Re: [hlcoders] "Show Map List" issue..

2010-07-13 Thread Olly
Ah, I missed that part... Carry on :D

On 14 July 2010 04:07, Stephen Swires  wrote:

> I don't know if you noticed, but he did. The solution is that the map list
> doesn't show passworded or empty servers - regardless of filter settings -
> which of course is a bit misleading.
>
> On Wed, Jul 14, 2010 at 3:28 AM, Olly  wrote:
>
> > I'm personally having a problem with this; But care to say what you did
> to
> > fix it so that it's saved in the archive for years of future modders.
> >
> > On 14 July 2010 02:48, Andy Nemer  wrote:
> >
> > > ARGH!
> > >
> > > We figured it out.
> > >
> > > Not only does it not display empty servers, but it also won't display
> > > passworded servers (full or otherwise).
> > >
> > > This calls for a big :FACEPALM: moment.
> > >
> > > Thanks anyway for the help Jon!
> > >
> > >
> > > Andy
> > >
> > > On 13 July 2010 21:37, Andy Nemer  wrote:
> > >
> > > > Hey Jon,
> > > >
> > > > I actually even tried using the files from my GE:S folder with no
> luck.
> > > >
> > > > Either way, even if those files aren't there, the default "HL2" logo
> > > should
> > > > appear (I even deleted the materials/VGUI/maps folder from gesource
> and
> > > > servers still showed up with the default HL2 logo). In our case,
> > nothing
> > > is
> > > > showing up at all.
> > > >
> > > > If I toggle "Show Map List" off, get a server list, then toggle it
> back
> > > on,
> > > > it'll work. But as soon as I hit refresh (or if I launch the game
> with
> > it
> > > > checked), the list disappears.
> > > >
> > > > What did you guys use as a starting point for the code base? We're
> > using
> > > > HL2DM on SDK Base 2007.
> > > >
> > > >
> > > > Andy
> > > >
> > > > On 13 July 2010 19:05, Jonathan White 
> > wrote:
> > > >
> > > >> Andy,
> > > >>
> > > >> I am the GE:S programmer and I can personally tell you we didn't do
> > > >> anything
> > > >> special to get the map icons to work. Make sure you are saving the
> > .VTF
> > > >> properly (no mipmaps, DX5, no alpha, etc) and that the VMT is
> > > UnlitGeneric
> > > >> shader type. $ignorez is also important for any VGUI materials.
> > > >>
> > > >> We don't use the .res files because its part of our official
> release.
> > > Here
> > > >> is one of our VMT files:
> > > >>
> > > >> "UnlitGeneric"
> > > >> {
> > > >>"$basetexture" "vgui\maps\menu_thumb_ge_aztec"
> > > >>"$translucent" 1
> > > >>"$ignorez" 1
> > > >>"$vertexcolor" 1
> > > >> }
> > > >>
> > > >> and the corresponding VTF placed in "materials/vgui/maps/":
> > > >> http://www.divshare.com/download/11993942-65c
> > > >>
> > > >> Try renaming these guys to your map name and seeing if they work.
> > > >>
> > > >> Jon 
> > > >> GoldenEye: Source
> > > >> ___
> > > >> To unsubscribe, edit your list preferences, or view the list
> archives,
> > > >> please visit:
> > > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >>
> > > >>
> > > >
> > > >
> > > > --
> > > > Andy Nemer
> > > > Overwatch Mod
> > > >
> > > > +1 (514) 250-2684
> > > > an...@overwatchmod.com
> > > > http://www.overwatchmod.com/
> > > >
> > >
> > >
> > >
> > > --
> > > Andy Nemer
> > > Overwatch Mod
> > >
> > > +1 (514) 250-2684
> > > an...@overwatchmod.com
> > > http://www.overwatchmod.com/
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> - Stephen Swires
> ___
> 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] "Show Map List" issue..

2010-07-13 Thread Stephen Swires
I don't know if you noticed, but he did. The solution is that the map list
doesn't show passworded or empty servers - regardless of filter settings -
which of course is a bit misleading.

On Wed, Jul 14, 2010 at 3:28 AM, Olly  wrote:

> I'm personally having a problem with this; But care to say what you did to
> fix it so that it's saved in the archive for years of future modders.
>
> On 14 July 2010 02:48, Andy Nemer  wrote:
>
> > ARGH!
> >
> > We figured it out.
> >
> > Not only does it not display empty servers, but it also won't display
> > passworded servers (full or otherwise).
> >
> > This calls for a big :FACEPALM: moment.
> >
> > Thanks anyway for the help Jon!
> >
> >
> > Andy
> >
> > On 13 July 2010 21:37, Andy Nemer  wrote:
> >
> > > Hey Jon,
> > >
> > > I actually even tried using the files from my GE:S folder with no luck.
> > >
> > > Either way, even if those files aren't there, the default "HL2" logo
> > should
> > > appear (I even deleted the materials/VGUI/maps folder from gesource and
> > > servers still showed up with the default HL2 logo). In our case,
> nothing
> > is
> > > showing up at all.
> > >
> > > If I toggle "Show Map List" off, get a server list, then toggle it back
> > on,
> > > it'll work. But as soon as I hit refresh (or if I launch the game with
> it
> > > checked), the list disappears.
> > >
> > > What did you guys use as a starting point for the code base? We're
> using
> > > HL2DM on SDK Base 2007.
> > >
> > >
> > > Andy
> > >
> > > On 13 July 2010 19:05, Jonathan White 
> wrote:
> > >
> > >> Andy,
> > >>
> > >> I am the GE:S programmer and I can personally tell you we didn't do
> > >> anything
> > >> special to get the map icons to work. Make sure you are saving the
> .VTF
> > >> properly (no mipmaps, DX5, no alpha, etc) and that the VMT is
> > UnlitGeneric
> > >> shader type. $ignorez is also important for any VGUI materials.
> > >>
> > >> We don't use the .res files because its part of our official release.
> > Here
> > >> is one of our VMT files:
> > >>
> > >> "UnlitGeneric"
> > >> {
> > >>"$basetexture" "vgui\maps\menu_thumb_ge_aztec"
> > >>"$translucent" 1
> > >>"$ignorez" 1
> > >>"$vertexcolor" 1
> > >> }
> > >>
> > >> and the corresponding VTF placed in "materials/vgui/maps/":
> > >> http://www.divshare.com/download/11993942-65c
> > >>
> > >> Try renaming these guys to your map name and seeing if they work.
> > >>
> > >> Jon 
> > >> GoldenEye: Source
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>
> > >
> > >
> > > --
> > > Andy Nemer
> > > Overwatch Mod
> > >
> > > +1 (514) 250-2684
> > > an...@overwatchmod.com
> > > http://www.overwatchmod.com/
> > >
> >
> >
> >
> > --
> > Andy Nemer
> > Overwatch Mod
> >
> > +1 (514) 250-2684
> > an...@overwatchmod.com
> > http://www.overwatchmod.com/
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
- Stephen Swires
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Re: [hlcoders] "Show Map List" issue..

