[hlcoders] Avatars Not Being Drawn
Hi, I recently moved my changes to the new source base and now for some reason Steam avatars aren't being drawn. Any suggestions? Thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Clients Download Files
Hello, just wondering if there are better methods for getting clients to download files for maps without having a .res file for every map? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Clients Download Files
Can't do it that way. Need the files in question downloaded separately. Date: Sat, 14 Jun 2008 23:38:46 +0800 From: Mark Chandler [EMAIL PROTECTED] Subject: Re: [hlcoders] Clients Download Files To: 'Discussion of Half-Life Programming' hlcoders@list.valvesoftware.com Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=us-ascii Pack it into the map (google pakrat) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Devin Dawson Sent: Saturday, June 14, 2008 10:54 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Clients Download Files Hello, just wondering if there are better methods for getting clients to download files for maps without having a .res file for every map? ___ 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] XSI Mod Tool 6 and SMD Importer
Hello, I've got an issue with the new XSI Mod Tool (v. 6) - now, I know this may not be the most appropriate place for this, but all the smart people are here ;D My problem with the XSI Mod Tool 6 is: the SMD importer doesn't work right when importing vertex weights. All models have some vertecies assigned to wrong bones entirely (example: hand bone has some leg, arm and torso vertecies). I've tried several models, but in this case, let's focus on Police.mdl being decompiled from HL2. Also, MilkShape3D and FragMOTION import the SMD files just fine. My question is: does anyone else notice this? (I mean, it's hard to miss it, when you compile the model again, vertecies go crazy) Does anyone have a workaround to this? Does anyone know if the XSI Mod Tool 4.2 SMD importer work fine? Thanks for any help, -- Devin 'Mr.Hankey' Dawson ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] XSI Mod Tool 6 and SMD Importer
-- Forwarded message -- From: Tim Baker [EMAIL PROTECTED] To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Date: Fri, 09 May 2008 11:01:53 -0700 Subject: Re: [hlcoders] XSI Mod Tool 6 and SMD Importer Hello, I've got an issue with the new XSI Mod Tool (v. 6) - now, I know this may not be the most appropriate place for this, but all the smart people are here ;D My problem with the XSI Mod Tool 6 is: the SMD importer doesn't work right when importing vertex weights. All models have some vertecies assigned to wrong bones entirely (example: hand bone has some leg, arm and torso vertecies). I've tried several models, but in this case, let's focus on Police.mdl being decompiled from HL2. Also, MilkShape3D and FragMOTION import the SMD files just fine. My question is: does anyone else notice this? (I mean, it's hard to miss it, when you compile the model again, vertecies go crazy) Does anyone have a workaround to this? Does anyone know if the XSI Mod Tool 4.2 SMD importer work fine? Thanks for any help, -- Devin 'Mr.Hankey' Dawson It is definitely broken. See this thread for more info: http://www.xsibase.com/forum/index.php?board=24;action=display;threadid=32914 -- Tim Baker ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Ok then. It seems that is what the problem is then. Anyone written any quick fixes to this problem? If not, I'll take a stab at scripting for XSI. -- Devin 'Mr.Hankey' Dawson ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Fwd: Client timed out
-- Forwarded message -- From: Devin Dawson [EMAIL PROTECTED] Date: Fri, May 2, 2008 at 12:00 PM Subject: Client timed out To: hlcoders@list.valvesoftware.com Hello, has anyone else noticed the Disconnect: Client timed out. message in an Orange Box *release* build while VAC is enabled? It's really annoying me. Adding -insecure to the startup line fixes this issue obviously, but is this going to be fixed sometime by Valve? Is it a problem with VAC by any chance? I'm going to continue trying various things, but if anyone has found anything that VAC doesn't like, please let me know. Thanks, - Dev -- Devin 'Mr.Hankey' Dawson ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] RE: OrangeBox SDK m_vecNetworkOrigin prediction bug
-- [ Picked text/plain from multipart/alternative ] That is caused by the tight tolerance values in the DATADESC. If you increase the tolerance values for the predicted variables (network origin, velocity, etc.), it fixes it. There's no way the client can predict that accurately. If you check older versions of the SDK, you'll see the tolerances are quite a bit higher than what they are now. (I think they're set for singleplayer games right now by default.) On Feb 19, 2008 1:03 PM, Joel R. [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Is there a fix to this bug yet? I have confirmed this on 2 different computers. The only things I did to the SDK was remove the DT_WaterBullet / DT_WeaponCycler classes entirely, by commenting and removing files. Bug Description: Client and Server are not in-sync for the m_vecNetworkOrigin variable. This causes stutterring of player movement since prediction will attempt to fix the position. Motion Blur has no effect on this issue. How to Know if you Have it? 1) sv_cheats 1 2) cl_pdump 1 3) Run/Jump and watch m_vecNetworkOrigin, will turn red if not in-sync. or 1) The world stutters as you move around. -- ___ 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] Studiomdl Broken
