday, July 25, 2009 9:32 PM
>> > To: Discussion of Half-Life Programming
>> > Subject: Re: [hlcoders] whats happening with this engine
>> >
>> > Whitespace should be easy to embed in the engine if you create a wrapper
>> > that works with the feature I presented before. Whitespace is a very
>> visual
>> > language that is great for particle effects and shaders(it is then
>> > translated into complex hlsl).
>> >
>> > --
>> > From: "Harry Jeffery" 
>> > Sent: Sunday, July 26, 2009 4:40 AM
>> > To: "Discussion of Half-Life Programming" <
>> hlcoders@list.valvesoftware.com
>> > >
>> > Subject: Re: [hlcoders] whats happening with this engine
>> >
>> > > I thought it looked so clean and easy, then I selected the whitespace.
>> =[
>> > >
>> > > 2009/7/25 Spencer 'voogru' MacDonald :
>> > >> I like this one better.
>> > >>
>> > >> http://compsoc.dur.ac.uk/whitespace/
>> > >>
>> > >>
>> > >>
>> > >> -Original Message-
>> > >> From: hlcoders-boun...@list.valvesoftware.com
>> > >> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
>> > >> Sent: Saturday, July 25, 2009 10:54 AM
>> > >> To: Discussion of Half-Life Programming
>> > >> Subject: Re: [hlcoders] whats happening with this engine
>> > >>
>> > >> Its a good job you used tinyurl, otherwise it wouldn't have fit on my
>> > >> screen!...
>> > >>
>> > >> 2009/7/25 Harry Pidcock 
>> > >>
>> > >>> Valve contacted me yesterday to tell me they have successfully
>> > >>> implemented
>> > >>> a
>> > >>> new feature.
>> > >>>
>> > >>> http://tinyurl.com/4f6mt
>> > >>>
>> > >>> I hope to see more of these innovations in the future.
>> > >>>
>> > >>> --
>> > >>> From: "Andrew Ritchie" 
>> > >>> Sent: Saturday, July 25, 2009 10:21 AM
>> > >>> To: "Discussion of Half-Life Programming"
>> > >>> > > >>> >
>> > >>> Subject: Re: [hlcoders] whats happening with this engine
>> > >>>
>> > >>> > Surely this topic could be split into several different points.
>> > >>> Personally
>> > >>> > I
>> > >>> > see 4 different ones here.
>> > >>> >
>> > >>> > 1) Engine features
>> > >>> > 2) Tools Capabilities
>> > >>> > 3) Tools Availability
>> > >>> > 4) Tools Presentation
>> > >>> >
>> > >>> > The first is ignorable, Valve is clearly only going to add new
>> > >>> > features
>> > >>> or
>> > >>> > change things, like BSP and displacement maps, when they think it's
>> > >>> > important.  It's their engine and it needs to do what their games
>> > need
>> > >>> > doing.  If you choose to use Source then you have to accept you are
>> > >>> > modding
>> > >>> > their engine.  Sure TF, CS, DoD etc.. all were mods that made Valve
>> a
>> > >> lot
>> > >>> > of
>> > >>> > money and brought huge success but they were also developed around
>> > the
>> > >>> > constraints of the engine rather than the engine being built FOR
>> > these
>> > >>> > mods
>> > >>> > to be made.  If a technical limitation is big enough to warrent an
>> > >> engine
>> > >>> > change then do so rather than hanging about wanting Valve to add
>> the
>> > >>> > feature, as big as the previous mentioned mods are you'd need to
>> > >>> > really
>> > >>> > prove you're up to their popularity before Valve would make a
>> drastic
>> > >>> > change
>> > >>> > for you.  So either accept the engine's features before you get
>> > >>> > underway
>> > >>> > or
>> > >>> > be prepared to encounter the fact you can't do certain things
>> without
>> > >>> > a
>> > >>> > lot
>> > >>> > of work, if not at all.
>> > >>> >
>> > >>> > The Tools Capabilities I think is what Jed was really getting at, I
>> > >> don't
>> > >>> > mean like adding features to hammer and stuff but specifically
>> > >>> > allowing
>> > >>> > the
>> > >>> > chance for modders to by pass 

[hlcoders] Bug in sending "attached" particles to the client (A FIX)

2009-08-05 Thread Jonathan White
When trying to dispatch a particle effect from the server to the client
using DispatchParticleEffect( const char *pszParticleName,
ParticleAttachment_t iAttachType, CBaseEntity *pEntity, const char
*pszAttachmentName, bool bResetAllParticlesOnEntity ) I noticed that it
wasn't working at all, meaning the client never received the dispatch. My
first intuition was that it was being suppressed by prediction, but that
quickly resolved to not being the case.

I finally resolved that it was because when you dispatch an effect, the
recipient list is calculated based on whoever is in PAS range. Well, the
origin for the effect is never initialized when you try to dispatch an
effect that originates from an attachment point on an entity! The following
is a fix to this problem:

particle_parse.cpp, Lines 196 - 219
In Function: void DispatchParticleEffect( const char *pszParticleName,
ParticleAttachment_t iAttachType, CBaseEntity *pEntity, int
iAttachmentPoint, bool bResetAllParticlesOnEntity )

OLD FUNCTION:
void DispatchParticleEffect( const char *pszParticleName,
ParticleAttachment_t iAttachType, CBaseEntity *pEntity, int
iAttachmentPoint, bool bResetAllParticlesOnEntity )
{
CEffectDatadata;

data.m_nHitBox = GetParticleSystemIndex( pszParticleName );
if ( pEntity )
{
#ifdef CLIENT_DLL
data.m_hEntity = pEntity;
#else
data.m_nEntIndex = pEntity->entindex();
#endif
data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY;
}
data.m_nDamageType = iAttachType;
data.m_nAttachmentIndex = iAttachmentPoint;

if ( bResetAllParticlesOnEntity )
{
data.m_fFlags |= PARTICLE_DISPATCH_RESET_PARTICLES;
}

DispatchEffect( "ParticleEffect", data );
}

CORRECTED FUNCTION:
void DispatchParticleEffect( const char *pszParticleName,
ParticleAttachment_t iAttachType, CBaseEntity *pEntity, int
iAttachmentPoint, bool bResetAllParticlesOnEntity )
{
CEffectDatadata;

data.m_nHitBox = GetParticleSystemIndex( pszParticleName );
if ( pEntity )
{
data.m_vOrigin = pEntity->GetAbsOrigin();
#ifdef CLIENT_DLL
data.m_hEntity = pEntity;
#else
data.m_nEntIndex = pEntity->entindex();
#endif
data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY;
}
data.m_nDamageType = iAttachType;
data.m_nAttachmentIndex = iAttachmentPoint;

if ( bResetAllParticlesOnEntity )
{
data.m_fFlags |= PARTICLE_DISPATCH_RESET_PARTICLES;
}

DispatchEffect( "ParticleEffect", data );
}

Note the addition of data.m_vOrigin, that is what the recipient list filter
uses to calculate the PAS recipients and must be initialized even if the
particle effect isn't ultimately going to use it.

Jonathan White
GoldenEye: Source
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Re: [hlcoders] Unable to reset Hammer's Model Viewers Layout (And it's somewhat broken)

2009-08-05 Thread Matt Hoffman
Thanks Tom!

On Wed, Aug 5, 2009 at 10:15 AM, Tom Edwards wrote:

> There's also hammer.vdf, in the same folder as the executable. In fact
> it looks like the sole purpose of that file is to store the information
> you want to delete. :-P
>
> Matt Hoffman wrote:
> > It appears only the position and size of the entire model browser window
> is
> > stored there, and not the actual layout.
> >
> >
> >
> > On Wed, Aug 5, 2009 at 4:12 AM, Tom Edwards  >wrote:
> >
> >
> >> It's all stored in the registry at
> HKEY_CURRENT_USER\Software\Valve\Hammer.
> >>
> >> Matt Hoffman wrote:
> >>
> >>> First off is a personal issue: When I noticed that the Model viewer
> >>>
> >> inside
> >>
> >>> of hammer had a "Screen Cap" button or  something, I was fooling with
> the
> >>> window size trying to make it bigger and make the font readable. In the
> >>> process I dragged the bar down and now it looks like this:
> >>>
> >>> http://img34.imageshack.us/img34/2569/ss20090805202523.png
> >>>
> >>> While I like seeing my model nice and big, I like being able to search
> >>>
> >> too.
> >>
> >>> I can't seem to find where the file that controls this is kept. I've
> >>>
> >> tried
> >>
> >>> restarting hammer, the SDK, my computer, resetting game configurations,
> >>> refreshing SDK content, etc.
> >>>
> >>>
> >>> All to no avail. I'm stuck like this. D:
> >>>
> >>>
> >>> Now, what's broken about model viewer(Before I broke it): I'm having
> >>>
> >> trouble
> >>
> >>> rotating models recently. I can tilt them but not rotate around them.
> >>> Sometimes fooling with the lock camera button fixes it, other times no.
> >>>
> >>> Also, sometimes when the model browser is launched it locks up and
> >>>
> >> refuses
> >>
> >>> to let you click anything or type anything. Sometimes closing it and
> >>> re-opening it fixes it, but often not. Usually the only fix is to
> restart
> >>> hammer.
> >>>
> >>>
> >>> Thanks.
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>>
> >> please visit:
> >>
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>>
> >>>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >>
> > ___
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> please visit:
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Re: [hlcoders] Unable to reset Hammer's Model Viewers Layout (And it's somewhat broken)

2009-08-05 Thread Tom Edwards
There's also hammer.vdf, in the same folder as the executable. In fact 
it looks like the sole purpose of that file is to store the information 
you want to delete. :-P

Matt Hoffman wrote:
> It appears only the position and size of the entire model browser window is
> stored there, and not the actual layout.
>
>
>
> On Wed, Aug 5, 2009 at 4:12 AM, Tom Edwards wrote:
>
>   
>> It's all stored in the registry at HKEY_CURRENT_USER\Software\Valve\Hammer.
>>
>> Matt Hoffman wrote:
>> 
>>> First off is a personal issue: When I noticed that the Model viewer
>>>   
>> inside
>> 
>>> of hammer had a "Screen Cap" button or  something, I was fooling with the
>>> window size trying to make it bigger and make the font readable. In the
>>> process I dragged the bar down and now it looks like this:
>>>
>>> http://img34.imageshack.us/img34/2569/ss20090805202523.png
>>>
>>> While I like seeing my model nice and big, I like being able to search
>>>   
>> too.
>> 
>>> I can't seem to find where the file that controls this is kept. I've
>>>   
>> tried
>> 
>>> restarting hammer, the SDK, my computer, resetting game configurations,
>>> refreshing SDK content, etc.
>>>
>>>
>>> All to no avail. I'm stuck like this. D:
>>>
>>>
>>> Now, what's broken about model viewer(Before I broke it): I'm having
>>>   
>> trouble
>> 
>>> rotating models recently. I can tilt them but not rotate around them.
>>> Sometimes fooling with the lock camera button fixes it, other times no.
>>>
>>> Also, sometimes when the model browser is launched it locks up and
>>>   
>> refuses
>> 
>>> to let you click anything or type anything. Sometimes closing it and
>>> re-opening it fixes it, but often not. Usually the only fix is to restart
>>> hammer.
>>>
>>>
>>> Thanks.
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>   
>> please visit:
>> 
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>>   
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>> please visit:
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Re: [hlcoders] Unable to reset Hammer's Model Viewers Layout (And it's somewhat broken)

2009-08-05 Thread Harry Jeffery
You could try uninstalling and re-installing source sdk.

Or refresh sdk content.

2009/8/5 Matt Hoffman :
> It appears only the position and size of the entire model browser window is
> stored there, and not the actual layout.
>
>
>
> On Wed, Aug 5, 2009 at 4:12 AM, Tom Edwards wrote:
>
>> It's all stored in the registry at HKEY_CURRENT_USER\Software\Valve\Hammer.
>>
>> Matt Hoffman wrote:
>> > First off is a personal issue: When I noticed that the Model viewer
>> inside
>> > of hammer had a "Screen Cap" button or  something, I was fooling with the
>> > window size trying to make it bigger and make the font readable. In the
>> > process I dragged the bar down and now it looks like this:
>> >
>> > http://img34.imageshack.us/img34/2569/ss20090805202523.png
>> >
>> > While I like seeing my model nice and big, I like being able to search
>> too.
>> > I can't seem to find where the file that controls this is kept. I've
>> tried
>> > restarting hammer, the SDK, my computer, resetting game configurations,
>> > refreshing SDK content, etc.
>> >
>> >
>> > All to no avail. I'm stuck like this. D:
>> >
>> >
>> > Now, what's broken about model viewer(Before I broke it): I'm having
>> trouble
>> > rotating models recently. I can tilt them but not rotate around them.
>> > Sometimes fooling with the lock camera button fixes it, other times no.
>> >
>> > Also, sometimes when the model browser is launched it locks up and
>> refuses
>> > to let you click anything or type anything. Sometimes closing it and
>> > re-opening it fixes it, but often not. Usually the only fix is to restart
>> > hammer.
>> >
>> >
>> > Thanks.
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >
>> >
>> >
>>
>>
>> ___
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>> please visit:
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>>
>>
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Re: [hlcoders] Unable to reset Hammer's Model Viewers Layout (And it's somewhat broken)

2009-08-05 Thread Matt Hoffman
It appears only the position and size of the entire model browser window is
stored there, and not the actual layout.



On Wed, Aug 5, 2009 at 4:12 AM, Tom Edwards wrote:

> It's all stored in the registry at HKEY_CURRENT_USER\Software\Valve\Hammer.
>
> Matt Hoffman wrote:
> > First off is a personal issue: When I noticed that the Model viewer
> inside
> > of hammer had a "Screen Cap" button or  something, I was fooling with the
> > window size trying to make it bigger and make the font readable. In the
> > process I dragged the bar down and now it looks like this:
> >
> > http://img34.imageshack.us/img34/2569/ss20090805202523.png
> >
> > While I like seeing my model nice and big, I like being able to search
> too.
> > I can't seem to find where the file that controls this is kept. I've
> tried
> > restarting hammer, the SDK, my computer, resetting game configurations,
> > refreshing SDK content, etc.
> >
> >
> > All to no avail. I'm stuck like this. D:
> >
> >
> > Now, what's broken about model viewer(Before I broke it): I'm having
> trouble
> > rotating models recently. I can tilt them but not rotate around them.
> > Sometimes fooling with the lock camera button fixes it, other times no.
> >
> > Also, sometimes when the model browser is launched it locks up and
> refuses
> > to let you click anything or type anything. Sometimes closing it and
> > re-opening it fixes it, but often not. Usually the only fix is to restart
> > hammer.
> >
> >
> > Thanks.
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
>
>
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> please visit:
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>
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Re: [hlcoders] World not rendered when launching with debugger

2009-08-05 Thread Tom Edwards
Finally fixed it. I was doing this:

IInput* input = new CInput;

Whereas I should have been doing this:

static CInput g_Input;
IInput* input = (IInput*)&g_Input;

The project compiles fine without g_Input, so it's presumably accessed 
from an engine DLL. Quite why attaching a debugger makes that access 
fail in a way that doesn't generate an error is beyond me!

The screen was black because the game was starting up with a 
third-person camera (that's handled by IInput for some reason) which 
prevented some variables from initialising, and I found the solution 
above before working out what was happening to the mouse.

