[hlcoders] Avatars Not Being Drawn

2009-08-14 Thread Devin Dawson
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
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[hlcoders] Clients Download Files

2008-06-14 Thread Devin Dawson
Hello, just wondering if there are better methods for getting clients
to download files for maps without having a .res file for every map?

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Re: [hlcoders] Clients Download Files

2008-06-14 Thread Devin Dawson
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?

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[hlcoders] XSI Mod Tool 6 and SMD Importer

2008-05-09 Thread Devin Dawson
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
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Re: [hlcoders] XSI Mod Tool 6 and SMD Importer

2008-05-09 Thread Devin Dawson
 -- 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



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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

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[hlcoders] Fwd: Client timed out

2008-05-02 Thread Devin Dawson
-- 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
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[hlcoders] RE: OrangeBox SDK m_vecNetworkOrigin prediction bug

2008-02-19 Thread Devin Dawson
--
[ 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. -- 
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[hlcoders] Studiomdl Broken

2008-02-10 Thread Devin Dawson
--
[ 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?
_

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[hlcoders] OB SDK

2008-01-29 Thread Devin Dawson
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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.
_

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[hlcoders] OB SDK

2008-01-29 Thread Devin Dawson
--
[ 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.
_

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[hlcoders] RE: New update.

2008-01-26 Thread Devin Dawson
--
[ 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?
_

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[hlcoders] Beta SDK (Source SDK) Bug

2008-01-26 Thread Devin Dawson
--
[ 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.
_

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