Re: [hlcoders] Source 2010 (Swarm) - env_slomo breaks demos

2016-09-12 Thread Ben Lubar
Ah, I thought I had replied to this when I made the fix, but apparently I
forgot.

https://gist.github.com/BenLubar/e4396da5cfa6597f4605433ba74642a1

Here's the commit message I used when I added this to Reactive Drop:

GameTimescale is used by env_slomo, asw_weapon_stim, and the marine
deathcam to slow down time. The problem is that this also scales demo
playback in the engine. This is a hack to work around the issue by setting
demo_timescale to the reciprocal of GameTimescale and then scaling
gpGlobals->curtime and gpGlobals->frametime appropriately so that all the
timescales line up where we want them.

On Mon, Sep 12, 2016 at 11:50 AM Björn Stabel  wrote:

> I don't know what env_slomo does or is, but the way that Double Action:
> Boogaloo does slow motion is by giving each player a local slowmo state.
> It transfers to other players in their PVS, transitively.
>
> Works well in multiplayer without necessarily affecting everyone each
> time someone goes into slow motion.
>
> I haven't tried demos yet, but the game is free to play so you can
> download it (on Steam) to see if you can replicate your issue there.
>
> slow motion is on the "C" key. use the "reflexes" skill/perk in order to
> get 1s of slow motion right from the start.
>
> Am 07.09.2016 um 07:14 schrieb Ben Lubar:
> > Is there a known way to fix timescale changing entities (env_slomo,
> > asw_weapon_stim, asw_marine deathcam) causing recorded demos to stutter a
> > lot?
> >
> > What appears to be happening is interpolation not understanding
> timescales.
> > If I play the demo using the timedemo command, interpolation is disabled
> > and the animations stutter a lot less (but they aren't interpolated, so
> > it's not ideal). cl_extrapolate seems to have no effect on the
> stuttering.
> >
> > Is this something I can fix in my mod or is it an unavoidable bug in the
> > engine?
> >
> > Thanks,
> > Ben Lubar
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[hlcoders] Source 2010 (Swarm) - env_slomo breaks demos

2016-09-06 Thread Ben Lubar
Is there a known way to fix timescale changing entities (env_slomo,
asw_weapon_stim, asw_marine deathcam) causing recorded demos to stutter a
lot?

What appears to be happening is interpolation not understanding timescales.
If I play the demo using the timedemo command, interpolation is disabled
and the animations stutter a lot less (but they aren't interpolated, so
it's not ideal). cl_extrapolate seems to have no effect on the stuttering.

Is this something I can fix in my mod or is it an unavoidable bug in the
engine?

Thanks,
Ben Lubar
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Re: [hlcoders] storing information about players in a plugin

2016-09-06 Thread Ben Lubar
1..32 is players because 0 is the static part of the map.

On Tue, Sep 6, 2016 at 12:14 PM Björn Stabel  wrote:

> Does it need to survive map changes and server restarts?
> If not, why go with the global ID instead of the userid?
>
> If you can only use arrays, you could use the player index (That's
> 0..32, 1..32 or something like that).
> But that thing gets re-used, so you can have a bit of a cleanup problem
> if you don't clean it up on all kinds of (dis)connects.
>
> Am 06.09.2016 um 13:47 schrieb Tom Schumann:
> > What's the best way of storing information against each player from in a
> > plugin? I'd like to store a ready state for each player but I'm not sure
> > how to uniquely index each player - Steam ID would probably be ideal but
> I
> > don't think this would work in LAN or for bots.
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Re: [hlcoders] Linux dedicated game server won't load any sound scripts or soundscapes

2015-10-08 Thread Ben K.

Regarding the libraries scenefilecache and soundemittersystem:
Compile your dedicated server with -D_DLL_EXT=_srv.so instead of just 
".so". The server (game) lib loads those SOs using the file ending 
provided by the _DLL_EXT preprocessor define.


The loading of soundscapes is indeed broken. The game uses 
filesystem->LoadKeyValues(...) to parse the file but that function 
messes up the key names or whatever, I don't remember. You can get 
around that by instead using pMyKVPointer->LoadFromFile(...), as is used 
in most other places.

The offending function is used twice in game/server/soundscape_system.cpp.

It's also in game/client/c_soundscape.cpp, but I don't know if Linux 
clients suffer from the same issue, or OSX clients/servers for that 
matter as I've only compiled the Linux server thus far. Seems to work on 
Windows client/server, so I just added the workaround in an #ifdef _LINUX.


Anyway that should do it.

- Ben

Rebel Yell wrote:


Found the issue. Turns out the dedicated server depot for SDK 2013
lacks 2 libs:
scenefilecache.so and soundemittersystem.so. While games as CS:S
work fine without those, mods complain about those missing files
and server shuts down with this message:

AppFramework : Unable to load module soundemittersystem.so!
Unable to load interface VSoundEmitter002 from soundemittersystem.so

So I copied those from the client repository and that was my
mistake. You either create a symlink from their respective _srv
versions or just copy and rename them, never take the ones meant
for clients.

That solves the error related to game_sounds_manifest.txt load,
not the soundscapes manifest one though.

TL:DR linux dedicated server is broken, it won't even load and
trying to fix it may cause further issues.




File encoding was one of the things I looked at before posting here, in 
any
case I repeat that linux client is able to load sound scripts and
soundscapes when listen server is created. They are the same base sound
scripts, same game libs, etc. The SDK bin directory may differ a bit I
guess since dedicated servers require a few different libs.

I tried a gcc 4.8 compile just in case. No improvement, the stock SDK 
build
shows same issue. I don't really know what else to try.

To be honest, I'd not care anymore about this mess if it wasn't because 
the
current version of my mod on Steam is a nice engineered backdoor 
disguised
as game. It's not my fault, I merged the fixes the first day they were
available, I can't just ship a mod that gets near 2 million installs
without sounds working properly.

Thanks anyway.



>It's probably the encoding of the txt file.
>//>//>/On Tue, Oct 6, 2015 at 12:31 AM, Rebel Yell http://gmail.com>
<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders>>
wrote: />//>/>* I decided to compile the stock SDK 2013 code today and 
the
linux build />/*>* outputs the same error message when dedicate server 
is
loading: />/*>>* CSoundscapeSystem::Init: Manifest
'scripts/soundscapes_manifest.txt' with />/*>* bogus file type 
'ls/extinguish2_subrect', expecting 'file' />/*>>* Also note that these message errors 
appear no matter if />/*>* soundscapes_manifest.txt is present or not, it's like the
actual file isn't />/*>* used at all. />/*>>* My linux test machine 
uses Ubuntu 12.04.3 x86 and I
compiled the code with />/*>* gcc 4.6 />/*>>* Do you guys think there's 
an error in my setup or this
engine build isn't />/*>* functioning properly? />/*/



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Re: [hlcoders] Rendering arbitrary models transparently

2015-05-18 Thread Ben Lubar
You can set the render amount and change the render mode to something
other than normal (texture looks about the same but supports alpha).

On Mon, May 18, 2015 at 11:46 AM, Krzysztof Lesiak  wrote:
> Hello,
>
> I'm currently looking for a way to render any model transparently when
> certain conditions apply. Is there any place I can specify an alpha override
> on a per-entity basis?
> I've read about material proxies, but if I'm correct, I'd have to edit hl2's
> .vmt files for model textures that I want to render that way, which would be
> a lot of work. I've also found material_modify_control, but that requires a
> proxy to be set inside the .vmt too, and I'm not sure if many of hl2's
> materials use it by default. It'd also change all instances of the material
> in my map, which I don't want to happen.
>
> It really seems like something that should be easily doable, but I just
> can't find the right option. Any suggestions?
>
> Krzysztof
>
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Re: [hlcoders] Modding Problems

2015-03-26 Thread Ben Lubar
;>>>>> pink/black
>>>>>>>>> checkers while the size is the same size as the logo. I have a vmt 
>>>>>>>>> and vtf
>>>>>>>>> file of the photo both in the materials folder alone while the other 
>>>>>>>>> folders
>>>>>>>>> inside the materials folder are "console" and "sdk"(obviously the 
>>>>>>>>> folders
>>>>>>>>> don't have the quotes in their names). Also, i have the code for the
>>>>>>>>> GameLogo.res down here;
>>>>>>>>> Resource/GameLogo.res
>>>>>>>>> {
>>>>>>>>> GameLogo
>>>>>>>>> {
>>>>>>>>> ControlName EditablePanel
>>>>>>>>> fieldName GameLogo
>>>>>>>>> xpos 0
>>>>>>>>> ypos 0
>>>>>>>>> zpos 50
>>>>>>>>> wide 400
>>>>>>>>> tall 100
>>>>>>>>> autoResize 1
>>>>>>>>> pinCorner 0
>>>>>>>>> visible 1
>>>>>>>>> enabled 1
>>>>>>>>> offsetX -20
>>>>>>>>> offsetY -15
>>>>>>>>> }
>>>>>>>>>
>>>>>>>>> Logo
>>>>>>>>> {
>>>>>>>>> ControlName ImagePanel
>>>>>>>>> fieldName Logo
>>>>>>>>> xpos 0
>>>>>>>>> ypos 0
>>>>>>>>> zpos 50
>>>>>>>>> wide 400
>>>>>>>>> tall 100
>>>>>>>>> visible 1
>>>>>>>>> enabled 1
>>>>>>>>> image materials\hl2rslogo1
>>>>>>>>> scaleImage 1
>>>>>>>>> }
>>>>>>>>> }
>>>>>>>>> The mod's name by the way is "Half-Life 2: Resistance Shadow"! Did
>>>>>>>>> i do anything wrong here, such as the path or anything else? This is 
>>>>>>>>> the vmt
>>>>>>>>> file's code;
>>>>>>>>> "UnlitGeneric"
>>>>>>>>> {
>>>>>>>>> "$basetexture" "C:\Program Files
>>>>>>>>> (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1"
>>>>>>>>> "$nolod" 1
>>>>>>>>> }
>>>>>>>>> Anything wrong here either? The last file is the gameinfo.txt,
>>>>>>>>> which is down here;
>>>>>>>>> "GameInfo"
>>>>>>>>> {
>>>>>>>>> game  "Half-Life 2: Resistance Shadow"
>>>>>>>>> type singleplayer_only
>>>>>>>>> icon "icon"
>>>>>>>>> gamelogo"1"
>>>>>>>>>
>>>>>>>>> FileSystem
>>>>>>>>> {
>>>>>>>>> SteamAppId 218 // GCF for Episode 2
>>>>>>>>> ToolsAppId 211 // Tools will load this (ie: source SDK caches) to
>>>>>>>>> get things like materials\debug, materials\editor, etc.
>>>>>>>>> SearchPaths
>>>>>>>>> {
>>>>>>>>> Game |gameinfo_path|.
>>>>>>>>> Game |all_source_engine_paths|ep2
>>>>>>>>> Game |all_source_engine_paths|episodic
>>>>>>>>> Game |all_source_engine_paths|hl2
>>>>>>>>> }
>>>>>>>>> }
>>>>>>>>> }
>>>>>>>>> Anything wrong here also? Please reply back at gisg...@gmail.com
>>>>>>>>> because im really stuck in a hole with this mod without the logo, so 
>>>>>>>>> please
>>>>>>>>> reply with answers! I'm sorry if this isn't the right email for this
>>>>>>>>> problem. Thank you very much and have a good day!
>>>>>>>>>
>>>>>>>>> ___
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>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>>
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>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>>
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>>>>>>>
>>>>>>
>>>>>>
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>>>>>>
>>>>>
>>>>
>>>
>>>
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>>
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Re: [hlcoders] Any md5 for steamcmd?

2015-01-15 Thread Ben Lubar
If you're not worried about middle man attacks, the compression format
has a checksum built in. If you are worried about middle man attacks,
you're probably not going to want to run a steam server over that
connection.

On Thu, Jan 15, 2015 at 4:26 PM, Ken Swisher  wrote:
> Hi Vivien,
>
> I don't have record of any official source md5 information, but if you want
> to compare, my download of steamcmd.zip for Windows, from
> https://developer.valvesoftware.com/wiki/SteamCMD is
> c320ecf2c5d82b605e81bc11a8078c39
>
>
> Sent from my non-specific mobile device
>
>
>  Original message 
> From: Vivien FRENOT 
> Date:01/15/2015 11:47 AM (GMT-05:00)
> To: Discussion of Half-Life Programming 
> Subject: [hlcoders] Any md5 for steamcmd?
>
> Hello guys
>
> I'm making a simple script to dowmload and install games using steamcmd (to
> simplifie the creation of multiple server of the same game). I want to be
> sure that steamcmd is corectly downloaded, so I was thinking about a md5
> check.
> Do you know if there is a file which contain this information?
>
> Thanks,
> Vivien
>
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Re: [hlcoders] Possible 2013 Engine bug: Looping sounds stay in sound list outside of audible range

2014-10-13 Thread Ben K.

Hello Peter,

On 11.10.2014 22:24, Peter McKeown wrote:
Hello everyone, I've found what seems to be a bug with the engine 
relating to looping sounds from ambient_generics (yellow sounds on 
snd_show 2).


When testing my mod, which is based on Source SDK Base 2013 
Multiplayer, I noticed that some map sounds weren't playing, and the 
console was being filled with "total_channels == MAX_CHANNELS" 
messages. I investigated using snd_show 2 and it seems that every 
flavor sound ambient_generic that played a fire sound (as there was 
lots of torches in the map with a small fire sound next to it) was in 
the sound list (thus showing up on snd_show 2), regardless of whether 
or not the sound was actually audible - every ambient_generic playing 
a looping sound anywhere on the map is in the list. These sounds can't 
actually be heard audibly.


This isn't the same behavior that was in Source SDK Base 2006 ...


This then has probably been introduced with the OrangeBox engine version 
because I can see the behavior you've described in a 2007 based mod.


Ben

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Re: [hlcoders] Sound issues

2014-10-13 Thread Ben K.

Hi Jan,

regarding your first issue I can say that Source SDK Base 2007 has the 
same issue. We had this issue in our Mod a couple of times a few weeks 
before you posted your message. I have not yet investigated it though.


Ben

On 18.08.2014 16:07, Jan Hartung wrote:


Hi list,

Some weird things are going on with the sound in our SDK 2013 MP based 
mod. First, there is a map with a looped sound in it, the entity is 
placed in the center of the map and can be heard everywhere (it's a 
small map and the volume is high enough). Now, it sometimes happens 
that when I kill a bot, this sound's origin jumps to the place where I 
currently am. It may jump to its original position when the next round 
starts or stays there for a few rounds. At times, not related to any 
kill, the sound also duplicates, so you can hear it twice while the 
two "copies" are out of sync.


The second thing is that we got an announcer in the game, so there are 
sounds which are played to every player. We loop through the players 
and use UTIL_EmitSoundSuit in order to do so. The announcer received 
an overhaul just recently, which also added multiple sounds for the 
same event, which are set up as rndwave in the sound script. Since 
then I notice, that whenever I stand close enough to another player, I 
can hear the announcer's line, which is played to the other player. 
However, UTIL_EmitSoundSuit is supposed to play a sound audible to the 
player itself, judging by the function's comment.


Has anyone seen these issues?

Jan

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Re: [hlcoders] Mods no longer show up in Steam server browser ( Right click on steam, choose Servers )

2014-07-13 Thread Ben Lubar
Additionally, mods of Alien Swarm are showing friends as "playing mod:
swarm" no matter what mod they are playing. In Steam, playing a mod of
Alien Swarm shows up as "in mod: Alien Swarm".

I'm pretty sure the root cause is the same in all cases.

This apparently started happening in March.

http://steamcommunity.com/groups/SteamClientBeta/discussions/0/558749191428566603/



On Sun, Jul 13, 2014 at 3:25 PM, Peter McKeown 
wrote:

> Greetings everyone,
>
> I apologise if this issue is already known on hlcoders, I haven't found
> any reference to it yet though - Mods no longer show up in the Steam server
> browser. This includes SDK base 2006, 2007 and 2013 MP mods. The issue
> started after a Steam update and persists (atleast for my mods) today.
> There has been some forum posts about it on the Steam forums but no one has
> found a solution yet. The mod files (i.e. gameinfo.txt) match the latest
> ones in the SDK github repository. Also, servers do show up in the ingame
> server browser, but not outside of it. This seems to be a bug with Steam,
> if there isn't a solution, I'll report it here.
>
> I'm using Windows 8.1 x64, and the last selected game in the game tab of
> the browser was a mod. Once it was opened, the game field is blank and it's
> showing all games now, as if mods are no longer valid in the list.
>
> Regards,
>
> Peter McKeown
>
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Re: [hlcoders] nav_generate with multiple teams

2014-06-22 Thread Ben Lubar
On 2014-06-22T15:24:01Z, Jorge Rodriguez  wrote:

> Isn't the nav mesh generation code available? No reason you shouldn't
> be able to rewrite it with some new player only or mob only edge
> link properties.


Yesterday, I wrote some code to mark playerclip areas and npcclip areas in
the node stage of nav_generate: <
https://github.com/BenLubar/AlienSwarmDirectorMod/compare/68b3779...fae03f6
>

There's still a slight problem where it doesn't generate areas on surfaces
that have the texture tools/toolsclip, and there doesn't seem to be a
CONTENTS_* for generic clip, so it looks like I'll have to fix those areas
manually (such as the part in cargo elevator with the explosive barrels and
the pipe or the end of deima with the dropship) -- unless anyone has an
idea on how I could treat toolsclip as solid.
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[hlcoders] nav_generate with multiple teams

2014-06-21 Thread Ben Lubar
Here's a test map I made: http://i.imgur.com/UQndu8G.png

The dark gray areas block NPCs. The orange areas block players. Normally,
nav_generate would ignore the orange areas and treat the dark gray areas as
walls. That works fine for games like Half-Life and Counter-Strike, where
there is only one set of areas accessible to bots. It doesn't work too well
once you start having NPCs *and* player bots, like in Alien Swarm and Left
4 Dead.

Now, this can be fixed by hand, but it's a lot easier for whoever has to
edit the navmesh if the navmesh starts out resembling what it should be.

I had an idea where it would generate a navmesh for NPCs and a navmesh for
players, then merge them by splitting areas until they both contained all
the edges. That seems like a large change in the nav code that would more
than double the amount of time taken to run nav_generate.

This is for my Alien Swarm mod <
https://github.com/BenLubar/AlienSwarmDirectorMod>, but I figured maybe
Left 4 Dead already solved it differently?

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Re: [hlcoders] sdk 2006 mod, steam pipe, and debug on vs2005

2014-05-29 Thread Ben K.
You need to set the "SteamAppId" environment variable to your hl2.exe's 
AppId.

For example SteamAppId=218 for SDK Base 2007.

There used to be two other env vars you would need to set but apparently 
it now works without them (for me with 2007 anyway).


You can do this from within Visual Studio (debug settings for the project).

Am 29.05.2014 08:47, schrieb Nick:
Is this problem still broken? I also cannot debug on vs2005 by 
directly starting hl2.exe with the -novid -allowdebug -steam -game 
"moddirectory" parameters.


The only way I can debug w/ vs2005 is to manually attach. I really 
hope this problem is fixed by now.


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Re: [hlcoders] Hitbox calculation and sizes?

2013-07-03 Thread Ben K.
You probably haven't adjusted the bounding box. Check out your game 
rules and look for "ViewVectors".


Ben

Tobias  wrote:
Already try that and it only shows the local hitboxes for me. I mean 
it displays the proper hitboxes the same way they're displayed in the 
modelviewer. However these are totally ignored for actual hit 
detection when I fire on the player. :(

Check this screenshot: http://i.imgur.com/KGJ1Kys.jpg
Thats with "sv_showhitboxes 1". If I fire on the model with another 
client the bullets go right trough the model until about half the 
vertical size of it. Or in other words if I fire at the base/lower 
part I get hits and everything above is ignored. Since the model is 
pretty large/high I'm guessing that there might be some maximum height 
value for the hitbox? Or for the collision box? A standard playermodel 
reaches until about the middle of the cactus.

Best regards,
Tobias


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Re: [hlcoders] Mods & Steampipe

2013-04-19 Thread Ben Pye
To support the new VPKs in the Alien Swarm filesystem it may be possible to
override some standard library functions, to make them appear as v1, this
would require wrapping tell, size, open and read I think to switch the 2 to
1, and to remove the unexpected data.


On Fri, Apr 19, 2013 at 4:58 PM, Andrew McWatters  wrote:

> Detouring such functions shouldn’t trigger VAC.
>
> Andrew
>
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Re: [hlcoders] Mods & Steampipe

2013-04-19 Thread Ben Pye
Saul, I looked into doing that previously, though not trivial. I was also
trying to do the inverse, redirect Alien Swarm to load GCFs. It may be
possible to create such a DLL though you'd be wanting to override the base
functions, that way you wouldn't have to implement all
the asynchronous functions, which isn't easy. That said, would detouring
the base functions cause any issues with VAC, or is that disabled in mods?
Ben.


On Wed, Apr 17, 2013 at 10:38 PM, Saul Rennison wrote:

> If Valve don't fix this officially, we're going to need to make an
> intermediary filesystem DLL that passes some calls to the current Source
> SDK Base 2007 DLL and others to the Steampipe filesystem.
>
>
>
> Kind regards,
> Saul Rennison
>
>
> On 17 April 2013 22:28,  wrote:
>
>>  Still adding snippet?
>>
>> Sent from Windows Mail
>>
>> *From:* Neico
>> *Sent:* Thursday, April 18, 2013 6:14 AM
>> *To:* hlcoders@list.valvesoftware.com
>>
>> Mounting doesn't work like it did before?
>> I mean the functions inside Steam shouldn't be gone yet so it should
>> provide you with the content...
>>
>> if it doesn't then this little code might help:
>> filesystem->AddSearchPath( UTIL_VarArgs( "%s\\steamapps\\common\\> name>", SteamAPI_GetSteamInstallPath() Snippet ), "GAME" );
>> This code should work fine since the content is now directly on the
>> filesystem instead of being stored away in a file that requires special
>> mounting mechanism's, the only caveat I can see from here is that VPK
>> based Games might still break, I won't be able to help in this case
>> tough as I never looked into the entire VPK stuff...
>>
>> I hope this helps
>>
>> Neico
>>
>>
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Re: [hlcoders] Compiling in VS 2012

2012-12-01 Thread Ben Pye
A few changes are required to get both 2007 and ASW to build in 2012,
however it isn't anything major. From memory something to do with LC_ALL in
tier1 and safeseh needs disabling. Not sure if anything else needs changing.
Ben.