@Olly: IInput also handles usercmds. Our problems may not be 
coincidental. ;-)

Tom Edwards wrote:
> Finally making some headway on this. The client doesn't know the 
> camera's origin: in CViewRender::RenderView(), all three view.origin 
> values are NaN ("1.#QNAN00" to be precise). All of the view object's 
> other variables are present and correct though... :s
>
> Tom Edwards wrote:
>   
>> If launch my mod with a debugger attached, the world is not rendered. 
>> The server is working fine and I can hear myself walking about, but 
>> apart from UI elements the screen is completely black. The mouse is also 
>> permanently captured in the middle of the screen even after I disconnect 
>> and if the map doesn't load.
>>
>> Yet when I launch normally, there isn't a problem! I have no idea at all 
>> what's causing this to happen. Has anyone seen it before?
>>
>>
>> ___
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>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>>   
>> 
>
>
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Re: [hlcoders] World not rendered when launching with debugger

2009-08-05 Thread Olly
I have had some strange problems like this while doing things like sending a
UserMessage in the same frame that you (re)spawn in.

2009/8/5 Tom Edwards 

> Finally making some headway on this. The client doesn't know the
> camera's origin: in CViewRender::RenderView(), all three view.origin
> values are NaN ("1.#QNAN00" to be precise). All of the view object's
> other variables are present and correct though... :s
>
> Tom Edwards wrote:
> > If launch my mod with a debugger attached, the world is not rendered.
> > The server is working fine and I can hear myself walking about, but
> > apart from UI elements the screen is completely black. The mouse is also
> > permanently captured in the middle of the screen even after I disconnect
> > and if the map doesn't load.
> >
> > Yet when I launch normally, there isn't a problem! I have no idea at all
> > what's causing this to happen. Has anyone seen it before?
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
>
>
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>
>


-- 
Sent from Olly's SEGA Game Gear
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Re: [hlcoders] World not rendered when launching with debugger

2009-08-05 Thread Tom Edwards
Finally making some headway on this. The client doesn't know the 
camera's origin: in CViewRender::RenderView(), all three view.origin 
values are NaN ("1.#QNAN00" to be precise). All of the view object's 
other variables are present and correct though... :s

Tom Edwards wrote:
> If launch my mod with a debugger attached, the world is not rendered. 
> The server is working fine and I can hear myself walking about, but 
> apart from UI elements the screen is completely black. The mouse is also 
> permanently captured in the middle of the screen even after I disconnect 
> and if the map doesn't load.
>
> Yet when I launch normally, there isn't a problem! I have no idea at all 
> what's causing this to happen. Has anyone seen it before?
>
>
> ___
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> visit:
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>
>
>   


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Re: [hlcoders] Unable to reset Hammer's Model Viewers Layout (And it's somewhat broken)

2009-08-05 Thread Tom Edwards
It's all stored in the registry at HKEY_CURRENT_USER\Software\Valve\Hammer.

Matt Hoffman wrote:
> First off is a personal issue: When I noticed that the Model viewer inside
> of hammer had a "Screen Cap" button or  something, I was fooling with the
> window size trying to make it bigger and make the font readable. In the
> process I dragged the bar down and now it looks like this:
>
> http://img34.imageshack.us/img34/2569/ss20090805202523.png
>
> While I like seeing my model nice and big, I like being able to search too.
> I can't seem to find where the file that controls this is kept. I've tried
> restarting hammer, the SDK, my computer, resetting game configurations,
> refreshing SDK content, etc.
>
>
> All to no avail. I'm stuck like this. D:
>
>
> Now, what's broken about model viewer(Before I broke it): I'm having trouble
> rotating models recently. I can tilt them but not rotate around them.
> Sometimes fooling with the lock camera button fixes it, other times no.
>
> Also, sometimes when the model browser is launched it locks up and refuses
> to let you click anything or type anything. Sometimes closing it and
> re-opening it fixes it, but often not. Usually the only fix is to restart
> hammer.
>
>
> Thanks.
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>   


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