Re: [hlcoders] Simple queue
You can use a CUtlVector and use standard function like addtotail... J. 2010/7/28 Eddie Cameron edd...@grapefruitgames.com Hi guys, I need to use a simple FIFO queue in my mod, but am stuck as to how this is used in the SDK. I can only find a priority queue(from CUtl), which I can't get to work properly. Is there any standard queue in the SDK? Or is there a way to make the priority queue act like a normal queue? My C++ is a bit rusty so I'm probably missing something obvious. Thanks for the help! Eddie grapefruitgames.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Simple queue
Yeah, that works. Just add new items to tail, and then retrieve (and remove) from head. -Tony On Wed, Jul 28, 2010 at 6:30 PM, Janek jan...@gmail.com wrote: You can use a CUtlVector and use standard function like addtotail... J. 2010/7/28 Eddie Cameron edd...@grapefruitgames.com Hi guys, I need to use a simple FIFO queue in my mod, but am stuck as to how this is used in the SDK. I can only find a priority queue(from CUtl), which I can't get to work properly. Is there any standard queue in the SDK? Or is there a way to make the priority queue act like a normal queue? My C++ is a bit rusty so I'm probably missing something obvious. Thanks for the help! Eddie grapefruitgames.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 -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Simple queue
No!!! Things are supposed to go in the head and *out* the tail. The other way around is just gross. :) On 7/28/2010 4:43 AM, Tony omega Sergi wrote: Yeah, that works. Just add new items to tail, and then retrieve (and remove) from head. -Tony On Wed, Jul 28, 2010 at 6:30 PM, Janekjan...@gmail.com wrote: You can use a CUtlVector and use standard function like addtotail... J. 2010/7/28 Eddie Cameronedd...@grapefruitgames.com Hi guys, I need to use a simple FIFO queue in my mod, but am stuck as to how this is used in the SDK. I can only find a priority queue(from CUtl), which I can't get to work properly. Is there any standard queue in the SDK? Or is there a way to make the priority queue act like a normal queue? My C++ is a bit rusty so I'm probably missing something obvious. Thanks for the help! Eddie grapefruitgames.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Simple queue
That comment just made my day ^.^ On 28 Jul 2010 14:25, Jeffrey botman Broome botman.hlcod...@gmail.com wrote: No!!! Things are supposed to go in the head and *out* the tail. The other way around is just gross. :) On 7/28/2010 4:43 AM, Tony omega Sergi wrote: Yeah, that works. Just add new items to tai... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Alien Swarm VPK
That easy huh? It will have to wait for another day though, I decided to take it as an oppurtonity to start over clean and do some things better. To Jonathan: Are you guys aware that after running a map with a mod, then trying to run another(or the same after exit to main menu) will result in a crash? Crash reports prove it is trying to get experience from a NULL player pointer, easy enough fix, but there are some very fresh modders out there now, might help them out a lot if it was fixed up for em. Considering the mod I'm working on is going to start(but expand later) with 2 characters, I'd been fiddling with the profiles to be able to select more than one at once, the idea hit me to just try using the same profile twice, surprised to see this worked without crashing or errors. Pleasant surprise, that way I don't have to change the profiles system and then change it later when there's more characters. I have my own workaround for the .VPK problem that I'm using for now. Worked out quite well for me so far I simply search the solution for file.res of the file I need to edit, add my own prefix to it and voila, it won't load from the VPK and no large VPK needs to be dumped and kept up-to-date in my mod folder. It's viable for now, some notification about the VPK's and a link/example of dealing with the VPK may be nice to add on the VDC(if it's there, I haven't seen it yet), already spotted a new person trying to edit the hudlayout.res and not getting results because of not being informed about VPK like me. Not to mention someone going to great lengths editing 20+ files(or so he claimed) just to get the mining laser in the equipment loadout with some altered text. While I'm at it anyway: Unlocks seem like they can work, aside from that XP may not be earned(just a guess) in mods(+it seems shared with the main game upon first mod launch? never updates after) as for Achievements, seen one mod that wanted them, but from what I'm guesing they'll be dissapointed, or can new achievements indeed be made and fully working(seems unlikely unless the mod gets Steamworks access). Regards, Yorg DuckSauce Kuijs Tony omega Sergi wrote: just compare the source from alien swarm\sdk_src to your mod source and incorporate the changes, doing so fixes it, at least it did for me. -Tony On Tue, Jul 27, 2010 at 11:58 PM, Yorg Kuijs yorg.ku...@home.nl wrote: Well that's great to hear. Updating is a bit of the pain in the ass for me since I couldn't continue with my main work I can only start with some profiles equipment related work that require changes in a bunch of files. However the other guy I'm working on this with is busy moving, so we decided to take a 1 week break until he can do his share of the work. In the meantime we've discussed some alternatives and he came up with an old design doc that seems interesting for me to start fiddling a bit with as a Battle for Wesnoth project. May mean I won't ever get back to this anyway depending on how things go though, that other project may be alot more fun. Good to get a reply though, just wish I'd gotten one sooner on the Black Cat games forums, but it seems the devs that were posting have decided to have deserted the SDK section since a few days ago... Regards, Yorg DuckSauce Kuijs Jonathan Sutton wrote: VPKs get a big speed boost by not having to search the local disk for loose files. We're aware of the inconvenience this causes for modders though, so we're looking into a command line option that overrides the behavior. You can enable that while working to quickly iterate. Regarding mods, we're only a week from release and still fixing critical issues, so the code is being updated frequently. It will settle down. I would always recommend integrating the latest source code changes though, else your mod will be left with bugs that are fixed in the main game. BeyondCompare or Perforce can make copying over the changes quick and easy. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yorg Kuijs Sent: Tuesday, July 27, 2010 4:49 AM To: Discussion of Half-Life Programming Subject: [hlcoders] Alien Swarm VPK Hey list, As some of you may know, Alien Swarm uses some VPK files to store some stuff, for some reason it will load files in it over files directly in the folder, which means making your own vpk. Can anyone tell me the advantages of rebuilding a .vpk over and over just to make one line of change in a .res, script or other files. Additionaly, todays Alien Swarm update broke all Alien Swarm mods, I wonder if getting rid of the .vpk/copying it over to my mod's folder is going to be helpfull to avoid that(probably not since there's still a load of other stuff that's not in the .vpk that it loads from the main game. It may be just me, but this way of modding seems extremely inneffecient(not talking about the .vpk's), Alien Swarm is
Re: [hlcoders] Alien Swarm VPK
the 20 file were for adding lines for new ammo/pickup functions for that weapon. I could have gotten the altered text simply by editing mymod_english.txt. I can easily change Cyked's Test Weapon into anything using custom models. the mining laser was just something i could add because it didnt need a hud icon or any additional stuff. It was just proof that thats how weapons are added. -Graham Mackie On Wed, Jul 28, 2010 at 11:58 AM, Yorg Kuijs yorg.ku...@home.nl wrote: That easy huh? It will have to wait for another day though, I decided to take it as an oppurtonity to start over clean and do some things better. To Jonathan: Are you guys aware that after running a map with a mod, then trying to run another(or the same after exit to main menu) will result in a crash? Crash reports prove it is trying to get experience from a NULL player pointer, easy enough fix, but there are some very fresh modders out there now, might help them out a lot if it was fixed up for em. Considering the mod I'm working on is going to start(but expand later) with 2 characters, I'd been fiddling with the profiles to be able to select more than one at once, the idea hit me to just try using the same profile twice, surprised to see this worked without crashing or errors. Pleasant surprise, that way I don't have to change the profiles system and then change it later when there's more characters. I have my own workaround for the .VPK problem that I'm using for now. Worked out quite well for me so far I simply search the solution for file.res of the file I need to edit, add my own prefix to it and voila, it won't load from the VPK and no large VPK needs to be dumped and kept up-to-date in my mod folder. It's viable for now, some notification about the VPK's and a link/example of dealing with the VPK may be nice to add on the VDC(if it's there, I haven't seen it yet), already spotted a new person trying to edit the hudlayout.res and not getting results because of not being informed about VPK like me. Not to mention someone going to great lengths editing 20+ files(or so he claimed) just to get the mining laser in the equipment loadout with some altered text. While I'm at it anyway: Unlocks seem like they can work, aside from that XP may not be earned(just a guess) in mods(+it seems shared with the main game upon first mod launch? never updates after) as for Achievements, seen one mod that wanted them, but from what I'm guesing they'll be dissapointed, or can new achievements indeed be made and fully working(seems unlikely unless the mod gets Steamworks access). Regards, Yorg DuckSauce Kuijs Tony omega Sergi wrote: just compare the source from alien swarm\sdk_src to your mod source and incorporate the changes, doing so fixes it, at least it did for me. -Tony On Tue, Jul 27, 2010 at 11:58 PM, Yorg Kuijs yorg.ku...@home.nl wrote: Well that's great to hear. Updating is a bit of the pain in the ass for me since I couldn't continue with my main work I can only start with some profiles equipment related work that require changes in a bunch of files. However the other guy I'm working on this with is busy moving, so we decided to take a 1 week break until he can do his share of the work. In the meantime we've discussed some alternatives and he came up with an old design doc that seems interesting for me to start fiddling a bit with as a Battle for Wesnoth project. May mean I won't ever get back to this anyway depending on how things go though, that other project may be alot more fun. Good to get a reply though, just wish I'd gotten one sooner on the Black Cat games forums, but it seems the devs that were posting have decided to have deserted the SDK section since a few days ago... Regards, Yorg DuckSauce Kuijs Jonathan Sutton wrote: VPKs get a big speed boost by not having to search the local disk for loose files. We're aware of the inconvenience this causes for modders though, so we're looking into a command line option that overrides the behavior. You can enable that while working to quickly iterate. Regarding mods, we're only a week from release and still fixing critical issues, so the code is being updated frequently. It will settle down. I would always recommend integrating the latest source code changes though, else your mod will be left with bugs that are fixed in the main game. BeyondCompare or Perforce can make copying over the changes quick and easy. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yorg Kuijs Sent: Tuesday, July 27, 2010 4:49 AM To: Discussion of Half-Life Programming Subject: [hlcoders] Alien Swarm VPK Hey list, As some of you may know, Alien Swarm uses some VPK files to store some stuff, for some reason it will load files in it over files directly in the folder, which means making your own vpk. Can anyone tell me the
Re: [hlcoders] Simple Queue
Thanks guys! I didn't even realise there was a STL vector type in the SDK... Eddie ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders