Re: [hlcoders] Source SDK 2013 Release
Whoa, so far out of left field but so appreciated! -- Byron Mallett ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Player voice volume
If you can get the list of currently speaking players, could you listen to the global game sound in any way and use the amplitude from that? I have no idea if something like that is feasible but if you had an listener of sorts, even if it's an external audio device that's listening to the game's raw audio output, would that work in an albiet, very hacked together and roundabout way? And a friendly note to everyone else, could we keep the discussion on-topic to the original question please? My browser is smoking from the flames. On Fri, May 10, 2013 at 10:18 AM, Nick xnicho...@gmail.com wrote: I agree with everyone here that the valve tools are a joke, from a decade ago. Open Sourcing all the tools could double the productivity of modders without ANY COST TO VALVE. ( and possibly double the lifespan of the SourceEngine) As for the steam distribution future? In 10 years everyone is going to be sad when none of the games work. Valve cannot compete against google, microsoft, apple, sony, when it comes to content distribution. The only hope valve has, is push the cards as hard as possible and HOPE for a buyout. I bet on a microsoft buyout, that will make linux,mac gaming harder. Microsoft will then fire all valve employees. To people who defend Valve, or attack the valve criticizers : You are only doing yourself and Valve a disservice. On Thu, May 9, 2013 at 4:29 PM, Psy_Commando psycomma...@gmail.comwrote: Oh great.. I actually believed what Gabe said about being hard at work on new updated mod tools.. _ And they can't be serious.. I tried every single other freaking engines I know of that are open to mods, and not all that archaic (Unreal, Unity, Cryengine3, ). And the only one that had most of what I wanted, was Source.. No shitty proprietary script language you'll only ever use when working on that engine, C++, an actual base with existing code to start from, tons of examples, access to shaders, a fairly big community built around it, capability for in-game cutscenes, the less locked features as possible, reasonable physics, etc.. The only thing I really didn't want was Hammer, and all the crap tools that comes with it.. I was hoping that SFM with its very well done UI and very extensive features would bring a wind of change in the way Valve makes tools for their content creator community ! But what you're saying sounds as if they said : Yeah, it wasn't really cool bro, no money and all. So we just decided to ignore the people that trusted us and ragequit, screwing everything up for them ! YOLO ! The worst part is that its way too late to change engine for my project now.. And engine switch usually kills mods quicker than crappy sdk tools... This message isn't to troll the group it's a wake up call to all the people that made the community great and the games better. Stop wasting your time trying to use this valve garbage and keep re-fixing all the stuff they break with every update. Start learning to code, and apply your know how to something you can actually control. http://youtu.be/ztVMib1T4T4 Wake up call ? Stop wasting your time ? Really ? If you were actually trying to be helpful, well I don't think you're cut out for the job.. For one, helpful people actually say constructive things.. People won't go : Oh, really ? I could never figure this out by myself, thanks ! And I can totally restart everything from scratch on a brand new engine, while being a small mod team with not budget or income, running on motivation alone ! And the fact that you added Start learning to code.. just makes this thing all the more insulting and ridiculous.. I've been studying for 8 years in the field, and I coded even before that.. I don't claim to be a veteran, but seriously, who the hell do you think you're talking to, elementary school kids ? Batch files, and excel programmers ? I'm sure most of the people here have at least a good understanding of C++, given that, the SDK code IS in C++.. Just saying.. On Wed, May 8, 2013 at 5:44 PM, Jesse F jesf...@gmail.com wrote: I want enemy behavior to react to voice so client side only isn't enough. Thank you all for the help. Nick, I actually had a phone interview with valve in the last few months and asked directly about their poor support for source engine. The response I got came down to they aren't interested in sinking a lot of resources to compete with Unreal and Unity and the other major game engines. Clearly someone internally has done the math and the cost of of development and upkeep on the sdk must have worse returns compared with putting the dev time elsewhere. I didn't get the job, not enough experience, but it was a great conversation and I have the utmost respect for them. It just sucks for the modders that we aren't getting the support we want. On Wed, May 8, 2013 at 2:32 PM, Nick xnicho...@gmail.com wrote: I blame valve a great deal for this. I understand Valve is basing
Re: [hlcoders] Remember June 2006?
All the talk of burgers just made me really hungry. :( On Mon, Nov 1, 2010 at 1:44 AM, igor...@inbox.ru wrote: I think main problem is that we have more than one engine branch. As a result we have problems with mods, especially with source code. Sorry if I added nothing new in the discussion. This is my first post here btw. ___ 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] (no subject)
This is why you should keep up to the second copies of your internet at all times. I recommend using floppy disks. On Sat, Aug 21, 2010 at 8:15 PM, Adam amckern McKern amck...@yahoo.comwrote: Sadly my back up copy is a few hours old, you may lose a few million terabytes - is that ok? Owner Nigredo Studios http://www.nigredostudios.com --- On Sat, 21/8/10, Dexter Haslem dexter.has...@gmail.com wrote: From: Dexter Haslem dexter.has...@gmail.com Subject: Re: [hlcoders] (no subject) To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Received: Saturday, 21 August, 2010, 4:35 PM I agree. Try re-installing the internet On Fri, Aug 20, 2010 at 11:41 PM, Adam amckern McKern amck...@yahoo.comwrote: That wont work, you need to remove your self from the web url. Owner Nigredo Studios http://www.nigredostudios.com --- On Sat, 21/8/10, Josh Caine jca4...@yahoo.com wrote: From: Josh Caine jca4...@yahoo.com Subject: [hlcoders] (no subject) To: hlcoders@list.valvesoftware.com Received: Saturday, 21 August, 2010, 11:46 AM jca4...@yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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] Alien Swarm
I'm surprised about GCF support being missing but I guess it makes sense since Valve's last big two releases both had moved to .vpk archives. On Thu, Jul 22, 2010 at 12:35 AM, Adam Buckland adamjbuckl...@gmail.comwrote: GCF support is missing? The more I see of this, the more I'm starting to suspect that this is going to become a UDK-like product (ie licensing of engine binaries, for use in games, rather than the full engine source)... On 21 July 2010 13:01, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: A friend of mine and I have begun work on reimplementing HL2 on the AlienSwarm engine. We have set up a SVN, got first person working, and we about to reimplement GCF loading through hllib. We have confirmed that GCF support is gone. If anyone is interested in helping out on our project cleverly called LiveSwarm, feel free to email me. Our results will be released to the community. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Bucky ___ 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] Alien Swarm
Only problem is that the source for the shaders isn't available, so I have no idea how to interface them into my code. Here's hoping the shader code will be in the SDK tomorrow. On Mon, Jul 19, 2010 at 4:07 PM, Michael Corsaro corsa...@gmail.com wrote: DoF shaders where shipped with L4D + L4D2, but they were not used (a 'frozen' shader was too). Just look in the shaders folder. On Sat, Jul 17, 2010 at 1:13 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: That's fine by me, no need to shove old 2004 content down everyone's throats again and having it show up in every bloody thing you try to make. On Sat, Jul 17, 2010 at 1:34 AM, Tom Edwards t_edwa...@btinternet.com wrote: It's a brand new SDK. http://forums.steampowered.com/forums/showthread.php?p=16106943#post16106943 Making the SDK separate clears the way for it being absolutely free to *everyone*, without it granting access to existing 2006/2007 Source mods (which mount HL2 content) too. I'm betting that the AS SDK won't have the normal shared engine content we're used to from SDK Base, just like UDK only has a subset of UT3's. On 17/07/2010 1:18, Cory de La Torre wrote: They said Codebase homie. On Fri, Jul 16, 2010 at 5:00 PM, [|NoFaTe|]support@gmail.com wrote: Seperate SDK actually... .No Cory de La Torre wrote: Oh man, SDK update. Thank you Valve. On Fri, Jul 16, 2010 at 4:39 PM, Ben Mears b...@noesisinteractive.com wrote: ___ 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] Alien Swarm
I just read real-time DOF and went a bit silly. That's exactly what I'm trying to implement as a screen-space shader, but I definitely want to see how Valve themselves managed it. On Sat, Jul 17, 2010 at 12:00 PM, [|NoFaTe|] support@gmail.com wrote: Seperate SDK actually... .No Cory de La Torre wrote: Oh man, SDK update. Thank you Valve. On Fri, Jul 16, 2010 at 4:39 PM, Ben Mearsb...@noesisinteractive.com wrote: ___ 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] Faceposer for Source 2009 no longer working?
Tried it after yesterdays SDK update, it's working now. Thanks Valve! On Thu, Jul 15, 2010 at 11:15 AM, Dan L djl4...@gmail.com wrote: Hopefully this will be fixed on next SDK update. I also wish they would update SDK launcher GUI to look more like the current verison of steam, as well as add the particle editor to the quick launch bar. On Tue, Jul 13, 2010 at 10:27 AM, Colm Sloan colmsl...@gmail.com wrote: Confirmed. This is happening to me too. Any progress since? ___ 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
[hlcoders] Faceposer for Source 2009 no longer working?
Has anyone had any luck launching Faceposer under the new Source 2009 game configuration in the SDK Launcher? It crashes immediately under both Portal and TF2. Also, I seem to no longer have an entry for Half Life 2 Episode 2 under Source 2007, anyone else experiencing this? I've reset my game configurations and refreshed the SDK content already. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Shader Help
I think further up the file near the start, there should be a area which is pulling the texture from a VMT file. I think around about there is where the texture is being assigned to a sampler, but this is all from memory so forgive me if I'm wrong. On Sun, Jun 20, 2010 at 6:13 AM, Adam Buckland adamjbuckl...@gmail.comwrote: Hey everyone I'm trying to decipher how shaders work in the Source Engine, but there's one thing that has me stumped. I've been looking at the Aftershock effect and in aftershock_helper.cpp, but lines 106-109 have me a little confused: pShaderShadow-EnableTexture( SHADER_SAMPLER0, true ); // Refraction texture pShaderShadow-EnableSRGBRead( SHADER_SAMPLER0, true ); pShaderShadow-EnableTexture( SHADER_SAMPLER1, true ); // Bump pShaderShadow-EnableSRGBRead( SHADER_SAMPLER1, false ); // Not sRGB Now, I understand that the textures are being mapped to the sampler registers for the shaders, but where does it say which texture is mapped to which to the register? I see that the refraction texture is being mapped to s0, but I only know that it's the refraction texture because of the comment. Where does it specify what texture this method is mapping to s0? Thanks Adam ___ 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] Source Engine 2!!!
not wanting to pay for stuff (Like I said earlier, Linux users tend to be more anal about paying for anything that should get paid for). This topic kind of came about as an Off Topic tangent, based on me pointing out that the hlcoders mailing list should probably get a leak into whatever the API changes will be, based on the E3 Surprise, so as to allow for early adoption. Yeah--some of it got tidied out, it appears ~Katrina On 12 June 2010 05:44, Katrina Payne fullmetalhar...@nimhlabs.com wrote: Well--Apples are not that unfriendly to developers. They are not all the friendly though either. On Apple, they have access to Obj-C, Mono, C and C++. OSX also is a fork of FreeBSD... however a friend of mine is quote as say OSX was once BSD, like the Orcs were once Elves. Apple Computers is one of the main pushers of WebKit which is one of the most highly supportive web renders for the current standard set. Apple has also been known to interact and deal with the KDE product--as well as a few other FlOSS projects. As tenchically, Webkit is a KDE project. Add to that, OSX is the choice OS to talk with IPhone, iTouch, iPad and the iPod. We also have the graphics, design and film users mostly using Apples. The only reason that you do not get as many of the developers as say on Linux/BSD is because Apple Hardware is insanely expensive. Myself, if I could afford it, I would be buying Apples like nothing else. You also get the REALLY insane people talking about Hackintoshes. Never mind the constant rumours for the past few years on the idea of the iConsole. That is, possibly Apple Computers entering into the gaming console market. Now--we have Steam and a Mac Source API. *looks around* Oh right, now to add something else just as crazy as the rest of this: there is a fork in MAH EAR! Meh--I wish I could get my head out of the clouds and back into reality. ~Katrina On Friday, June 11, 2010 08:16:02 pm Keeper wrote: Thinking about this ... how much development do people think will happen on macs? In the school/academic world, it makes sense because of the availability to larger groups of macs. In the real world, however, most people who code don't use macs. Is that trend changing? I'm not a mac hater, I just know in the business world they aren't generally used for this. As far as moving the steam platform to mac, that makes total sense. Outside of advertising/art departments macs are known as being home computers. Just wondering if it makes sense from a developers standpoint. Keeper -Original Message- From: Byron Mallett [mailto:byrona...@gmail.com] Sent: Friday, June 11, 2010 9:23 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source Engine 2!!! I've managed to get my course coordinator for my Digital media course quite interested in the possibilities of Source modding as something to add to our Mac lab. Now all we need is an SDK to play around with. :D ___ 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] Source Engine 2!!!
I've managed to get my course coordinator for my Digital media course quite interested in the possibilities of Source modding as something to add to our Mac lab. Now all we need is an SDK to play around with. :D On Sat, Jun 12, 2010 at 10:41 AM, Adam Buckland adamjbuckl...@gmail.comwrote: Talking of ports, does anyone have a rough release date for the Mac SDK? On 11 June 2010 21:54, Katrina Payne fullmetalhar...@nimhlabs.com wrote: You may be onto something there. Perhaps just via a link to a place where we can learn more... just require us to agree to a nondisclosure agreement. Why? Well--to allow the people of the list to take a much easier approach as early adopters of whatever is being unveiled. I mean, even if it is only Portal 2--or even Portal Wii or Portal Linux (or Portal Atari like one person suggested--which would not really surprise me these days), this likely will mean an update to the API used for working with the games. By letting the people on hlcoders mailing list see the stuff, allows for easier adoption of its use. Oh--hey, I am taking away from my tinfoil boonie hat ranting time again... .' ~Katrina On Friday, June 11, 2010 02:42:08 pm Harry Jeffery wrote: Swiftly going back on topic (see what I did there?)... I think as subscribers to the hlcoders mailing list we deserve a sneak peak. We promise not to leak it, if we do you can always punish us by breaking the SDK (again). :P On 11 June 2010 21:16, Katrina Payne fullmetalhar...@nimhlabs.com wrote: Nonsense. The institution reminds us that the companion cube does nothing to threaten our personal comfort and desires. In fact, the whole institute building the portal gun only has our greatest safety and peace of mind, when dealing with its associates. And! They have cake. Clearly, she was disfigured before she got to the institute--where they are giving her the best care. ~Katrina On Friday, June 11, 2010 10:56:40 am Spencer 'voogru' MacDonald wrote: She got disfigured in a portal mishap. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of 1nsane Sent: Friday, June 11, 2010 11:45 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source Engine 2!!! That was a girl? It seemed quite ugly. Very much so compared to the person they based it on. On Fri, Jun 11, 2010 at 11:07 AM, Colm Sloan colmsl...@gmail.com wrote: I'd like to see the girl from Portal as a new character in TF2. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Bucky ___ 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] Source Engine 2!!!
Judging by the GameInformer screenshots of Portal 2, it already looks like they have some really interesting dynamic lighting going on in there. I'm reckoning that our big upgrade will be happening around that time. On Fri, Jun 11, 2010 at 10:37 AM, Ben Mears benmea...@gmail.com wrote: 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! chillic...@gmail.com 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 dex...@linux.com 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 samuelga...@gmail.com 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. joelru...@gmail.com wrote: Is this the big surprise for E3?! I hope it is, that would so rock! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Bucky ___ 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 ___ 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] Debugging Shaders
So you had the pixel shader outputting variables somehow? Where specifically did you put your code in order to return values from the shader, was it in the DYNAMIC_STATE section of the shader cpp file? I knew we could send static constants into the shader, though I didn't know we could return values out from it. On Fri, May 28, 2010 at 8:58 PM, Marek Sieradzki marek.sierad...@gmail.comwrote: On Thu, May 27, 2010 at 4:16 AM, Byron Mallett byrona...@gmail.com wrote: I'm working on writing some shaders for a machinima testbed I'm working on at the moment, primarily trying to port over some depth of field shaders I've seen over on the ATI site. However, I'd love to be able to debug my shader while it is running, since all I'm getting at the moment is a uniformly grey screen. I've tried using the Pix utility in the DirectX sdk but it tells me that Direct3D analysis is disabled in HL2. Is there any way to see the values that the shader is using at runtime? At the moment I'm trying to throw in random numbers for the focus variables that I'm using but to no avail. What I did was returning debugged variable in pixel shader output. I had one big switch of DEBUG dynamic combo. Code that has to be changed to enable PIX is in the engine and can't be enabled/changed. That's just wonderful support for modders. If you want to make a mod using a complicated shader (which will require debugging sooner or later) you need an engine license. Long story short switching to UDK/NeoAxis/Ogre+toys is a much better choice. ___ 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