2010-07-13 Thread Olly
I'm _not_ personally having a problem with this** :P

On 14 July 2010 03:28, Olly  wrote:

> I'm personally having a problem with this; But care to say what you did to
> fix it so that it's saved in the archive for years of future modders.
>
>
> On 14 July 2010 02:48, Andy Nemer  wrote:
>
>> ARGH!
>>
>> We figured it out.
>>
>> Not only does it not display empty servers, but it also won't display
>> passworded servers (full or otherwise).
>>
>> This calls for a big :FACEPALM: moment.
>>
>> Thanks anyway for the help Jon!
>>
>>
>> Andy
>>
>> On 13 July 2010 21:37, Andy Nemer  wrote:
>>
>> > Hey Jon,
>> >
>> > I actually even tried using the files from my GE:S folder with no luck.
>> >
>> > Either way, even if those files aren't there, the default "HL2" logo
>> should
>> > appear (I even deleted the materials/VGUI/maps folder from gesource and
>> > servers still showed up with the default HL2 logo). In our case, nothing
>> is
>> > showing up at all.
>> >
>> > If I toggle "Show Map List" off, get a server list, then toggle it back
>> on,
>> > it'll work. But as soon as I hit refresh (or if I launch the game with
>> it
>> > checked), the list disappears.
>> >
>> > What did you guys use as a starting point for the code base? We're using
>> > HL2DM on SDK Base 2007.
>> >
>> >
>> > Andy
>> >
>> > On 13 July 2010 19:05, Jonathan White  wrote:
>> >
>> >> Andy,
>> >>
>> >> I am the GE:S programmer and I can personally tell you we didn't do
>> >> anything
>> >> special to get the map icons to work. Make sure you are saving the .VTF
>> >> properly (no mipmaps, DX5, no alpha, etc) and that the VMT is
>> UnlitGeneric
>> >> shader type. $ignorez is also important for any VGUI materials.
>> >>
>> >> We don't use the .res files because its part of our official release.
>> Here
>> >> is one of our VMT files:
>> >>
>> >> "UnlitGeneric"
>> >> {
>> >>"$basetexture" "vgui\maps\menu_thumb_ge_aztec"
>> >>"$translucent" 1
>> >>"$ignorez" 1
>> >>"$vertexcolor" 1
>> >> }
>> >>
>> >> and the corresponding VTF placed in "materials/vgui/maps/":
>> >> http://www.divshare.com/download/11993942-65c
>> >>
>> >> Try renaming these guys to your map name and seeing if they work.
>> >>
>> >> Jon 
>> >> GoldenEye: Source
>> >> ___
>> >> To unsubscribe, edit your list preferences, or view the list archives,
>> >> please visit:
>> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >>
>> >>
>> >
>> >
>> > --
>> > Andy Nemer
>> > Overwatch Mod
>> >
>> > +1 (514) 250-2684
>> > an...@overwatchmod.com
>> > http://www.overwatchmod.com/
>> >
>>
>>
>>
>> --
>> Andy Nemer
>> Overwatch Mod
>>
>> +1 (514) 250-2684
>> an...@overwatchmod.com
>> http://www.overwatchmod.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] "Show Map List" issue..

2010-07-13 Thread Olly
I'm personally having a problem with this; But care to say what you did to
fix it so that it's saved in the archive for years of future modders.

On 14 July 2010 02:48, Andy Nemer  wrote:

> ARGH!
>
> We figured it out.
>
> Not only does it not display empty servers, but it also won't display
> passworded servers (full or otherwise).
>
> This calls for a big :FACEPALM: moment.
>
> Thanks anyway for the help Jon!
>
>
> Andy
>
> On 13 July 2010 21:37, Andy Nemer  wrote:
>
> > Hey Jon,
> >
> > I actually even tried using the files from my GE:S folder with no luck.
> >
> > Either way, even if those files aren't there, the default "HL2" logo
> should
> > appear (I even deleted the materials/VGUI/maps folder from gesource and
> > servers still showed up with the default HL2 logo). In our case, nothing
> is
> > showing up at all.
> >
> > If I toggle "Show Map List" off, get a server list, then toggle it back
> on,
> > it'll work. But as soon as I hit refresh (or if I launch the game with it
> > checked), the list disappears.
> >
> > What did you guys use as a starting point for the code base? We're using
> > HL2DM on SDK Base 2007.
> >
> >
> > Andy
> >
> > On 13 July 2010 19:05, Jonathan White  wrote:
> >
> >> Andy,
> >>
> >> I am the GE:S programmer and I can personally tell you we didn't do
> >> anything
> >> special to get the map icons to work. Make sure you are saving the .VTF
> >> properly (no mipmaps, DX5, no alpha, etc) and that the VMT is
> UnlitGeneric
> >> shader type. $ignorez is also important for any VGUI materials.
> >>
> >> We don't use the .res files because its part of our official release.
> Here
> >> is one of our VMT files:
> >>
> >> "UnlitGeneric"
> >> {
> >>"$basetexture" "vgui\maps\menu_thumb_ge_aztec"
> >>"$translucent" 1
> >>"$ignorez" 1
> >>"$vertexcolor" 1
> >> }
> >>
> >> and the corresponding VTF placed in "materials/vgui/maps/":
> >> http://www.divshare.com/download/11993942-65c
> >>
> >> Try renaming these guys to your map name and seeing if they work.
> >>
> >> Jon 
> >> GoldenEye: Source
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >
> >
> > --
> > Andy Nemer
> > Overwatch Mod
> >
> > +1 (514) 250-2684
> > an...@overwatchmod.com
> > http://www.overwatchmod.com/
> >
>
>
>
> --
> Andy Nemer
> Overwatch Mod
>
> +1 (514) 250-2684
> an...@overwatchmod.com
> http://www.overwatchmod.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] Compiling for mac

2010-07-13 Thread Harry Pidcock

CMake is a pretty decent tool as well.

--
From: "Bob Somers" 
Sent: Wednesday, July 14, 2010 9:30 AM
To: "Discussion of Half-Life Programming" 
Subject: Re: [hlcoders] Compiling for mac


I've been using Premake to do just that on some of my personal
projects. Very cool tool. Written mostly in Lua, too.

http://industriousone.com/premake

--Bob





On Tue, Jul 13, 2010 at 3:58 PM, Harry Jeffery
 wrote:

I asked a while back how they were doing cross platform. This is the
response from Alfred:

--
Hey Harry, we actually have our own internal tool we developed that
uses a custom project definition format that is processed into the
appropriate output files for each platform (so vcproj's under Windows,
Xcode projects under OSX).


- Alfred

On 13 July 2010 22:41, Dexter  wrote:

valve time joke here

On Tue, Jul 13, 2010 at 3:37 PM, Michael Corsaro  
wrote:



I'm sure we will get it when Source Filmmaker is released

On Tue, Jul 13, 2010 at 1:24 PM, Adam Buckland wrote:

> From a post I saw on Garry Newmans blog, it appears they use make
> files (as he was compiling on Windows). If you look at the
> Portal/Steam for Mac release photo, however, Xcode is clearly visible
> in the dock. My guess is that Valve uses a system similar to the
> chromium project utilising scripts to generate .vsproj .xcproj and
> make files automatically. This would allow them to use Xcode, but
> still compile on non-Mac servers. As we already know that each
> check-in triggers an automatic build for all platforms, this sounds
> reasonable.
>
> Sent from my iPhone
>
> On 13 Jul 2010, at 18:11, Ryan Sheffer  wrote:
>
> > I recently ported my own engine over to Mac and since it just uses 
> > gnu
> compiler and gcc or g++, really if your code compiles on a Linux 
> distro

it
> will work fine on the Mac. Not sure if valve use Xcode IDE or make
files...
> Hope they use Xcode since it's very simple.
> >
> > On another note, if anyone is interested in making a hammer clone 
> > for

Mac
> / Linux I would be interested in helping out.
> >
> > ~Ryan
> >
> > On Jul 12, 2010, at 4:33 PM, Harry Jeffery <
> harry101jeff...@googlemail.com> wrote:
> >
> >> I don't actually own a mac tbh. One of our voice actors wants to
> >> compile for Mac as he owns one and wants to support the mac 
> >> community
> >> when we release. I only use Windows 7 and Linux. The moment they 
> >> port

> >> steam + the source engine to linux I'm nuking win7.
> >>
> >> A nice optimized install of arch linux will do me just fine. All I
> >> want is steam and TF2. CSS can come too.
> >>
> >> On 12 July 2010 20:37, Ryan Sheffer  wrote:
> >>> You can't link enough to have MFC on the Mac though right? And it
> relies on windows stuff I would think. Who doesn't have at least 
> windows

xp
> these days. :p
> >>>
> >>> ~Ryan
> >>>
> >>> On Jul 10, 2010, at 7:44 PM, "Rodrigo 'r2d2rigo' Diaz" <
> r2d2r...@gmail.com> wrote:
> >>>
>  Actually, it's still useful when your target is a machine that
doesn't
> have
>  .NET Framework installed. And you can statically link the MFC
> libraries to
>  your executable.
> 
>  2010/7/11 Ryan Sheffer 
> 
> > Hammer is very old and back in those days MFC was actually...
decent?
> I
> > cant
> > imagine using it these days. :p
> >
> > On Fri, Jul 9, 2010 at 4:28 PM, Michelle Darcy <
> silverpowe...@gmail.com
> >> wrote:
> >
> >> On 7/9/2010 7:08 PM, Harry Jeffery wrote:
> >>> Has valve released the code update so a mod can be compiled 
> >>> on

mac?
> >>> The mod I work for is nearing release and we're looking into
> releasing
> >>> for windows and mac, prehaps at the same time.
> >>>
> >>> Do I have to port the mod to source 2009 though or can I just
keep
> the
> >>> source 2007 code base?
> >>
> >> No. From what I understand, it's on Valve time at the moment, 
> >> so

> it's
> >> effectively in limbo.
> >>
> >> And yes, you will have to port your mod to SE2009. The only 
> >> Source
> >> engine they ported and plan to port to Mac (and eventually 
> >> Linux?)

> is
> >> SE2009. Not SE2007, SE2006, or SE2004. Maybe we'll see the L4D
> engine
> >> branch ported too, but that's the only mainline engine we're
likely
> >> going to get. I seriously doubt they want to port the older
engines
> over
> >> to Mac/Linux, when they've outright refused to rewrite their 
> >> SDK

> tools
> >> for portability (apparently they're nasty MFC-based
monstrosities).
> >>
> >> It's a shame, because it'd mean I wouldn't be tied to Windows
nearly
> as
> >> much as I am now. I really miss Unix-based OSes and tools.
> >>
> >> --michi
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> archives,
> >> please visit:
> >> http://list.valvesoft

Re: [hlcoders] "Show Map List" issue..

2010-07-13 Thread Andy Nemer
ARGH!

We figured it out.

Not only does it not display empty servers, but it also won't display
passworded servers (full or otherwise).

This calls for a big :FACEPALM: moment.

Thanks anyway for the help Jon!


Andy

On 13 July 2010 21:37, Andy Nemer  wrote:

> Hey Jon,
>
> I actually even tried using the files from my GE:S folder with no luck.
>
> Either way, even if those files aren't there, the default "HL2" logo should
> appear (I even deleted the materials/VGUI/maps folder from gesource and
> servers still showed up with the default HL2 logo). In our case, nothing is
> showing up at all.
>
> If I toggle "Show Map List" off, get a server list, then toggle it back on,
> it'll work. But as soon as I hit refresh (or if I launch the game with it
> checked), the list disappears.
>
> What did you guys use as a starting point for the code base? We're using
> HL2DM on SDK Base 2007.
>
>
> Andy
>
> On 13 July 2010 19:05, Jonathan White  wrote:
>
>> Andy,
>>
>> I am the GE:S programmer and I can personally tell you we didn't do
>> anything
>> special to get the map icons to work. Make sure you are saving the .VTF
>> properly (no mipmaps, DX5, no alpha, etc) and that the VMT is UnlitGeneric
>> shader type. $ignorez is also important for any VGUI materials.
>>
>> We don't use the .res files because its part of our official release. Here
>> is one of our VMT files:
>>
>> "UnlitGeneric"
>> {
>>"$basetexture" "vgui\maps\menu_thumb_ge_aztec"
>>"$translucent" 1
>>"$ignorez" 1
>>"$vertexcolor" 1
>> }
>>
>> and the corresponding VTF placed in "materials/vgui/maps/":
>> http://www.divshare.com/download/11993942-65c
>>
>> Try renaming these guys to your map name and seeing if they work.
>>
>> Jon 
>> GoldenEye: Source
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>
>
> --
> Andy Nemer
> Overwatch Mod
>
> +1 (514) 250-2684
> an...@overwatchmod.com
> http://www.overwatchmod.com/
>



-- 
Andy Nemer
Overwatch Mod

+1 (514) 250-2684
an...@overwatchmod.com
http://www.overwatchmod.com/
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Re: [hlcoders] "Show Map List" issue..

2010-07-13 Thread Andy Nemer
Hey Jon,

I actually even tried using the files from my GE:S folder with no luck.

Either way, even if those files aren't there, the default "HL2" logo should
appear (I even deleted the materials/VGUI/maps folder from gesource and
servers still showed up with the default HL2 logo). In our case, nothing is
showing up at all.

If I toggle "Show Map List" off, get a server list, then toggle it back on,
it'll work. But as soon as I hit refresh (or if I launch the game with it
checked), the list disappears.

What did you guys use as a starting point for the code base? We're using
HL2DM on SDK Base 2007.


Andy

On 13 July 2010 19:05, Jonathan White  wrote:

> Andy,
>
> I am the GE:S programmer and I can personally tell you we didn't do
> anything
> special to get the map icons to work. Make sure you are saving the .VTF
> properly (no mipmaps, DX5, no alpha, etc) and that the VMT is UnlitGeneric
> shader type. $ignorez is also important for any VGUI materials.
>
> We don't use the .res files because its part of our official release. Here
> is one of our VMT files:
>
> "UnlitGeneric"
> {
>"$basetexture" "vgui\maps\menu_thumb_ge_aztec"
>"$translucent" 1
>"$ignorez" 1
>"$vertexcolor" 1
> }
>
> and the corresponding VTF placed in "materials/vgui/maps/":
> http://www.divshare.com/download/11993942-65c
>
> Try renaming these guys to your map name and seeing if they work.
>
> Jon 
> GoldenEye: Source
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
Andy Nemer
Overwatch Mod

+1 (514) 250-2684
an...@overwatchmod.com
http://www.overwatchmod.com/
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Re: [hlcoders] Compiling for mac

2010-07-13 Thread Bob Somers
I've been using Premake to do just that on some of my personal
projects. Very cool tool. Written mostly in Lua, too.

http://industriousone.com/premake

--Bob





On Tue, Jul 13, 2010 at 3:58 PM, Harry Jeffery
 wrote:
> I asked a while back how they were doing cross platform. This is the
> response from Alfred:
>
> --
> Hey Harry, we actually have our own internal tool we developed that
> uses a custom project definition format that is processed into the
> appropriate output files for each platform (so vcproj's under Windows,
> Xcode projects under OSX).
>
>
> - Alfred
>
> On 13 July 2010 22:41, Dexter  wrote:
>> valve time joke here
>>
>> On Tue, Jul 13, 2010 at 3:37 PM, Michael Corsaro  wrote:
>>
>>> I'm sure we will get it when Source Filmmaker is released
>>>
>>> On Tue, Jul 13, 2010 at 1:24 PM, Adam Buckland >> >wrote:
>>>
>>> > From a post I saw on Garry Newmans blog, it appears they use make
>>> > files (as he was compiling on Windows). If you look at the
>>> > Portal/Steam for Mac release photo, however, Xcode is clearly visible
>>> > in the dock. My guess is that Valve uses a system similar to the
>>> > chromium project utilising scripts to generate .vsproj .xcproj and
>>> > make files automatically. This would allow them to use Xcode, but
>>> > still compile on non-Mac servers. As we already know that each
>>> > check-in triggers an automatic build for all platforms, this sounds
>>> > reasonable.
>>> >
>>> > Sent from my iPhone
>>> >
>>> > On 13 Jul 2010, at 18:11, Ryan Sheffer  wrote:
>>> >
>>> > > I recently ported my own engine over to Mac and since it just uses gnu
>>> > compiler and gcc or g++, really if your code compiles on a Linux distro
>>> it
>>> > will work fine on the Mac. Not sure if valve use Xcode IDE or make
>>> files...
>>> > Hope they use Xcode since it's very simple.
>>> > >
>>> > > On another note, if anyone is interested in making a hammer clone for
>>> Mac
>>> > / Linux I would be interested in helping out.
>>> > >
>>> > > ~Ryan
>>> > >
>>> > > On Jul 12, 2010, at 4:33 PM, Harry Jeffery <
>>> > harry101jeff...@googlemail.com> wrote:
>>> > >
>>> > >> I don't actually own a mac tbh. One of our voice actors wants to
>>> > >> compile for Mac as he owns one and wants to support the mac community
>>> > >> when we release. I only use Windows 7 and Linux. The moment they port
>>> > >> steam + the source engine to linux I'm nuking win7.
>>> > >>
>>> > >> A nice optimized install of arch linux will do me just fine. All I
>>> > >> want is steam and TF2. CSS can come too.
>>> > >>
>>> > >> On 12 July 2010 20:37, Ryan Sheffer  wrote:
>>> > >>> You can't link enough to have MFC on the Mac though right? And it
>>> > relies on windows stuff I would think. Who doesn't have at least windows
>>> xp
>>> > these days. :p
>>> > >>>
>>> > >>> ~Ryan
>>> > >>>
>>> > >>> On Jul 10, 2010, at 7:44 PM, "Rodrigo 'r2d2rigo' Diaz" <
>>> > r2d2r...@gmail.com> wrote:
>>> > >>>
>>> >  Actually, it's still useful when your target is a machine that
>>> doesn't
>>> > have
>>> >  .NET Framework installed. And you can statically link the MFC
>>> > libraries to
>>> >  your executable.
>>> > 
>>> >  2010/7/11 Ryan Sheffer 
>>> > 
>>> > > Hammer is very old and back in those days MFC was actually...
>>> decent?
>>> > I
>>> > > cant
>>> > > imagine using it these days. :p
>>> > >
>>> > > On Fri, Jul 9, 2010 at 4:28 PM, Michelle Darcy <
>>> > silverpowe...@gmail.com
>>> > >> wrote:
>>> > >
>>> > >> On 7/9/2010 7:08 PM, Harry Jeffery wrote:
>>> > >>> Has valve released the code update so a mod can be compiled on
>>> mac?
>>> > >>> The mod I work for is nearing release and we're looking into
>>> > releasing
>>> > >>> for windows and mac, prehaps at the same time.
>>> > >>>
>>> > >>> Do I have to port the mod to source 2009 though or can I just
>>> keep
>>> > the
>>> > >>> source 2007 code base?
>>> > >>
>>> > >> No. From what I understand, it's on Valve time at the moment, so
>>> > it's
>>> > >> effectively in limbo.
>>> > >>
>>> > >> And yes, you will have to port your mod to SE2009. The only Source
>>> > >> engine they ported and plan to port to Mac (and eventually Linux?)
>>> > is
>>> > >> SE2009. Not SE2007, SE2006, or SE2004. Maybe we'll see the L4D
>>> > engine
>>> > >> branch ported too, but that's the only mainline engine we're
>>> likely
>>> > >> going to get. I seriously doubt they want to port the older
>>> engines
>>> > over
>>> > >> to Mac/Linux, when they've outright refused to rewrite their SDK
>>> > tools
>>> > >> for portability (apparently they're nasty MFC-based
>>> monstrosities).
>>> > >>
>>> > >> It's a shame, because it'd mean I wouldn't be tied to Windows
>>> nearly
>>> > as
>>> > >> much as I am now. I really miss Unix-based OSes and tools.
>>> > >>
>>> > >> --michi
>>> > >>
>>> > >> ___

Re: [hlcoders] "Show Map List" issue..

2010-07-13 Thread Jonathan White
Andy,

I am the GE:S programmer and I can personally tell you we didn't do anything
special to get the map icons to work. Make sure you are saving the .VTF
properly (no mipmaps, DX5, no alpha, etc) and that the VMT is UnlitGeneric
shader type. $ignorez is also important for any VGUI materials.

We don't use the .res files because its part of our official release. Here
is one of our VMT files:

"UnlitGeneric"
{
"$basetexture" "vgui\maps\menu_thumb_ge_aztec"
"$translucent" 1
"$ignorez" 1
"$vertexcolor" 1
}

and the corresponding VTF placed in "materials/vgui/maps/":
http://www.divshare.com/download/11993942-65c

Try renaming these guys to your map name and seeing if they work.

Jon 
GoldenEye: Source
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Re: [hlcoders] Compiling for mac

2010-07-13 Thread Harry Jeffery
I asked a while back how they were doing cross platform. This is the
response from Alfred:

--
Hey Harry, we actually have our own internal tool we developed that
uses a custom project definition format that is processed into the
appropriate output files for each platform (so vcproj's under Windows,
Xcode projects under OSX).


- Alfred

On 13 July 2010 22:41, Dexter  wrote:
> valve time joke here
>
> On Tue, Jul 13, 2010 at 3:37 PM, Michael Corsaro  wrote:
>
>> I'm sure we will get it when Source Filmmaker is released
>>
>> On Tue, Jul 13, 2010 at 1:24 PM, Adam Buckland > >wrote:
>>
>> > From a post I saw on Garry Newmans blog, it appears they use make
>> > files (as he was compiling on Windows). If you look at the
>> > Portal/Steam for Mac release photo, however, Xcode is clearly visible
>> > in the dock. My guess is that Valve uses a system similar to the
>> > chromium project utilising scripts to generate .vsproj .xcproj and
>> > make files automatically. This would allow them to use Xcode, but
>> > still compile on non-Mac servers. As we already know that each
>> > check-in triggers an automatic build for all platforms, this sounds
>> > reasonable.
>> >
>> > Sent from my iPhone
>> >
>> > On 13 Jul 2010, at 18:11, Ryan Sheffer  wrote:
>> >
>> > > I recently ported my own engine over to Mac and since it just uses gnu
>> > compiler and gcc or g++, really if your code compiles on a Linux distro
>> it
>> > will work fine on the Mac. Not sure if valve use Xcode IDE or make
>> files...
>> > Hope they use Xcode since it's very simple.
>> > >
>> > > On another note, if anyone is interested in making a hammer clone for
>> Mac
>> > / Linux I would be interested in helping out.
>> > >
>> > > ~Ryan
>> > >
>> > > On Jul 12, 2010, at 4:33 PM, Harry Jeffery <
>> > harry101jeff...@googlemail.com> wrote:
>> > >
>> > >> I don't actually own a mac tbh. One of our voice actors wants to
>> > >> compile for Mac as he owns one and wants to support the mac community
>> > >> when we release. I only use Windows 7 and Linux. The moment they port
>> > >> steam + the source engine to linux I'm nuking win7.
>> > >>
>> > >> A nice optimized install of arch linux will do me just fine. All I
>> > >> want is steam and TF2. CSS can come too.
>> > >>
>> > >> On 12 July 2010 20:37, Ryan Sheffer  wrote:
>> > >>> You can't link enough to have MFC on the Mac though right? And it
>> > relies on windows stuff I would think. Who doesn't have at least windows
>> xp
>> > these days. :p
>> > >>>
>> > >>> ~Ryan
>> > >>>
>> > >>> On Jul 10, 2010, at 7:44 PM, "Rodrigo 'r2d2rigo' Diaz" <
>> > r2d2r...@gmail.com> wrote:
>> > >>>
>> >  Actually, it's still useful when your target is a machine that
>> doesn't
>> > have
>> >  .NET Framework installed. And you can statically link the MFC
>> > libraries to
>> >  your executable.
>> > 
>> >  2010/7/11 Ryan Sheffer 
>> > 
>> > > Hammer is very old and back in those days MFC was actually...
>> decent?
>> > I
>> > > cant
>> > > imagine using it these days. :p
>> > >
>> > > On Fri, Jul 9, 2010 at 4:28 PM, Michelle Darcy <
>> > silverpowe...@gmail.com
>> > >> wrote:
>> > >
>> > >> On 7/9/2010 7:08 PM, Harry Jeffery wrote:
>> > >>> Has valve released the code update so a mod can be compiled on
>> mac?
>> > >>> The mod I work for is nearing release and we're looking into
>> > releasing
>> > >>> for windows and mac, prehaps at the same time.
>> > >>>
>> > >>> Do I have to port the mod to source 2009 though or can I just
>> keep
>> > the
>> > >>> source 2007 code base?
>> > >>
>> > >> No. From what I understand, it's on Valve time at the moment, so
>> > it's
>> > >> effectively in limbo.
>> > >>
>> > >> And yes, you will have to port your mod to SE2009. The only Source
>> > >> engine they ported and plan to port to Mac (and eventually Linux?)
>> > is
>> > >> SE2009. Not SE2007, SE2006, or SE2004. Maybe we'll see the L4D
>> > engine
>> > >> branch ported too, but that's the only mainline engine we're
>> likely
>> > >> going to get. I seriously doubt they want to port the older
>> engines
>> > over
>> > >> to Mac/Linux, when they've outright refused to rewrite their SDK
>> > tools
>> > >> for portability (apparently they're nasty MFC-based
>> monstrosities).
>> > >>
>> > >> It's a shame, because it'd mean I wouldn't be tied to Windows
>> nearly
>> > as
>> > >> much as I am now. I really miss Unix-based OSes and tools.
>> > >>
>> > >> --michi
>> > >>
>> > >> ___
>> > >> To unsubscribe, edit your list preferences, or view the list
>> > archives,
>> > >> please visit:
>> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> > >>
>> > >>
>> > >
>> > >
>> > > --
>> > > ~Ryan ( skidz )
>> > > ___
>> > > To un

Re: [hlcoders] Compiling for mac

2010-07-13 Thread Dexter
valve time joke here

On Tue, Jul 13, 2010 at 3:37 PM, Michael Corsaro  wrote:

> I'm sure we will get it when Source Filmmaker is released
>
> On Tue, Jul 13, 2010 at 1:24 PM, Adam Buckland  >wrote:
>
> > From a post I saw on Garry Newmans blog, it appears they use make
> > files (as he was compiling on Windows). If you look at the
> > Portal/Steam for Mac release photo, however, Xcode is clearly visible
> > in the dock. My guess is that Valve uses a system similar to the
> > chromium project utilising scripts to generate .vsproj .xcproj and
> > make files automatically. This would allow them to use Xcode, but
> > still compile on non-Mac servers. As we already know that each
> > check-in triggers an automatic build for all platforms, this sounds
> > reasonable.
> >
> > Sent from my iPhone
> >
> > On 13 Jul 2010, at 18:11, Ryan Sheffer  wrote:
> >
> > > I recently ported my own engine over to Mac and since it just uses gnu
> > compiler and gcc or g++, really if your code compiles on a Linux distro
> it
> > will work fine on the Mac. Not sure if valve use Xcode IDE or make
> files...
> > Hope they use Xcode since it's very simple.
> > >
> > > On another note, if anyone is interested in making a hammer clone for
> Mac
> > / Linux I would be interested in helping out.
> > >
> > > ~Ryan
> > >
> > > On Jul 12, 2010, at 4:33 PM, Harry Jeffery <
> > harry101jeff...@googlemail.com> wrote:
> > >
> > >> I don't actually own a mac tbh. One of our voice actors wants to
> > >> compile for Mac as he owns one and wants to support the mac community
> > >> when we release. I only use Windows 7 and Linux. The moment they port
> > >> steam + the source engine to linux I'm nuking win7.
> > >>
> > >> A nice optimized install of arch linux will do me just fine. All I
> > >> want is steam and TF2. CSS can come too.
> > >>
> > >> On 12 July 2010 20:37, Ryan Sheffer  wrote:
> > >>> You can't link enough to have MFC on the Mac though right? And it
> > relies on windows stuff I would think. Who doesn't have at least windows
> xp
> > these days. :p
> > >>>
> > >>> ~Ryan
> > >>>
> > >>> On Jul 10, 2010, at 7:44 PM, "Rodrigo 'r2d2rigo' Diaz" <
> > r2d2r...@gmail.com> wrote:
> > >>>
> >  Actually, it's still useful when your target is a machine that
> doesn't
> > have
> >  .NET Framework installed. And you can statically link the MFC
> > libraries to
> >  your executable.
> > 
> >  2010/7/11 Ryan Sheffer 
> > 
> > > Hammer is very old and back in those days MFC was actually...
> decent?
> > I
> > > cant
> > > imagine using it these days. :p
> > >
> > > On Fri, Jul 9, 2010 at 4:28 PM, Michelle Darcy <
> > silverpowe...@gmail.com
> > >> wrote:
> > >
> > >> On 7/9/2010 7:08 PM, Harry Jeffery wrote:
> > >>> Has valve released the code update so a mod can be compiled on
> mac?
> > >>> The mod I work for is nearing release and we're looking into
> > releasing
> > >>> for windows and mac, prehaps at the same time.
> > >>>
> > >>> Do I have to port the mod to source 2009 though or can I just
> keep
> > the
> > >>> source 2007 code base?
> > >>
> > >> No. From what I understand, it's on Valve time at the moment, so
> > it's
> > >> effectively in limbo.
> > >>
> > >> And yes, you will have to port your mod to SE2009. The only Source
> > >> engine they ported and plan to port to Mac (and eventually Linux?)
> > is
> > >> SE2009. Not SE2007, SE2006, or SE2004. Maybe we'll see the L4D
> > engine
> > >> branch ported too, but that's the only mainline engine we're
> likely
> > >> going to get. I seriously doubt they want to port the older
> engines
> > over
> > >> to Mac/Linux, when they've outright refused to rewrite their SDK
> > tools
> > >> for portability (apparently they're nasty MFC-based
> monstrosities).
> > >>
> > >> It's a shame, because it'd mean I wouldn't be tied to Windows
> nearly
> > as
> > >> much as I am now. I really miss Unix-based OSes and tools.
> > >>
> > >> --michi
> > >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list
> > archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>
> > >
> > >
> > > --
> > > ~Ryan ( skidz )
> > > ___
> > > 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 vi

Re: [hlcoders] Compiling for mac

2010-07-13 Thread Michael Corsaro
I'm sure we will get it when Source Filmmaker is released

On Tue, Jul 13, 2010 at 1:24 PM, Adam Buckland wrote:

> From a post I saw on Garry Newmans blog, it appears they use make
> files (as he was compiling on Windows). If you look at the
> Portal/Steam for Mac release photo, however, Xcode is clearly visible
> in the dock. My guess is that Valve uses a system similar to the
> chromium project utilising scripts to generate .vsproj .xcproj and
> make files automatically. This would allow them to use Xcode, but
> still compile on non-Mac servers. As we already know that each
> check-in triggers an automatic build for all platforms, this sounds
> reasonable.
>
> Sent from my iPhone
>
> On 13 Jul 2010, at 18:11, Ryan Sheffer  wrote:
>
> > I recently ported my own engine over to Mac and since it just uses gnu
> compiler and gcc or g++, really if your code compiles on a Linux distro it
> will work fine on the Mac. Not sure if valve use Xcode IDE or make files...
> Hope they use Xcode since it's very simple.
> >
> > On another note, if anyone is interested in making a hammer clone for Mac
> / Linux I would be interested in helping out.
> >
> > ~Ryan
> >
> > On Jul 12, 2010, at 4:33 PM, Harry Jeffery <
> harry101jeff...@googlemail.com> wrote:
> >
> >> I don't actually own a mac tbh. One of our voice actors wants to
> >> compile for Mac as he owns one and wants to support the mac community
> >> when we release. I only use Windows 7 and Linux. The moment they port
> >> steam + the source engine to linux I'm nuking win7.
> >>
> >> A nice optimized install of arch linux will do me just fine. All I
> >> want is steam and TF2. CSS can come too.
> >>
> >> On 12 July 2010 20:37, Ryan Sheffer  wrote:
> >>> You can't link enough to have MFC on the Mac though right? And it
> relies on windows stuff I would think. Who doesn't have at least windows xp
> these days. :p
> >>>
> >>> ~Ryan
> >>>
> >>> On Jul 10, 2010, at 7:44 PM, "Rodrigo 'r2d2rigo' Diaz" <
> r2d2r...@gmail.com> wrote:
> >>>
>  Actually, it's still useful when your target is a machine that doesn't
> have
>  .NET Framework installed. And you can statically link the MFC
> libraries to
>  your executable.
> 
>  2010/7/11 Ryan Sheffer 
> 
> > Hammer is very old and back in those days MFC was actually... decent?
> I
> > cant
> > imagine using it these days. :p
> >
> > On Fri, Jul 9, 2010 at 4:28 PM, Michelle Darcy <
> silverpowe...@gmail.com
> >> wrote:
> >
> >> On 7/9/2010 7:08 PM, Harry Jeffery wrote:
> >>> Has valve released the code update so a mod can be compiled on mac?
> >>> The mod I work for is nearing release and we're looking into
> releasing
> >>> for windows and mac, prehaps at the same time.
> >>>
> >>> Do I have to port the mod to source 2009 though or can I just keep
> the
> >>> source 2007 code base?
> >>
> >> No. From what I understand, it's on Valve time at the moment, so
> it's
> >> effectively in limbo.
> >>
> >> And yes, you will have to port your mod to SE2009. The only Source
> >> engine they ported and plan to port to Mac (and eventually Linux?)
> is
> >> SE2009. Not SE2007, SE2006, or SE2004. Maybe we'll see the L4D
> engine
> >> branch ported too, but that's the only mainline engine we're likely
> >> going to get. I seriously doubt they want to port the older engines
> over
> >> to Mac/Linux, when they've outright refused to rewrite their SDK
> tools
> >> for portability (apparently they're nasty MFC-based monstrosities).
> >>
> >> It's a shame, because it'd mean I wouldn't be tied to Windows nearly
> as
> >> much as I am now. I really miss Unix-based OSes and tools.
> >>
> >> --michi
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >
> >
> > --
> > ~Ryan ( skidz )
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>  ___
>  To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
>  http://list.valvesoftware.com/mailman/listinfo/hlcoders
> 
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >
> > __

Re: [hlcoders] Compiling for mac

2010-07-13 Thread Adam Buckland
>From a post I saw on Garry Newmans blog, it appears they use make
files (as he was compiling on Windows). If you look at the
Portal/Steam for Mac release photo, however, Xcode is clearly visible
in the dock. My guess is that Valve uses a system similar to the
chromium project utilising scripts to generate .vsproj .xcproj and
make files automatically. This would allow them to use Xcode, but
still compile on non-Mac servers. As we already know that each
check-in triggers an automatic build for all platforms, this sounds
reasonable.

Sent from my iPhone

On 13 Jul 2010, at 18:11, Ryan Sheffer  wrote:

> I recently ported my own engine over to Mac and since it just uses gnu 
> compiler and gcc or g++, really if your code compiles on a Linux distro it 
> will work fine on the Mac. Not sure if valve use Xcode IDE or make files... 
> Hope they use Xcode since it's very simple.
>
> On another note, if anyone is interested in making a hammer clone for Mac / 
> Linux I would be interested in helping out.
>
> ~Ryan
>
> On Jul 12, 2010, at 4:33 PM, Harry Jeffery  
> wrote:
>
>> I don't actually own a mac tbh. One of our voice actors wants to
>> compile for Mac as he owns one and wants to support the mac community
>> when we release. I only use Windows 7 and Linux. The moment they port
>> steam + the source engine to linux I'm nuking win7.
>>
>> A nice optimized install of arch linux will do me just fine. All I
>> want is steam and TF2. CSS can come too.
>>
>> On 12 July 2010 20:37, Ryan Sheffer  wrote:
>>> You can't link enough to have MFC on the Mac though right? And it relies on 
>>> windows stuff I would think. Who doesn't have at least windows xp these 
>>> days. :p
>>>
>>> ~Ryan
>>>
>>> On Jul 10, 2010, at 7:44 PM, "Rodrigo 'r2d2rigo' Diaz"  
>>> wrote:
>>>
 Actually, it's still useful when your target is a machine that doesn't have
 .NET Framework installed. And you can statically link the MFC libraries to
 your executable.

 2010/7/11 Ryan Sheffer 

> Hammer is very old and back in those days MFC was actually... decent? I
> cant
> imagine using it these days. :p
>
> On Fri, Jul 9, 2010 at 4:28 PM, Michelle Darcy > wrote:
>
>> On 7/9/2010 7:08 PM, Harry Jeffery wrote:
>>> Has valve released the code update so a mod can be compiled on mac?
>>> The mod I work for is nearing release and we're looking into releasing
>>> for windows and mac, prehaps at the same time.
>>>
>>> Do I have to port the mod to source 2009 though or can I just keep the
>>> source 2007 code base?
>>
>> No. From what I understand, it's on Valve time at the moment, so it's
>> effectively in limbo.
>>
>> And yes, you will have to port your mod to SE2009. The only Source
>> engine they ported and plan to port to Mac (and eventually Linux?) is
>> SE2009. Not SE2007, SE2006, or SE2004. Maybe we'll see the L4D engine
>> branch ported too, but that's the only mainline engine we're likely
>> going to get. I seriously doubt they want to port the older engines over
>> to Mac/Linux, when they've outright refused to rewrite their SDK tools
>> for portability (apparently they're nasty MFC-based monstrosities).
>>
>> It's a shame, because it'd mean I wouldn't be tied to Windows nearly as
>> much as I am now. I really miss Unix-based OSes and tools.
>>
>> --michi
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>
>
> --
> ~Ryan ( skidz )
> ___
> 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] Compiling for mac

2010-07-13 Thread Ryan Sheffer
I recently ported my own engine over to Mac and since it just uses gnu compiler 
and gcc or g++, really if your code compiles on a Linux distro it will work 
fine on the Mac. Not sure if valve use Xcode IDE or make files... Hope they use 
Xcode since it's very simple.

On another note, if anyone is interested in making a hammer clone for Mac / 
Linux I would be interested in helping out.

~Ryan

On Jul 12, 2010, at 4:33 PM, Harry Jeffery  
wrote:

> I don't actually own a mac tbh. One of our voice actors wants to
> compile for Mac as he owns one and wants to support the mac community
> when we release. I only use Windows 7 and Linux. The moment they port
> steam + the source engine to linux I'm nuking win7.
> 
> A nice optimized install of arch linux will do me just fine. All I
> want is steam and TF2. CSS can come too.
> 
> On 12 July 2010 20:37, Ryan Sheffer  wrote:
>> You can't link enough to have MFC on the Mac though right? And it relies on 
>> windows stuff I would think. Who doesn't have at least windows xp these 
>> days. :p
>> 
>> ~Ryan
>> 
>> On Jul 10, 2010, at 7:44 PM, "Rodrigo 'r2d2rigo' Diaz"  
>> wrote:
>> 
>>> Actually, it's still useful when your target is a machine that doesn't have
>>> .NET Framework installed. And you can statically link the MFC libraries to
>>> your executable.
>>> 
>>> 2010/7/11 Ryan Sheffer 
>>> 
 Hammer is very old and back in those days MFC was actually... decent? I
 cant
 imagine using it these days. :p
 
 On Fri, Jul 9, 2010 at 4:28 PM, Michelle Darcy  wrote:
 
> On 7/9/2010 7:08 PM, Harry Jeffery wrote:
>> Has valve released the code update so a mod can be compiled on mac?
>> The mod I work for is nearing release and we're looking into releasing
>> for windows and mac, prehaps at the same time.
>> 
>> Do I have to port the mod to source 2009 though or can I just keep the
>> source 2007 code base?
> 
> No. From what I understand, it's on Valve time at the moment, so it's
> effectively in limbo.
> 
> And yes, you will have to port your mod to SE2009. The only Source
> engine they ported and plan to port to Mac (and eventually Linux?) is
> SE2009. Not SE2007, SE2006, or SE2004. Maybe we'll see the L4D engine
> branch ported too, but that's the only mainline engine we're likely
> going to get. I seriously doubt they want to port the older engines over
> to Mac/Linux, when they've outright refused to rewrite their SDK tools
> for portability (apparently they're nasty MFC-based monstrosities).
> 
> It's a shame, because it'd mean I wouldn't be tied to Windows nearly as
> much as I am now. I really miss Unix-based OSes and tools.
> 
> --michi
> 
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> 
 
 
 --
 ~Ryan ( skidz )
 ___
 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] (no subject)

2010-07-13 Thread Olly
There is no error ;)

On 13 July 2010 16:13, adam chance  wrote:

> When I Debug my Mod, I get this error
> What do I do?
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Re: [hlcoders] (no subject)

2010-07-13 Thread Jeffrey "botman" Broome

Look at the lines above that in the Output window.

The linker is complaining that there is a function being referenced 
(that you have added) that's not been defined in any of the C++ code.


Perhaps you accedentally deleted a function?  Or perhaps you created a 
new .cpp file and forgot to include that in the Visual Studio project?  
Maybe there is a function inside a #if (like a function on the client or 
on the server) that isn't being compiled into your final .obj object file.


On 7/13/2010 10:09 AM, adam chance wrote:

Thats all there is.




From: Mark Chandler
To: Discussion of Half-Life Programming
Sent: Monday, 12 July, 2010 17:52:59
Subject: Re: [hlcoders] (no subject)

Whats the rest of the error message?
'
On 7/13/2010 12:48 AM, adam chance wrote:
   

When I Build my Mod (Debug), I get this error:

2>.\Debug_episodic/Server.dll : fatal error LNK1120: 1 unresolved externals

What do I do?
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Re: [hlcoders] (no subject)

2010-07-13 Thread Keeper
That's not all there is.  It will tell you what the unresolved external is.

-Original Message-
From: adam chance [mailto:adam.chanc...@btinternet.com] 
Sent: Tuesday, July 13, 2010 11:09 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] (no subject)

Thats all there is.




From: Mark Chandler 
To: Discussion of Half-Life Programming 
Sent: Monday, 12 July, 2010 17:52:59
Subject: Re: [hlcoders] (no subject)

Whats the rest of the error message?
'
On 7/13/2010 12:48 AM, adam chance wrote:
> When I Build my Mod (Debug), I get this error:
>
> 2>.\Debug_episodic/Server.dll : fatal error LNK1120: 1 unresolved
externals
>
> What do I do?
> ___
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please 
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[hlcoders] (no subject)

2010-07-13 Thread adam chance
When I Debug my Mod, I get this error
What do I do?
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Re: [hlcoders] (no subject)

2010-07-13 Thread adam chance
Thats all there is.




From: Mark Chandler 
To: Discussion of Half-Life Programming 
Sent: Monday, 12 July, 2010 17:52:59
Subject: Re: [hlcoders] (no subject)

Whats the rest of the error message?
'
On 7/13/2010 12:48 AM, adam chance wrote:
> When I Build my Mod (Debug), I get this error:
>
> 2>.\Debug_episodic/Server.dll : fatal error LNK1120: 1 unresolved externals
>
> What do I do?
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
>visit:
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>


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Re: [hlcoders] Faceposer for Source 2009 no longer working?

2010-07-13 Thread Colm Sloan
Confirmed. This is happening to me too. Any progress since?
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