Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Byron Mallett
Whoa, so far out of left field but so appreciated!

-- Byron Mallett
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Re: [hlcoders] Player voice volume

2013-05-10 Thread Byron Mallett
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?

2010-10-31 Thread Byron Mallett
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.


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Re: [hlcoders] (no subject)

2010-08-21 Thread Byron Mallett
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
 
 
 
 
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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Byron Mallett
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. :)
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Re: [hlcoders] Alien Swarm

2010-07-19 Thread Byron Mallett
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:
  
  
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Re: [hlcoders] Alien Swarm

2010-07-16 Thread Byron Mallett
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:


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

2010-07-14 Thread Byron Mallett
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?
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[hlcoders] Faceposer for Source 2009 no longer working?

2010-07-12 Thread Byron Mallett
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.
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Re: [hlcoders] Shader Help

2010-06-19 Thread Byron Mallett
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

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Re: [hlcoders] Source Engine 2!!!

2010-06-12 Thread Byron Mallett
 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

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Re: [hlcoders] Source Engine 2!!!

2010-06-11 Thread Byron Mallett
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.
 
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Re: [hlcoders] Source Engine 2!!!

2010-06-10 Thread Byron Mallett
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!
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Re: [hlcoders] Debugging Shaders

2010-05-28 Thread Byron Mallett
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.

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