On Tue, Nov 27, 2012 at 9:24 PM, Andrew Orner  wrote:

> I've also not had any issues compiling in 2012 using the 2010 toolset, but
> I've not been able to get edit & continue to work (which seems to work just
> fine in 2010).
>
> -Andrew
>
>
> On Tue, Nov 27, 2012 at 4:09 PM, Michael Kramer wrote:
>
>> Thanks for the link, for the life of me I could not find the desktop
>> version, I could only find the Express edition to compile "Metro" apps,
>> which obviously wouldn't help me.
>>
>> I'm glad to hear that someone has been able to compile it in 2012 (even
>> with switching the toolset), I just have the need for some of the features
>> of the Professional version for other projects, and don't feel like having
>> different IDEs.
>>
>> Thanks,
>>
>>
>> On Tue, Nov 27, 2012 at 2:05 PM, Neico  wrote:
>>
>>>  You can use it if you change the Toolset to the VS2010 one, then
>>> basically everything is the same as in VS2010...
>>> I must say that I didn't bother trying to get the 2012 Toolset to work
>>> as I've heard about many incompatibilities with Source.
>>>
>>> - Neico
>>>
>>> On 26.11.2012 19:14:09 GMT+0100, Michael Kramer 
>>> 
>>>  wrote:
>>>
>>> Has anyone been able to compile the SDK in Visual Studio 2012? I need to
>>> purchase Visual Studio Professional, and the newest (2012) is the cheapest
>>> at $500, but isn't worth it if I can't get the SDK to compile with it.
>>>
>>>  Thanks,
>>>
>>>
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>>>
>>
>>
>> --
>> *Michael Kramer, Software Engineer & SEO Expert*
>> http://www.siosphere.com | kra...@siosphere.com
>>  *[c] 801-530-9454*
>> *
>> *
>> *
>> *
>>
>> 
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>> intended solely for the use of the individual or entity to whom they are
>> addressed. If you have received this email in error please notify the
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Re: [hlcoders] Hung hl2.exe process for 2007-based mods

2012-05-20 Thread Ben Pye
Happens to me on Alien Swarm sometimes too, odd issue.

On Sun, May 20, 2012 at 3:42 PM, Jan Hartung  wrote:

> We’re strictly 2007 based and it happens for our mod as well. Although it
> didn’t happen up to about 3 or 4 weeks ago and also doesn’t happen every
> time now. It’s a strange problem.
>
> ** **
>
> Jan
>
> ** **
>
> *Von:* hlcoders-boun...@list.valvesoftware.com [mailto:
> hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Tobias
> Kammersgaard
> *Gesendet:* Sonntag, 20. Mai 2012 15:53
> *An:* Discussion of Half-Life Programming
> *Betreff:* Re: [hlcoders] Hung hl2.exe process for 2007-based mods
>
> ** **
>
> I believe this happens with mods based on Alien Swarm, if that's any
> consolation . We're currently bringing our mod over to that branch, and
> I've noticed Swarm.exe keeps running in the background after shutting the
> mod down.
>
> ** **
>
> - ScarT
>
> ** **
>
> ** **
>
> On 20 May 2012 07:55, Andrew McWatters  wrote:*
> ***
>
> You're not alone, Cale. This happens on all 2007-based mods, and it's been
> months without a fix. I can't remember when this first started, but I don't
> see it being fixed anytime soon. Considering that I can't remember when the
> issue started, it could even have been years since the issue first arose.*
> ***
>
> ** **
>
> To be frank, considering support for the Source SDK codebases is sparce in
> terms of frequency, you'll just have to deal with the problem. A terrible
> way that I resolved the issue with my mod was to simply terminate the
> process right at the end of the game code shutdown routine.
>
> ** **
>
>
> http://code.google.com/p/hl2sb-src/source/detail?r=50&path=/trunk/src/game/client/cdll_client_int.cpp
> 
>
>
> http://code.google.com/p/hl2sb-src/source/diff?spec=svn50&r=50&format=side&path=/trunk/src/game/client/cdll_client_int.cpp#sc_svn50_973
> 
>
> ** **
>
> This hack isn't documented anywhere publicly other than on my repo.
>
> ** **
>
> Anyway, most issues with the Source SDK I attempt to resolve myself or
> through the assistance of other clever developers. Some wiki scraps and
> mailing list snippets here and there also help to a certain degree, but
> generally speaking, you get nearly nothing to work with, and I don't know
> when Valve will pump out an update for the Source SDK that isn't hat
> related. There also don't seem to be many regulars who work with Source and
> share their progress publicly anymore.
>
> ** **
>
> Honestly, I thought it was somewhat commendable you brought this up.
>
> ** **
>
> Best of luck.
>
>
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>
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Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-04-29 Thread Ben Pye
With the dedicated server run with the argument "-ip 127.0.0.1" and then it
should listen on localhost.

On Sun, Apr 29, 2012 at 12:36 AM, Psy_Commando wrote:

> You're sure about that ? you're the first person to tell me that.
> Besides, I can't connect to a dedicated server on the same machine for
> some reasons, it just timeouts, whether I use 127.0.0.1 or my local network
> IP.
>
>
> On Sat, Apr 28, 2012 at 5:09 PM, Stephen Swires 
> wrote:
>
>> Like I said. Fake lag does not work properly on listen servers in ASW.
>> You can check for any lag prediction issues by creating a local dedicated
>> server and connecting to it, then fake lag works as intended.
>>  On Apr 28, 2012 8:32 PM, "Psy_Commando"  wrote:
>>
>>> I made some progress changing the base class's base class to
>>> CBaseAnimating instead of CPhysicsPropMultiplayer, it fixed some of the
>>> stuttering, but once you add lag with net_fakelag it does it again. I can't
>>> find the reason why the origin differs between client and server though, at
>>> a glance it looks like the client is slightly ahead in time compared to the
>>> server.
>>> If it can help, here's the base class :
>>>
>>> Client :
>>> c_prop_sfr_vehicle.h - http://pastebin.com/tqUFNGQZ
>>> c_prop_sfr_vehicle.cpp -http://pastebin.com/eCKcE3VX
>>>
>>> Server :
>>> prop_sfr_vehicle.h - h 
>>> http://pastebin.com/zPb3HbEh
>>> prop_sfr_vehicle.cpp - http://pastebin.com/5y1m0S89
>>>
>>> On Fri, Apr 27, 2012 at 11:18 AM, Joel R.  wrote:
>>>
 Nick, if you knew anything about coding, you'd be able to make it work
 fairly quickly.  He is not going to give you all the SDK code prepped and
 ready.


 On Thu, Apr 26, 2012 at 11:17 PM, Nick  wrote:

> The code you posted certainly is impressive. I just can't find an easy
> way to put it in a sdk and run it? How to spawn the vech?
>
> Make an sdk with the files included that works, (with a working copy
> of the mod) and all of the code and send a link to valve.. I am sure
> they will help out.
>
> A single file isn't at all helpful compared to a working source code
> copy, and actual files and a 10 step list to "test" the exact problem
> you are experiencing. WE HAVE TO BE ABLE TO RUN THE EXACT CODE IF U
> WANT ANY HELP ON SUCH A MASSIVE "PROBLEM"..
>
> On Thu, Apr 26, 2012 at 12:18 AM, Psy_Commando 
> wrote:
> > I already posted a link to the pastebin with the whole code earlier (
> > http://pastebin.com/eMcKh1YL ). And who at valve would help ? Most
> of the
> > time I don't get answers when I mail devs. And what do you mean
> share what
> > the problem is with you, isn't it what I've been foing?
> >
> > Is there any examples of simple moving predicted entities, besides
> the
> > player ? I could really use an example...
> >
> > By the way, is what Stephen says accurate ? Is the net_fakelag
> command not
> > working on listen servers ?
> >
> >
> > On Thu, Apr 26, 2012 at 12:34 AM, Nick  wrote:
> >>
> >> i think you should give us a basic code, and send it to valve...
> only
> >> valve can help you. Usually valve is quite nice, and I am sure they
> >> wouldn't mind helping you out, as long as you can share what the
> >> problem is with the rest of us.
> >>
> >>
> >>
> >> On Sun, Apr 22, 2012 at 3:04 PM, Psy_Commando <
> psycomma...@gmail.com>
> >> wrote:
> >> > Alright, what else could be causing jittering ? There is so
> little going
> >> > on
> >> > in that entity.
> >> >
> >> >
> >> > On Sat, Apr 21, 2012 at 8:40 PM, Tony "omega" Sergi
> >> > 
> >> > wrote:
> >> >>
> >> >> As I said. looking at your prediction dump, it's not actually
> >> >> predicting
> >> >> properly.
> >> >> Either they're not updating at the same rate, or they're not
> running
> >> >> the
> >> >> same code producing the same results.
> >> >> see your screenshot:
> http://dl.dropbox.com/u/13343993/abox0003.jpg
> >> >> notice in red, velocity is 0 0 0 that means
> >> >> disabling VPhysicsUpdate is not the solution, as that means you
> break
> >> >> every vphysics object. Look at what it's doing, it's getting it's
> >> >> position
> >> >> after vphysics simulates and updating the entity.
> >> >> so unless you're trying to make a purely client-authoritive
> ship, you
> >> >> can't disable that without adding code to update the position
> from the
> >> >> client.
> >> >>
> >> >>
> >> >>
> >> >>
> >> >> On Sun, Apr 22, 2012 at 7:40 AM, Stephen Swires
> >> >> 
> >> >> wrote:
> >> >>>
> >> >>> It maybe worth mentioning that net_fakelag is broken on listen
> servers
> >> >>> in
> >> >>> Alien Swarm. It works on dedicated, however
> >> >>>
> >> >>>
> >> >>> On Sat, Apr 21, 2012 at

Re: [hlcoders] SP mod without Half-Life 2?

2012-04-17 Thread Ben Pye
Free TF2 is also fine AFAIK.

On Tue, Apr 17, 2012 at 2:07 PM, Toxa Nevermind  wrote:

> "You don't need HL2 to launch mods. You need HL2 ..."
>
> Uhhh.
>
> I meant you need HL2 as base to launch mods ( it will download this .cgf's
> - source engine, source materials, source models, source sounds, half-life
> 2 content) i haven't those stuff before i get hl2, i really have no clue
> how it's going on now since Source SDK went "free". I made mods even before.
>
> It's better to get Orange Box and don't worry about it.
>
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Re: [hlcoders] Read and write to and from file?

2012-04-04 Thread Ben Pye
Do you have a link to that SDK? I can't seem to find it but it sounds
interesting.

On Wed, Apr 4, 2012 at 12:22 PM, Saul Rennison wrote:

> There's a Portal 2 SDK that DS created at Alliedmods. You could make a
> server plugin to do all this for you, providing you know C++.
>
>
> On Wednesday, April 4, 2012, Melissa Zak wrote:
>
>>   [insert long noo here]
>>
>> Thanks a lot for your help guys. I’ll find someway of doing it.
>> Mel
>>
>> P.S. sorry for spamming emails. The mail program I use came up with
>> errors and I thought they didn’t go through.
>>
>
>
> --
>
>
> Kind regards,
> *Saul Rennison*
>
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Re: [hlcoders] Where to find update news?

2011-10-18 Thread Ben Mears
When Valve time equals real time...

On Tue, Oct 18, 2011 at 4:32 PM, James Pizzurro <
ja...@agentredproductions.com> wrote:

> When pigs fly.
>
>
> On Tue, Oct 18, 2011 at 7:31 PM, Stephen Swires 
> wrote:
>
>> Though I wonder if Valve are ever going to release a proper update for the
>> SDK like Gabe promised. Expecting too much?
>>
>>
>> On Wed, Oct 19, 2011 at 12:28 AM, Tobias Kammersgaard <
>> tobias.kammersga...@gmail.com> wrote:
>>
>>> That's the only change. Oh, and they broke the tools, but that's not
>>> really new.
>>>
>>> - ScarT
>>>
>>>
>>> On 19 October 2011 01:11, Nathan Voge  wrote:
>>>
  Hey all, I keep seeing the Source SDK is updating. Great! but what? I
 know they did some stuff with TF2 but other than that I can't find what has
 changed. The "product update" 
 newson 
 Steam is very out of date. The last update on there is from Sep 14, 2006!
 And the Dev Wiki page for Source SDK Release 
 Noteswas 
 last updated 6/23/2010. Is there somewhere else I should be checking?

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>>>
>>
>>
>> --
>> - Stephen Swires
>>
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Re: [hlcoders] Invitation to connect on LinkedIn

2011-10-18 Thread Ben Mears
Hmm interesting, first time I've gotten a LinkedIn invitation through the
hlcoders mailing list. Sorry, but I'm pretty sure I don't know you, ha ha...

On Tue, Oct 18, 2011 at 8:22 AM, Cathal McNally wrote:

>
>  [image: LinkedIn]
>
>
>
>
>  *From Cathal McNally*
>
> Student at Letterkenny Institute of Technology
> Ireland
>
>
>
>
> I'd like to add you to my professional network on LinkedIn.
>
> - Cathal
>
>
>
> Confirm that you know 
> Cathal
>
>
>
>   You are receiving Invitation to Connect emails. 
> Unsubscribe
> © 2011, LinkedIn Corporation. 2029 Stierlin Ct. Mountain View, CA 94043,
> USA
>
>
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Re: [hlcoders] Font size cap?

2011-08-31 Thread Ben K.
I figured a 128x128 bitmap is all you're gonna get. I've run into this 
limit myself. Considered using a texture, maybe with $distancealpha ( 
http://developer.valvesoftware.com/wiki/$distancealpha ) yet?


Cheers,

Ben

James Deeman wrote:
Is there a cap to how large your font can go? I am finding that after 
a certain point the size of the glyphs just don't change, around 120 
'tall' value in the Scheme file. Is this right? Anyone know what the 
actual figure is?


Any replies appreciated.

--
James Deeman
Nottingham, UK



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Re: [hlcoders] What the hell is going on here...?

2011-04-14 Thread Ben Mears

the un-subscribe is a lie...

On 4/14/2011 4:23 PM, Anthony Mann wrote:

Me too, second time I have been magically re-subscribed...

Sent from my iPhone

On 15 Apr 2011, at 12:17 AM, Ryan Lange > wrote:


I mean with this list. Early last year I had set it to stop sending 
me emails, but I didn't unsubscribe. Then, some time in the middle of 
December, I start receiving emails again and a friend of mine *stops* 
receiving them. I completely unsubscribe and he has to resubscribe.


Then, two days ago I *again* start receiving emails.

What gives? Does someone keep restoring old backups of the list?

--
Ryan Lange
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Re: [hlcoders] Source RCON PLIST?

2011-01-24 Thread Ben K.
A search on the interwebs for "apple port 27015" reveals that 
AppleMobileDeviceService.exe or so is listening on TCP port 27015. :p


- Ben

Adam "amckern" McKern wrote:

How the hell is an xml output ended up in your query?


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

--- On *Tue, 25/1/11, Netshroud //* wrote:


From: Netshroud 
Subject: [hlcoders] Source RCON PLIST?
To: hlcoders@list.valvesoftware.com
Received: Tuesday, 25 January, 2011, 11:38 AM

I'm currently trying to build an RCON tool (in C++), but I've come
across something strange and apparently undocumented. So far I've
only implemented SERVERCOMMAND_AUTH, but this is the output I'm
getting on 127.0.0.1 (password is "password", buffer is 255 bytes):

Authentication packet:
0x16 0x0 0x0 0x0 0x0 0x0 0x0 0x0 0x3 0x0 0x0 0x0 0x70 0x61
0x73 0x73 0x77 0x6F 0x72 0x64 0x0 0x0
Sent Authentication packet.
Bytes received: 16
&☺

Bytes received: 254

http://www.apple.com/DTDs/PropertyList-1.0.dtd";>


MessageType
Result
Number
6




Connection closed


Since when did Source send PLIST responses? I'm unable to get a
packet capture of this as Wireshark can't capture loopback, and
Source Multiplayer Dedicated Server (running TF2) is flat out not
responding if I query on my adapter's IP, even from another
machine. Has the RCON protocol changed?




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Re: [hlcoders] Simple question...

2010-12-13 Thread Ben Palmer
Try Ctrl+F6

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of AndreaZzZ
Sent: 13 December 2010 19:35
To: Discussion of Half-Life Programming
Subject: [hlcoders] Simple question...

How to use the "prone" capability in the modification based on the Scratch?
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[hlcoders] L4D1 Authoring Tools not working

2010-10-06 Thread Ben Mears
Anyone else noticing that The Sacrifice update broke the Left 4 Dead 1
Authoring Tools? (L4D2 seems to still work fine though). I launch the
Authoring Tools, get a quick flash of the "Preparing to Launch..." window,
and then nothing happens. Any word on this issue?
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Re: [hlcoders] how to create a mod with non steam HL with no errors , and that language use hl non steam

2010-07-26 Thread Ben Mears
This is easily the most entertaining hlcoders thread I've read yet (wait,
hlcoders threads are not supposed to be entertaining, hmmm..). Let me write
12 paragraphs about why it is the most entertaining yet...

[insert skyscraper of text here]

In conclusion, this thread has degenerated into a stream of
nonsense-consciousness (nonsensciousness) as exemplified by the text above.
Some people are arguing with some other people, but why can't we all just
move along little doggies?

Finalmente, I'll leave you with an inspirational poem:

http://i64.photobucket.com/albums/h165/benjiwaa/thread_defused.jpg






On Mon, Jul 26, 2010 at 6:26 PM, Bob Somers  wrote:

> Geez people, this thread has run its course. Let it end.
>
> --Bob
>
>
>
>
>
> On Mon, Jul 26, 2010 at 6:04 PM, Katrina Payne <
> fullmetalhar...@nimhlabs.com
> > wrote:
>
> > I came to the conclusion long ago that the OP is long gone.
> >
> > I mostly am just posting responses to stuff directed at things I have
> said,
> > or
> > complaints made in my direction.
> >
> > To which I just get more complaints.
> >
> > That I tend try to address--but typically they are not qualified.
> >
> > Then I get more unqualified and unproven claims.
> >
> > I mean, yes, I may be a troll here... but equally so, this has kind of
> > became
> > Trolls Trolling Trolls.
> >
> > Which is why I made the irreverent joke of just collecting these dolls to
> > try
> > to lighten the mood, and defuse the situation.
> >
> > Though, looking at my response to this picture, and the response to my
> > attempt
> > to defuse this...
> >
> > I am starting to wonder if trying to defuse a thread is ever a good idea?
> > It
> > only seems to cause explosions.
> >
> > ~Katrina
> >
> > On Monday, July 26, 2010 06:53:38 pm Lech wrote:
> > > http://i671.photobucket.com/albums/vv77/Cisdaman/Stop_posting.jpg
> > >
> > > This is probably a wise thing to do until the original poster actually
> > > has a time to digest everything, laugh and respond...
> > >
> > > -L
> > >
> > > On Mon, Jul 26, 2010 at 7:48 PM, Jonathan Murphy
> > >  wrote:
> > > > I already took the time out to show you an example of your
> superfluous
> > > > typing, please don't try to take this in circles and make our point
> > even
> > > > more valid than it already is.
> > > >
> > > > We shouldn't have to prove anything anyway, we have much better
> things
> > to
> > do
> > > > with our time. Just know that it is true because it seems to be a
> > general
> > > > concensus (at least four or five people on this thread alone have
> > complained
> > > > about it). If you can find anyone defending your view point please
> > point
> > > > them out to us? Otherwise, take the comments on board and adjust
> > > > accordingly.
> > > >
> > > > These are my final pieces of advise to you as a long time member of
> > this
> > > > list, please remember we are trying to help you.
> > > >
> > > > On Tue, Jul 27, 2010 at 10:36 AM, Katrina Payne <
> > > > fullmetalhar...@nimhlabs.com> wrote:
> > > >
> > > >> I am going to assume that most of your post is surplufious hypeboles
> > of
> > > >> inqualifiable and unverifiable claims, and you assume anybody else
> > does the
> > > >> same
> > > >> as yours.
> > > >>
> > > >> Since mine are five as you say, you appear to assume that I do five
> of
> > what
> > > >> you
> > > >> do.
> > > >>
> > > >> As that is all I can figure out from this post--without you citing
> > > >> examples.
> > > >>
> > > >> I know you will not however.
> > > >> ~Katrina
> > > >>
> > > >> On Monday, July 26, 2010 06:28:16 pm Tony "omega" Sergi wrote:
> > > >> > I try to avoid these types of things but- I just can't at the
> > moment.
> > > >> >
> > > >> > The whole thing can be summed up in three sentences:
> > > >> > It takes you 5 paragraphs to get your points across.
> > > >> > You go off-topic about a million different things while trying to
> > make
> > > >> one
> > > >> > point, and most of the time is irrelevant.
> > > >> > This is the reason that those who have spoken are complaining,
> > nothing
> > > >> more.
> > > >> >
> > > >> > -Tony
> > > >> >
> > > >> >
> > > >> > On Tue, Jul 27, 2010 at 8:53 AM, Katrina Payne <
> > > >> fullmetalhar...@nimhlabs.com
> > > >> > > wrote:
> > > >> >
> > > >> > > Well, this style that you do see, that I am working to adjust
> out
> > of,
> > > >> was
> > > >> > > mostly only created by these accusations of wall of text.
> > > >> > >
> > > >> > > I am now at the point that I do not even really type:
> > > >> > > * Redundant remarks
> > > >> > > * Irrelevant statements (in my mind at least)
> > > >> > > * Keeping each "paragraph" along a single logical step in
> thought
> > (if
> > > >> at
> > > >> > > all
> > > >> > > possible)
> > > >> > >
> > > >> > > The thing is, I have included a few other elements that cause
> > issues.
> > > >> > >
> > > >> > > As I have found some people complaining about wall-of-texting
> tend
> > to
> > > >> miss
> > > >> > > sentences if they are not at 

Re: [hlcoders] Discussion, edman747 has invited you to open a Google mail account

2010-07-21 Thread Ben Mears
haha, im hoping this was an accident?

On Wed, Jul 21, 2010 at 10:46 AM, edman747  wrote:

> I've been using Gmail and thought you might like to try it out. Here's an
> invitation to create an account.
>
>
>  You're Invited to Gmail!
>
> edman747 has invited you to open a Gmail account.
>
> Gmail is Google's free email service, built on the idea that email can be
> intuitive, efficient, and fun. Gmail has:
>
>  *Less spam*
> Keep unwanted messages out of your inbox with Google's innovative
> technology.
>
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> Enough storage so that you'll never have to delete another message.
>
> *Built-in chat*
> Text or video chat with edman747 and other friends in real time.
>
> *Mobile access*
> Get your email anywhere with Gmail on your mobile phone.
>
> You can even import your contacts and email from Yahoo!, Hotmail, AOL, or
> any other web mail or POP accounts. Learn
> more
> .
>
> Once you create your account, edman747 will be notified of your new Gmail
> address so you can stay in touch. Learn
> moreor get
> started<
> http://mail.google.com/mail/a-c2638ca622-768acb02d5-eAKKQVAvzcrruCuq1NbhOGA9fEk
> >
> !
>Sign up<
> http://mail.google.com/mail/a-c2638ca622-768acb02d5-eAKKQVAvzcrruCuq1NbhOGA9fEk
> >
>Learn
> more 
>
> Google Inc. | 1600 Ampitheatre Parkway | Mountain View, California 94043
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Re: [hlcoders] Alien Swarm

2010-07-16 Thread Ben Mears
"the team has spent a lot of time bringing the game to Source in between 
their contributions to the other Valve projects."


I wonder if the devs got paid by Valve to finish Alien Swarm or if it 
continued to be a mod-in-your-free-time type project? What do you guys 
think?







Tobias Kammersgaard wrote:

That's actually a better guess.

Two years ago, Valve hired the talented team behind the popular top down
co-op mod Alien Swarm. Since then, they have been busy working on the Left 4
Dead Series, and now Portal 2. However, we never forgot about Alien Swarm
and the team has spent a lot of time bringing the game to Source in between
their contributions to the other Valve projects.



- ScarT


On 17 July 2010 01:24, AJ Collins  wrote:

  

I'm guessing it's Valve's answer to Epic's UDK.

On Fri, Jul 16, 2010 at 7:08 PM, Matt Hoffman
wrote:



Excited to see Alien Swarm. Not only does it not look like source (And
  

yet


still be source), it looks like good fun. And it's free.

Is there reasoning behind it being free? (Other than allowing anyone to
become a Source developer for free)

On Fri, Jul 16, 2010 at 4:02 PM, Alfred Reynolds
wrote:

  

Right, no Mac support yet, they got ahead of us :)



-Original Message-
From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
boun...@list.valvesoftware.com] On Behalf Of Tom Edwards
Sent: Friday, July 16, 2010 3:37 PM
To: hlcoders
Subject: [hlcoders] Alien Swarm

  If you hadn't heard already, the SDK is being updated on Monday
  

with


the complete source code to Alien Swarm, a brand new Source 2009 game
by
the team who made the original UT2004 mod (and who now work for
  

Valve).


It's going to be a sample project in the same vein as TFC.

AS has a tile-based map editor, omnidirectional projected textures,
real-time depth of field and Steamworks integration...but apparently
  

no


Mac support?

http://store.steampowered.com/app/630

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--
Ben Mears

Production Lead

Noesis Interactive

b...@noesisinteractive.com
http://www.noesisinteractive.com/

2450 17th Ave.
Suite 125
Santa Cruz, California
95062
831-479-4263


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Re: [hlcoders] Source Engine 2!!!

2010-06-10 Thread Ben Mears
I'm hoping it's new shoes for TF2 !

On Thu, Jun 10, 2010 at 2:27 PM, Harry Jeffery <
harry101jeff...@googlemail.com> wrote:

> If they added hats to css I'd move to cspromod and never touch css
> ever again. It's just not right.
>
> On 10 June 2010 23:21, Arg!  wrote:
> > i miss duke3d, please do this valve. surely you could buy all the
> > assets for a few bucks.
> >
> > perhaps the announcement is hats for cs:s
> >
> > On Fri, Jun 11, 2010 at 7:24 AM, 1nsane <1nsane...@gmail.com> wrote:
> >> They could just release everything that was made for Duke Nukem Forever
> as
> >> Duke Nukem Forever Episode 1.
> >>
> >> Then 10 years later release EP2. It would make perfect sense!
> >>
> >> On Thu, Jun 10, 2010 at 4:25 PM, Dexter  wrote:
> >>
> >>> Maybe they're releasing Duke Nukem Forever on a new Source engine.
> >>>
> >>> Or maybe a new version of the Source engine and SDK that doesn't break
> with
> >>> every update.
> >>>
> >>> I'm not sure which is more far fetched
> >>>
> >>> On Thu, Jun 10, 2010 at 2:21 PM, Sam  wrote:
> >>>
> >>> > "Second reason, they lost their code and have to redo everything."
> >>> >
> >>> > I giggled, hard.
> >>> >
> >>> > I doubt the announcement would be anything related to the engine,
> they
> >>> > could've done that back in GDC, E3 is about entertrainment, not
> >>> development
> >>> > like GDC is
> >>> >
> >>> > On Thu, Jun 10, 2010 at 5:09 PM, Adam Buckland <
> adamjbuckl...@gmail.com
> >>> > >wrote:
> >>> >
> >>> > > I'm going to go with Jeffrey, and call Portal for the Wii now.
> Valve
> >>> > > said that they wanted to do a Wii game, so this could be it!
> >>> > >
> >>> > > On 10 June 2010 20:07, Joel R.  wrote:
> >>> > > > Is this the big surprise for E3?!  I hope it is, that would so
> rock!
> >>> > > > ___
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> >>> > > please visit:
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> >>> > > >
> >>> > > >
> >>> > >
> >>> > >
> >>> > >
> >>> > > --
> >>> > >
> >>> > > Bucky
> >>> > >
> >>> > > ___
> >>> > > To unsubscribe, edit your list preferences, or view the list
> archives,
> >>> > > please visit:
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> >>> > >
> >>> > >
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> >>> >
> >>> >
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Re: [hlcoders] Happy St.Patricks Day

2010-03-17 Thread Ben Mears
don't spill any drinks in your keyboards!

On Wed, Mar 17, 2010 at 12:49 PM, Patrick Shelley wrote:

> oh indeedy :)
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[hlcoders] How do elevators work in L4D1?

2010-01-13 Thread Ben Mears
Hey all,

I'm mapping a L4D-1 campaign and I'm trying to learn exactly how the
elevators work. How do I get elevators to work properly with the navagation
mesh? I am able to get the elevator to work by dropping a nav corner on the
ceiling to make a fluid nav mesh, however when I load up no mercy map 4, the
roof is not connected to the bottom nav mesh! The beginners tutorial simply
says to place to walkable points at each level and then build the nav mesh.
When I do this and analyze, it still wont work. I've posted this numerous
times on numerous sites, and nobody seems to know how to do this outside of
my hacked way.

How was this done?!?!?!?!

Thanks in advance for any all responses!

-Ben
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Re: [hlcoders] Orange Box and Linux - Min/Max issues again.

2009-12-15 Thread Ben K.
If I recall correctly there is an #include  in npc_talker.cpp or .h 
which you'll want to #ifdef out for GCC. With #ifdef _MSC_VER / #endif 
wrappers for example.

- Ben

Jed wrote:
> I've set-up a nice little Linux virtual box for compiling Linux server
> binaries but I seem to of hit a wall with the OB code base and our old
> friend MIN/MAX.
>
> I've got GCC 3.4.6, 4.1.1 and 4.2.2 installed all nicely isolated from
> each other for compiling EP1 and OB based mods. At the moment EP1 mods
> compile fine with 3.4.6 and I'm trying to compile the "out the box"
> current OB source using 4.2.2.
>
> I chose 4.2.2 as that's the version mentioned by Valve in their SDK
> files and to that end I compiled and installed it from source and ran
> all the post-compile checks. Everything is good.
>
> So I have everything set-up, library paths are good, Xerces is good,
> VCPM compiles and converts the makefile and then I get the following
> familiar error during compile:
>
> /opt/gcc-4.2.2/bin/g++ -w -I../game/server/../../common
> [...]
> /opt/gcc-4.2.2/lib/gcc/i686-pc-linux-gnu/4.2.2/../../../../include/c++/4.2.2/bits/basic_string.tcc:968:
> error: ‘min’ is not a member of ‘std’
> make[1]: *** [obj/server_i486/game/server/npc_talker.o] Error 1
>
>
> Yikes!
>
> My frist instinct was to look at public/stdstring.h which was always a
> problem with EP1 code but I see Valve have added relevant fixes there.
> The current suspicion is that it's publix/minmax.h causing issues but
> I'm not sure quite how.
>
> So anyone got any insights, fixes or known work around for compiling
> the Linux version of the OB code?
>
> - Jed

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Re: [hlcoders] Trying to Create a Zipline

2009-08-20 Thread Ben Mears
Have you heard about the mod "Smashball" ? You can download it from the Mods
section of Steam. They have a grappling hook type weapon that sounds pretty
close to what you're trying to do. Maybe somebody from that team could help
you (but maybe they won't want to divulge their secrets either, ha ha)

On Thu, Aug 20, 2009 at 11:20 AM, Joshua Scarsbrook
wrote:

> Hi
> I am trying to create a mod with weapons that shot ziplines for players
> to move from one point to another. i was woundering how i would go about
> creating one. I have been learning c++ for quite a while now and have
> spent the last year working on 3d programmig. I know i will need 3
> entries and a weapon. The weapon will use the crossbow for it's model
> and the entires will use the little coke can or a harpoon. I was
> wondering what code i would need to use and where.
> Thanks in Advance
> Vbitz
>
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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Ben Mears
As a 3D modeller, animator, and mapper, (and not a coder) I agree with what
Jed said 100%.

Jed, can you please just go work for Valve?

great, thanks!

On Fri, Jul 24, 2009 at 12:23 PM, Jed  wrote:

> No I wasn't advocating an 3D app -> MDL path. Simply adding support
> for a more common/cross platform 3D format to those that StudioMDL
> supports.
>
> The problem with the SMD format is that it's an old format from and
> old engine and requires plug-ins to be written for 3D apps to support
> it. This leaves it down to Valve to write them.
>
> Take Max for example - a plug-in for one version does not
> automatically work with another, it needs to be recompiled against the
> new versions SDK. A shop like Valve is probably only going to have one
> version and not upgrade every time a new one comes along. Therefore
> SMD plug-ins for other versions are going to have to be made by the 3D
> app users themselves.
>
> Now there are plenty of suitable cross-app 3D formats such as DAE,
> FBX, etc. that Valve could add support for to the StudioMDL compiler
> (and I've vocally expressed this to Valve many times) in *addition* to
> the SMD, OBJ and MRM formats it already supports.
>
> So why should they do it?
>
> - Common file format means more 3D apps that can produce content
> out-of-the-box or via publisher made plug-ins. For example DAE/FBX is
> supported by XSI, Maya, Max, Blender, Milkshape3D, etc, etc.
> - Gives modders/studios/licensees choice to use the 3D app of their
> choice to create content.
> - Valve doesn't need to produce plug-ins for apps, just support the
> format in the compiler.
>
> Simply put SMD format is binding end users to the few apps that write
> it and the generosity of community users such as myself, Prall, et al.
> to write these plug-ins for the 3D apps we want to use.
>
> Interesting case in point - a Canadian studio approached me once
> asking me when my plug-ins would be available for 3DS Max 2009 because
> that was their in-shop 3D content creation tool and they had invested
> a lot of money in software and training and didn't want to have to
> move to something else. Their apparent decision to purchase a Source
> license for their title was hanging on the availability of plug-ins
> for Max.
>
> My main issue with some of the SDK tool is that that it feels like
> Valve aren't being smart about it. Good tools means wider adoption
> which might result in more licensees and from a modders perspective,
> more people getting into it and maybe making the next CSS/TF2/Portal
> that Valve can snap up as their IP. I think Valve should have a
> dedicated tool guy (not me) turning out polished useful tools - not
> this rehashed crap that's hung over from Half-Life 1.
>
> - Start over with StudioMDL - make it a GUI app from the start (and
> adding batch/scripting to it wouldn't be hard)
> - Make HLMV a proper MFC of WPF app and get rid of the old buggy mxtk
> GUI from Mete's HLMV.
> - Add support form more 3D modern file formats and eventually phase
> out SMD, etc.
> - If for license/NDA reasons you can't release all the source code for
> apps, at least release parts of it. A lot can be learned from even
> partial code that could help us as modders make our own apps.
> - Add some SDK tool API stuff - for example code to render a 3D window
> like in HLMV. It can still require steam but make it accessible so
> that developers can add support for model rendering in other apps.
> - Polished tools will make the SDK/Engine more attractive to end
> users. Modding shouldn't be a right of passage but a warm welcoming
> experience to inspire the next great ideas.
>
> I could go on but you get the general idea...
>
> - Jed
>
>
> 2009/7/24 Jorge Rodriguez :
> > On Fri, Jul 24, 2009 at 2:41 AM, Minh  wrote:
> >
> >> The .smd format is extremely robust the way  accomodates reference
> meshes,
> >> AND skeletal animation. So you want a method to go straight from 3d
> model /
> >> animation -> .mdl ?
> >> How is that going to work with parametric animation? where you can
> combine
> >> multiple .smds to make an animation?
> >
> >
> > Minh, while the capabilities of the studio compiler are formidable, it
> still
> > leaves much to be desired in terms of file format and syntax. Don't tell
> me
> > you've never struggled with the qc format. I am constantly having
> problems
> > with its limitations. It's a rather robust system that allows for
> combining
> > animations in many interesting ways, but the syntax still pisses me off
> > quite a bit, and the technicality of it leaves it out of reach of most
> > artists. I hear Valve wrote some simple tools around it, but I'm
> surprised
> > they haven't replaced it entirely.
> >
> > The SMD format is perhaps a bit clunky, but I don't have too many
> problems
> > with it, because it does exactly what is needed, even if it does it in a
> bit
> > of a backwards way.
>
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Ben Mears
In Eternal Silence there are vast outdoor, outer space environments that
take a while to travel across. And its all in the Source engine.

man I love that mod.

On Thu, Jul 23, 2009 at 2:57 PM, Jorge Rodriguez  wrote:

> Source engine works just fine for outdoors areas. Did you people forget
> that
> half of HL2 and the episodes take place outdoors? Obviously it doesn't
> scale
> up to GTA-size large areas, but it can handle some pretty large areas.
>
> --
> Jorge "Vino" Rodriguez
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Ben Mears
 Agreed - "I think that despite the limitations, the engine is fantastic and
can be made to do a lot of
stuff, just look at GMod." As well as other great mods that are outside of
Valve's normal game type. For example, Eternal Silence is a Source engine
mod that contains outer space flying and dogfighting! I haven't really used
any of the other engines but would it be possible to create a flying game in
a different engine that is meant for FPS?

Disagreed - "Or, pay for an engine license. Or, wait for whatever Valve is
cooking up in their pipeline next for future versions of Source." Isn't a
license like 300,000$ or something? What individual can afford that? And I
don't think waiting for Valve is really ever a good solution.

On Thu, Jul 23, 2009 at 2:28 PM, Jorge Rodriguez  wrote:

> Valve's engine and toolset are perfect for what Valve does with it, and
> Valve has a lot of tools that they don't distribute to the community that
> make what they do easier. The limitations that exist are only because the
> engine is focused for doing one thing and doing it well, that being the
> kind
> of thing that Valve does with their games. Personally I think that despite
> the limitations, the engine is fantastic and can be made to do a lot of
> stuff, just look at GMod. It's a bit rough using a command line model
> compiler and SMD and whatnot, but nobody's holding your hand, you're free
> to
> use another toolset if you don't like what Valve has offered. Or, pay for
> an
> engine license. Or, wait for whatever Valve is cooking up in their pipeline
> next for future versions of Source.
>
> So quit whining!
>
> --
> Jorge "Vino" Rodriguez
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Ben Mears
I like the Source engine and am pretty happy with it in it's current state.

However, what Jed said,

"- Why the hell are we still using SMD? Take a continuous mesh model,
break it into triangles and re-compile it into tri-strips at compile.
Hint Valve - either adapt your SMD/OBJ MRM hybrid format or just use
DAE/FBX for God's sake. You'll find you don't need "us" to make SMD
support for every 3D app out there if you adopt a cross application 3D
format."

makes perfect sense and should really be looked into for a future Source
engine update. I don't where we would be without Jed's plugins (well, I use
XSI mostly so I would probably be ok but what about the many people who use
Max and Maya?)


On Thu, Jul 23, 2009 at 1:41 PM, Jed  wrote:

> Kohan, if you'd seen the grammar in e-mail I've received from people
> with an @valvesoftware.com email address you wouldn't disbelieve that
> Adam may actually have a game industry job.
>
> That said, I agree with the sentiment that Valve is probably the last
> game company pushing a BSP based engine? After 3 years of building a
> mod I'm starting to believe that Source is just the HL1 engine with a
> bunch of third-party API's plugged in. Certainly they have come up
> with some very cool stuff but over Goldsrc, Source just doesn't feel
> very "next-gen" to me. I remember when CS:S first came out and
> everyone was was "well you should be able to do XXX/YYY with the
> source engine". Ultimately all the mods big plans fell flat and it
> feels, with a few exceptions, the same stuff as HL1 but with better
> graphics.
>
> My biggest beef with Source as a next-gen engine is their tool set. I
> *really* think Valve have taken a backwards step with their SDK and
> tool chain and make modding exponentially difficult for those that
> want to do it. When I look at other engines everything is so much more
> refined and documented and the tools are much more polished that
> Valve. Case in point:
>
> - Why are we still using a command line model compiler? The main
> modder demographic is probably 15 - 20 somethings of which most aren't
> pre-windows 95 and don't know how to use a CLI. If I can write a
> bloody GUI to StudioMDL, why can't Valve?
>
> - Why the hell are we still using SMD? Take a continuous mesh model,
> break it into triangles and re-compile it into tri-strips at compile.
> Hint Valve - either adapt your SMD/OBJ MRM hybrid format or just use
> DAE/FBX for God's sake. You'll find you don't need "us" to make SMD
> support for every 3D app out there if you adopt a cross application 3D
> format.
>
> I could go on, but I personally think that Valve need to seriously
> polish their tool set if they expect us, as modders, and maybe even
> studios to adopt their engine. Content creation shouldn't be a fight.
>
> And I say this knowing full well that some people at Valve prefer my
> tools over their own...
>
> - J
>
>
> 2009/7/23 Kohan Venets :
> >
> > I'm not claiming to agree or disagree, but I'd like to mention that using
> proper spelling and grammar would help people take you seriously.  "Iam"
> "disapointed" "beleive" "displacment" "isnt" "alogothim" "differnt"
> "fundemenal" "woulod" "jsut" "Id" "dont".
> >
> > It's just difficult to believe that you have a job as a game developer
> when you type that way.
> >
> > -Kohan
> >
> >
> >
> >> Date: Thu, 23 Jul 2009 22:51:26 +0200
> >> From: adamjjdono...@gmail.com
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: [hlcoders] whats happening with this engine
> >>
> >> After being on this list for years Iam slightly disapointed that it has
> not
> >> been taken further..mainly Iam talking about the tools artists get to
> use to
> >> create the worlds and actually cant beleive that a modern computer game
> >> developer still works with it as its rather limited in environment
> >> design..take for example the displacment system..there isnt even lod
> >> alogothim for it which makes it so limited..seeing as I work for a game
> >> developer and know that its not easy to manage differnt projects and
> >> content..I still think some rethinking of fundemenal aspects of the
> engine
> >> woulod be a great idea about now..perhaps even jsut to give people like
> me
> >> some hope that the engine will slowly migrate into something more
> modern..Id
> >> expect some flaming and spam to follow this post like how their are
> other
> >> engines to use and that i dont have to use source engine..that being
> said..i
> >> kinda care about seeing progress.
> >> greetz
> >> nava
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >
> > _
> > NEW mobile Hotmail. Optimized for YOUR phone.  Click here.
> > http://windowslive.com/Mobile?ocid=TXT_TAGLM_WL_CS_MB_new_hotmail_072009
> > ___

[hlcoders] Sharing a depot in perforce

2009-06-24 Thread Ben Tucker
im having some perforce troubles I have two computers on the same network, 
and both have perforce installed. I also have them sharing a netfolder ( a hard 
drive shared on the network ). I cant install perforce server on the netfolder 
because it isnt actually a server. Id like to store a perforce depot on there 
that both the computers can access and use.

I have attempted this by defining a depot on both of the comps. I did this with 
MSDOS:
p4 depot lido
and then changed the map: field to the netfolder's path and where I had the 
depot folder. This half worked, as they both could put files up there and do 
things with them. however, they could not detect the other computers files, so 
they could not collaborate.

anyone know how to fix this so they can collaborate on the same files?

thanks for any help : )
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[hlcoders] Won't load map

2009-06-09 Thread Ben Tucker
Sorry about that last message... that was really weird
What I meant to say was (hopefully it formats correctly this time):

I found out that CWaterBullet hadnt been added to the client, so I just 
excluded the server file for it, as I wasn't going to use it anyways. However, 
now whenever I load a map the engine crashes and says: UserMessageBegin: 
Unregistered message 'Rumble'To this im even more lost... : (
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[hlcoders] Won't load map

2009-06-09 Thread Ben Tucker
I found out that CWaterBullet hadnt been added to the client, so I just 
excluded the server file for it, as I wasn't going to use it anyways. However, 
now whenever I load a map the engine crashes and says: UserMessageBegin: 
Unregistered message 'Rumble'To this im even more lost... : 
(-> 
DataTable warning: No matching RecvTable for SendTable 'DT_WaterBullet'.
> Client missing DT class CWaterBullet

The client project is missing the data table CWaterBullet. This is most 
likely caused by forgetting to include a file on the client (or including a 
file on the server that isn't fully implemented and doesn't have a client 
side version yet.)

- Original Message - 
From: "Ben Tucker" 
To: "HLCoders - Submit" 
Sent: Tuesday, June 09, 2009 5:41 PM
Subject: [hlcoders] Won't load map


> When I compile my mod everything is fine, however, when I try to load the 
> map, it comes up with some strange errors...
> ] map testarea
>  Host_NewGame 
> Spawn Server: testarea
> exec: couldn't exec skill1.cfg
> ConVarRef sk_suitcharger doesn't point to an existing ConVar
> Executing listen server config file
> Set Gravity 800.0 (0.250 tolerance)
> Created class baseline: 4 classes, 709 bytes.
> 32 player server started
> exec: couldn't exec listenserver.cfg
> Compressing fragments (20970 -> 12519 bytes)
>
> Teamplay
> Map: testarea
> Players: 1 / 32
> Build: 3740
> Server Number: 2
>
> Attemped to precache unknown particle system "achieved"!
> No pure server whitelist. sv_pure = 0
> Initializing renderer...
> Level unlit, setting 'mat_fullbright 1'
> Couldn't find customization file 'sound/player/jingle.wav'.
> Compressing fragments (2282 -> 2103 bytes)
> DataTable warning: No matching RecvTable for SendTable 'DT_WaterBullet'.
> Client missing DT class CWaterBullet
> Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed.
>
> Dropped Espionage Modder from server (Disconnect by user.)
> Connection to Steam servers successful.
>   VAC secure mode is activated.
>
> Thanks for any help! : >
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[hlcoders] Won't load map

2009-06-09 Thread Ben Tucker
When I compile my mod everything is fine, however, when I try to load the map, 
it comes up with some strange errors...
] map testarea
 Host_NewGame 
Spawn Server: testarea
exec: couldn't exec skill1.cfg
ConVarRef sk_suitcharger doesn't point to an existing ConVar
Executing listen server config file
Set Gravity 800.0 (0.250 tolerance)
Created class baseline: 4 classes, 709 bytes.
32 player server started
exec: couldn't exec listenserver.cfg
Compressing fragments (20970 -> 12519 bytes)

Teamplay
Map: testarea
Players: 1 / 32
Build: 3740
Server Number: 2

Attemped to precache unknown particle system "achieved"!
No pure server whitelist. sv_pure = 0
Initializing renderer...
Level unlit, setting 'mat_fullbright 1'
Couldn't find customization file 'sound/player/jingle.wav'.
Compressing fragments (2282 -> 2103 bytes)
DataTable warning: No matching RecvTable for SendTable 'DT_WaterBullet'.
Client missing DT class CWaterBullet
Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed.

Dropped Espionage Modder from server (Disconnect by user.)
Connection to Steam servers successful.
   VAC secure mode is activated.

Thanks for any help! : >
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[hlcoders] Perforce Workspaces - Releasing

2009-06-08 Thread Ben Tucker
Okay, sorry for so many questions today, but I have one more... 
So, I'm using Perforce (Valve recommends it for source control) and I'm trying 
to remove a workspace. But when I tried the way that the Perforce guide said to 
do it, the files on my computer were still read-only. How can I make them just 
normal files and have no connection to Perforce?
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[hlcoders] Strange Compiling Errors - VS2008

2009-06-08 Thread Ben Tucker
I'm working on a mod from scratch using Orange Box. I'm using VS2008 and I 
followed the dev wiki's tutorial on it, yet I'm having these strange errors:

-- Build started: Project: Client (SDK), Configuration: Debug Win32 --

Linking...

LIBCMT.lib(invarg.obj) : error LNK2005: __invalid_parameter_noinfo already 
defined in memoverride.obj

Creating library .\Debug_sdk/Client.lib and object .\Debug_sdk/Client.exp

.\Debug_sdk/Client.dll : fatal error LNK1169: one or more multiply defined 
symbols found

Build log was saved at "file://c:\Documents and Settings\Benjamin\My 
Documents\Mods\CyberSpace Branch\src\game\client\Debug_sdk\BuildLog.htm"

Client (SDK) - 2 error(s), 0 warning(s)

-- Build started: Project: Server (SDK), Configuration: Debug Win32 --

Linking...

LIBCMT.lib(invarg.obj) : error LNK2005: __invalid_parameter_noinfo already 
defined in memoverride.obj

Creating library .\Debug_sdk/Server.lib and object .\Debug_sdk/Server.exp

LINK : warning LNK4098: defaultlib 'LIBCMT' conflicts with use of other libs; 
use /NODEFAULTLIB:library

.\Debug_sdk/Server.dll : fatal error LNK1169: one or more multiply defined 
symbols found

Build log was saved at "file://c:\Documents and Settings\Benjamin\My 
Documents\Mods\CyberSpace Branch\src\game\server\Debug_sdk\BuildLog.htm"

Server (SDK) - 2 error(s), 1 warning(s)

== Build: 0 succeeded, 2 failed, 0 up-to-date, 0 skipped ==



As far as I know I haven't changed any of these files...
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[hlcoders] 3rd / 1st person characters

2009-06-06 Thread Ben Tucker
Hey. Id like to know if there's some way to make it so that when a player's 
playing one character, he's in first person, but when he's playing a certain 
other character ( a robot that can see in all directions) they are in a 3rd 
person view following their character. Thanks for any help! 
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[hlcoders] Is it possible to disable motion on one side of a character?

2009-05-19 Thread Ben Mears
I'm forwarding a question that I received from one of my machinima-making
friends. I'm not too sure on the answer so I figured I'd throw it out to
y'all and see what comes back.


"The $makegesture command can disable all lower body motion in an animation.
Do you know of any way to disable left or right arm motion on top of that?
Basically my goal here is to take the motion capture data so that it only
affects one arm and maybe the torso. Right now some of the custom animations
look a little awkward because the character will freeze one arm while
walking. It's not a dealbreaker, but if there's a way to solve it, that
would be great.

I imagine the answer is somewhere in the gesturemacros.qci file, but
honestly that stuff is Greek to me. I asked Ryan about it and he seemed to
think it's possible, but had no idea how to go about it. My hope is it's a
line or two I can find somewhere in the .qc file to ignore arm motion when
compiling the gesture. I'm happy for any help people can give me on this.
I'll film the episode without that feature, but it will definitely look a
little more natural with it, plus the need for this isn't going to go away."


Can anybody help him out? Thanks in advance guys!

-Ben
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Re: [hlcoders] Cannonfodder's MDL compiler sources?

2009-05-01 Thread Ben Mears
good idea! Wrap cannonfodder up in duct tape and refuse to release him until
he gives us the source code.

(kidding of course, I think DuctTape is going to be increasingly important)

On Fri, May 1, 2009 at 2:24 PM, Jorge Rodriguez  wrote:

> OR
>
> We can use DuctTape, which has an active developer and is almost done.
>
> Any word on when that will be, Tobias?
>
> --
> Jorge "Vino" Rodriguez
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Re: [hlcoders] Cannonfodder's MDL compiler sources?

2009-05-01 Thread Ben Mears
I propose we get as many people as possible to show up on his doorstep with
pitch forks and torches and demand the source code and/or an updated
version!

On Fri, May 1, 2009 at 2:00 PM, Olly  wrote:

> The domain is being camped.
>
> 2009/5/1 Matt Hoffman 
>
> > Jake: He ignores his emails about source, or doesn't use that email
> > anymore.
> >
> > On Fri, May 1, 2009 at 2:55 PM, Jake 
> > wrote:
> >
> > > You could just email him..it's right there.
> > >
> > > Dan L wrote:
> > > > what would you write this "letter" on? and his address doesn't have
> an
> > @,
> > > > how is it supposed to know which host to goto?
> > > >
> > > > On Fri, May 1, 2009 at 5:45 PM, Matt Hoffman <
> > > lord.matt.hoff...@gmail.com>wrote:
> > > >
> > > >
> > > >> What's a pen? Or a letter?
> > > >>
> > > >> On Fri, May 1, 2009 at 2:41 PM, Jed  wrote:
> > > >>
> > > >>
> > > >>> You know, you could always pick up a pen and write him a letter.
> Less
> > > >>> intrusive than a call and its still his choice whether to answer or
> > > >>> not.
> > > >>>
> > > >>> - Jed
> > > >>>
> > > >>> 2009/5/1 Dan L :
> > > >>>
> > >  Anyone live in that area where it wouldn't be long distance?
> > > 
> > >  On Fri, May 1, 2009 at 5:25 PM, Jarno Veuger 
> > > wrote:
> > > 
> > > 
> > > > I suppose you could call him. Just say you really need it and not
> > > >
> > > >> force
> > > >>
> > > > him. Just ask him gently :) .
> > > >
> > > > Regards,
> > > > Ywa
> > > >
> > > > Dan L wrote:
> > > >
> > > >> Osborne, Larry  la...@osborne.net
> > > >>5112 Shelter Cove
> > > >>Austin, TX 78730
> > > >>US
> > > >>(512) 651-9568
> > > >>
> > > >> Anyone tried that email? and would it be mega-creepy if someone(
> > > >>
> > > >> liek
> > > >>
> > > >>> me
> > > >>>
> > > >> lol) called him?
> > > >>
> > > >>
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > > > please visit:
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> > > >
> > > >
> > > >
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> > archives,
> > > 
> > > >>> please visit:
> > > >>>
> > >  http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > 
> > > 
> > > 
> > > >>> ___
> > > >>> To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > >>> please visit:
> > > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >>>
> > > >>>
> > > >>>
> > > >> ___
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> archives,
> > > >> please visit:
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> > > >>
> > > >>
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> > > >
> > > >
> > > >
> > >
> > >
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> >
>
>
> --
> Sent from Olly's SEGA Game Gear
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Re: [hlcoders] Please update the demo editor!

2009-05-01 Thread Ben Mears
Well, let's make a big enough demand then! Valve, do you think you could
please fix the demo smoother and editor for us? Pretty please? Thanks!

On Fri, May 1, 2009 at 6:32 AM, Tobias Kammersgaard <
tobias.kammersga...@gmail.com> wrote:

> Yeah do they. But honestly I don't *think* Valve is working on it.There's
> simply not a big enough demand.
>
> /ScarT
>
>
> 2009/5/1 Glen No 
>
> > Ya, good point. Where does it say Valve isn't working on it? It's
> > unfinished
> > business, I think valve should work on it! Do they even browse these
> > mailing
> > lists?
> > ___
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Re: [hlcoders] First-Person Arms Model

2009-03-18 Thread Ben Mears
Good point. But you would still have to compile the new skin into the 
model, right? I think you would still need to decompile the model and 
apply the new texture/skin to the model in a 3D program and then export 
the new reference SMD for the model with the new texture/skin. You would 
also need to reference the new texture in the .QC file and designate it 
as a skin that can be used.


botman wrote:
> Models can have multiple skins.  You can switch between the skin for 
> different materials on the model.
>
>   


-- 
Ben Mears

Production Lead

Noesis Interactive

b...@noesisinteractive.com
http://www.noesisinteractive.com/

2450 17th Ave.
Suite 125
Santa Cruz, California
95062
831-479-4263


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Re: [hlcoders] First-Person Arms Model

2009-03-18 Thread Ben Mears
Here's the steps that I think you would need to do.

-Decompile the viewmodels that you want to use
-Load the decompiled viewmodels into a 3D program such as XSI or Maya
-Modify the viewmodel by changing it's mesh geometry and/or re-texturing it
-Create any new animations that are needed (such as reloading or 
switching weapons)
-Export out the new SMDs and animation sequences for the modified viewmodel
-Compile your new modified viewmodel
-Replace the existing original viewmodel with your new, modified version
-Run the game and see how it works

Does anybody see anything I'm missing here?

Hope this helps.



Idrox Gedrono wrote:
> Okay, but that doesn't answer my question: is there a way to change the model 
> that the arms use?  Just off the top of my head, weapons in HL2DM must 
> certainly support multiple arm models, since combine have shiny gloves and 
> rebels don't.  How is this accomplished?
>
> On Tue, Mar 17, 2009 at 6:12 PM, Grash  wrote:
>
>   
>> Okay, it seems that you're still confused between the two model types for
>> weapons.
>> There are two different models. I detail in brief the difference between
>> them.
>>
>> 1) World Model.
>>   This is the model that is picked up\tossed
>>   This is the model that attached to other players.
>>   This is the model that you see on your self in 3rd person.
>> Valve typically names these models with a "w_" prefix
>>
>>
>> 2) View Model
>>   This is the model that is seen in first person.
>>   This model is rendered differently, as only the client sees it.
>>   For this reason, View models have arms built into them.
>>   Hence why you still see the HVAC Hands regardless of player model.
>> Valve typically names these models with a "v_" prefix
>>
>>
>>
>>
>> --- On Tue, 3/17/09, Idrox Gedrono  wrote:
>>
>> From: Idrox Gedrono 
>> Subject: [hlcoders] First-Person Arms Model
>> To: hlcoders at list.valvesoftware.com
>> Date: Tuesday, March 17, 2009, 8:17 PM
>>
>>
>> Using both a rebel playermodel and the combine-police playermodel, I still
>> retain the HEV-suited hands and arms shown in first-person.  How do you
>> change the model of the arms you see?  Thanks in advance.
>> 
>
> _
> Windows Live™: Life without walls.
> http://windowslive.com/explore?ocid=TXT_TAGLM_WL_allup_1a_explore_032009
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>   


-- 
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Production Lead

Noesis Interactive

b...@noesisinteractive.com
http://www.noesisinteractive.com/

2450 17th Ave.
Suite 125
Santa Cruz, California
95062
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Re: [hlcoders] (no subject)

2009-03-06 Thread Ben Mears
That would be 'effin hilarious if a mod project arose out of the Devin 
the Dolphin story. I call animator!

John Standish wrote:
> Did I just randomly create a mascot?
>
> On Fri, Mar 6, 2009 at 4:11 PM, Saul Rennison wrote:
>
>   
>> Congrats boys. I wanna make a mod about Devin now :\
>>
>> Sent from my iPhone
>>
>> On 6 Mar 2009, at 23:18, John Standish  wrote:
>>
>> 
>>> Devin was in the tuna you had for lunch ;-)
>>>
>>> On Fri, Mar 6, 2009 at 3:16 PM,  wrote:
>>>
>>>   
>>>> But then it would be possible to beat the record :(
>>>>
>>>> Thanks,
>>>> Timothy Fenton
>>>> Animation and Game Design Student
>>>>
>>>> -Original Message-
>>>> From: Ben Mears 
>>>>
>>>> Date: Fri, 06 Mar 2009 15:12:54
>>>> To: Discussion of Half-Life Programming>>> 
>>>> Subject: Re: [hlcoders] (no subject)
>>>>
>>>>
>>>> - Show quoted text -
>>>> Does that mean this thread can finally rest peacefully alongside
>>>> Devin
>>>> the Dolphin?
>>>>
>>>>
>>>>
>>>> John Standish wrote:
>>>> 
>>>>> Achievement Unlocked
>>>>>
>>>>> On Fri, Mar 6, 2009 at 3:09 PM, John Standish 
>>>>> wrote:
>>>>>
>>>>>
>>>>>   
>>>>>> *Franz Kafka* (IPA: [Ààf Äan ¶ Ààkafka]<
>>>>>> 
>>>> http://en.wikipedia.org/wiki/Wikipedia:IPA>)
>>>> 
>>>>>> (3 July 1883 – 3 June 1924) was one of the major fiction<
>>>>>> 
>>>> http://en.wikipedia.org/wiki/Fiction> writers
>>>> 
>>>>>> of the 20th century. He was born to a middle-class<
>>>>>> 
>>>> http://en.wikipedia.org/wiki/Middle-class>
>>>> 
>>>>>> German <http://en.wikipedia.org/wiki/German_language>-speaking
>>>>>> Jewish<
>>>>>> 
>>>> http://en.wikipedia.org/wiki/Jewish>
>>>> 
>>>>>> family <http://en.wikipedia.org/wiki/Family> in Prague<
>>>>>> 
>>>> http://en.wikipedia.org/wiki/Prague>
>>>> 
>>>>>> , Austria-Hungary <http://en.wikipedia.org/wiki/Austria-Hungary>,
>>>>>> presently the Czech Republic <
>>>>>> 
>>>> http://en.wikipedia.org/wiki/Czech_Republic>.
>>>> 
>>>>>> His unique body of writing—much of which is incomplete<
>>>>>> 
>>>> http://en.wikipedia.org/wiki/Unfinished_work> and
>>>> 
>>>>>> which was mainly published posthumously—is considered to be
>>>>>> 
>> - Show quoted text -
>> 
>>>>>> among the
>>>>>> 
>>>> most
>>>> 
>>>>>> influential in Western literature<
>>>>>> 
>>>> http://en.wikipedia.org/wiki/Western_literature>
>>>> 
>>>>>> .[1] <http://en.wikipedia.org/wiki/Kafka#cite_note-esp-0>
>>>>>>
>>>>>> His stories, such as *The Metamorphosis<
>>>>>> 
>>>> http://en.wikipedia.org/wiki/The_Metamorphosis>
>>>> 
>>>>>> * (1915), and novels, including *The Trial<
>>>>>> 
>>>> http://en.wikipedia.org/wiki/The_Trial>
>>>> 
>>>>>> * (1925) and *The Castle <
>>>>>> 
>>>> http://en.wikipedia.org/wiki/The_Castle_(novel)>
>>>> 
>>>>>> * (1926), concern troubled individuals in a nightmarishly
>>>>>> impersonal and
>>>>>> 
>>>> - Show quoted text -
>>>> 
>>>>>> bureaucratic world.
>>>>>>
>>>>>> On Fri, Mar 6, 2009 at 3:05 PM, Skyler Clark 
>>>>>> 
>>>> wrote:
>>>> 
>>>>>> 
>>>>>>> Thank god for gmail...
>>>>>>>
>&g

Re: [hlcoders] (no subject)

2009-03-06 Thread Ben Mears
t;>>>>>>>>>>>> archives,
>>>>>>>>>>>>>> 
>>>>>>>>>>>>>>>>> please visit:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>   
>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>   
>>>>>>>>>>>>>>>>>   
>>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>>> Thanks,
>>>>>>>>>>>>>>>> - Saul.
>>>>>>>>>>>>>>>> - Show quoted text -
>>>>>>>>>>>>>>>> ___
>>>>>>>>>>>>>>>> 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
>>>>>   
>>>>>>>>>>>>>>>   
>>>>>>>>>>>>>> --
>>>>>>>>>>>>>> Thanks,
>>>>>>>>>>>>>> - Saul.
>>>>>>>>>>>>>> ___
>>>>>>>>>>>>>> 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
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> 
>>>>>>>>>>> --
>>>>>>>>>>> Gear Dev
>>>>>>>>>>> ___
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>   
>>> list
>>>   
>>>>>>>> archives,
>>>>>>>> 
>>>>>>>>>>> please visit:
>>>>>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>   
>>>>>>>>>> --
>>>>>>>>>> Thanks,
>>>>>>>>>> - Saul.
>>>>>>>>>> ___
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> 
>>>>>>> archives,
>>>>>>>   
>>>>>>>>>> please visit:
>>>>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> 
>>>>>>>>> --
>>>>>>>>> - Show quoted text -
>>>>>>>>> Gear Dev
>>>>>>>>> ___
>>>>>>>>> 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
>>>>>>
>>>>>>
>>>>>> 
>>>>> --
>>>>> Thanks,
>>>>> - Saul.
>>>>> ___
>>>>> 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
>
>   


-- 
Ben Mears

Production Lead

Noesis Interactive

b...@noesisinteractive.com
http://www.noesisinteractive.com/

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831-479-4263


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Re: [hlcoders] (no subject)

2009-03-06 Thread Ben Mears
t;>>>
>>>>>>>>>>>> 
>>>>>>>>>>>>> *digital signature*
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Fri, Mar 6, 2009 at 10:18 AM, Saul Rennison <
>>>>>>>>>>>>>   
>>>>>>>>>>> saul.renni...@gmail.com
>>>>>>>>>>>   
>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>> 
>>>>>>>>>>>>>> Never! Petition against locking?
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> 2009/3/6 Jorge Rodriguez 
>>>>>>>>>>>>>> - Show quoted text -
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> 
>>>>>>>>>>>>>>> I wish I could lock this thread.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>> Jorge "Vino" Rodriguez
>>>>>>>>>>>>>>> ___
>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>   
>> view
>> 
>>>> the
>>>> 
>>>>>>> list
>>>>>>>   
>>>>>>>>>>>> archives,
>>>>>>>>>>>> 
>>>>>>>>>>>>>>> please visit:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>   
>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>   
>>>>>>>>>>>>>>>   
>>>>>>>>>>>>>> --
>>>>>>>>>>>>>> Thanks,
>>>>>>>>>>>>>> - Saul.
>>>>>>>>>>>>>> - Show quoted text -
>>>>>>>>>>>>>> ___
>>>>>>>>>>>>>> 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
>>>   
>>>>>>>>>>>>>   
>>>>>>>>>>>> --
>>>>>>>>>>>> Thanks,
>>>>>>>>>>>> - Saul.
>>>>>>>>>>>> ___
>>>>>>>>>>>> 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
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> 
>>>>>>>>> --
>>>>>>>>> Gear Dev
>>>>>>>>> ___
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>   
>>>>>> archives,
>>>>>> 
>>>>>>>>> please visit:
>>>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>   
>>>>>>>> --
>>>>>>>> Thanks,
>>>>>>>> - Saul.
>>>>>>>> ___
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> 
>>>>> archives,
>>>>>   
>>>>>>>> please visit:
>>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>> 
>>>>>>> --
>>>>>>> - Show quoted text -
>>>>>>> Gear Dev
>>>>>>> ___
>>>>>>> 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
>>>>
>>>>
>>>> 
>>> --
>>> Thanks,
>>> - Saul.
>>> ___
>>> 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
>
>
>   


-- 
Ben Mears

Production Lead

Noesis Interactive

b...@noesisinteractive.com
http://www.noesisinteractive.com/

2450 17th Ave.
Suite 125
Santa Cruz, California
95062
831-479-4263


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Re: [hlcoders] (no subject)

2009-03-06 Thread Ben Mears
I don't trust my "new messages" email alert anymore.


admin@gmail.com wrote:
> Ye I want one
> Thanks,
> Timothy Fenton
> Animation and Game Design Student
>
> -Original Message-
> From: John Standish 
>
> Date: Fri, 6 Mar 2009 12:26:09 
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] (no subject)
>
>
> Should we get medals?
>
> On Fri, Mar 6, 2009 at 12:22 PM, Saul Rennison wrote:
>
>   
>> Ohhh wait. 23 until 91 responses (on par with the longest thread) 24 until
>> we become the longest thread... WOO!
>> - Show quoted text -
>>
>> 2009/3/6 Saul Rennison 
>>
>> 
>>> I agree. (26...)
>>>
>>>
>>> 2009/3/6 John Standish 
>>>
>>>   
>>>> Someone needs Gmail grouping.
>>>>
>>>> On Fri, Mar 6, 2009 at 12:12 PM, Saul Rennison >>> 
>>>>> wrote:
>>>>>   
>>>>> 30 L2COUNT!!11
>>>>> - Show quoted text -
>>>>>
>>>>> 2009/3/6 John Standish 
>>>>>
>>>>>   
>>>>>> Huzzah 32
>>>>>>
>>>>>> On Fri, Mar 6, 2009 at 12:00 PM, Saul Rennison <
>>>>>> 
>>>> saul.renni...@gmail.com
>>>> 
>>>>>>> wrote:
>>>>>>>   
>>>>>>> 33 now, mate. l2count.
>>>>>>>
>>>>>>> 2009/3/6 ZuM 
>>>>>>> - Show quoted text -
>>>>>>>
>>>>>>>   
>>>>>>>> WTF?
>>>>>>>>
>>>>>>>> 2009/3/6 Saul Rennison 
>>>>>>>>
>>>>>>>> 
>>>>>>>>> YOU TRIPPIN, BOY?!
>>>>>>>>>
>>>>>>>>> 2009/3/6 Tim Fenton 
>>>>>>>>>
>>>>>>>>>   
>>>>>>>>>> 54.
>>>>>>>>>>
>>>>>>>>>> On Fri, Mar 6, 2009 at 2:46 PM, Ben Mears <
>>>>>>>>>> 
>>>>>>> b...@noesisinteractive.com
>>>>>>>   
>>>>>>>>>>> wrote:
>>>>>>>>>>>   
>>>>>>>>>>> You subconsciously wish you were Devin.
>>>>>>>>>>>
>>>>>>>>>>> Don't know what number we're at.
>>>>>>>>>>>
>>>>>>>>>>> John Standish wrote:
>>>>>>>>>>>   
>>>>>>>>>>>> Would you like to do the eulogy for Devin?
>>>>>>>>>>>> Why in holy hell I came up with that story I will never
>>>>>>>>>>>> 
>>>> know.
>>>> 
>>>>>>>>>>>> On Fri, Mar 6, 2009 at 11:37 AM, Saul Rennison <
>>>>>>>>>>>> 
>>>>>>>>>> saul.renni...@gmail.com
>>>>>>>>>> 
>>>>>>>>>>>> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> 
>>>>>>>>>>>>> I like Devin. Make that 42.
>>>>>>>>>>>>>
>>>>>>>>>>>>> 2009/3/6 Robert Lomartire 
>>>>>>>>>>>>> - Show quoted text -
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>   
>>>>>>>>>>>>>> Devin needs to learn how to properly treat the sea
>>>>>>>>>>>>>> 
>>>> kittens.
>>>> 
>>>>>>>>>>>>>> http://www.peta2.com/sea_Kittens/
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Fri, Mar 6, 2009 at 1:49 PM, Rodrigo 'r2d2rigo&#

Re: [hlcoders] (no subject)

2009-03-06 Thread Ben Mears
gt;>>>>> I wish I could lock this thread.
>>>>>>>>>>>>
>>>>>>>>>>>> --
>>>>>>>>>>>> Jorge "Vino" Rodriguez
>>>>>>>>>>>> ___
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>> 
>>>> list
>>>> 
>>>>>>>>> archives,
>>>>>>>>>   
>>>>>>>>>>>> please visit:
>>>>>>>>>>>>
>>>>>>>>>>>> 
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> 
>>>>>>>>>>>> 
>>>>>>>>>>> --
>>>>>>>>>>> Thanks,
>>>>>>>>>>> - Saul.
>>>>>>>>>>> - Show quoted text -
>>>>>>>>>>> ___
>>>>>>>>>>> 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
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> 
>>>>>>>>> --
>>>>>>>>> Thanks,
>>>>>>>>> - Saul.
>>>>>>>>> ___
>>>>>>>>> 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
>>>>>>>
>>>>>>>
>>>>>>>   
>>>>>> --
>>>>>> - Show quoted text -
>>>>>> Thanks,
>>>>>> - Saul.
>>>>>> ___
>>>>>> 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
>>>
>>>
>>>   
>> --
>> - Show quoted text -
>> Thanks,
>> - Saul.
>> ___
>> 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
>
>
>   


-- 
Ben Mears

Production Lead

Noesis Interactive

b...@noesisinteractive.com
http://www.noesisinteractive.com/

2450 17th Ave.
Suite 125
Santa Cruz, California
95062
831-479-4263


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Re: [hlcoders] Wiki Down?

2009-03-06 Thread Ben Mears
Yep, me too.

"A database query syntax error has occurred. This may indicate a bug in 
the software. The last attempted database query was:

(SQL query hidden)

from within function "". MySQL returned error "1205: Lock wait timeout 
exceeded; try restarting transaction (localhost)".



Matt Hoffman wrote:
> I'm also getting this. I get "Redirecting", and then a long pause with
> "...", and then i get the SQL Error.
>
> On Fri, Mar 6, 2009 at 11:06 AM, Walter Gray  wrote:
>
>   
>> I'm suddenly having problems now too:
>> A database query syntax error has occurred. This may indicate a bug in
>> the software. The last attempted database query was:
>>
>>(SQL query hidden)
>>
>> from within function "". MySQL returned error "1205: Lock wait timeout
>> exceeded; try restarting transaction (localhost)".
>>
>> Any idea what's up with that?
>>
>> Grash wrote:
>> 
>>> Is anyone else seeing this when trying to access the Wiki?
>>>
>>> Valve Developer Community has a problem
>>>   Sorry! This site is experiencing technical difficulties.Try
>>>   
>> waiting a few minutes and reloading.(Can't
>> 
>>> contact the database server: Can't connect to local MySQL server
>>> through socket '/var/run/mysqld/mysqld.sock' (11) (localhost))
>>>
>>>
>>>
>>>
>>> ___
>>> 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
>
>
>   


-- 
Ben Mears

Production Lead

Noesis Interactive

b...@noesisinteractive.com
http://www.noesisinteractive.com/

2450 17th Ave.
Suite 125
Santa Cruz, California
95062
831-479-4263


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Re: [hlcoders] (no subject)

2009-03-05 Thread Ben Mears
Shouldn't this thread be moved to the [hljokers] mailing list?


John Standish wrote:
> Easier there chuckle head :-P. Dudez yous gotz pwndz by da katz. I CAN HAS
> CHEEZBURGER NOW?
>
> On Thu, Mar 5, 2009 at 2:40 PM, Saul Rennison wrote:
>
>   
>> lmfao. Again.
>>
>> 2009/3/5 Ben Mears 
>> - Show quoted text -
>>
>> 
>>> epic l33t lolz.to be more accurate.
>>>
>>> John Standish wrote:
>>>   
>>>> Doing it for the lolz are we?
>>>>
>>>> On Thu, Mar 5, 2009 at 2:29 PM, James Luzwick 
>>>> 
>>> wrote:
>>>   
>>>> 
>>>>> I tracked this guys IP and found his facebook page.  Here's his
>>>>>   
>> profile
>> 
>>>>> pic.
>>>>>
>>>>>
>>>>>
>>>>>   
>> http://images.icanhascheezburger.com/completestore/2009/3/5/128807656692421566.jpg
>> 
>>>>> On Thu, Mar 5, 2009 at 2:05 PM, Jonas 'Sortie' Termansen
>>>>> wrote:
>>>>> - Show quoted text -
>>>>>
>>>>>
>>>>>   
>>>>>> You know, if he didn't unsubscribe, he would have gotten these mails
>>>>>> 
>> as
>> 
>>>>>> well.
>>>>>>
>>>>>>
>>>>>> And so did I. Let's stop the discussion here, alright?
>>>>>>
>>>>>> - Sortie
>>>>>>
>>>>>> - Original Message -
>>>>>> From: "1nsane" <1nsane...@gmail.com>
>>>>>> To: "Discussion of Half-Life Programming" <
>>>>>>
>>>>>> 
>>>>> hlcoders@list.valvesoftware.com
>>>>>
>>>>>   
>>>>>> Sent: Thursday, March 05, 2009 10:31 PM
>>>>>> Subject: Re: [hlcoders] (no subject)
>>>>>>
>>>>>>
>>>>>>
>>>>>> 
>>>>>>> Penis.
>>>>>>>
>>>>>>> On Thu, Mar 5, 2009 at 3:15 PM, homi  wrote:
>>>>>>>
>>>>>>>
>>>>>>>   
>>>>>>>> please dont send mi this mesges. 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
>>>>>>>
>>>>>>>
>>>>>>>   
>>>>>> ___
>>>>>> 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
>>>>
>>>>
>>>>
>>>> 
>>> --
>>> Ben Mears
>>>
>>> Production Lead
>>>
>>> Noesis Interactive
>>>
>>> b...@noesisinteractive.com
>>> http://www.noesisinteractive.com/
>>>
>>> 2450 17th Ave.
>>> Suite 125
>>> Santa Cruz, California
>>> 95062
>>> 831-479-4263
>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>>   
>> --
>> Thanks,
>> - Saul.
>> - Show quoted text -
>> ___
>> 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
>
>
>   


-- 
Ben Mears

Production Lead

Noesis Interactive

b...@noesisinteractive.com
http://www.noesisinteractive.com/

2450 17th Ave.
Suite 125
Santa Cruz, California
95062
831-479-4263


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Re: [hlcoders] (no subject)

2009-03-05 Thread Ben Mears
epic l33t lolz.to be more accurate.

John Standish wrote:
> Doing it for the lolz are we?
>
> On Thu, Mar 5, 2009 at 2:29 PM, James Luzwick  wrote:
>
>   
>> I tracked this guys IP and found his facebook page.  Here's his profile
>> pic.
>>
>>
>> http://images.icanhascheezburger.com/completestore/2009/3/5/128807656692421566.jpg
>>
>> On Thu, Mar 5, 2009 at 2:05 PM, Jonas 'Sortie' Termansen
>> wrote:
>> - Show quoted text -
>>
>> 
>>> You know, if he didn't unsubscribe, he would have gotten these mails as
>>> well.
>>>
>>>
>>> And so did I. Let's stop the discussion here, alright?
>>>
>>> - Sortie
>>>
>>> - Original Message -
>>> From: "1nsane" <1nsane...@gmail.com>
>>> To: "Discussion of Half-Life Programming" <
>>>   
>> hlcoders@list.valvesoftware.com
>> 
>>> Sent: Thursday, March 05, 2009 10:31 PM
>>> Subject: Re: [hlcoders] (no subject)
>>>
>>>
>>>   
>>>> Penis.
>>>>
>>>> On Thu, Mar 5, 2009 at 3:15 PM, homi  wrote:
>>>>
>>>> 
>>>>> please dont send mi this mesges. 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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>>>> 
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Ben Mears

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Noesis Interactive

b...@noesisinteractive.com
http://www.noesisinteractive.com/

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Re: [hlcoders] Technical Design Document *Survey*

2009-01-15 Thread Ben Mears
Great idea with the survey, I just finished it as well.


ZuM wrote:
> Thanks, i just completed it too :).
>
> 2009/1/15 John Standish 
>
>   
>> Thank you Steve. I've just filled it out.
>>
>> On Thu, Jan 15, 2009 at 11:09 AM, Steve Henderson <
>> steven.j.hender...@gmail.com> wrote:
>>
>> 
>>> I created an 8 question, one page survey to help us better understand
>>> the problem at hand and what (if anything) is needed:
>>>
>>> http://www.surveymonkey.com/s.aspx?sm=ljjdbBo88brT7Sf9bswa7Q_3d_3d
>>>
>>> I'll roll up the results each night and post somewhere.
>>>
>>> Thanks for your time.
>>>
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>>> please visit:
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>>>
>>>   
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Noesis Interactive

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http://www.noesisinteractive.com/

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Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread Ben Everett
http://www.moddb.com/mods/forsaken/downloads/forsaken-assets-source-code

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of John Standish
Sent: Tuesday, January 13, 2009 5:05 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Technical Design Document or Quick Reference Guide?

Too hard to documentation = lazy. Always document, always always. Especially
when releasing something to the public. First thing I ever learned at work.

On Tue, Jan 13, 2009 at 2:59 PM, Nick  wrote:

> Why the should we try to make documentation if even valve thinks its
> too hard to do?
>
> On Tue, Jan 13, 2009 at 3:57 PM, James Luzwick  wrote:
> > I'm not sure what you mean by this.  There ton's of proprietary source
> code
> > on the valve developer wiki not to mention the source code is available
> to
> > anyone who has a half life 2 key.  This wouldn't be sold either.. it
> would
> > just be more of a mod that can be worked on by public developers.
> >
> > On Tue, Jan 13, 2009 at 12:56 PM, Tobias Kammersgaard <
> > tobias.kammersga...@gmail.com> wrote:
> >
> >> Distributing the sourcecode isn't allowed, this seems like a pretty big
> >> problem.
> >>
> >> /ScarT
> >>
> >>
> >> 2009/1/13 Steve Henderson 
> >>
> >> > And we could make a 3rd party GUI tool that allows for a rich diff
> >> > like view between someone's MOD (MyMod) and the DokuMod.  This would
> >> > create a view of the code
> >> > that would interweave the DokuMod inline documentation in with the
> >> > user's Mod so they could see our documentation alongside theirs, and
> >> > possibly selectively
> >> > import the comments and changes they like...
> >> >
> >> > On Tue, Jan 13, 2009 at 1:01 PM, Steve Henderson
> >> >  wrote:
> >> > > We could create a special MOD (dokuMod) strictly for documentation.
> >> > >
> >> > > This would could have:
> >> > >
> >> > > - A plethora of doxygen friendly INLINE comments
> >> > >
> >> > > - Inline hyperlinks to more extensive documentation on @ the
> >> > > developer.valve wiki
> >> > >
> >> > > - Default enabling the many built-in debug layers that Valve
already
> >> > > included.  These would be enabled by default so someone playing a
> the
> >> > > dokuMod would see all the debug skins and such
> >> > >
> >> > > - Self documenting classes -- For example, custom PropClass that
> have
> >> > > skins and hovering sprites that serve as documentation
> >> > >
> >> > > - Custom VGUI classes that could show handy visualizations of the
> >> > > scene graph, firing actions etc.
> >> > >
> >> > > - Included map that allow for walking through in FPS view and
> >> > > observing all the debugging and other turorials
> >> > >
> >> > > The mod would create full, nightly doxygen html that has UML and
the
> >> > > inline documentation
> >> > >
> >> > > I'd be up to contribute..
> >> > >
> >> > > Steve
> >> > >
> >> > >
> >> > >
> >> > > On Tue, Jan 13, 2009 at 12:53 PM, John Standish 
> >> > wrote:
> >> > >> I agree with Nuno on the fact that documentation is very
important.
> >> I've
> >> > >> just started getting back in to the Source SDK and I am completely
> >> lost
> >> > at
> >> > >> points. It's not the fact that I do not know C++ it's the fact I
am
> >> > trying
> >> > >> to figure out every little piece of source and what points to
what.
> >> Sure
> >> > the
> >> > >> name conventions are helpful but some things are just either wonky
> or
> >> > >> convoluted. Documentation would help tremendously. I've used
> Doxygen
> >> to
> >> > >> create documentation but that has only done so much.
> >> > >>
> >> > >> On Tue, Jan 13, 2009 at 9:45 AM, Nuno Silva <
> >> > little.coding@gmail.com>wrote:
> >> > >>
> >> > >>> I can't stress this enough, but documentation is *very* important
> in
> >> > large
> >> > >>> projects such as Source, one shouldnt try to figure out what all
> the
> >> > code
> >> > >>> does, considering how it's not even possible to do so since most
> of
> >> the
> >> > >>> code
> >> > >>> isnt even public.
> >> > >>>
> >> > >>> Documenting the code ourselves would be an interesting idea,
> however
> >> it
> >> > is
> >> > >>> a
> >> > >>> long task, and as such should be very well organized.
> >> > >>>
> >> > >>> Since i dont use the Source SDK, i probably wont help, so good
> luck
> >> to
> >> > >>> everyone.
> >> > >>>
> >> > >>> On Tue, Jan 13, 2009 at 5:31 PM, Willem Engel <
> wil...@refreshmi.nl>
> >> > wrote:
> >> > >>>
> >> > >>> > Yes, time to put some sense back into this thing. Does anyone
> know
> >> of
> >> > a
> >> > >>> > system that would allow multiple persons to add comments to
code
> >> > without
> >> > >>> >  modifying the code itself? I imagine something like a wiki
> based
> >> on
> >> > a
> >> > >>> > class-diagram of the current code. We might even be able to add
> it
> >> to
> >> > a
> >> > >>> > section on the valve dev wiki?
> >> > >>> > Commenting the code itself would require the lot of us 

Re: [hlcoders] Lip Syncing.

2008-12-03 Thread Ben Mears
http://www.noesisinteractive.com/index.php?page=shop.product_details&flypage=cn_flypage.tpl&product_id=51&category_id=28&option=com_virtuemart&Itemid=53&vmcchk=1&Itemid=53

On Wed, Dec 3, 2008 at 1:09 PM, Jake <[EMAIL PROTECTED]> wrote:

> Hey there,
>
> I'm trying to learn the faceposer tool, although it seems there's no
> real complete tutorial available.
> http://developer.valvesoftware.com/wiki/Choreography_creation/Lip_synching
> ..
>
> Are there any tutorials on the lip syncing part? I have managed to do
> this easily in the past, although I can no longer remember on how to do
> this..
>
> Thanks in Advance
>
> -Jake
>
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Re: [hlcoders] Scrolling Textures

2008-10-20 Thread Ben 'amogan' K.
Not sure whether you have already solved this but I just read through this 
thread and thought I'd reply:
First of all, yes, $basetexture2transform does not exist. Seems like you got 
$basetexturetransform2 and $texture2transform mixed up.
Second of all I think LightmappedGeneric will not work the way you want it 
to. I have never tried this before but try using LightmappedTwoTexture as 
the shader, $texture2 as your second vtf and $texture2transform as your 
matrix.

- Ben


Christopher Harris wrote:
>I don't think a basetexture2transform exists maybe It is saying the Proxy
> was unable to initialize meaning it probably could not find that variable 
> in
> the shader. Valve has done a foam/wave texture in the past using an 
> overlay
> on their oceans that is animated. So it may work that you can just have 
> the
> overlay scrolling and then in the map apply the overlay over the water
> texture.
>
> Chris 


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Re: [hlcoders] Level Compile Tool - Custom Mod Questions

2008-10-16 Thread Ben 'amogan' K.
There's an easy fix if you want to get your own batch files working.
You'll have to have them execute the compile tools from your %sourcesdk%\bin 
folder.

So assuming your %sourcesdk% env is set a simple
cd %sourcesdk%\bin
orangebox\bin\vbsp.exe  %1
and so on should work wonders.

--
Ben 'amogan' K.

Jonas 'Sortie' Termansen wrote:


> Oh, that was why I liked your tools: they work, unlike my own batch tools.
>
> - Jonas
> 


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Re: [hlcoders] Fatal error C1853

2008-06-26 Thread Ben Everett
Delete the .pch file in your build directory (Debug or Release directory in
cl_dll and dlls directory), then rebuild. This means there is an error in
the Pre-Compiled Headers file... a clean build won't necessarily delete it.
You can also right-click the file that generates the PCH and select compile,
that should overwrite it as well.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Patrick Gurney
Sent: Wednesday, June 25, 2008 7:55 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Fatal error C1853

All of a sudden, I'm getting hit with this error 24 times. I changed one
line (started to implement procedural textures as per the valve developer
wiki) and that showed up. I reverted my changes and it still persists. I
didn't change any of the project defaults or anything like that...and I know
typically when mysterious errors like this appear, it's because I've changed
something seemingly unrelated. I just can't figure out what that might be.
I'm running the HL2 single player solution, and up until I changed the
itexture.h file, everything was compiling with no issues (or at least, none
that weren't my faulty code.) Any ideas?


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Re: [hlcoders] Post your code!

2008-06-16 Thread Ben Everett
Good call :) At least I deleted the OBJ files ;)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Monday, June 16, 2008 8:09 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Post your code!

FYI, there's about 54MB of intellisense cache in that rar that could be 
deleted.

I tooled around in a few of the maps but didn't manage to work anything 
out. Fantastic visuals though. :-)

Ben Everett wrote:
> Copyright isn't an issue at all, distribution is. I'll contact FilePlanet
> and FileShack to have them host it. You can already nab all art assets and
> code from:
> http://www.obike.net/forsaken/Forsaken%20Release.rar
>
> I'll upload a installation file for the mod itself shortly.
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
> Sent: Sunday, June 15, 2008 2:33 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Post your code!
>
> Watch out for copyright. It doesn't matter if you can get in touch with 
> them any more: it's still not your work.
>
> Otherwise, bring it on! :-)
>
> Ben Everett wrote:
>   
>> Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone
>> anymore) I've thought about releasing the source code, art assets, and
map
>> assets for free as well as the last playable build of the game. What
would
>> you guys think of that?
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
>> Sent: Saturday, June 14, 2008 4:30 AM
>> To: hlcoders
>> Subject: [hlcoders] Post your code!
>>
>> Do you have any code lying around that might be useful to others? Why 
>> not share it?
>>
>> http://developer.valvesoftware.com/wiki/Category:Free_source_code
>>
>>
>> ___
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>> please visit:
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>>   
>> 
>
>
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Re: [hlcoders] Post your code!

2008-06-15 Thread Ben Everett
http://www.obike.net/forsaken/Release.exe

There's the link to download the final version of Forsaken. Management
skills aren't as much of a problem as most people think, it's something that
can be developed over time. The problem is finding people that are willing
to dedicate time and effort to a mod, even if it means making a little
sacrifices. Unfortunately not many people are willing to do that, which is
why a lot of mods have been dying.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tobias
Kammersgaard
Sent: Sunday, June 15, 2008 6:01 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Post your code!

Just checked it out. Seems like you guys were pretty far in development!

I could easily see somebody taking continuing this project, unfortunately,I
don't think my management skills are good enough for that.
What kinda scares me (bit off-topic, I know) is the amount of mods (big)
mods dying lately.

/ScarT


On 16/06/2008, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> I don't have access to modify the Forsaken entry on ModDB anymore
> unfortunately. I would have no problem throwing it up on Google Code, IF
> the
> mod was still being actively developed. The problem was never updating the
> code, just art assets and maps. You know there is a problem when coders
> start learning how to map ;)
>
> Forsaken could still easily be developed and released for wide public use,
> the only thing ever lacking was the final push from artists and mappers to
> add the few remaining assets. Unfortunately our lead mapper is now the
lead
> level designer for Little Big Planet, our lead character artist/animator
is
> now the lead character artist for Hi-Rez Studio's Global Agenda, and our
> lead weapon modeler has worked full-time at Terminal Reality for quite a
> while. It's hard for people to work on a game full-time during the day and
> come home and work on another game... it's draining on a lot of levels.
>
> The key thing is we all had fun developing Forsaken. All we cared about
was
> making a game that WE enjoyed playing, and at that we succeeded. It's just
> unfortunate that despite the amount of time we poured into the project,
the
> general public never really got to see what we were doing. That's why I'm
> releasing everything now... to let others enjoy it. There's the fringe
> benefit for everyone else out there in getting to learn from our source
> code, there's some pretty cool stuff tucked away in there. One of them
> being
> the ability to have a mapper create the win conditions for a map that
> depends on the team.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
> Sent: Sunday, June 15, 2008 5:27 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Post your code!
>
> You could put it on ModDB too.
>
> http://www.moddb.com/mods/3591/forsaken/downloads
>
> Ben Everett wrote:
> > Copyright isn't an issue at all, distribution is. I'll contact
FilePlanet
> > and FileShack to have them host it. You can already nab all art assets
> and
> > code from:
> > http://www.obike.net/forsaken/Forsaken%20Release.rar
> >
> > I'll upload a installation file for the mod itself shortly.
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Tom
> Edwards
> > Sent: Sunday, June 15, 2008 2:33 PM
> > To: Discussion of Half-Life Programming
> > Subject: Re: [hlcoders] Post your code!
> >
> > Watch out for copyright. It doesn't matter if you can get in touch with
> > them any more: it's still not your work.
> >
> > Otherwise, bring it on! :-)
> >
> > Ben Everett wrote:
> >
> >> Hmm, since Forsaken is now officially dead (can't get in touch w/
anyone
> >> anymore) I've thought about releasing the source code, art assets, and
> map
> >> assets for free as well as the last playable build of the game. What
> would
> >> you guys think of that?
> >>
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Tom
> Edwards
> >> Sent: Saturday, June 14, 2008 4:30 AM
> >> To: hlcoders
> >> Subject: [hlcoders] Post your code!
> >>
> >> Do you have any code lying around that might be useful to others? Why
> >> not share it?
> >>
> >> http://developer.valvesoftware.com/wiki/Category:Free_source_code
> >>
> >>
> >> ___
> >>

Re: [hlcoders] Post your code!

2008-06-15 Thread Ben Everett
I don't have access to modify the Forsaken entry on ModDB anymore
unfortunately. I would have no problem throwing it up on Google Code, IF the
mod was still being actively developed. The problem was never updating the
code, just art assets and maps. You know there is a problem when coders
start learning how to map ;)

Forsaken could still easily be developed and released for wide public use,
the only thing ever lacking was the final push from artists and mappers to
add the few remaining assets. Unfortunately our lead mapper is now the lead
level designer for Little Big Planet, our lead character artist/animator is
now the lead character artist for Hi-Rez Studio's Global Agenda, and our
lead weapon modeler has worked full-time at Terminal Reality for quite a
while. It's hard for people to work on a game full-time during the day and
come home and work on another game... it's draining on a lot of levels.

The key thing is we all had fun developing Forsaken. All we cared about was
making a game that WE enjoyed playing, and at that we succeeded. It's just
unfortunate that despite the amount of time we poured into the project, the
general public never really got to see what we were doing. That's why I'm
releasing everything now... to let others enjoy it. There's the fringe
benefit for everyone else out there in getting to learn from our source
code, there's some pretty cool stuff tucked away in there. One of them being
the ability to have a mapper create the win conditions for a map that
depends on the team.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Sunday, June 15, 2008 5:27 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Post your code!

You could put it on ModDB too.

http://www.moddb.com/mods/3591/forsaken/downloads

Ben Everett wrote:
> Copyright isn't an issue at all, distribution is. I'll contact FilePlanet
> and FileShack to have them host it. You can already nab all art assets and
> code from:
> http://www.obike.net/forsaken/Forsaken%20Release.rar
>
> I'll upload a installation file for the mod itself shortly.
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
> Sent: Sunday, June 15, 2008 2:33 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Post your code!
>
> Watch out for copyright. It doesn't matter if you can get in touch with 
> them any more: it's still not your work.
>
> Otherwise, bring it on! :-)
>
> Ben Everett wrote:
>   
>> Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone
>> anymore) I've thought about releasing the source code, art assets, and
map
>> assets for free as well as the last playable build of the game. What
would
>> you guys think of that?
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
>> Sent: Saturday, June 14, 2008 4:30 AM
>> To: hlcoders
>> Subject: [hlcoders] Post your code!
>>
>> Do you have any code lying around that might be useful to others? Why 
>> not share it?
>>
>> http://developer.valvesoftware.com/wiki/Category:Free_source_code
>>
>>
>> ___
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>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
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>>
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Re: [hlcoders] Post your code!

2008-06-15 Thread Ben Everett
Copyright isn't an issue at all, distribution is. I'll contact FilePlanet
and FileShack to have them host it. You can already nab all art assets and
code from:
http://www.obike.net/forsaken/Forsaken%20Release.rar

I'll upload a installation file for the mod itself shortly.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Sunday, June 15, 2008 2:33 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Post your code!

Watch out for copyright. It doesn't matter if you can get in touch with 
them any more: it's still not your work.

Otherwise, bring it on! :-)

Ben Everett wrote:
> Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone
> anymore) I've thought about releasing the source code, art assets, and map
> assets for free as well as the last playable build of the game. What would
> you guys think of that?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
> Sent: Saturday, June 14, 2008 4:30 AM
> To: hlcoders
> Subject: [hlcoders] Post your code!
>
> Do you have any code lying around that might be useful to others? Why 
> not share it?
>
> http://developer.valvesoftware.com/wiki/Category:Free_source_code
>
>
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Re: [hlcoders] Post your code!

2008-06-15 Thread Ben Everett
Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone
anymore) I've thought about releasing the source code, art assets, and map
assets for free as well as the last playable build of the game. What would
you guys think of that?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Saturday, June 14, 2008 4:30 AM
To: hlcoders
Subject: [hlcoders] Post your code!

Do you have any code lying around that might be useful to others? Why 
not share it?

http://developer.valvesoftware.com/wiki/Category:Free_source_code


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Re: [hlcoders] SDK Beta Now Available

2008-06-12 Thread Ben 'amogan' K.
SetFontGlyphSet() has been updated with two new agruments.
You might want to check out the beta after all.

--
Ben


Skillet wrote:


>I noticed just a few minutes before this email came out that my mod started
> crashing on a call to ISurface::SetFontGlyphSet() in one of my HUD 
> elements'
> VidInit() function after the strange error "Run-Time Check Failure #0 - 
> The
> value of ESP was not properly saved across a function call.  This is 
> usually
> a result of calling a function declared with one calling convention with a
> function pointer declared with a different calling convention."  I didn't
> subscribe to any betas, but considering the exact same binaries and 
> content
> worked fine last night I presume this has something to do with engine
> updates to 218.  Is this expected behavior?
>
> The exact code that gives the error is:
> m_nAmmoFont = surface()->CreateFont();
>surface()->SetFontGlyphSet( m_nAmmoFont, "Impact", YRES(18), 0, 0, 0,
> surface()->FONTFLAG_ANTIALIAS | surface()->FONTFLAG_ADDITIVE |
> surface()->FONTFLAG_CUSTOM );
>m_nSmallAmmoFont = surface()->CreateFont();
>surface()->SetFontGlyphSet( m_nSmallAmmoFont, "Impact", YRES(12), 0, 0,
> 0, surface()->FONTFLAG_ANTIALIAS | surface()->FONTFLAG_ADDITIVE |
> surface()->FONTFLAG_CUSTOM );
> ...
> SetPaintEnabled(true);
>
> The debugger complains on each of the SetFontGlyphSet() calls with the
> previously mentioned error then crashes outright on SetPaintEnabled().
> :(
>
>
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Re: [hlcoders] Avatar On Scoreboard No Longer Working

2008-06-10 Thread Ben 'amogan' K.
Yes I can confirm that they've stopped working, in valkyrie as well. :P
Noticed it when I was modifying the scoreboard two days ago. :S

-Ben

- Original Message - 
From: "Tony "omega" Sergi" <[EMAIL PROTECTED]>

> Yeah, the api was changed. I don't think theywork in valkyrie anymore
> either, but I haven't really loaded it up to see, lol
>
>
> On Tue, Jun 10, 2008 at 6:39 AM, Cale Dunlap <[EMAIL PROTECTED]> 
> wrote:
>
>> Hello all,
>> I had the avatar features working on our scoreboard at one point. Then 
>> they
>> suddenly stopped working a few months ago. I put a breakpoint in when it
>> calls "UpdatePlayerAvatar()" then stepped into the code.
>>
>> The first line if that function is: if ( kv && ShowAvatars() &&
>> SteamFriends() && SteamUtils() )
>>
>> What I'm finding is that:
>> kv != NULL, good
>> ShowAvatars() is true, good
>> SteamFriends() unable to find symbol, not good
>> SteamUtils() unable to find symbol, not good
>>
>> SteamFriends() and SteamUtils() are hooks into the steam API. Could this 
>> be
>> broken by a version mismatch? If so, is there any way to get this working
>> again?
>>
>> Any help would be appreciated.
>>
>> Thanks,
>> Cale
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>
>
> -- 
> -Tony
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Re: [hlcoders] Orange Box SDK Code Update???

2008-05-18 Thread Ben Mears
Here's my opinion.

Valve doesn't owe us anything but it is in their best interest to keep us
happy as we are the ones who promote and further the Source Engine. After
all, where did Counter Strike, Team Fortress, and Portal originate from? I
think Valve has done a pretty good job of supporting us modders but it's
true that there is always more they could do for us. Maybe the people who
are unhappy with Valve should move on to other engines, Unreal 3 or
CryEngine 2 for example, see how those engines compare to Source and then
re-evaluate their opinons.

Again, that's just my two cents.


On Sun, May 18, 2008 at 3:42 AM, Ondřej Hošek <[EMAIL PROTECTED]> wrote:

> Which would obviously reduce the longevity of their games.
>
> ~~ Ondra
>
> On 18.05.08 10:16 Uhr, Daniel Glenn wrote:
> > We don't deserve a damned thing. Valve could have simply not released the
> > source code at all.
> >
> >
> > On Sat, May 17, 2008 at 11:25 AM, John<[EMAIL PROTECTED]>  wrote:
> >
> >
> >> Come on Valve :D All us modders deserve that fixed code in good time :\
> Its
> >> been a few months
> >>
> >> On Sat, May 17, 2008 at 2:25 PM, Tom Leighton<
> [EMAIL PROTECTED]
> >>
> >> wrote:
> >>
> >>
> >>> That was a fix from Tony Sergi (VALVE)
> >>>
> >>> Tom Edwards wrote:
> >>>
>  That /was/ a fix from Valve.
> 
>  Janek wrote:
> 
> 
> > @Benjamin and Tom>  I saw this post as it was an answer to a question
> >
> >>> from
> >>>
> > me. But this fix is for sratch sdk (different in hl2mp) and also I
> >
> >>> prefer a
> >>>
> > fix frm Valva as there could have other less noticeable prediction
> >
> >>> issue.
> >>>
> > 2008/5/17 Mikie<[EMAIL PROTECTED]>:
> >
> >
> >
> >
> >> For the last four years, Valve has needed to hire more people.
> >> They have the budget considering the success they've had,
> >>
> >> I never understood why Valve management is so reluctant to do so.
> >>
> >>
> >>
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of
> Daniel
> >> Glenn
> >> Sent: Saturday, May 17, 2008 12:14 AM
> >> To: Discussion of Half-Life Programming
> >> Subject: Re: [hlcoders] Orange Box SDK Code Update???
> >>
> >> Obviously, they're not working on at least two retail games right
> now
> >>
> >>> or
> >>>
> >> anything. Be patient is my advice.
> >>
> >> On Fri, May 16, 2008 at 10:35 PM, Joel R.<[EMAIL PROTECTED]>
> >>
> >> wrote:
> >>
> >>
> >>
> >>> We've been patiently waiting for about 5 months now waiting on an
> >>>
> >>>
> >>>
> >> update to
> >>
> >>
> >>
> >>> the Source SDK Code.
> >>>
> >>> Major Things Needed:
> >>> - Updated Source SDK (Scratch Mod/HL2MP) (This should be finished).
> >>> - Source Shaders
> >>> - Particle Editor
> >>>
> >>> Making effects is crucial to any game.  Currently if you switch to
> >>>
> >>>
> >>>
> >> Orange
> >>
> >>
> >>
> >>> Box, you cannot use Shaders or optimized particles (Particle Editor
> >>> system).  The current SDK is riddled with bugs that have been fixed
> >>>
> >>>
> >>>
> >> but are
> >>
> >>
> >>
> >>> casually awaiting to be updated in.
> >>>
> >>> TF2 has received 26 updates since the release of Orange Box SDK.
> >>> We have received 1 update to Hammer and Engine.
> >>> We have received 0 updates to the code-base.
> >>>
> >>> In it's current state, Orange Box SDK is broken.
> >>>
> >>> I and many others would greatly appreciate an immediate update as
> >>>
> >> soon
> >>
> >>>
> >> as
> >>
> >>
> >>
> >>> possible. Thanks for your time.
> >>>
>
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Re: [hlcoders] Problem with Weapon Icon Replacement

2008-05-05 Thread Ben Mears
Thanks for the reply Tony but I think I may have gotten it figured out. 
I think the problem was that the name of the .ttf file and the actual 
name of the font were different and I didn't realize it until now. I got 
my icon in-game and think everything is looking pretty good now. 
However, you never know what will go wrong next so it's completely 
possible you'll be hearing from me again, ha ha. Thanks a lot for your 
help guys, I really do appreciate it.

Ben



Tony "omega" Sergi wrote:
> Can you send me your ttf file, for your custom font?
> -Tony
>
>
> On Mon, May 5, 2008 at 1:54 PM, Ben Mears <[EMAIL PROTECTED]> wrote:
>
>   
>> Thanks for the suggestion Tom but I'm still having some problems. I added
>> my
>> font to the end of ClientScheme.res so it looks like this:
>>
>>
>> -
>>  CUSTOM FONT FILES /
>>//
>>// specifies all the custom (non-system) font files that need to be
>> loaded to service the above described fonts
>>CustomFontFiles
>>{
>>"1""resource/CustomFont.ttf"
>>"2""resource/HL2crosshairs.ttf"
>>"3""resource/HALFLIFE2.ttf"
>>}
>>
>> }
>>
>> --
>>
>> Now when I pick up my weapon it doesn't flash any icon and the bucket
>> contains the weapon name but not the icon (instead of flashing and
>> displaying the letter "a" like it did before). Any further ideas or
>> solutions on this? Thanks.
>>
>> On Sat, May 3, 2008 at 2:30 AM, Tom Edwards <[EMAIL PROTECTED]>
>> wrote:
>>
>> 
>>> You need to scroll to the very end of clientscheme.res and add your font
>>> to the list there.
>>>
>>> Ben Mears wrote:
>>>   
>>>> Hey guys, I'm trying to replace the weapon selection icon in my HL2
>>>> Singleplayer mod and I've hit a wall. The problem is that instead of
>>>> 
>>> showing
>>>   
>>>> my custom icon, it shows whichever character is assigned to it (the
>>>> 
>>> letter
>>>   
>>>> "a" for example). Here's  my workflow so far.
>>>>
>>>> -Create New Font and import and assign my weapon icon image to the
>>>> 
>>> letter
>>>   
>>>> "a"
>>>>
>>>> -Save Font as "CustomFont" into the "resource" folder of my mod
>>>>
>>>> -From that same folder open "ClientScheme.res" and copy this code:
>>>>
>>>> 
>> -
>> 
>>>> }
>>>> WeaponIcons
>>>> {
>>>> "1"
>>>> {
>>>> "name""HalfLife2"
>>>> "tall""64"
>>>> "weight""0"
>>>> "antialias" "1"
>>>> "additive""1"
>>>> "custom""1"
>>>> }
>>>> }
>>>>
>>>>
>>>> 
>> 
>> 
>>>>  -Paste the copied code right below it and change it to:
>>>>
>>>>
>>>> 
>> 
>> 
>>>>CustomFont
>>>> {
>>>> "1"
>>>> {
>>>> "name""CustomFont"
>>>> "tall""64"
>>>> "weight""0"
>>>> "antialias" "1

Re: [hlcoders] Problem with Weapon Icon Replacement

2008-05-05 Thread Ben Mears
Thanks for the suggestion Tom but I'm still having some problems. I added my
font to the end of ClientScheme.res so it looks like this:

-
 CUSTOM FONT FILES /
//
// specifies all the custom (non-system) font files that need to be
loaded to service the above described fonts
CustomFontFiles
{
"1""resource/CustomFont.ttf"
"2""resource/HL2crosshairs.ttf"
"3""resource/HALFLIFE2.ttf"
}

}
--

Now when I pick up my weapon it doesn't flash any icon and the bucket
contains the weapon name but not the icon (instead of flashing and
displaying the letter "a" like it did before). Any further ideas or
solutions on this? Thanks.

On Sat, May 3, 2008 at 2:30 AM, Tom Edwards <[EMAIL PROTECTED]>
wrote:

> You need to scroll to the very end of clientscheme.res and add your font
> to the list there.
>
> Ben Mears wrote:
> > Hey guys, I'm trying to replace the weapon selection icon in my HL2
> > Singleplayer mod and I've hit a wall. The problem is that instead of
> showing
> > my custom icon, it shows whichever character is assigned to it (the
> letter
> > "a" for example). Here's  my workflow so far.
> >
> > -Create New Font and import and assign my weapon icon image to the
> letter
> > "a"
> >
> > -Save Font as "CustomFont" into the "resource" folder of my mod
> >
> > -From that same folder open "ClientScheme.res" and copy this code:
> >
> -
> >
> > }
> > WeaponIcons
> > {
> > "1"
> > {
> > "name""HalfLife2"
> > "tall""64"
> > "weight""0"
> > "antialias" "1"
> > "additive""1"
> > "custom""1"
> > }
> > }
> >
> >
> 
> >
> >  -Paste the copied code right below it and change it to:
> >
> >
> 
> >CustomFont
> > {
> > "1"
> > {
> > "name""CustomFont"
> > "tall""64"
> > "weight""0"
> > "antialias" "1"
> > "additive""1"
> > "custom""1"
> > }
> > }
> >
> 
> >
> > -Save and close "ClientScheme.res" , go up one folder, and open the
> > "scripts" folder
> >
> > -Open "weapon_crowbar.txt" and change this code:
> >
> >
> -
> > // Weapon Sprite data is loaded by the Client DLL.
> > TextureData
> > {
> > "weapon"
> > {
> > "font""WeaponIcons"
> > "character""c"
> > }
> > "weapon_s"
> > {
> > "font""WeaponIconsSelected"
> > "character""c"
> > }
> > "ammo"
> > {
> > "font""WeaponIcons"
> > "character""c"
> >
> 
> >
> > to this:
>

[hlcoders] Problem with Weapon Icon Replacement

2008-05-02 Thread Ben Mears
Hey guys, I'm trying to replace the weapon selection icon in my HL2
Singleplayer mod and I've hit a wall. The problem is that instead of showing
my custom icon, it shows whichever character is assigned to it (the letter
"a" for example). Here's  my workflow so far.

-Create New Font and import and assign my weapon icon image to the letter
"a"

-Save Font as "CustomFont" into the "resource" folder of my mod

-From that same folder open "ClientScheme.res" and copy this code:
-

}
WeaponIcons
{
"1"
{
"name""HalfLife2"
"tall""64"
"weight""0"
"antialias" "1"
"additive""1"
"custom""1"
}
}



 -Paste the copied code right below it and change it to:


   CustomFont
{
"1"
{
"name""CustomFont"
"tall""64"
"weight""0"
"antialias" "1"
"additive""1"
"custom""1"
}
}


-Save and close "ClientScheme.res" , go up one folder, and open the
"scripts" folder

-Open "weapon_crowbar.txt" and change this code:

-
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font""WeaponIcons"
"character""c"
}
"weapon_s"
{
"font""WeaponIconsSelected"
"character""c"
}
"ammo"
{
"font""WeaponIcons"
"character""c"


to this:


// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font""CustomFont"
"character""a"
}
"weapon_s"
{
"font""CustomFont"
"character""a"
}
    "ammo"
{
"font""CustomFont"
"character""a"
--

-Save and close and run mod

When I run my mod and pick up my new weapon instead of displaying the image
that I saved into my CustomFont it shows the actual letter "a". Does anyone
know what's going on with this or what I am doing wrong? I looked for
tutorials and information on this subject and didn't really find anything
too helpful. Thanks for the time and help guys.

Ben
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[hlcoders] Off Topic: Racing in the 2008 Tire Rack One Lap of America

2008-04-30 Thread Ben Everett
Hey guys,

Just sending out an e-mail to all of you to let you know I
will be racing from May 3rd-10th in the 2008 Tire Rack One Lap of America.
This is an endurance race visiting premiere tracks all over the United
States where I will be racking up 4,000mi in seven days! Races will take
part on the tracks only and all competitors must travel to the tracks
obeying the traffic laws, getting a ticket means you could get disqualified.
No support vehicle or crew teams allowed. just me and my co-driver.

 

I bring it up here since I am racing for a charity,
specifically Child's Play that I am sure all of you are familiar with. I
have setup a scheme just like March of Dimes for how much you donate
depending on how many miles I complete of the event and where I finish
overall and in my class. You can visit the blog at
http://www.obike.net/blog/. The suggested payment setup is as follows:

 

1-5 cents for each mile driven while still qualified (just for the event,
not travel time to and from the start and finish).

1-5 dollars for each track completed

5 dollar bonus for each top five overall finish at a track

10 dollar bonus for a top three finish in my class

25 dollar bonus for a top ten finish overall.

 

There are 78 cars participating at last count, so it won't be easy! Click on
the Child's Play image or go to the Child's Play website
(www.childsplaycharity.org) to donate. Wish me luck! I am #68 and will be
driving my personal vehicle, a 2005 Scion tC. If you guys are near any of
the tracks feel free to stop by and visit J

 

And now back to your regularly scheduled program.

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Re: [hlcoders] Next step in making facial flexs?

2008-03-25 Thread Ben Mears
Well, that's how you do it in XSI so hopefully you could do it that way in
Max as well. Each frame contains a different facial shape which corresponds
to the "Character Facial Animation Shapekey Set". Then you export those 34
frames as a .VTA file and compile it into the .QC for the model (make sure
you include your Frame 0 facial reference pose in the export). Once you
compile that .QC file you should be able to take your character into Model
Viewer and control the facial expressions under the "Flex" tab. However, I
did all of this using a pre-Orangebox version of the SDK so things might
have changed since then.

On Tue, Mar 25, 2008 at 1:15 PM, Jake Breen <[EMAIL PROTECTED]>
wrote:

> Can I just skip the morpher step, and simply make a 34 blend animation
> and create the flexes using a single head?
>
> Jed wrote:
> > Cannonfodders guide is a good guide but makes things over complex.
> >
> > You can simply set-up your animation as 34 frames and for each morph
> > target it set it to 100% for it own frame. i.e.
> >
> > shapekey 0 - frame 0 - 100%
> > shapekey 1 - frame 1 - 100%
> > ...
> > shapekey n - frame n - 100%
> >
> > Be aware though that you'll need to watch the percentage of other
> > frames as they'll tween so make sure each morph is the only one at
> > 100% each frame.
> >
> > You can then export the VTA with all the shapekeys in a single
> > animation which is what Valve use with the SDK examples.
> >
> > - Jed
> >
> > On 25/03/2008, Jake Breen <[EMAIL PROTECTED]> wrote:
> >
> >> Well I kinda remember Cannonfodder's tutorial and he had it multiple
> >>  meshes, of the exact same mesh in the same scene and then used morpher
> >>  and applied the facial expressions to it. Then deleted the heads. But
> >>  I'm so lost after that.
> >>
> >>
> >>  Ben Mears wrote:
> >>  > Facial setups for custom characters is completely attainable. I
> worked
> >>  > through the process in XSI and had pretty good results. The steps
> are
> >>  > outlined in the Valve Wiki here:
> >>  >
> http://developer.valvesoftware.com/wiki/Character_Setup_Overview#Export_a_.smd_File
> >>  > .
> >>  > The main problem I had was that after the initial Orangebox update
> my facial
> >>  > flex controllers didn't work anymore so I had to revert back to a
> previous
> >>  > version of the SDK. Besides that it worked out pretty good and I
> didn't have
> >>  > too many problems setting it up. It really depends on how much time
> and
> >>  > effort you put into manipulating the facial verts into the
> expressions.
> >>  > Also, I was doing this in the pre-Orangebox SDK and from the looks
> of it the
> >>  > Episode 2 SDK should be way better. It does look like the steps for
> Max and
> >>  > Maya differ from XSI, for XSI you set up different facial poses on
> different
> >>  > keyframes and in Max/Maya you create multiple versions of the head
> with the
> >>  > different facial poses. Hope this helps!
> >>  >
> >>  > On Tue, Mar 25, 2008 at 7:09 AM, Sam Goldwater <[EMAIL PROTECTED]>
> wrote:
> >>  >
> >>  >
> >>  >> Good to know, nice one Jed.
> >>  >>
> >>  >> On Tue, Mar 25, 2008 at 12:13 PM, Jed <[EMAIL PROTECTED]> wrote:
> >>  >>
> >>  >>
> >>  >>> I've rigged a few custom character models with facial animation
> and
> >>  >>> it's not actually that hard to be honest.
> >>  >>>
> >>  >>> The "quality" comes from how good your morphs are, how many you
> have
> >>  >>> and rig then. I have a gut feeling Alyx uses more than the default
> >>  >>> shapekey set but all the models I've made use the stock shapekey
> set.
> >>  >>>
> >>  >>> It's not my greatest work (someone else model + morphs targets)
> but I
> >>  >>> was asked to rig the Candy model from Dinohunters. Thats a
> complete
> >>  >>> custom model with the full set of morph shapekeys.
> >>  >>>
> >>  >>> I've done quite a few others and written a few tools to help in
> the
> >>  >>> process but nothing thats out there yet.
> >>  >>>
> >>  >>> - Jed
> >>  >>>
> >>  &g

Re: [hlcoders] Next step in making facial flexs?

2008-03-25 Thread Ben Mears
Facial setups for custom characters is completely attainable. I worked
through the process in XSI and had pretty good results. The steps are
outlined in the Valve Wiki here:
http://developer.valvesoftware.com/wiki/Character_Setup_Overview#Export_a_.smd_File
.
The main problem I had was that after the initial Orangebox update my facial
flex controllers didn't work anymore so I had to revert back to a previous
version of the SDK. Besides that it worked out pretty good and I didn't have
too many problems setting it up. It really depends on how much time and
effort you put into manipulating the facial verts into the expressions.
Also, I was doing this in the pre-Orangebox SDK and from the looks of it the
Episode 2 SDK should be way better. It does look like the steps for Max and
Maya differ from XSI, for XSI you set up different facial poses on different
keyframes and in Max/Maya you create multiple versions of the head with the
different facial poses. Hope this helps!

On Tue, Mar 25, 2008 at 7:09 AM, Sam Goldwater <[EMAIL PROTECTED]> wrote:

> Good to know, nice one Jed.
>
> On Tue, Mar 25, 2008 at 12:13 PM, Jed <[EMAIL PROTECTED]> wrote:
>
> > I've rigged a few custom character models with facial animation and
> > it's not actually that hard to be honest.
> >
> > The "quality" comes from how good your morphs are, how many you have
> > and rig then. I have a gut feeling Alyx uses more than the default
> > shapekey set but all the models I've made use the stock shapekey set.
> >
> > It's not my greatest work (someone else model + morphs targets) but I
> > was asked to rig the Candy model from Dinohunters. Thats a complete
> > custom model with the full set of morph shapekeys.
> >
> > I've done quite a few others and written a few tools to help in the
> > process but nothing thats out there yet.
> >
> > - Jed
> >
> > On 25/03/2008, Sam Goldwater <[EMAIL PROTECTED]> wrote:
> > > Can anyone think of examples of Alyx quality facially rigged custom
> > >  characters? Is it attainable only having the citizen model to work
> > from?
> > >
> > >  On Tue, Mar 25, 2008 at 9:29 AM, Tom Edwards <
> [EMAIL PROTECTED]>
> > >  wrote:
> > >
> > >  > Open the sample citizen model and scrub the animation slider.
> That's
> > how
> > >  > you do it. :-)
> > >  >
> > >  > Jake Breen wrote:
> > >  > > Okay so I was following
> > >  > >
> > >  >
> >
> http://developer.valvesoftware.com/wiki/Character_Facial_Animation_Shapekey_Set
> > >  > >
> > >  > > And thats the only thing I can find about facial flexes. So what
> do
> > I do
> > >  > > next?
> > >  > >
> > >  >
> >
> http://oxihosting.com/files/100/Postal%202%20Port/MikeJs%20Army%20of%20heads.jpg
> > >  > >
> > >  > >
> > >  > >
> > >  > > ___
> > >  > > 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
> > >  >
> > >  >
> > >
> > >
> > >
> > >  --
> > >  --
> > >  Sam Goldwater
> > >  www.polygonfiction.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
> >
> >
>
>
> --
> --
> Sam Goldwater
> www.polygonfiction.com
> --
> ___
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> please visit:
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Re: [hlcoders] Adding Custom FGD freezes Hammer

2008-03-10 Thread Ben Mears
--
--
[ Picked text/plain from multipart/alternative ]
Thanks Tony, I've attached my current FGD to this email. Basically, I've
just been trying to replace the crowbar with my own melee weapon model and
I've gone about it by replacing the crowbar SMDs with my own. So, really the
only change to this FGD is where I changed the path from "weapons" to
"item". You can find this code line by going Edit>Find and then type in
"crowbar" and click "Find Next" three times. As I mentioned before I had the
"@include" line set to "@include 'halflife2_ben.fgd'" but since that wasn't
working I changed it back to ""@include 'base.fgd'". So, do you think
removing the "base.fgd" wouldn't cause Hammer to freeze? I'm confused again
now, ha ha. Thanks again for your help.

On Mon, Mar 10, 2008 at 3:13 PM, Tony omega Sergi <[EMAIL PROTECTED]>
wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> all including base does is add base entities that are generic to any mod.
>
> Would you mind posting your fgd somewhere so we can look at it?
> -Tony
>
>
>
> On Mon, Mar 10, 2008 at 6:13 PM, Steve Henderson <
> [EMAIL PROTECTED]> wrote:
>
> > Ben,
> >
> > You probably already thought of this, but did you add an @include
> > directive for the base fgd?
> >
> > Here's the one I use in my MOD...
> >
> >
> >
> http://digitalblacksmith.com/wiki/index.php/ARMARValveSourceModificationSummery#Content_.28steam.2Fstemapps.2FSourceMods.2FMyMod.29
> >
> > I think the include needs to match whichever game build you used as
> > the basis for your MOD.
> >
> > Steve
> >
> > On Mon, Mar 10, 2008 at 5:41 PM, Ben Mears <[EMAIL PROTECTED]> wrote:
> > > --
> > >  [ Picked text/plain from multipart/alternative ]
> > >  Hey Guys,
> > >
> > >  I'm having a problem where I try to load a revised FGD in Hammer and
> as
> > soon
> > >  as I pick it and hit "Open" Hammer freezes (but doesn't crash out).
> It
> > will
> > >  work if I copy the original FGD (in this case it's "halflife2.fgd)
> and
> > >  rename it but as soon as I make a change inside the FGD Hammer will
> > freeze.
> > >  It will also freeze if I try to rename the revised version to "
> > halflife2.fgd".
> > >  I've been trying to go the "Create a Mod" route and have been using
> my
> > own
> > >  game as the "Current Game". Has anyone seen this before? Does anyone
> > know
> > >  how to solve this problem? Thanks for your time and help!
> > >
> > >  Ben
> > >  --
> > >
> > >  ___
> > >  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
> >
> >
>
>
> --
> -omega
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--
X-Attachment-Id: f_fdnqdbj30

[ halflife2_ben.fgd of type application/octet-stream deleted ]
--

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Re: [hlcoders] Adding Custom FGD freezes Hammer

2008-03-10 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
Thanks Steve. Yeah, I think you're right about the "@include..." code line.
I had re-named the FGD to "halflife2_ben.fgd" and so I also changed the FGD
to have the line "@include halflife2_ben.fgd". I think eliminating the
"@include 'base.fgd'" must have caused it to crash (which makes perfect
sense now). I think I may have just gotten confused about the differences
between single player and multiplayer. Seems to be working now (or at least
Hammer isn't crashing now). Thanks again Steve and if anyone else has
information on this topic, please share.

Ben

On Mon, Mar 10, 2008 at 2:13 PM, Steve Henderson <
[EMAIL PROTECTED]> wrote:

> Ben,
>
> You probably already thought of this, but did you add an @include
> directive for the base fgd?
>
> Here's the one I use in my MOD...
>
>
> http://digitalblacksmith.com/wiki/index.php/ARMARValveSourceModificationSummery#Content_.28steam.2Fstemapps.2FSourceMods.2FMyMod.29
>
> I think the include needs to match whichever game build you used as
> the basis for your MOD.
>
> Steve
>
> On Mon, Mar 10, 2008 at 5:41 PM, Ben Mears <[EMAIL PROTECTED]> wrote:
> > --
> >  [ Picked text/plain from multipart/alternative ]
> >  Hey Guys,
> >
> >  I'm having a problem where I try to load a revised FGD in Hammer and as
> soon
> >  as I pick it and hit "Open" Hammer freezes (but doesn't crash out). It
> will
> >  work if I copy the original FGD (in this case it's "halflife2.fgd) and
> >  rename it but as soon as I make a change inside the FGD Hammer will
> freeze.
> >  It will also freeze if I try to rename the revised version to "
> halflife2.fgd".
> >  I've been trying to go the "Create a Mod" route and have been using my
> own
> >  game as the "Current Game". Has anyone seen this before? Does anyone
> know
> >  how to solve this problem? Thanks for your time and help!
> >
> >  Ben
> >  --
> >
> >  ___
> >  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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[hlcoders] Adding Custom FGD freezes Hammer

2008-03-10 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
Hey Guys,

I'm having a problem where I try to load a revised FGD in Hammer and as soon
as I pick it and hit "Open" Hammer freezes (but doesn't crash out). It will
work if I copy the original FGD (in this case it's "halflife2.fgd) and
rename it but as soon as I make a change inside the FGD Hammer will freeze.
It will also freeze if I try to rename the revised version to "halflife2.fgd".
I've been trying to go the "Create a Mod" route and have been using my own
game as the "Current Game". Has anyone seen this before? Does anyone know
how to solve this problem? Thanks for your time and help!

Ben
--

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Re: [hlcoders] New IRC Channel!

2008-02-24 Thread Ben 'amogan' K.

Joined!

Adam Maras (memzero) wrote:

Hello coders! I've taken the time to register a brand new IRC channel on
the GameSurge IRC network: #hlcoders . From casual coding chat to deep
developer discussion, #hlcoders is the right place for you. Visit us:
irc://irc.gamesurge.net/hlcoders

//  Adam Maras (memzero)

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[hlcoders] Noesis Interactive wants to meet you at GDC 2008!!

2008-02-11 Thread Ben Mears

Are you a member of a successful Mod Team? Are you going to be at the
Game Developers Conference in San Francisco this year? If you answered
yes to both of these questions then Noesis Interactive wants to meet
with you! Noesis Interactive works with industry giants such as Valve,
IGN, Softimage, and Autodesk to expand knowledge regarding game modding
and development through easy to follow video modules. We’re interested
in speaking with modders and developers about their roles and
experiences in order to lend insight to the rest of the Mod community.
This is a great opportunity to promote both your Mod and your team. So,
if you’re going to be at GDC and are interested in being involved,
please respond to this message or email [EMAIL PROTECTED]
 for more details. We hope to see you
there!


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Re: [hlcoders] ERROR: end frame before start frame in @Idle01 ???

2008-02-01 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
Interesting. I don't have that in my .QC so that can't be it. However, I
think I may have gotten it to work. At first I was trying the same idling
sequence in several different places but when I tried putting in some
different sequences the compiles started going through. It seems kind of
random thought because I still do have the same idle sequence replacing
several of the default sequences. Weird, but working now. Thanks and if
anyone knows what else could be causing that error, pleas let me know.



On Feb 1, 2008 10:30 AM, Tony omega Sergi <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> check the qc for an $animation line that does something like
> 'frame 9 15'
> what that means is, start on frame 9 and use 15 frames.
>
> if those counts are invalid, you'll get that.
>
>
> On Feb 1, 2008 1:12 PM, Ben Mears <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hey guys. I'm trying to replace the default idle sequences in the
> > "male_shared_XSI_sdk.qci" file with my own custom idle sequences that
> fit
> > my
> > character but I keep getting this error message:
> >
> > ERROR: end frame before start frame in @Idle01
> >
> > This doesn't seem right because the same idle sequences work if I add
> them
> > as new animations and how could the end frame ever possibly be before
> the
> > start frame? I'm not using negative frames so this doesn't make any
> sense
> > to
> > me.
> >
> > Does anyone know what's up with this error message and how to fix it?
> > Thanks
> > a lot for your time and help!
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> -omega
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
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[hlcoders] ERROR: end frame before start frame in @Idle01 ???

2008-02-01 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
Hey guys. I'm trying to replace the default idle sequences in the
"male_shared_XSI_sdk.qci" file with my own custom idle sequences that fit my
character but I keep getting this error message:

ERROR: end frame before start frame in @Idle01

This doesn't seem right because the same idle sequences work if I add them
as new animations and how could the end frame ever possibly be before the
start frame? I'm not using negative frames so this doesn't make any sense to
me.

Does anyone know what's up with this error message and how to fix it? Thanks
a lot for your time and help!
--

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Re: [hlcoders] RE: [hlcoders] "Too many verts for a dynamic buffer (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE."

2008-01-30 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
ha ha, oh yeah, duh. So that means he dropped the big bucks to be able to do
that right?

On Jan 30, 2008 4:18 PM, Mike Durand <[EMAIL PROTECTED]> wrote:

> I heard there is this guy named Garry who made a Source mod and sold it on
> Steam. ;)
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of Ben Mears
> Sent: Wednesday, January 30, 2008 4:08 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] RE: [hlcoders] "Too many verts for a dynamic
> buffer (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE."
>
> --
> [ Picked text/plain from multipart/alternative ]
> Do you guys know of any indie companies that use Source or Unreal licenses
> to create and sell their games/mods? Is it common?
>
> On Jan 30, 2008 4:02 PM, Jeremy <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Yes. And likely includes a royalty rate to valve. There may be
> alternative
> > royalty free options that cost significantly more. Few game engines
> > advertise such things as openly as Epic lists the UE2.5 license costs
> >
> > On Jan 30, 2008 3:56 PM, Ben Mears <[EMAIL PROTECTED]> wrote:
> >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > That's how much it cost to buy the license to be able to develop and
> > > distribute games commercially right?
> > >
> > > On Jan 30, 2008 3:47 PM, Matt Stafford <[EMAIL PROTECTED]> wrote:
> > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > 300-350k is generally the ballpark when we talk about it over at
> > places
> > > > like
> > > > ModDB
> > > >
> > > > On Jan 31, 2008 10:12 AM, Tobias Kammersgaard <
> > > > [EMAIL PROTECTED]>
> > > > wrote:
> > > >
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > > Rumor has it that a Source license is only 200k ;-)
> > > > >
> > > > > /ProZak
> > > > >
> > > > >
> > > > > On 30/01/2008, Matt Stafford <[EMAIL PROTECTED]> wrote:
> > > > > >
> > > > > > --
> > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > 'You send valve a check for $1 mil and you get the source code
> for
> > > > it.'
> > > > > > Or, send Epic a check for 850k and get an Unreal 3 license ;)
> > > > > >
> > > > > > On Jan 31, 2008 9:15 AM, Ben Mears <[EMAIL PROTECTED]> wrote:
> > > > > >
> > > > > > > --
> > > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > > H.interesting. I'll have to try that. Thanks for the
> > > > > suggestion.
> > > > > > >
> > > > > > > On Jan 30, 2008 1:23 PM, Julian Moschüring <[EMAIL PROTECTED]>
> > wrote:
> > > > > > >
> > > > > > > > Well, citadelpart8.mdl from ep2 has 28000 polys and gives
> the
> > > same
> > > > > > error
> > > > > > > > message in hammer:
> > > > > > > > "Too many verts for a dynamic buffer (41468>24576) Tell a
> > > > programmer
> > > > > > to
> > > > > > > > up VERTEX_BUFFER_SIZE."
> > > > > > > > But it's in game so I guess it is only a limitation of
> hammer.
> > > The
> > > > > > model
> > > > > > > > will propably load if set at runtime.
> > > > > > > > -archy
> > > > > > > >
> > > > > > > > Jeremy wrote:
> > > > > > > > > --
> > > > > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > > > > Was just curious about polycount. I realize technically
> you
> > > have
> > > > > too
> > > > > > > > many
> > > > > > > > > vertices. If vertices were shared enough you could have a
> > > large
> > > > > > number
> > > > > > > > of
> > > > > > > > > polygons with a smaller number of vertices, pro

Re: [hlcoders] RE: [hlcoders] "Too many verts for a dynamic buffer (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE."

2008-01-30 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
Do you guys know of any indie companies that use Source or Unreal licenses
to create and sell their games/mods? Is it common?

On Jan 30, 2008 4:02 PM, Jeremy <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> Yes. And likely includes a royalty rate to valve. There may be alternative
> royalty free options that cost significantly more. Few game engines
> advertise such things as openly as Epic lists the UE2.5 license costs
>
> On Jan 30, 2008 3:56 PM, Ben Mears <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > That's how much it cost to buy the license to be able to develop and
> > distribute games commercially right?
> >
> > On Jan 30, 2008 3:47 PM, Matt Stafford <[EMAIL PROTECTED]> wrote:
> >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > 300-350k is generally the ballpark when we talk about it over at
> places
> > > like
> > > ModDB
> > >
> > > On Jan 31, 2008 10:12 AM, Tobias Kammersgaard <
> > > [EMAIL PROTECTED]>
> > > wrote:
> > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > Rumor has it that a Source license is only 200k ;-)
> > > >
> > > > /ProZak
> > > >
> > > >
> > > > On 30/01/2008, Matt Stafford <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > > 'You send valve a check for $1 mil and you get the source code for
> > > it.'
> > > > > Or, send Epic a check for 850k and get an Unreal 3 license ;)
> > > > >
> > > > > On Jan 31, 2008 9:15 AM, Ben Mears <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > > --
> > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > H.interesting. I'll have to try that. Thanks for the
> > > > suggestion.
> > > > > >
> > > > > > On Jan 30, 2008 1:23 PM, Julian Moschüring <[EMAIL PROTECTED]>
> wrote:
> > > > > >
> > > > > > > Well, citadelpart8.mdl from ep2 has 28000 polys and gives the
> > same
> > > > > error
> > > > > > > message in hammer:
> > > > > > > "Too many verts for a dynamic buffer (41468>24576) Tell a
> > > programmer
> > > > > to
> > > > > > > up VERTEX_BUFFER_SIZE."
> > > > > > > But it's in game so I guess it is only a limitation of hammer.
> > The
> > > > > model
> > > > > > > will propably load if set at runtime.
> > > > > > > -archy
> > > > > > >
> > > > > > > Jeremy wrote:
> > > > > > > > --
> > > > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > > > Was just curious about polycount. I realize technically you
> > have
> > > > too
> > > > > > > many
> > > > > > > > vertices. If vertices were shared enough you could have a
> > large
> > > > > number
> > > > > > > of
> > > > > > > > polygons with a smaller number of vertices, provided you
> don't
> > > run
> > > > > > into
> > > > > > > any
> > > > > > > > limit on index buffer size that may be present. In this case
> > the
> > > > > error
> > > > > > > is
> > > > > > > > clearly referring to the vertices. Are the vertices
> > > welded/merged
> > > > > > where
> > > > > > > > appropriate to reduce them as much as possible without
> > > sacrificing
> > > > > > poly
> > > > > > > > counts? I don't doubt such high poly models probably work,
> and
> > > > > > possibly
> > > > > > > > pretty well if they are by themselves on a screen or with
> > little
> > > > > else.
> > > > > > > But
> > > > > > > > those sort of poly counts in a typical mod that normally has
> a
> > > > > number
> > > > > > 

Re: [hlcoders] RE: [hlcoders] "Too many verts for a dynamic buffer (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE."

2008-01-30 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
That's how much it cost to buy the license to be able to develop and
distribute games commercially right?

On Jan 30, 2008 3:47 PM, Matt Stafford <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> 300-350k is generally the ballpark when we talk about it over at places
> like
> ModDB
>
> On Jan 31, 2008 10:12 AM, Tobias Kammersgaard <
> [EMAIL PROTECTED]>
> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Rumor has it that a Source license is only 200k ;-)
> >
> > /ProZak
> >
> >
> > On 30/01/2008, Matt Stafford <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > 'You send valve a check for $1 mil and you get the source code for
> it.'
> > > Or, send Epic a check for 850k and get an Unreal 3 license ;)
> > >
> > > On Jan 31, 2008 9:15 AM, Ben Mears <[EMAIL PROTECTED]> wrote:
> > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > H.interesting. I'll have to try that. Thanks for the
> > suggestion.
> > > >
> > > > On Jan 30, 2008 1:23 PM, Julian Moschüring <[EMAIL PROTECTED]> wrote:
> > > >
> > > > > Well, citadelpart8.mdl from ep2 has 28000 polys and gives the same
> > > error
> > > > > message in hammer:
> > > > > "Too many verts for a dynamic buffer (41468>24576) Tell a
> programmer
> > > to
> > > > > up VERTEX_BUFFER_SIZE."
> > > > > But it's in game so I guess it is only a limitation of hammer. The
> > > model
> > > > > will propably load if set at runtime.
> > > > > -archy
> > > > >
> > > > > Jeremy wrote:
> > > > > > --
> > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > Was just curious about polycount. I realize technically you have
> > too
> > > > > many
> > > > > > vertices. If vertices were shared enough you could have a large
> > > number
> > > > > of
> > > > > > polygons with a smaller number of vertices, provided you don't
> run
> > > > into
> > > > > any
> > > > > > limit on index buffer size that may be present. In this case the
> > > error
> > > > > is
> > > > > > clearly referring to the vertices. Are the vertices
> welded/merged
> > > > where
> > > > > > appropriate to reduce them as much as possible without
> sacrificing
> > > > poly
> > > > > > counts? I don't doubt such high poly models probably work, and
> > > > possibly
> > > > > > pretty well if they are by themselves on a screen or with little
> > > else.
> > > > > But
> > > > > > those sort of poly counts in a typical mod that normally has a
> > > number
> > > > of
> > > > > > players/npcs is going to degrade quickly. It all depends what
> > you're
> > > > > doing.
> > > > > > That degree of detail could fit your project if it's outside the
> > > norm
> > > > of
> > > > > an
> > > > > > FPS mod. Just be aware what the engine was designed and built to
> > do,
> > > > as
> > > > > that
> > > > > > is the reason for the limitations it has. Short of engine level
> > > > > > modifications, which you can't do without getting the engine
> > source,
> > > > > you'll
> > > > > > have to stick within those limits, and work around them if
> > possible.
> > > > > Split
> > > > > > the model into pieces and attach them and stuff like that is
> > > probably
> > > > > the
> > > > > > direction you need to look at to keep that detail level and stay
> > > > within
> > > > > > limits.
> > > > > >
> > > > > > J
> > > > > >
> > > > > > On Jan 30, 2008 12:55 PM, Mark Chandler <[EMAIL PROTECTED]> wrote:
> > > > > >
> > > > > >
> > > > > >> You send valve a check for $1 mil and you get the source code
> for
> &g

Re: [hlcoders] RE: [hlcoders] "Too many verts for a dynamic buffer (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE."

2008-01-30 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
H.interesting. I'll have to try that. Thanks for the suggestion.

On Jan 30, 2008 1:23 PM, Julian Moschüring <[EMAIL PROTECTED]> wrote:

> Well, citadelpart8.mdl from ep2 has 28000 polys and gives the same error
> message in hammer:
> "Too many verts for a dynamic buffer (41468>24576) Tell a programmer to
> up VERTEX_BUFFER_SIZE."
> But it's in game so I guess it is only a limitation of hammer. The model
> will propably load if set at runtime.
> -archy
>
> Jeremy wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Was just curious about polycount. I realize technically you have too
> many
> > vertices. If vertices were shared enough you could have a large number
> of
> > polygons with a smaller number of vertices, provided you don't run into
> any
> > limit on index buffer size that may be present. In this case the error
> is
> > clearly referring to the vertices. Are the vertices welded/merged where
> > appropriate to reduce them as much as possible without sacrificing poly
> > counts? I don't doubt such high poly models probably work, and possibly
> > pretty well if they are by themselves on a screen or with little else.
> But
> > those sort of poly counts in a typical mod that normally has a number of
> > players/npcs is going to degrade quickly. It all depends what you're
> doing.
> > That degree of detail could fit your project if it's outside the norm of
> an
> > FPS mod. Just be aware what the engine was designed and built to do, as
> that
> > is the reason for the limitations it has. Short of engine level
> > modifications, which you can't do without getting the engine source,
> you'll
> > have to stick within those limits, and work around them if possible.
> Split
> > the model into pieces and attach them and stuff like that is probably
> the
> > direction you need to look at to keep that detail level and stay within
> > limits.
> >
> > J
> >
> > On Jan 30, 2008 12:55 PM, Mark Chandler <[EMAIL PROTECTED]> wrote:
> >
> >
> >> You send valve a check for $1 mil and you get the source code for it.
> >>
> >> Any chance we could see a render of it. Got me interested. :D
> >>
> >>
> >>
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Ben Mears
> >> Sent: Thursday, January 31, 2008 5:19 AM
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: Re: [hlcoders] RE: [hlcoders] "Too many verts for a dynamic
> >> buffer
> >> (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE."
> >>
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> Well, it's a pretty detailed model with a lot of armor and accessories.
> >> I'm
> >> happy with the model at about 11,000 polys but when I bring it down to
> >> around 5,000 to make it work in game it starts to look pretty bad.
> Polys
> >> get
> >> removed from spots where they need to be, such as his eyes. So, you
> said
> >> you
> >> can't change it without recompiling Hammer and the engine? How would I
> go
> >> about doing that?
> >>
> >> Thanks for the help Mark.
> >>
> >>
> >> On Jan 30, 2008 12:06 PM, Mark Chandler <[EMAIL PROTECTED]> wrote:
> >>
> >>
> >>> Basically the number is current and max (26791>24576) and your model
> >>> detail
> >>> is to high and will crash the engine. I don't think you can change it
> >>> without recompiling hammer and the engine.
> >>>
> >>> Why you need that much detail?
> >>>
> >>>
> >>>
> >>> -Original Message-
> >>> From: [EMAIL PROTECTED]
> >>> [mailto:[EMAIL PROTECTED] On Behalf Of Ben Mears
> >>> Sent: Thursday, January 31, 2008 4:52 AM
> >>> To: hlcoders@list.valvesoftware.com
> >>> Subject: [hlcoders] "Too many verts for a dynamic buffer (26791>24576)
> >>> Tell
> >>> a programmer to up VERTEX_BUFFER_SIZE."
> >>>
> >>> --
> >>> [ Picked text/plain from multipart/alternative ]
> >>>  Hello all. This is my first email to the mailing list and I'm writing
> >>> because I'm really stuck and hope someone can help me out. When I
> place
> >>>
> >> an
>

Re: [hlcoders] RE: [hlcoders] "Too many verts for a dynamic buffer (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE."

2008-01-30 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
Thanks for the info Jeremy. I'm actually using this character for a
machinima movie and there are a lot of other characters, props, scripted
sequences etc. in the map so I think you may be right about overloading the
engine. The verts on the model are set up really well it's just that there
is a lot of them. Chris had an idea about working with the collision model
and I think that's what I'm going to work on next. Thanks a lot for the help
guys and any other ideas or suggestions are always appreciated!!

On Jan 30, 2008 1:09 PM, Jeremy <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> Was just curious about polycount. I realize technically you have too many
> vertices. If vertices were shared enough you could have a large number of
> polygons with a smaller number of vertices, provided you don't run into
> any
> limit on index buffer size that may be present. In this case the error is
> clearly referring to the vertices. Are the vertices welded/merged where
> appropriate to reduce them as much as possible without sacrificing poly
> counts? I don't doubt such high poly models probably work, and possibly
> pretty well if they are by themselves on a screen or with little else. But
> those sort of poly counts in a typical mod that normally has a number of
> players/npcs is going to degrade quickly. It all depends what you're
> doing.
> That degree of detail could fit your project if it's outside the norm of
> an
> FPS mod. Just be aware what the engine was designed and built to do, as
> that
> is the reason for the limitations it has. Short of engine level
> modifications, which you can't do without getting the engine source,
> you'll
> have to stick within those limits, and work around them if possible. Split
> the model into pieces and attach them and stuff like that is probably the
> direction you need to look at to keep that detail level and stay within
> limits.
>
> J
>
> On Jan 30, 2008 12:55 PM, Mark Chandler <[EMAIL PROTECTED]> wrote:
>
> > You send valve a check for $1 mil and you get the source code for it.
> >
> > Any chance we could see a render of it. Got me interested. :D
> >
> >
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Ben Mears
> > Sent: Thursday, January 31, 2008 5:19 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] RE: [hlcoders] "Too many verts for a dynamic
> > buffer
> > (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE."
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Well, it's a pretty detailed model with a lot of armor and accessories.
> > I'm
> > happy with the model at about 11,000 polys but when I bring it down to
> > around 5,000 to make it work in game it starts to look pretty bad. Polys
> > get
> > removed from spots where they need to be, such as his eyes. So, you said
> > you
> > can't change it without recompiling Hammer and the engine? How would I
> go
> > about doing that?
> >
> > Thanks for the help Mark.
> >
> >
> > On Jan 30, 2008 12:06 PM, Mark Chandler <[EMAIL PROTECTED]> wrote:
> >
> > > Basically the number is current and max (26791>24576) and your model
> > > detail
> > > is to high and will crash the engine. I don't think you can change it
> > > without recompiling hammer and the engine.
> > >
> > > Why you need that much detail?
> > >
> > >
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Ben Mears
> > > Sent: Thursday, January 31, 2008 4:52 AM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: [hlcoders] "Too many verts for a dynamic buffer (26791>24576)
> > > Tell
> > > a programmer to up VERTEX_BUFFER_SIZE."
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > >  Hello all. This is my first email to the mailing list and I'm writing
> > > because I'm really stuck and hope someone can help me out. When I
> place
> > an
> > > entity and try to load my custom character it causes Hammer to crash
> and
> > > displays this error message:
> > >
> > >  "Too many verts for a dynamic buffer (26791>24576) Tell a programmer
> to
> > > up
> > > VERTEX_BUFFER_SIZE."
> > >
> > > I tried low

Re: [hlcoders] RE: [hlcoders] "Too many verts for a dynamic buffer (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE."

2008-01-30 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
I'm getting my polycount from within XSI and at about 11,500 polys I'm
getting a vertex (or "point" in XSI) count of only 7042. Way below 24,000

On Jan 30, 2008 1:08 PM, Jed <[EMAIL PROTECTED]> wrote:

> Just a quick question - where are you getting the polycount from? Your
> modelling app or HLMV? 26000+ verts sounds about in the ballpark for a
> 15000 poly model anyway considering 3 verts per triangle even when
> many are shared.
>
> - Jed
>
> On 30/01/2008, Ben Mears <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Yep, I'm using normal maps. I've had models with 10,000 - 15,000 polys
> that
> > worked fine so I really don't think that I have too many polys on this
> guy.
> >
> > On Jan 30, 2008 12:41 PM, Jed <[EMAIL PROTECTED]> wrote:
> >
> > > You tried normal maps?
> > >
> > > I think the largest poly-count model I've seen in a Source game is the
> > > Tiger tank in DoD which is ~11000 max.
> > >
> > > - Jed
> > >
> > > On 30/01/2008, Ben Mears <[EMAIL PROTECTED]> wrote:
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > Well, it's a pretty detailed model with a lot of armor and
> accessories.
> > > I'm
> > > > happy with the model at about 11,000 polys but when I bring it down
> to
> > > > around 5,000 to make it work in game it starts to look pretty bad.
> Polys
> > > get
> > > > removed from spots where they need to be, such as his eyes. So, you
> said
> > > you
> > > > can't change it without recompiling Hammer and the engine? How would
> I
> > > go
> > > > about doing that?
> > > >
> > > > Thanks for the help Mark.
> > > >
> > > >
> > > > On Jan 30, 2008 12:06 PM, Mark Chandler <[EMAIL PROTECTED]> wrote:
> > > >
> > > > > Basically the number is current and max (26791>24576) and your
> model
> > > > > detail
> > > > > is to high and will crash the engine. I don't think you can change
> it
> > > > > without recompiling hammer and the engine.
> > > > >
> > > > > Why you need that much detail?
> > > > >
> > > > >
> > > > >
> > > > > -Original Message-
> > > > > From: [EMAIL PROTECTED]
> > > > > [mailto:[EMAIL PROTECTED] On Behalf Of Ben
> Mears
> > > > > Sent: Thursday, January 31, 2008 4:52 AM
> > > > > To: hlcoders@list.valvesoftware.com
> > > > > Subject: [hlcoders] "Too many verts for a dynamic buffer
> (26791>24576)
> > > > > Tell
> > > > > a programmer to up VERTEX_BUFFER_SIZE."
> > > > >
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > >  Hello all. This is my first email to the mailing list and I'm
> writing
> > > > > because I'm really stuck and hope someone can help me out. When I
> > > place an
> > > > > entity and try to load my custom character it causes Hammer to
> crash
> > > and
> > > > > displays this error message:
> > > > >
> > > > >  "Too many verts for a dynamic buffer (26791>24576) Tell a
> programmer
> > > to
> > > > > up
> > > > > VERTEX_BUFFER_SIZE."
> > > > >
> > > > > I tried lowering the poly and vertex counts and finally got a
> model to
> > > > > load
> > > > > but is way below the level of detail I need. I tried several
> versions
> > > of
> > > > > the
> > > > > model with varying poly and vertex counts and noticed that the
> first
> > > > > number
> > > > > in the error message (26791 in this case) would change as the poly
> and
> > > > > vert
> > > > > counts change. Also, the high poly model will load fine in Face
> Poser.
> > > > >
> > > > > I've tried to research the problem online and haven't found
> anything
> > > too
> > > > > helpful. The Valve Wiki says I probably have a bug in my code or
> > > content,
> > > > > which doesn't really help me too much. I also got advice to
> optimize
>

Re: [hlcoders] RE: [hlcoders] "Too many verts for a dynamic buffer (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE."

2008-01-30 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
Yep, I'm using normal maps. I've had models with 10,000 - 15,000 polys that
worked fine so I really don't think that I have too many polys on this guy.

On Jan 30, 2008 12:41 PM, Jed <[EMAIL PROTECTED]> wrote:

> You tried normal maps?
>
> I think the largest poly-count model I've seen in a Source game is the
> Tiger tank in DoD which is ~11000 max.
>
> - Jed
>
> On 30/01/2008, Ben Mears <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Well, it's a pretty detailed model with a lot of armor and accessories.
> I'm
> > happy with the model at about 11,000 polys but when I bring it down to
> > around 5,000 to make it work in game it starts to look pretty bad. Polys
> get
> > removed from spots where they need to be, such as his eyes. So, you said
> you
> > can't change it without recompiling Hammer and the engine? How would I
> go
> > about doing that?
> >
> > Thanks for the help Mark.
> >
> >
> > On Jan 30, 2008 12:06 PM, Mark Chandler <[EMAIL PROTECTED]> wrote:
> >
> > > Basically the number is current and max (26791>24576) and your model
> > > detail
> > > is to high and will crash the engine. I don't think you can change it
> > > without recompiling hammer and the engine.
> > >
> > > Why you need that much detail?
> > >
> > >
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Ben Mears
> > > Sent: Thursday, January 31, 2008 4:52 AM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: [hlcoders] "Too many verts for a dynamic buffer (26791>24576)
> > > Tell
> > > a programmer to up VERTEX_BUFFER_SIZE."
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > >  Hello all. This is my first email to the mailing list and I'm writing
> > > because I'm really stuck and hope someone can help me out. When I
> place an
> > > entity and try to load my custom character it causes Hammer to crash
> and
> > > displays this error message:
> > >
> > >  "Too many verts for a dynamic buffer (26791>24576) Tell a programmer
> to
> > > up
> > > VERTEX_BUFFER_SIZE."
> > >
> > > I tried lowering the poly and vertex counts and finally got a model to
> > > load
> > > but is way below the level of detail I need. I tried several versions
> of
> > > the
> > > model with varying poly and vertex counts and noticed that the first
> > > number
> > > in the error message (26791 in this case) would change as the poly and
> > > vert
> > > counts change. Also, the high poly model will load fine in Face Poser.
> > >
> > > I've tried to research the problem online and haven't found anything
> too
> > > helpful. The Valve Wiki says I probably have a bug in my code or
> content,
> > > which doesn't really help me too much. I also got advice to optimize
> my
> > > map
> > > to reduce the vertices but I get the same error message when I try to
> load
> > > the model in a simple room.
> > >
> > >
> > > So, basically I guess I am asking if anyone knows how I can "up
> > > VERTEX_BUFFER_SIZE"? I don't really have much experience with coding
> and
> > > don't have access to a programmer so I'm hoping someone here can help
> me
> > > out. Thanks for taking the time to read this and any ideas or
> suggestions
> > > are greatly appreciated!
> > >
> > > Ben
> > > --
> > >
> > > ___
> > > 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



Re: [hlcoders] RE: [hlcoders] "Too many verts for a dynamic buffer (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE."

2008-01-30 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
Well, it's a pretty detailed model with a lot of armor and accessories. I'm
happy with the model at about 11,000 polys but when I bring it down to
around 5,000 to make it work in game it starts to look pretty bad. Polys get
removed from spots where they need to be, such as his eyes. So, you said you
can't change it without recompiling Hammer and the engine? How would I go
about doing that?

Thanks for the help Mark.


On Jan 30, 2008 12:06 PM, Mark Chandler <[EMAIL PROTECTED]> wrote:

> Basically the number is current and max (26791>24576) and your model
> detail
> is to high and will crash the engine. I don't think you can change it
> without recompiling hammer and the engine.
>
> Why you need that much detail?
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ben Mears
> Sent: Thursday, January 31, 2008 4:52 AM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] "Too many verts for a dynamic buffer (26791>24576)
> Tell
> a programmer to up VERTEX_BUFFER_SIZE."
>
> --
> [ Picked text/plain from multipart/alternative ]
>  Hello all. This is my first email to the mailing list and I'm writing
> because I'm really stuck and hope someone can help me out. When I place an
> entity and try to load my custom character it causes Hammer to crash and
> displays this error message:
>
>  "Too many verts for a dynamic buffer (26791>24576) Tell a programmer to
> up
> VERTEX_BUFFER_SIZE."
>
> I tried lowering the poly and vertex counts and finally got a model to
> load
> but is way below the level of detail I need. I tried several versions of
> the
> model with varying poly and vertex counts and noticed that the first
> number
> in the error message (26791 in this case) would change as the poly and
> vert
> counts change. Also, the high poly model will load fine in Face Poser.
>
> I've tried to research the problem online and haven't found anything too
> helpful. The Valve Wiki says I probably have a bug in my code or content,
> which doesn't really help me too much. I also got advice to optimize my
> map
> to reduce the vertices but I get the same error message when I try to load
> the model in a simple room.
>
>
> So, basically I guess I am asking if anyone knows how I can "up
> VERTEX_BUFFER_SIZE"? I don't really have much experience with coding and
> don't have access to a programmer so I'm hoping someone here can help me
> out. Thanks for taking the time to read this and any ideas or suggestions
> are greatly appreciated!
>
> Ben
> --
>
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[hlcoders] Re: [hlcoders] Re: [hlcoders] “Too many verts for a dynamic buffer (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE.”

2008-01-30 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
The optimal amount of polys that I would like to have is around 11,000 but
to make it work in-game I need to drop it down to around 5,000 or so. I'm
still testing out the highest amount of polys I can have before I get that
error message.

On Jan 30, 2008 12:01 PM, Jeremy <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> How many polys is your model?
>
> On Jan 30, 2008 11:51 AM, Ben Mears <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> >  Hello all. This is my first email to the mailing list and I'm writing
> > because I'm really stuck and hope someone can help me out. When I place
> an
> > entity and try to load my custom character it causes Hammer to crash and
> > displays this error message:
> >
> >  "Too many verts for a dynamic buffer (26791>24576) Tell a programmer to
> > up
> > VERTEX_BUFFER_SIZE."
> >
> > I tried lowering the poly and vertex counts and finally got a model to
> > load
> > but is way below the level of detail I need. I tried several versions of
> > the
> > model with varying poly and vertex counts and noticed that the first
> > number
> > in the error message (26791 in this case) would change as the poly and
> > vert
> > counts change. Also, the high poly model will load fine in Face Poser.
> >
> > I've tried to research the problem online and haven't found anything too
> > helpful. The Valve Wiki says I probably have a bug in my code or
> content,
> > which doesn't really help me too much. I also got advice to optimize my
> > map
> > to reduce the vertices but I get the same error message when I try to
> load
> > the model in a simple room.
> >
> >
> > So, basically I guess I am asking if anyone knows how I can "up
> > VERTEX_BUFFER_SIZE"? I don't really have much experience with coding and
> > don't have access to a programmer so I'm hoping someone here can help me
> > out. Thanks for taking the time to read this and any ideas or
> suggestions
> > are greatly appreciated!
> >
> > Ben
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
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[hlcoders] “Too many verts for a dynamic buffer (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE.”

2008-01-30 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
 Hello all. This is my first email to the mailing list and I'm writing
because I'm really stuck and hope someone can help me out. When I place an
entity and try to load my custom character it causes Hammer to crash and
displays this error message:

 "Too many verts for a dynamic buffer (26791>24576) Tell a programmer to up
VERTEX_BUFFER_SIZE."

I tried lowering the poly and vertex counts and finally got a model to load
but is way below the level of detail I need. I tried several versions of the
model with varying poly and vertex counts and noticed that the first number
in the error message (26791 in this case) would change as the poly and vert
counts change. Also, the high poly model will load fine in Face Poser.

I've tried to research the problem online and haven't found anything too
helpful. The Valve Wiki says I probably have a bug in my code or content,
which doesn't really help me too much. I also got advice to optimize my map
to reduce the vertices but I get the same error message when I try to load
the model in a simple room.


So, basically I guess I am asking if anyone knows how I can "up
VERTEX_BUFFER_SIZE"? I don't really have much experience with coding and
don't have access to a programmer so I'm hoping someone here can help me
out. Thanks for taking the time to read this and any ideas or suggestions
are greatly appreciated!

Ben
--

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Re: [hlcoders] A request please

2008-01-24 Thread Ben 'amogan' K.

Might it be the case that you're using the list's digest mode?

--
[ Picked text/plain from multipart/alternative ]
How do you make it do that then?

I use GMail, and it doesn't hide them :(
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RE: [hlcoders] SDK Update heads up?

2007-10-15 Thread Ben Everett
Why will we not want to merge straight to the new SDK code, just too much
changed? Or is it that there will be no way to work off of the new engine
until those are updated?

I think if we got the new SDK code pretty quickly we can have a merge
already in-place for when you release the new engine.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Monday, October 15, 2007 2:26 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] SDK Update heads up?

It's a little bit complicated, but hopefully I can explain it well.

CS:S (along with DoD:S and HL2MP) are going to be migrated to the new
engine over the next couple of months. Until then you should *not* merge
in the new SDK code as it will not work with the old engine. Once we
convert the three MP games you *will* want to create a new version of
the mod using the updated SDK source code.

Makes sense? Sorry I can't be more specific about exactly when the games
will be converted to the new engine.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Middleton
Sent: Monday, October 15, 2007 9:39 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SDK Update heads up?

--
[ Picked text/plain from multipart/alternative ]
I'm confused about the SDK update's compatibility with various AppID's.
Our
mod uses AppID 240 (for CS:S). Will merging with this update break our
mod?

Jonathan

On 10/15/07, Adam Foster <[EMAIL PROTECTED]> wrote:
>
>
> On 15 Oct 2007, at 17:41, Mike Durand wrote:
>
> > I'm shooting for an update that includes the updated tools this
> > week or early next. After that I will work on an update that
> > includes the new game DLL code and I am hoping that it will be
> > available in beta by the end of the month.
> >
> > I'll let you guys know if I run into any problems that invalidate
> > these timeframes.
>
> Fantastic - I've been looking forwards to playing round with the new
> Episode Two stuff, but didn't want to annoy anyone by asking exactly
> when the updated SDK tools would be available.
>
> It's my birthday on the 25th, just so you know. Potential tools
> deadline to aim for? ;-)
>
>
> Adam
>
> --
> Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/
>
>
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