-- [ Picked text/plain from multipart/alternative ] Anyone else have problems with Studiomdl.exe on both Episode One and Orange Box? I currently have the Beta SDK, but I have also tried the normal SDK and it still gives the same things; I keep getting a warnings about p4lib (I have tried -nop4 and it doesn't seem to do anything at all), as well as errors like Bad command '{' and many access violations. Am I doing something wrong, or is studiomdl just broken? _ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] OB SDK
-- [ Picked text/plain from multipart/alternative ] I'm using the Half-Life 2 Multiplayer OB SDK; I've added HL2_EPISODIC to the preprocessor lists and excluded LIBCMTD from both projects, and I seem to have had a few problems that I would like to point out: - npc_advisor_shared.h, included by npc_advisor.cpp (and c_npc_advisor.cpp) doesn't exist at all (no advisors for me), - npc_grenade_magna (no idea where this is, seems to be a classname for an entity that doesn't exist), - CMissile is missing some functions (I've got two different weapon_rpg.h files, had to copy /game/server/hl2 CMissile to /game/server/hl2mp one), - following files are not included in the SERVER project: weapon_alyxgun.cpp, weapon_citizenpackage.h/.cpp, game/server/episodic/*.*, vehicle_choreo_generic.cpp, ai_behavior_passenger.h/.cpp, npc_alyx_episodic.h/.cpp (need to exclude npc_alyx.h/.cpp), ai_eventresponse.h/.cpp, npc_zombine.h/.cpp - following files are not included in the CLIENT project: game/client/episodic/*.*, survival_gamerules.h/.cpp (I simply excluded the survival_gamerules.cpp on the server), hud_radar.h/.cpp - server project is missing an equal to the c_prop_coreball.cpp on the client project You will also need to exclude the c_prop_coreball.cpp file on the client project, because there is no server code for it included. And lastly, you'll want to either exclude weapon_hopwire and weapon_oldmanharpoon or stub them on the client in the c_weapon__stubs_hl2.cpp file. Also, Debug mode doesn't compile either project because of _invalid paramater_info(void) being a redefinition (in memoverride.cpp) of the one in LIBCMT, so I simply removed it, just to see what happens. It seems to run just fine without it though. Hope some of you find this helpful. _ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] OB SDK
-- [ Picked text/plain from multipart/alternative ] I'm using the Half-Life 2 Multiplayer OB SDK; I've added HL2_EPISODIC to the preprocessor lists and excluded LIBCMTD from both projects, and I seem to have had a few problems that I would like to point out: - npc_advisor_shared.h, included by npc_advisor.cpp (and c_npc_advisor.cpp) doesn't exist at all (no advisors for me), - npc_grenade_magna (no idea where this is, seems to be a classname for an entity that doesn't exist), - CMissile is missing some functions (I've got two different weapon_rpg.h files, had to copy /game/server/hl2 CMissile to /game/server/hl2mp one), - following files are not included in the SERVER project: weapon_alyxgun.cpp, weapon_citizenpackage.h/.cpp, game/server/episodic/*.*, vehicle_choreo_generic.cpp, ai_behavior_passenger.h/.cpp, npc_alyx_episodic.h/.cpp (need to exclude npc_alyx.h/.cpp), ai_eventresponse.h/.cpp, npc_zombine.h/.cpp - following files are not included in the CLIENT project: game/client/episodic/*.*, survival_gamerules.h/.cpp (I simply excluded the survival_gamerules.cpp on the server), hud_radar.h/.cpp - server project is missing an equal to the c_prop_coreball.cpp on the client project You will also need to exclude the c_prop_coreball.cpp file on the client project, because there is no server code for it included. And lastly, you'll want to either exclude weapon_hopwire and weapon_oldmanharpoon or stub them on the client in the c_weapon__stubs_hl2.cpp file. Also, Debug mode doesn't compile either project because of _invalid paramater_info(void) being a redefinition (in memoverride.cpp) of the one in LIBCMT, so I simply removed it, just to see what happens. It seems to run just fine without it though. Hope some of you find this helpful. _ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] RE: New update.
-- [ Picked text/plain from multipart/alternative ] Hey, just out of curiosity, would Visual C++ 2008 Express compile the beta SDK, or do I have to use the 2005 version? _ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Beta SDK (Source SDK) Bug
-- [ Picked text/plain from multipart/alternative ] I'd just like to point out that changing the Engine on the Source SDK three times on the beta SDK, results in a crash. _ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders