Re: [hlcoders] SFM-style dockable tabs with the Qt interface

2013-10-11 Thread Garry Newman
Yeah Valve please drop everything you're currently doing and improve a 10
year old editor. That's the most important thing right now.


On Fri, Oct 11, 2013 at 5:37 PM, Nick  wrote:

> threads like this make me facepalm at the arrogance of "valve "software"".
>
> everyone in source development knows hammer is in major need of open
> sourcing and improvements. (has been for 8 years)
>
> what is valve software doing?
> "a steam box to compete with ps4, xbox-one, nintendo wii-u, and
> (every-other-high-end-pc-manufacturer)"
>
> VALVE FIX HAMMER LEVEL EDITOR BY OPEN SOURCING AND FIXING THE
> CRASH BUGS, BEFORE YOU TRY TO COMPETE WITH SONY, MICROSOFT, NINTENDO!
>
>
> On Fri, Oct 11, 2013 at 9:54 AM, Asher Baker  wrote:
>
>> I believe most of the functionality is built into QDockWidget, I haven't
>> played with that particular widget myself though.
>>
>>
>> ~
>> "Their heads are green, and their hands are blue,
>>   And they went to sea in a Sieve." - Edward Lear
>>
>>
>> On Fri, Oct 11, 2013 at 3:31 PM, Jonathan Poncelet <
>> jonathan.ponce...@talk21.com> wrote:
>>
>>> Hello all,
>>>
>>>  I'm in the process of developing a level editor with Qt (see
>>> https://github.com/x6herbius/crowbar, workbench branch) and ideally I'd
>>> like to be able to use a similar tab system for the rendering views to that
>>> found in the MS Visual Studio IDEs, where dragging a tab allows it to be
>>> "docked" to an area or to split a current tab window into two. SFM appears
>>> to use a system similar to this for the primary/secondary viewports (I
>>> recognise the resize bar that appears between the viewports as being part
>>> of a QSplitter), so I was wondering whether anyone with insider knowledge
>>> either of SFM or Qt would be able to point me in the right direction. The
>>> little boxes that appear on each dockable area in SFM when dragging a tab
>>> (where dropping the tab onto one of these boxes docks it) look similar in
>>> style to those in Visual Studio, which made me wonder whether the docking
>>> system was available as some sort of third party plugin or library, but
>>> this may not be the case.
>>>
>>> Thanks.
>>>
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>>>
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Re: [hlcoders] Player voice volume

2013-05-08 Thread Garry Newman
I don't think it's exposed to modders. I had to add engine code to get it
in G(arry's )Mod.


On Wed, May 8, 2013 at 3:52 AM, Jesse F  wrote:

> I was hoping someone might be able to help me out. I'd like access to info
> about the waveforms sent by people using in game voice. I'd mainly like to
> know how loud they are speaking (or some similar average value) and I'd
> like to be able to keep a list updated with which players are speaking. My
> initial search through the code for this functionality didn't turn up much.
>
> --
> Jesse
>
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Re: [hlcoders] Reload Materials In-Game

2013-01-29 Thread Garry Newman
mat_reloadmaterial

mat_reloadtextures

As far as I know there's no commands to reload a vtf based on name.

garry

On Tue, Jan 29, 2013 at 4:11 PM, Trevor Janok  wrote:

> Hey guys,
>
> ** **
>
> Anybody have any clue on how to update materials in realtime? I think GMod
> does this.
>
> Not the .VMT but the actual texture. From what I recall I think I have the
> exit the entire game to get the material changes to take effect. 
>
> ** **
>
> This is materials on a map, and not VGUI or the like.
>
> ** **
>
> Thanks.
>
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Re: [hlcoders] Transition table overflow.

2012-08-23 Thread Garry Newman
Transition tables aren't related to string tables. They're used to store
the renderer's state (the SHADOW section in shaders).

garry


On Thu, Aug 23, 2012 at 12:08 PM, J. McBroom  wrote:

> Yep, checked it out and everything looks normal, not that close to
> hitting the limit of any of the stringtables and can't see any
> duplicate entries. Thanks though.
>
> On 23 August 2012 11:49, Tobias Kammersgaard
>  wrote:
> > Did you try these commands to check for duplicates etc. in your string
> > tables?
> >
> > http://pastebin.ca/878546
> >
> > (Thanks to Garry for posting the snipets)
> >
> > - ScarT
> >
> >
> >
> > On 23 August 2012 12:46, J. McBroom  wrote:
> >>
> >> Gave it a shot, no luck unfortunately.
> >>
> >> It definitely seems like it's somehow tied to the amount of content
> >> loaded, if we only precache half the models then we're fine... until
> >> the rest of them are loaded at a later time and the error pops right
> >> back up. It seems like both Garry's Mod and Obsidian Conflict has ran
> >> into the issue in the past, being fixed by an engine update and
> >> letting the user mount content "statically" respectively but still no
> >> closer to finding out how to avoid running into this issue without
> >> just plain loading less content.
> >>
> >> On 23 August 2012 10:30, Adam "amckern" McKern 
> wrote:
> >> > I came across this bug in a lost coast source when working on
> NightFall
> >> > many
> >> > years ago, a clean rebuild of the code base seemed to fix things
> >> >
> >> >
> >> > 
> >> > Owner Nigredo Studios http://www.nigredostudios.com
> >> >
> >> > 
> >> > From: J. McBroom 
> >> > To: Discussion of Half-Life Programming
> >> > 
> >> > Sent: Thursday, 23 August 2012 3:45 PM
> >> > Subject: [hlcoders] Transition table overflow.
> >> >
> >> > We've ran into this issue, currently having it happen in our 2007
> based
> >> > mod.
> >> >
> >> > It seems to be tied to both the map we load and the precaching of the
> >> > large amount of content in our mod (~35 player models, 30+ weapons ).
> >> > It's happening 100% of the time when loading straight to dm_overwatch,
> >> > it doesn't happen when we load up a small testing map that doesn't
> >> > have much content.
> >> >
> >> > As soon as we get in game, there's a large amount of artifacting
> >> > (along with a Transition table overflow. Grab Brian error), things
> >> > rendering in the wrong order etc (http://i45.tinypic.com/255up10.jpg
> ).
> >> >
> >> > We tried delaying the precaching of certain playermodels until we knew
> >> > they were going to be used (which really isn't an ideal situation
> >> > anyway as there's noticeable hitching when the model is loaded) and
> >> > while this lets the map load and function normally, the error happens
> >> > and it returns back to the broken state once we precache more content.
> >> >
> >> > Has anyone ran into this issue or know of any way to fix/avoid it?
> >> >
> >> > ___
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> >> >
> >> >
> >> >
> >> >
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> >> >
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Re: [hlcoders] Transition table overflow.

2012-08-23 Thread Garry Newman
I think Brian just likes being grabbed

garry


On Thu, Aug 23, 2012 at 11:46 AM, J. McBroom  wrote:

> Gave it a shot, no luck unfortunately.
>
> It definitely seems like it's somehow tied to the amount of content
> loaded, if we only precache half the models then we're fine... until
> the rest of them are loaded at a later time and the error pops right
> back up. It seems like both Garry's Mod and Obsidian Conflict has ran
> into the issue in the past, being fixed by an engine update and
> letting the user mount content "statically" respectively but still no
> closer to finding out how to avoid running into this issue without
> just plain loading less content.
>
> On 23 August 2012 10:30, Adam "amckern" McKern  wrote:
> > I came across this bug in a lost coast source when working on NightFall
> many
> > years ago, a clean rebuild of the code base seemed to fix things
> >
> >
> > 
> > Owner Nigredo Studios http://www.nigredostudios.com
> >
> > 
> > From: J. McBroom 
> > To: Discussion of Half-Life Programming  >
> > Sent: Thursday, 23 August 2012 3:45 PM
> > Subject: [hlcoders] Transition table overflow.
> >
> > We've ran into this issue, currently having it happen in our 2007 based
> mod.
> >
> > It seems to be tied to both the map we load and the precaching of the
> > large amount of content in our mod (~35 player models, 30+ weapons ).
> > It's happening 100% of the time when loading straight to dm_overwatch,
> > it doesn't happen when we load up a small testing map that doesn't
> > have much content.
> >
> > As soon as we get in game, there's a large amount of artifacting
> > (along with a Transition table overflow. Grab Brian error), things
> > rendering in the wrong order etc (http://i45.tinypic.com/255up10.jpg).
> >
> > We tried delaying the precaching of certain playermodels until we knew
> > they were going to be used (which really isn't an ideal situation
> > anyway as there's noticeable hitching when the model is loaded) and
> > while this lets the map load and function normally, the error happens
> > and it returns back to the broken state once we precache more content.
> >
> > Has anyone ran into this issue or know of any way to fix/avoid it?
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >
> >
> >
> >
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> >
> >
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Re: [hlcoders] Can't seem to modify Player Angles

2012-08-19 Thread Garry Newman
I might be missing something obvious, but can't you just override

*Player::GetRenderAngles()

or

*PlayerAnimState::GetRenderAngles()

or find out where it's fudging m_angRender in the playeranimstate

// Rotate entire body into position
m_angRender[YAW] = m_flCurrentFeetYaw;
m_angRender[PITCH] = m_angRender[ROLL] = 0;

and make it do what you want there?

garry


On Sun, Aug 19, 2012 at 5:20 PM, Michael Kramer wrote:

> If I attempt to modify the player angles in gamemovement, nothing changes,
> even though it is the last step pretty much, it should be able to overwrite
> everything else.
>
> Adjusting the angles in playermove, does work, even though it is called
> way before gamemovement.
>
> I can adjust the viewangles (engine->SetViewAngles()) in gamemovement, but
> can't adjust the player angles at all.
>
> Your hierarchy is very helpful though, so thank you for that, but it seems
> like finishmove does not use the angles from gamemovement, the code is in
> there (player->SetLocalAngles( move->m_vecAngles );) but no matter what
> m_vecAngles is set at, nothing changes even the slightest.
>
> I was hoping that animstate would update relative to the model/entities
> position, but it does seem like it is overwriting anything sent back from
> gamemovement in regards to angles. If I adjust the angles in animstate it
> properly updates.
>
> I can do this without updating angles at all, simply with a barrel roll
> animation, but was hoping I could do it all code wise easily.
>
> On Sun, Aug 19, 2012 at 1:54 AM, Tony "omega" Sergi 
> wrote:
>
>> It's not that it's "all over the place" but rather they are different
>> components of the entire process.
>> The majority of the actual movement is handled inside gamemovement.
>> the in_* (CInput) handles the raw input itself for the local client (and
>> by default the view angles as manipulated by the mouse) which puts it into
>> CUserCmd. CUserCmd is then transmitted every frame down to the server which
>> is used by playermove and finally into CGameMovement for the final step,
>> and CPrediction also uses it to predict locally.
>> Once all of that is done, animstate is called from postthink every frame
>> to take the final result of everything and then decides what animations to
>> play as well as the final rendering angles of the player.
>>
>> So to summarize the whole process (from memory here, I might be missing
>> something):
>>
>> Input - Create CUserCmd
>> CUserCmd is sent for each frame to the server, and processed locally with
>> prediction
>> CPlayerMove then does:
>>   some prelimilary copy like eyeangles and buttons
>>prethink (calls prethink on the player)
>>think (calls think on the player if set)
>>setupmove (copy usercmd -> CMoveData)
>>  gamemovement
>>finishmove (update the player origin, angles, etc from gamemovement
>> (CMoveData)
>>  postthink (run animstate)
>>
>> the client-side is slightly different for networked players, but the
>> local player runs the same process (more or less, through CPrediction
>> instead of PlayerRunCommand.
>>
>> and note, that it doesn't happen precisely in that order for every
>> command, as the client will run and transmit input/CUserCmd as fast as it
>> can.
>>
>> Gamemovement is where you should be handling your "barrel roll"; why that
>> it's not working for you, I cannot say as I cannot see your implementation.
>>
>> -Tony
>>
>>
>>
>>
>> On Sun, Aug 19, 2012 at 2:07 PM, Michael Kramer wrote:
>>
>>> Alright, I was able to modify the angles by adding some code into the
>>> multiplayer animstate, but I have a question for you.
>>>
>>> It seems that gamemovement adjusts only the origin, and not the
>>> viewangles/player angles at all, so I'm assuming adding anything in there
>>> would be wrong to do.
>>> It also seems like the movement code is all over the place, in player,
>>> gamemovement, in_mouse, playermove, etc is there a reason it is spread all
>>> over the place?
>>>
>>> It seems like ideally all player movement should be controlled in 1
>>> place, and not 5 or 6 different areas...
>>>
>>
>>
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Re: [hlcoders] Hung hl2.exe process for 2007-based mods

2012-07-25 Thread Garry Newman
Thanks Neico!

I added this to GMod - not seen any side effects yet.

garry


On Tue, Jul 24, 2012 at 5:49 AM, Neico  wrote:

>  I've just found out that using the following two lines works just as
> good (and probably is more gracefully as to cut off the API directly).
>
> SteamClient()->ReleaseUser( GetHSteamPipe(), GetHSteamUser() );
> SteamClient()->BReleaseSteamPipe( GetHSteamPipe() );
>
>
> On 25.05.2012 08:36, Chris Harris wrote:
>
> had this too, and wasted an evening wondering what was goin on. I used the
> SteamAPI_Shutdown() and that worked great.
> thanks
>
> On Thu, May 24, 2012 at 8:07 PM, Ryan Kistner  wrote:
>
>> You'll have to ask Valve yourself, but to give you an idea, here's what
>> Blade Symphony needed to raise through Kickstarter:
>> http://www.kickstarter.com/projects/punyhuman/blade-symphony
>>
>> From one of their news posts they mention "... If we make our funding
>> target, this means we'll be able to afford an engine license, and we'll be
>> able to turn Blade Symphony into a commercial release." Which means that
>> they anticipated paying for their license with a portion of that $15k. Plus
>> whatever other terms of their agreement.
>>
>>
>> On Thu, May 24, 2012 at 5:49 PM, Nick  wrote:
>>
>>> Anyone have an estimate the least down payment required for a license?
>>>
>>> On Thu, May 24, 2012 at 3:37 AM, Garry Newman 
>>> wrote:
>>> > Licencees have their own mailing list, I usually get good a response
>>> on there...
>>> >
>>> > garry
>>> >
>>> >
>>> > On Wed, May 23, 2012 at 6:58 PM, Andrew McWatters
>>> >  wrote:
>>> >> Thanks for the clarification, the licensee SDK bit is what I figured
>>> >> immediately after I read the bit about filesystem_steam in Garry’s
>>> post.
>>> >> Besides Garry, do any of you have any positive experiences with
>>> contacting
>>> >> Valve over issues with the engine? I’ve never bothered trying,
>>> considering
>>> >> my other emails never get responses.
>>> >>
>>> >> Andrew McWatters
>>> >>
>>> >> ___
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>>> >> please visit:
>>> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>> >>
>>> >>
>>> >
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>>
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Re: [hlcoders] Hung hl2.exe process for 2007-based mods

2012-05-24 Thread Garry Newman
Licencees have their own mailing list, I usually get good a response on there...

garry


On Wed, May 23, 2012 at 6:58 PM, Andrew McWatters
 wrote:
> Thanks for the clarification, the licensee SDK bit is what I figured
> immediately after I read the bit about filesystem_steam in Garry’s post.
> Besides Garry, do any of you have any positive experiences with contacting
> Valve over issues with the engine? I’ve never bothered trying, considering
> my other emails never get responses.
>
> Andrew McWatters
>
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Re: [hlcoders] Hung hl2.exe process for 2007-based mods

2012-05-23 Thread Garry Newman
FYI I was getting this in GMod too, and I too have had to hack around
it. The problem (for me at least) occured in filesystem_steam - when
it attempts to shutdown the Steam interface.

Here's my awesome fix.

http://puu.sh/wiAG



garry


On Tue, May 22, 2012 at 7:24 PM, Andrew McWatters
 wrote:
> Er, cease*...
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Re: [hlcoders] Press a key virtually?

2012-04-05 Thread Garry Newman
You know this is hlcoders not hlmappers right?

Technically you could code something that does this.. by getting the key
name, then looking up the bind.. then running that command. But I'm
guessing you're looking for a mapping way to do it, right?

Assuming you are trying to do it via a map.. Can't you just run the command
you want to run via these entities?

https://developer.valvesoftware.com/wiki/Point_servercommand
https://developer.valvesoftware.com/wiki/Point_clientcommand

It's an awful hacky way to do things but I guess if you're just mapping you
don't have much choice..

garry


On Thu, Apr 5, 2012 at 9:11 AM, Melissa Zak  wrote:

>  Hello friendly hlmappers!
>
> Was wondering if it was technically possible to press a key that is binded
> through the console.
> For example: I bind L to "ent_fire entity "do something here"" and then
> want the player to forcefully (virtually) press L.
>
> I found a command called "Test_SendKey"  but it doesn't press buttons
> outside the console.
>
> Anything I'm missing?
>
> Thanks,
> Mel
>
>
> P.S. For some reason if you do "Test_SendKey {" it takes a screen shot.
>
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Re: [hlcoders] Read and write to and from file?

2012-04-04 Thread Garry Newman
I don't think it can be done at all tbh

garry


On Wed, Apr 4, 2012 at 10:23 AM, Melissa Zak wrote:

>   Hey garry, thanks for the reply
>
> No. I’m trying to save variables so that my coop maps on my level chooser
> unlock like the Portal 2 coop campaign.
> Game code is out of the question and I prefer not to install .lua. Can it
> be done in a .nut file?
>
> Sorry for bothering y’all,
> Melissa Z.
>
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Re: [hlcoders] Read and write to and from file?

2012-04-04 Thread Garry Newman
I think this is what you're looking for?

https://developer.valvesoftware.com/wiki/Unlocking_chapters_in_your_mod

garry


On Wed, Apr 4, 2012 at 9:55 AM, Melissa Zak  wrote:

>   Good news is that FileSystem is mentioned in the lua sandbox library,
> but I wouldn’t have a clue how to use it.
>
> But would Portal 2 support lua?... I know HL2 did.
>
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Re: [hlcoders] PreCaching Models - what exactly does it do?

2011-09-14 Thread Garry Newman
I stopped models precaching in GMod - and you can get up to a second loading
delay when spawning a model - especially ragdolls.

So I think it's safe to assume it loads the whole thing, model, physics,
materials, textures.

garry


On Wed, Sep 14, 2011 at 2:57 PM, Jed  wrote:

> I've been wondering about model pre-caching lately and what exactly it
> achieves.
>
> I'm noticing that the potential number of player models for our mod is
> growing exponentially and along with that there are various play model
> attachments which are needed. I could just put them all into an array
> and pre-cache them in one go but I keep wondering if that in fact
> could have a negative effect?
>
> "aching" to me implies that the model is loaded into memory and held
> there for quick access but in our case while there are say maybe 32
> separate models, only 6 would say ever be used at one time in a single
> map. So my thought is that while the caching will stop stutters
> waiting for the model to load, will it in fact use more memory as not
> all the cached models are being used.
>
> So does model pre-caching actually store the whole model in RAM or
> does is simply let the system know that this model might be needed and
> do some sort of preparation for it?
>
> - Jed
>
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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-04 Thread Garry Newman
That's a good point

garry


On Thu, Aug 4, 2011 at 12:50 AM, Psy_Commando  wrote:

> yeah, but if its a single player mod.
>
>
> On Tue, Aug 2, 2011 at 3:30 AM, Garry Newman wrote:
>
>> Not really because the server can make it so that the clients run only the
>> scripts it has authorised..
>>
>> garry
>>
>>
>>
>> On Mon, Aug 1, 2011 at 9:11 PM, Psy_Commando wrote:
>>
>>> Yeah, and if the end-user has tons of poorly coded add-ons, it will end
>>> up affecting the quality of the mod, no ?
>>>
>>>
>>> On Mon, Aug 1, 2011 at 2:28 PM, Stephen Swires >> > wrote:
>>>
>>>> Gmod is useful for prototyping an idea (as long as that idea doesn't
>>>> involve AI), it does a very good job at it. But it just can't compete with
>>>> the low level access that the Source SDK grants you.
>>>>
>>>>
>>>> On Mon, Aug 1, 2011 at 7:19 PM, Garry Newman wrote:
>>>>
>>>>> Just putting it out there as another option
>>>>>
>>>>> garry
>>>>>
>>>>>
>>>>>
>>>>> On Mon, Aug 1, 2011 at 7:11 PM, Marek Sieradzki <
>>>>> marek.sierad...@gmail.com> wrote:
>>>>>
>>>>>> On Mon, Aug 1, 2011 at 6:22 PM, Garry Newman 
>>>>>> wrote:
>>>>>> > The solution is simple - code your mod in GMod :D
>>>>>> Why would anyone want to keep Source restrictions AND gmod
>>>>>> restrictions?
>>>>>>
>>>>>> ___
>>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>>> please visit:
>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>
>>>>> ___
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>>>>> please visit:
>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>
>>>>
>>>> --
>>>> - Stephen Swires
>>>>
>>>> ___
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>>>> please visit:
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>>>>
>>>>
>>>>
>>>
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>>>
>>>
>>
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>>
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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-02 Thread Garry Newman
Not really because the server can make it so that the clients run only the
scripts it has authorised..

garry


On Mon, Aug 1, 2011 at 9:11 PM, Psy_Commando  wrote:

> Yeah, and if the end-user has tons of poorly coded add-ons, it will end up
> affecting the quality of the mod, no ?
>
>
> On Mon, Aug 1, 2011 at 2:28 PM, Stephen Swires 
> wrote:
>
>> Gmod is useful for prototyping an idea (as long as that idea doesn't
>> involve AI), it does a very good job at it. But it just can't compete with
>> the low level access that the Source SDK grants you.
>>
>>
>> On Mon, Aug 1, 2011 at 7:19 PM, Garry Newman wrote:
>>
>>> Just putting it out there as another option
>>>
>>> garry
>>>
>>>
>>>
>>> On Mon, Aug 1, 2011 at 7:11 PM, Marek Sieradzki <
>>> marek.sierad...@gmail.com> wrote:
>>>
>>>> On Mon, Aug 1, 2011 at 6:22 PM, Garry Newman 
>>>> wrote:
>>>> > The solution is simple - code your mod in GMod :D
>>>> Why would anyone want to keep Source restrictions AND gmod restrictions?
>>>>
>>>> ___
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>
>>>>
>>>
>>> ___
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>>> please visit:
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>>>
>>>
>>>
>>
>>
>> --
>> - Stephen Swires
>>
>> ___
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>> please visit:
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>>
>>
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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-01 Thread Garry Newman
Just putting it out there as another option

garry


On Mon, Aug 1, 2011 at 7:11 PM, Marek Sieradzki
wrote:

> On Mon, Aug 1, 2011 at 6:22 PM, Garry Newman 
> wrote:
> > The solution is simple - code your mod in GMod :D
> Why would anyone want to keep Source restrictions AND gmod restrictions?
>
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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-01 Thread Garry Newman
That's true - it does have its disadvantages.. but it has its advantages.
It's easier. The engine will get updated around your Lua code. There's an
existing playerbase - playing your mod is as easy as joining a different
server. If your mod is half decent I'd ship it with GMod.. allowing people
to play with your content in GMod's sandbox, then join a different server
and play the game itself.

garry


On Mon, Aug 1, 2011 at 5:28 PM, Saul Rennison wrote:

> Slightly restricts your fanbase to Gmod owners, then, and you have enough
> money, thanks.
>
>
> Kind regards,
> *Saul Rennison*
>
>
>
> On 1 August 2011 17:22, Garry Newman  wrote:
>
>> The solution is simple - code your mod in GMod :D
>>
>> garry
>>
>>
>>
>> On Mon, Aug 1, 2011 at 5:05 PM, Stephen Swires 
>> wrote:
>>
>>> It's not actually the codebase that matters, it's the benefits of the
>>> later Source versions including Mac support, better multi-threaded
>>> rendering, etc. But I suppose for most of you, if you were to start a new
>>> project now, Source wouldn't even be considered. You have UDK, Unity, and
>>> later this month CryEngine 3 to play with.
>>>
>>>
>>> On Mon, Aug 1, 2011 at 3:54 PM, James Pizzurro <
>>> ja...@agentredproductions.com> wrote:
>>>
>>>> In my opinion, 2007 is an excellent codebase. I realize Valve has
>>>> added/changed/removed some things since its initial release to the public,
>>>> but generally speaking, things work quite well with very few "required"
>>>> changes. What I do think stands to be improved is Hammer, but it sounds 
>>>> like
>>>> they're working on that, so to be honest, there's not much to complain
>>>> about. Just my two cents...and this conversation should probably stop here
>>>> or be taken elsewhere seeing as it's a bit off-topic, no?
>>>>
>>>>
>>>> On Mon, Aug 1, 2011 at 1:30 AM, Nathan Voge  wrote:
>>>>
>>>>>  2007!!! You guys/gals realize its more than half way through 2011 -
>>>>> right? We should have a freakin updated sdk by now Valve!
>>>>>
>>>>> Releasing Alien Swarm for free was a nice start but it was not
>>>>> developed to be a base of anything but Alien Swarm. It was released over a
>>>>> year ago - Last update is just days away from 1 year - and its basically
>>>>> dead. We need tools that work and eliminate the bs of creating, importing,
>>>>> and modifying content. We need code where everything works (without having
>>>>> to use community patches) and provides us a great base but doesn't 
>>>>> overwhelm
>>>>> us with its size. We need better documentation as well. You can't expect 
>>>>> the
>>>>> community to write all the help files.
>>>>>
>>>>> I've seen the words "masochist" and "Source" used near each other too
>>>>> many times to not say this stuff. Ever notice how dead the mailing list is
>>>>> in recent years?
>>>>>
>>>>> As it stands I can probably count the number of for profit, released,
>>>>> Source Engine games not produced by Valve on one hand. Build a better 
>>>>> Source
>>>>> SDK and you will get more interest in Source licensing. Hell, I'd probably
>>>>> even call it something else so people aren't scared off by its previous 
>>>>> rep.
>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> Date: Sun, 31 Jul 2011 01:44:25 +0100
>>>>> From: stephen.swi...@gmail.com
>>>>> To: hlcoders@list.valvesoftware.com
>>>>> Subject: Re: [hlcoders] Should I switch ASW SDK or stay with Source
>>>>> 2007
>>>>>
>>>>>
>>>>> In addition to that Marek, I can see people taking advantage of Mac OS
>>>>> X and replay support
>>>>>
>>>>> On Sun, Jul 31, 2011 at 12:34 AM, Marek Sieradzki <
>>>>> marek.sierad...@gmail.com> wrote:
>>>>>
>>>>> No significant changes at all, just that it has multithreaded leaf
>>>>> system, shadows and rendering which change 20-50 FPS into 150.
>>>>>
>>>>> 

Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-01 Thread Garry Newman
The solution is simple - code your mod in GMod :D

garry


On Mon, Aug 1, 2011 at 5:05 PM, Stephen Swires wrote:

> It's not actually the codebase that matters, it's the benefits of the later
> Source versions including Mac support, better multi-threaded rendering, etc.
> But I suppose for most of you, if you were to start a new project now,
> Source wouldn't even be considered. You have UDK, Unity, and later this
> month CryEngine 3 to play with.
>
>
> On Mon, Aug 1, 2011 at 3:54 PM, James Pizzurro <
> ja...@agentredproductions.com> wrote:
>
>> In my opinion, 2007 is an excellent codebase. I realize Valve has
>> added/changed/removed some things since its initial release to the public,
>> but generally speaking, things work quite well with very few "required"
>> changes. What I do think stands to be improved is Hammer, but it sounds like
>> they're working on that, so to be honest, there's not much to complain
>> about. Just my two cents...and this conversation should probably stop here
>> or be taken elsewhere seeing as it's a bit off-topic, no?
>>
>>
>> On Mon, Aug 1, 2011 at 1:30 AM, Nathan Voge  wrote:
>>
>>>  2007!!! You guys/gals realize its more than half way through 2011 -
>>> right? We should have a freakin updated sdk by now Valve!
>>>
>>> Releasing Alien Swarm for free was a nice start but it was not developed
>>> to be a base of anything but Alien Swarm. It was released over a year ago -
>>> Last update is just days away from 1 year - and its basically dead. We need
>>> tools that work and eliminate the bs of creating, importing, and modifying
>>> content. We need code where everything works (without having to use
>>> community patches) and provides us a great base but doesn't overwhelm us
>>> with its size. We need better documentation as well. You can't expect the
>>> community to write all the help files.
>>>
>>> I've seen the words "masochist" and "Source" used near each other too
>>> many times to not say this stuff. Ever notice how dead the mailing list is
>>> in recent years?
>>>
>>> As it stands I can probably count the number of for profit, released,
>>> Source Engine games not produced by Valve on one hand. Build a better Source
>>> SDK and you will get more interest in Source licensing. Hell, I'd probably
>>> even call it something else so people aren't scared off by its previous rep.
>>>
>>>
>>>
>>> --
>>> Date: Sun, 31 Jul 2011 01:44:25 +0100
>>> From: stephen.swi...@gmail.com
>>> To: hlcoders@list.valvesoftware.com
>>> Subject: Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007
>>>
>>>
>>> In addition to that Marek, I can see people taking advantage of Mac OS X
>>> and replay support
>>>
>>> On Sun, Jul 31, 2011 at 12:34 AM, Marek Sieradzki <
>>> marek.sierad...@gmail.com> wrote:
>>>
>>> No significant changes at all, just that it has multithreaded leaf
>>> system, shadows and rendering which change 20-50 FPS into 150.
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>>
>>> --
>>> - Stephen Swires
>>>
>>> ___ 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
>>>
>>>
>>>
>>
>>
>> --
>> *James Pizzurro*
>> Co-founder, Programmer
>> Agent Red Productions
>> 646-341- direct
>> ja...@agentredproductions.com | www.agentredproductions.com
>>
>> ___
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>> please visit:
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>>
>>
>
>
> --
> - Stephen Swires
>
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Re: [hlcoders] Awesome

2011-04-15 Thread Garry Newman
I didn't put as much effort into it as you guys think, it's literally
2 lines of code. I was already making calls to my toybox website to
authenticate users so they automatically log in. This code has been in
GMod doing nothing for about 6 months.

garry



On Fri, Apr 15, 2011 at 4:18 AM, Nick  wrote:
> Seems pretty amaturish, lacking creativity, and just crash the game of
> fans who are willing to go through so much trouble to play gmod.
> Why not some sort of 5 minute countdown, and then a nag screen, and
> then after 10 mins, immediate exit??
>
> if done correctly, i am sure dozens of new people would purchase gmod.
> Please garry, do not turn your back on fans who want to play, but are
> unable to order online for various reasons...
>
>
>
> On Thu, Apr 14, 2011 at 12:32 PM, Garry Newman  wrote:
>> Exactly right.
>>
>> A lot of sites are reporting that people get banned from Steam - this
>> isn't true. (How's that going to work?)
>>
>> garry
>>
>>
>>
>> On Thu, Apr 14, 2011 at 5:16 PM, Saul Rennison  
>> wrote:
>>> To be slightly more detailed than Rodrigo and Tobias were:
>>> According to Garry's Blog, the DRM is a simple "call home", which I presume
>>> sends the 64-bit SteamID to one of Garry's servers, which in turn checks to
>>> see if they are valid license owners of Garry's Mod, if not, send back a
>>> "PIRATE" signal, which then causes the engine error.
>>>
>>> Thanks,
>>> - Saul
>>>
>>>
>>> On 14 April 2011 16:08, Chris  wrote:
>>>>
>>>>
>>>> http://www.gamepron.com/news/2011/04/12/garrys-mod-catches-pirates-the-fun-way/
>>>>
>>>> Awesome story. Any insight into how it was done?
>>>> ___
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>
>>>
>>>
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>>> please visit:
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>>>
>>>
>>
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>> please visit:
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Re: [hlcoders] Awesome

2011-04-14 Thread Garry Newman
Exactly right.

A lot of sites are reporting that people get banned from Steam - this
isn't true. (How's that going to work?)

garry



On Thu, Apr 14, 2011 at 5:16 PM, Saul Rennison  wrote:
> To be slightly more detailed than Rodrigo and Tobias were:
> According to Garry's Blog, the DRM is a simple "call home", which I presume
> sends the 64-bit SteamID to one of Garry's servers, which in turn checks to
> see if they are valid license owners of Garry's Mod, if not, send back a
> "PIRATE" signal, which then causes the engine error.
>
> Thanks,
> - Saul
>
>
> On 14 April 2011 16:08, Chris  wrote:
>>
>>
>> http://www.gamepron.com/news/2011/04/12/garrys-mod-catches-pirates-the-fun-way/
>>
>> Awesome story. Any insight into how it was done?
>> ___
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Re: [hlcoders] View model transform @ mouselook

2011-03-03 Thread Garry Newman
It's called view bob and view sway. That should help you find it :)

garry



On Thu, Mar 3, 2011 at 9:56 AM, Maarten De Meyer  wrote:
> Hi list,
>
> As a fix for a previously posted issue we seriously scaled down all our view
> models. As a consequence i've had to change quite a few things in code ( eg
> muzzle flashes, sprint bob code,...) One thing still escapes me: when
> turning around quickly using the mouse, the view model gets distorted. I
> assume this is a voluntary effect in source somewhere to make looking around
> more dynamic. Problem is, with the new weapon scales this deformation is way
> too big so I'd need to modify it, and I have no idea where in the code this
> effect is applied.
>
> Anyone know where to look?
>
> Maarten
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Re: [hlcoders] (no subject)

2011-01-13 Thread Garry Newman
Anyone know of a way to block these emails? I get about 20 a day.

(I mean these virus ones, not the mailing list)

garry


On Thu, Jan 13, 2011 at 4:08 PM,  wrote:

> http://uxumidajulato.blogspot.com
>
>
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Re: [hlcoders] Embedding Lua

2011-01-08 Thread Garry Newman
The downside is that Python's syntax manages to be even worse than Lua's.
Which is quite a feat.

garry


On Sat, Jan 8, 2011 at 8:00 PM, Jonathan White wrote:

> I suggest your follow our tutorial (GoldenEye Source):
> http://developer.valvesoftware.com/wiki/Adding_Lua
>
> Although, we have since moved to Python and like it MUCH better than Lua.
> Python binds closely to your C++ objects with Boost::Python and you can
> share object pointers across the C++/Python boundary unlike Lua which relies
> on callbacks and is a C construct.
>
> Python tutorial: http://developer.valvesoftware.com/wiki/Adding_Python
>
> Killer Monkey
> GoldenEye: Source Programmer
>
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Re: [hlcoders] Remember June 2006?

2010-10-28 Thread Garry Newman
I'm in two minds.

Part of me thinks yeah, messing with this stuff was a lot easier when
it was just a zip file with the programs in it, without all the
bullshit of 4 different engine versions, without having to fight Steam
to make everything work.

But another part of me thinks that if people can mod GTA4 without any
SDK at all, all these configuration problems shouldn't REALLY stand in
the way.

It's easy to bitch and moan though, what would you do to fix it, to
improve the situation?

garry



On Thu, Oct 28, 2010 at 8:14 PM, Tobias Kammersgaard
 wrote:
> Mike Durand introduced himself as a new employee at Valve, that's hired to
> focus on the Source SDK, and updating it.
> I quote "My full time job is to make sure that you have everything they need
> to build your games."
>
> Date: Tue, 25 Jul 2006 19:13:13 -0700
> From: "Mike Durand" 
> To: 
> Subject: [hlcoders] Upcoming SDK Release
> Reply-To: hlcoders@list.valvesoftware.com
>
> Given the recent traffic on the list, it seems like a good time to
> introduce myself to everyone here, and talk about what I do at Valve.
>
> I started work here in June and have been given the task of working
> directly with the MOD community. This means that my primary
> responsibilities are to package and release the SDK, make it easier to
> use, and work with MOD makers on problems that they can't solve with the
> help of other members of the community.
>
> My full time job is to make sure that you have everything they need to
> build your games. I'll be hanging out on this list, as well as the VDC,
> but you can also feel free to contact me directly with any questions you
> have at mdur...@valvesoftware.com.
>
> So now that the introduction is out of the way here's the part that you
> really care about: an SDK update is coming out very soon. Right now we
> are testing it in-house and getting ready for its beta release. It will
> be available later this week unless we encounter serious problems during
> testing. I'll let people know either way, whether it is going to be this
> week or next. Once I get all of the details together, I'll send the info
> on what is coming in this SDK release to this list.
>
> -Mike
>
>
> That's four years ago. It pretty much went down hill since the Orange Box
> code was released. I remember in 2003 when Gabe Newell promoted Steam in
> several different interviews, saying how Steam would make publishing updates
> to the end user way easier for them, yes its easier for them, but over the
> years its just getting harder and harder for us working with the Source SDK.
>
> I see a lot of people ditching the Source Engine over the UDK, and I'm
> starting to see why. I'm a big fan of Valve games, and I've defended the
> Source SDK and the Source engine many times.
>
> I didn't really recognize too much in the articles that's popped up lately,
> such as these, and honestly I was a little offended.
>
> http://www.halflife2.net/2010/08/16/sdk-soul-destroying-kit/
> http://www.planetphillip.com/posts/valve-you-should-be-ashamed-of-yourselves/
>
> Yeah we're getting the SDK for free, and the tools are great to work with.
> Except for one little thing. Most of them don't work properly. I love how
> they're still using command line apps, so e.g. I can call my compile scripts
> directly from context menus.
>
> What I really miss is not having to spend 10 minutes on making the SDK or
> tools run before I can actually test whatever I've changed or made.
>
> I'm setting the bar low, and not expecting any response from anyone at
> Valve, that way I won't be more disappointed.
>
> I guess I just needed to get it off my chest.
>
>
> I hope to hear from other people on this list, that feels the same way, or
> want to share their opinion on this matter. For those that find it annoying
> to receive these kind of messages, feel free to mute the conversation.
>
> - ScarT
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Re: [hlcoders] Source Engine 2!!!

2010-06-11 Thread Garry Newman
You got a link to this? I'm interested to see it - from what I saw it
looked like they were using the projected texture stuff - is it more
than that? Does it still use lightmaps?

garry

On Fri, Jun 11, 2010 at 2:22 AM, Byron Mallett  wrote:
> 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  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!  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!
>> > >>> > > > ___
>> > >>> > > > 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
>> > >
>> > >
>> >
>> > ___
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>> > please visit:
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>> >
>> >
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Re: [hlcoders] Compiling SDK Shaders, Pixelshaders not compiling.

2010-05-07 Thread Garry Newman
I get quite a lot of people playing GMod on laptops. They have a lot of
trouble.

garry

On Fri, May 7, 2010 at 4:22 PM, Olly  wrote:

> Nope, only ~5% of steam users (that took part) still use DX8.
>
> http://store.steampowered.com/hwsurvey
>
> On 7 May 2010 15:57, Ryan Sheffer  wrote:
>
> > A lot of dx8 users still.
> >
> > ~Ryan
> >
> > On May 7, 2010, at 6:19 AM, Marek Sieradzki
> >  wrote:
> >
> > > On Fri, May 7, 2010 at 1:16 PM, Christopher Fortner 
> > > wrote:
> > >> Im trying to track down the problem, so far ive reached the psa.exe,
> > >> wich gets called in the psh_prep.pl,
> > >> this file executes the following command:
> > >>
> > >> ..\..\dx9sdk\utilities\psa /Foshader0.o /nologo
> > >> SDK_emissive_scroll_blended_pass_dx8_ps11.psh > NIL
> > >>
> > >> wich makes psa.exe output the following error:
> > >>
> > >> assembly failed; no code produced
> > >>
> > >> Im unsure how to display debugging information about this process,
> > >> any
> > >> ideas about this error?
> > >> Google isnt showing any results regarding it.
> > >>
> > > Come on. Who cares about DX8 and .psh/.vsh? Just use DX9 and SM 2.0
> > > or higher.
> > >
> > > ___
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> > > archives, please visit:
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> > >
> >
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> >
> >
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Re: [hlcoders] VS2010

2010-04-13 Thread Garry Newman
Linux binaries are coming with the next engine update :)

garry

On Tue, Apr 13, 2010 at 2:42 PM, Harry Jeffery
 wrote:
> And if you dont want to create a linux partition you still have no
> excuse: http://www.virtualbox.org/
>
> On 13 April 2010 14:31, Jeffrey "botman" Broome
>  wrote:
>> You should release Linux binaries or I will come over to your house and
>> break your legs.  :)
>>
>>
>> On 4/13/2010 8:08 AM, Allan Button wrote:
>>> Hey, While you're giving him the shake down, you should force him to make 
>>> Linux Binaries also.
>>>
>>> Allan
>>>
>>> -Original Message-
>>> From: hlcoders-boun...@list.valvesoftware.com 
>>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jeffrey 
>>> "botman" Broome
>>> Sent: Tuesday, April 13, 2010 8:55 AM
>>> To: Discussion of Half-Life Programming
>>> Subject: Re: [hlcoders] VS2010
>>>
>>> On 4/13/2010 2:36 AM, Garry Newman wrote:
>>>
>>>> Anyone wanna try to convince me to upgrade?
>>>>
>>>> garry
>>>>
>>>>
>>> You should upgrade or I will come over to your house and break your
>>> legs.  :)
>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives, 
>>> please visit:
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>>>
>>>
>>> ___
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>>> please visit:
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>>>
>>>
>>
>>
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>>
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Re: [hlcoders] VS2010

2010-04-13 Thread Garry Newman
Anyone wanna try to convince me to upgrade?

garry

On Tue, Apr 13, 2010 at 7:26 AM, Tobias Kammersgaard
 wrote:
> I'm using the RC, which is alot more stable compared to the betas. I
> had no problems with upgrading (Missing Information is compiled with
> 2010).
>
> - ScarT
>
> 2010/4/13, Bob Somers :
>> It's out now, if you haven't heard.
>>
>> http://www.microsoft.com/visualstudio/en-us/
>>
>> Did anyone here on the list use the betas or RCs (or even the now the
>> release version) for compiling source mods? I'd love to upgrade to
>> VS2010 to get the multi-monitor support, but if it's going to cause me
>> headaches I'll just stick with VS2008.
>>
>> --Bob
>>
>> ___
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>> please visit:
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>>
>>
>
> --
> Sendt fra min mobile enhed
>
>
> /ScarT
>
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Re: [hlcoders] Steam 'Connect'

2010-03-22 Thread Garry Newman
I was told that it works, but you need to already be logged in on the
steam community site..

garry

On Mon, Mar 22, 2010 at 5:01 PM, David Kraeutmann  wrote:
> Strange, it doesn't work for me...
>
> On Mon, Mar 22, 2010 at 5:06 PM, Tom Edwards  wrote:
>> Oh yeah? Spill the beans! :p
>>
>> On 22/03/2010 12:03, Tobias Kammersgaard wrote:
>>> Valve is currently using Steam login shizzle on a new site which
>>> they're testing in closed beta (external from Steamcommunity.com ) :)
>>>
>>> -ScarT
>>>
>>> 2010/3/22, David Kraeutmann:
>>>
>>>> It was never fully implemented.
>>>> https://steamcommunity.com/openid/login returns main page.
>>>>
>>>> On Mon, Mar 22, 2010 at 12:44 AM, David Kellaway
>>>>   wrote:
>>>>
>>>>> It's a real shame the OpenID provider doesn't work properly
>>>>> (DotNetOpenAuth rejects it because it's not fully compliant with the
>>>>> spec somehow). It'd be much less of a pain than making peoples'
>>>>> profiles public, editing them, and digging through the horrible XML
>>>>> feed.
>>>>>
>>>>> Is there anyone at Valve who'd know more about this?
>>>>>
>>>>> ---
>>>>> Dave Kellaway
>>>>>
>>>>>
>>>>> On 21 March 2010 23:06, Stephen Swires  wrote:
>>>>>
>>>>>> I tried logging into Stack Overflow with that as the OID provider, but it
>>>>>> wouldn't work. It'd be very cool if it did.
>>>>>>
>>>>>> On Sun, Mar 21, 2010 at 9:43 PM, Saul Rennison
>>>>>> wrote:
>>>>>>
>>>>>>
>>>>>>> Even better, I bet you could just use: http://steamcommunity.com/openid/
>>>>>>>
>>>>>>> Thanks,
>>>>>>> - Saul.
>>>>>>>
>>>>>>>
>>>>>>> On 21 March 2010 12:32, Garry Newman  wrote:
>>>>>>>
>>>>>>>
>>>>>>>> Thanks, this is what I ended up doing. It's working great right now.
>>>>>>>>
>>>>>>>> garry
>>>>>>>>
>>>>>>>> On Sun, Mar 21, 2010 at 12:12 PM, Harry Jeffery
>>>>>>>>   wrote:
>>>>>>>>
>>>>>>>>> Prehaps try linking an account on your website to a steam account.
>>>>>>>>>
>>>>>>>>> For example:
>>>>>>>>>
>>>>>>>>> To verify that they own an account with gmod on it ask them to put a
>>>>>>>>> small code/id in their steam community profile about-me section
>>>>>>>>> temporarily. Then you can have your website check it's existence by
>>>>>>>>> parsing the user's profile in xml:
>>>>>>>>>
>>>>>>>>> http://steamcommunity.com/id/profilename/?xml=1
>>>>>>>>>
>>>>>>>>> If it exists you can then check if their account posesses the game:
>>>>>>>>>
>>>>>>>>> http://steamcommunity.com/id/profilename/games/?xml=1
>>>>>>>>>
>>>>>>>>> Of course they would have to temporarily set their profile to public
>>>>>>>>> for this to work. Just make it a one off thing and you should have a
>>>>>>>>> pretty good way of verifying that the user owns a copy of gmod
>>>>>>>>> legitimately.
>>>>>>>>>
>>>>>>>>> On 21 March 2010 08:45, Garry Newman  wrote:
>>>>>>>>>
>>>>>>>>>> Is there any way that another website can verify a steam login?
>>>>>>>>>>
>>>>>>>>>> I'm quite keen to make one of my websites check whether a user owns
>>>>>>>>>> GMod before letting them download files (because at the moment in
>>>>>>>>>> the
>>>>>>>>>> comments there's a lot of "does this work on non-steam" - and I
>>>>>>>>>> don't
>>>>>>>>>> want to pay to let them download stuff).
>>>>>>>>>>
&

Re: [hlcoders] Steam 'Connect'

2010-03-22 Thread Garry Newman
Apparently it works - so I'm gonna look into it. Unless someone from
Valve posts and tells me not to because it's gonna break!

garry

On Mon, Mar 22, 2010 at 12:46 AM, David Kraeutmann  wrote:
> It was never fully implemented.
> https://steamcommunity.com/openid/login returns main page.
>
> On Mon, Mar 22, 2010 at 12:44 AM, David Kellaway
>  wrote:
>> It's a real shame the OpenID provider doesn't work properly
>> (DotNetOpenAuth rejects it because it's not fully compliant with the
>> spec somehow). It'd be much less of a pain than making peoples'
>> profiles public, editing them, and digging through the horrible XML
>> feed.
>>
>> Is there anyone at Valve who'd know more about this?
>>
>> ---
>> Dave Kellaway
>>
>>
>> On 21 March 2010 23:06, Stephen Swires  wrote:
>>> I tried logging into Stack Overflow with that as the OID provider, but it
>>> wouldn't work. It'd be very cool if it did.
>>>
>>> On Sun, Mar 21, 2010 at 9:43 PM, Saul Rennison 
>>> wrote:
>>>
>>>> Even better, I bet you could just use: http://steamcommunity.com/openid/
>>>>
>>>> Thanks,
>>>> - Saul.
>>>>
>>>>
>>>> On 21 March 2010 12:32, Garry Newman  wrote:
>>>>
>>>> > Thanks, this is what I ended up doing. It's working great right now.
>>>> >
>>>> > garry
>>>> >
>>>> > On Sun, Mar 21, 2010 at 12:12 PM, Harry Jeffery
>>>> >  wrote:
>>>> > > Prehaps try linking an account on your website to a steam account.
>>>> > >
>>>> > > For example:
>>>> > >
>>>> > > To verify that they own an account with gmod on it ask them to put a
>>>> > > small code/id in their steam community profile about-me section
>>>> > > temporarily. Then you can have your website check it's existence by
>>>> > > parsing the user's profile in xml:
>>>> > >
>>>> > > http://steamcommunity.com/id/profilename/?xml=1
>>>> > >
>>>> > > If it exists you can then check if their account posesses the game:
>>>> > >
>>>> > > http://steamcommunity.com/id/profilename/games/?xml=1
>>>> > >
>>>> > > Of course they would have to temporarily set their profile to public
>>>> > > for this to work. Just make it a one off thing and you should have a
>>>> > > pretty good way of verifying that the user owns a copy of gmod
>>>> > > legitimately.
>>>> > >
>>>> > > On 21 March 2010 08:45, Garry Newman  wrote:
>>>> > >> Is there any way that another website can verify a steam login?
>>>> > >>
>>>> > >> I'm quite keen to make one of my websites check whether a user owns
>>>> > >> GMod before letting them download files (because at the moment in the
>>>> > >> comments there's a lot of "does this work on non-steam" - and I don't
>>>> > >> want to pay to let them download stuff).
>>>> > >>
>>>> > >> I'm sure I could manually post to the steam login form and see if it
>>>> > >> succeeds - but I'm guessing that if it doesn't, it will eventually ban
>>>> > >> my web server's IP.
>>>> > >>
>>>> > >> Anyone got any ideas, anyone already done something similar?
>>>> > >>
>>>> > >> garry
>>>> > >>
>>>> > >> ___
>>>> > >> 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
>>>>
>>>>
>>>
>>>
>>> --
>>> - Stephen Swires
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives, 
>>> please visit:
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>>>
>>>
>>
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Re: [hlcoders] Steam 'Connect'

2010-03-21 Thread Garry Newman
Thanks, this is what I ended up doing. It's working great right now.

garry

On Sun, Mar 21, 2010 at 12:12 PM, Harry Jeffery
 wrote:
> Prehaps try linking an account on your website to a steam account.
>
> For example:
>
> To verify that they own an account with gmod on it ask them to put a
> small code/id in their steam community profile about-me section
> temporarily. Then you can have your website check it's existence by
> parsing the user's profile in xml:
>
> http://steamcommunity.com/id/profilename/?xml=1
>
> If it exists you can then check if their account posesses the game:
>
> http://steamcommunity.com/id/profilename/games/?xml=1
>
> Of course they would have to temporarily set their profile to public
> for this to work. Just make it a one off thing and you should have a
> pretty good way of verifying that the user owns a copy of gmod
> legitimately.
>
> On 21 March 2010 08:45, Garry Newman  wrote:
>> Is there any way that another website can verify a steam login?
>>
>> I'm quite keen to make one of my websites check whether a user owns
>> GMod before letting them download files (because at the moment in the
>> comments there's a lot of "does this work on non-steam" - and I don't
>> want to pay to let them download stuff).
>>
>> I'm sure I could manually post to the steam login form and see if it
>> succeeds - but I'm guessing that if it doesn't, it will eventually ban
>> my web server's IP.
>>
>> Anyone got any ideas, anyone already done something similar?
>>
>> garry
>>
>> ___
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>> please visit:
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>>
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[hlcoders] Steam 'Connect'

2010-03-21 Thread Garry Newman
Is there any way that another website can verify a steam login?

I'm quite keen to make one of my websites check whether a user owns
GMod before letting them download files (because at the moment in the
comments there's a lot of "does this work on non-steam" - and I don't
want to pay to let them download stuff).

I'm sure I could manually post to the steam login form and see if it
succeeds - but I'm guessing that if it doesn't, it will eventually ban
my web server's IP.

Anyone got any ideas, anyone already done something similar?

garry

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Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-18 Thread Garry Newman
Totally agree. These projects always seem to have a 2 week argument
about licenses - which ultimately achieves nothing. You're not gonna
take someone to court because they downloaded your map compiling tool
and have hex edited your name in the About dialogue to theirs. Who
cares??

"Hey guys I have an idea for a new style of pants!"
"Awesome - but I don't think you should get the promotional posters
printed on a traditional printing press - you should..."

garry

On Thu, Mar 18, 2010 at 9:21 PM, Tobias Kammersgaard
 wrote:
> All this license bullshit. What's the point.
>
> - ScarT
>
>
> On 18 March 2010 22:12, Alexander Hirsch <1ze...@googlemail.com> wrote:
>
>> Really just depends on your ethics.
>> If you don't care what others do with it, choose the WTFPL or something.
>> If you want to give big freedom, but still credits a BSD-style licence is
>> good.
>> If you want to force others to pass on the freedom, a GPL-style licence is
>> good.
>>
>> On Thu, Mar 18, 2010 at 9:47 PM, David Kraeutmann 
>> wrote:
>> > LGPL is useless for standalone apps. BSD-style licenses are good tho'.
>> >
>> > On Thu, Mar 18, 2010 at 9:50 AM, Marek Sieradzki
>> >  wrote:
>>  >> My vision is to create an user-friendly general purpose batch
>> compile
>>  >> tool for Source Mods. It should be written in pure C++ and licensed
>>  >> under a free software license such as the GNU GPL. It should be
>>  >> developed in union with the modding community.
>> >>
>> >> GPL is far too restrictive. Use LGPL or BSD3.
>> >>
>> >> ___
>> >> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >>
>> >>
>> >
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Re: [hlcoders] How to find SteamID

2010-01-04 Thread Garry Newman
This probably isn't useful to anyone, but I had to get the SteamID of other
players clientside - and couldn't find a way to do it (without networking
them from server)

But eventually I found a way to convert the FriendsID to a SteamID..

const char* C_GMOD_Player::GetNetworkIDString()
{
if ( !engine->GetPlayerInfo( entindex(), &m_SavedPlayerInfo ) )
{
return "NULL";
}

if ( !m_SavedPlayerInfo.friendsID )
return "NULL";

Q_snprintf( m_SavedPlayerInfo.guid, sizeof( m_SavedPlayerInfo.guid ) - 1,
"STEAM_0:%u:%u",
(unsigned int)(m_SavedPlayerInfo.friendsID % 2),
(unsigned int)(m_SavedPlayerInfo.friendsID / 2));

return m_SavedPlayerInfo.guid;
}

garry

On Mon, Jan 4, 2010 at 9:31 PM, Tony Paloma  wrote:

> Well as long as we're coming up with alternatives:
>  - Read HKEY_CURRENT_USER\Software\Valve\Steam\LastGameNameUsed
>  - Enumerate HKEY_CURRENT_USER\Software\Valve\Steam\Users for a matching
> friends\PersonaName value
>   - The keys under Users are account IDs. You can use them to get a
> SteamID.
>
> Infallible? Hardly. But it's the best out-of-game, no-steam-dlls solution I
> could come up with besides mucking around in the blob file.
>
> If you know where Steam is installed
> (HKEY_CURRENT_USER\Software\Valve\Steam\SteamPath), you can load
> steamclient.dll and get the SteamID easy. If you want more details, reply
> and ask.
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Darien Hager
> Sent: Monday, January 04, 2010 1:06 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] How to find SteamID
>
> Just to toss out an alternative... I think the "current user name" is
> probably somewhere in the clientregistry.blob file after the user is
> logged-in... but parsing that thing directly isn't very fun and likely
> won't be as stable making your own exe/dll. (I'm working on phasing out
> some clientregistry-using code for those reasons.)
>
> --Darien
>
> Alexander Hirsch wrote:
> > It does work. I did some stuff with that already.
> > The code down there is just on top of my head though. Still, should
> > work like that.
> >
> >
>
>
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Re: [hlcoders] Way to ForceOverrideMaterial on the World and Brush models?

2010-01-04 Thread Garry Newman
It's so you can render models using a specific material (You know, like
GMod's material override thing).

It'd be useful for doing deferred shading effects (rendering normal, depth
buffers etc), but it doesn't affect world brushes and static models.

garry

On Mon, Jan 4, 2010 at 9:53 AM, Tom Edwards wrote:

> I can't find any reference to ForceOverrideMaterial so perhaps I don't
> understand what it does, but isn't this sort of thing (code-shader
> interaction) exactly what material proxies are for?
>
> On 03/01/2010 8:06, Christopher Harris wrote:
> > Hey,
> >
> >
> >
> > I am wondering if there is some way to do something similar to
> > ForceOverrideMaterial on a studio model so that I can override the
> material
> > for all surfaces being rendered. This include the "world" model and then
> any
> > brush entity models. I tried to look, but could not find anything in
> > IViewRender which seems to be how you call to get the world drawn.
> >
> >
> >
> > Also anyone know what is wrong with the depth buffer? It is like it only
> > gives you a very small range from the camera depth. After about 256-512
> > units is all to full white depth so you don't get depth of things farther
> > back. I am using the GetFullFrameDepthTexture() to access this Depth
> Buffer.
> >
> >
> >
> >
> > Chris
> >
> > ___
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> please visit:
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> >
> >
> >
>
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Re: [hlcoders] Way to ForceOverrideMaterial on the World and Brush models?

2010-01-03 Thread Garry Newman
I feel your pain. Both of these things are just like that and you can't do
anything about them. Sorry ! :(

garry

On Sun, Jan 3, 2010 at 8:06 PM, Christopher Harris wrote:

> Hey,
>
>
>
> I am wondering if there is some way to do something similar to
> ForceOverrideMaterial on a studio model so that I can override the material
> for all surfaces being rendered. This include the "world" model and then
> any
> brush entity models. I tried to look, but could not find anything in
> IViewRender which seems to be how you call to get the world drawn.
>
>
>
> Also anyone know what is wrong with the depth buffer? It is like it only
> gives you a very small range from the camera depth. After about 256-512
> units is all to full white depth so you don't get depth of things farther
> back. I am using the GetFullFrameDepthTexture() to access this Depth
> Buffer.
>
>
>
>
> Chris
>
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Re: [hlcoders] Bug with Outlined Text in VGUI?

2009-12-13 Thread Garry Newman
Yeah antialiasing ruins shadowing/outline for some reason :(

garry

On Sun, Dec 13, 2009 at 5:06 PM, Jonas 'Sortie' Termansen  wrote:

> To me it looks like a bug in the antialiasing code/functions.
> > I took a picture to explain the issue better what I mean, it is not ideal
> > being a jpeg, but I zoomed in on a tga of the text and noted that you
> have
> > outline then a blurred edge of the text which is causing the background
> to
> > bleed in a little. It happens more extremely when we are displaying red
> text
> > with our game timer it seems to be a slightly larger gap then. Oddly it
> > isn't noticeable unless you have a color behind it that is similar to the
> > text or if you have really bright color values behind it, like on our
> timer
> > when players look at the bright areas of the skybox.
> >
> > http://img51.imageshack.us/img51/8326/weirdtext.jpg
> >
> > Chris
> >
>
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Re: [hlcoders] Modifying Font tall on the fly

2009-12-09 Thread Garry Newman
Here's what I do in GMod:

HFont font = vgui::surface()->CreateFont();
Assert(font);
if ( !vgui::surface()->SetFontGlyphSet( font, strName, iTall, iWeight, 0, 0,
iFlags )
{
// Error reporting etc
}

garry

On Wed, Dec 9, 2009 at 11:21 AM, Janek  wrote:

> In fact I would like to understand how to recreate it. Is it possible to
> fill in a structure including all parameters (keyvalues) describing a font
> in clientscheme.res and passing it using SetFont ?
>
> J.
>
> 2009/12/9 Garry Newman 
>
> > AFAIK you need to destroy and recreate it. It isn't just rendering text,
> > it's drawing all the characters to a texture and then copying them over
> > (educated guess).
> >
> > garry
> >
> > On Wed, Dec 9, 2009 at 9:01 AM, Janek  wrote:
> >
> > > No idea ? This tall parameter should be somewhere.
> > >
> > > J.
> > >
> > > 2009/12/7 Janek 
> > >
> > > > Hi all,
> > > >
> > > > In ClientScheme.res we can specify a font codename and specify its
> > > features
> > > > for a specific resolution by using keyvalues for "name", "tall",
> > > "weight"...
> > > > In our codeline we're refering to this font using SetFont function.
> All
> > > > features specified in ClientScheme.res are used for it.
> > > >
> > > > I would like to know how to modify "tall" keyvalues on the fly (doing
> > > that
> > > > using few lines of code) but I don't understand how. hfont is only a
> > > unique
> > > > ID for the font ;-(
> > > >
> > > > I hope you'll be able to help me :-)
> > > >
> > > > Cheers,
> > > >
> > > > ---
> > > > j...@nek
> > > >
> > >
> > >
> > >
> > > --
> > > ---
> > > j...@nek
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > ___
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> > please visit:
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> >
> >
>
>
> --
> ---
> j...@nek
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Re: [hlcoders] Modifying Font tall on the fly

2009-12-09 Thread Garry Newman
AFAIK you need to destroy and recreate it. It isn't just rendering text,
it's drawing all the characters to a texture and then copying them over
(educated guess).

garry

On Wed, Dec 9, 2009 at 9:01 AM, Janek  wrote:

> No idea ? This tall parameter should be somewhere.
>
> J.
>
> 2009/12/7 Janek 
>
> > Hi all,
> >
> > In ClientScheme.res we can specify a font codename and specify its
> features
> > for a specific resolution by using keyvalues for "name", "tall",
> "weight"...
> > In our codeline we're refering to this font using SetFont function. All
> > features specified in ClientScheme.res are used for it.
> >
> > I would like to know how to modify "tall" keyvalues on the fly (doing
> that
> > using few lines of code) but I don't understand how. hfont is only a
> unique
> > ID for the font ;-(
> >
> > I hope you'll be able to help me :-)
> >
> > Cheers,
> >
> > ---
> > j...@nek
> >
>
>
>
> --
> ---
> j...@nek
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Re: [hlcoders] Garry's Mod - gamemode contest

2009-12-05 Thread Garry Newman
Well, tbh, we're getting an office just after xmas, so what I was gonna do
is download all the submitted gamemodes and have a bit of a LAN party, then
get everyone involved to give their opinions.

These wouldn't be any game development legends, they'd just be regular
gamers. We're looking for fun more than anything else, so gamers would seem
like the best judge.

Obviously I'd probably have power of veto in case they want me to give first
prize to something awful.

garry




On Fri, Dec 4, 2009 at 12:18 AM, Nick  wrote:

> Yeah, I appreciate your reply to the voting concerns with the contest,
> but please tell us who exactly is judging, and if you are open to get
> outside non-biased judges, I would trust anyone well known from valve,
> or id, or ea games or anyone, even a mod leader from a popular source
> mod(NOT GARRYS MOD, OBVIOUSLY).
>
> I would at least like to learn who the judges are, and if you would be
> willing to get other judges from valve, id, epic or some widely known
> company. Please note, my original email made no mention of online
> voting, because just like in florida '00 and iowa'04 widespread
> eletronic voting fraud exists.
>
> nick
>
>
>
> On Fri, Dec 4, 2009 at 5:20 AM, Garry Newman 
> wrote:
> > Yeah voter fraud is what I'm trying to avoid. I don't want it to become a
> > contest of who has got the most IP addresses or email addresses. It gets
> > messy.
> >
> > Common opinion is going to influence the vote though - since we obviously
> > want to add gamemodes that people want to play.
> >
> >
> > garry
> >
> >
> > On Thu, Dec 3, 2009 at 9:51 AM, ZuM  wrote:
> >
> >> Agreed, too many idiots and douchebags. By adding the rule to vote for
> >> a minimum of games it would not work, quite a few people would vote 10
> >> for their friends gamemod and 1 for the others...
> >>
> >>
> >> 2009/12/3, Stephen Swires :
> >> > You don't want open voting on Facepunch, too many idiots.
> >> >
> >> > On Thu, Dec 3, 2009 at 4:19 AM, Matt Hoffman
> >> > wrote:
> >> >
> >> >> I agree, especially seeing as we're dealing with some real dollars
> here.
> >> >>
> >> >> Perhaps it should be a combined voting, with public's votes counting
> >> >> towards
> >> >> 60% and the Staff vote counting for 40%. You could even go as far as
> >> make
> >> >> people rate X out of Y gamemodes, and rate them based on: Re
> >> playability,
> >> >> Inventiveness, How fun it is, etc. (5 or 10 point scale). By making
> them
> >> >> rate the minimum amount of  games out of the total you keep people
> from
> >> >> just
> >> >> rating their friends/the best one.
> >> >>
> >> >> On Wed, Dec 2, 2009 at 8:05 PM, Nick  wrote:
> >> >>
> >> >> > After long discussion with well known modders, it seems one of the
> >> >> > biggest flaws with this contest is the judging, or lack of formal
> >> >> > judging.
> >> >> >
> >> >> > I quote http://frettacontest.facepunchstudios.com/:
> >> >> > "
> >> >> > Winners will be decided by the staff of Facepunch Studios (not the
> >> >> forums).
> >> >> > "
> >> >> >
> >> >> > Is there any way to have some sort of open judging? Why not invite
> >> >> > someone from Valve or someone from hlcoders to be a judge? Such an
> >> >> > elaborate contest should have some sort of well known guest
> judge...
> >> >> > ask Gabe Newell to help judge! Or even John Carmack (he could use
> the
> >> >> > publicity)..
> >> >> >
> >> >> > On Wed, Dec 2, 2009 at 11:32 AM, Joel R. 
> wrote:
> >> >> > > Definately a good place to post this, I would have never have
> seen
> >> it.
> >> >> > > Looks like I may have to win 10 grand.
> >> >> > >
> >> >> > > On Wed, Dec 2, 2009 at 11:16 AM, Lech 
> wrote:
> >> >> > >
> >> >> > >> Whoever remakes Build Bridge/To The Top automatically wins 1st
> >> place!
> >> >> > >>
> >> >> > >>
> >> >> > >> On Wed, Dec 2, 2009 at 9:29 AM, Garry Newman <
> >> garrynew...@gmail.com>
> &g

Re: [hlcoders] Garry's Mod - gamemode contest

2009-12-03 Thread Garry Newman
Yeah voter fraud is what I'm trying to avoid. I don't want it to become a
contest of who has got the most IP addresses or email addresses. It gets
messy.

Common opinion is going to influence the vote though - since we obviously
want to add gamemodes that people want to play.


garry


On Thu, Dec 3, 2009 at 9:51 AM, ZuM  wrote:

> Agreed, too many idiots and douchebags. By adding the rule to vote for
> a minimum of games it would not work, quite a few people would vote 10
> for their friends gamemod and 1 for the others...
>
>
> 2009/12/3, Stephen Swires :
> > You don't want open voting on Facepunch, too many idiots.
> >
> > On Thu, Dec 3, 2009 at 4:19 AM, Matt Hoffman
> > wrote:
> >
> >> I agree, especially seeing as we're dealing with some real dollars here.
> >>
> >> Perhaps it should be a combined voting, with public's votes counting
> >> towards
> >> 60% and the Staff vote counting for 40%. You could even go as far as
> make
> >> people rate X out of Y gamemodes, and rate them based on: Re
> playability,
> >> Inventiveness, How fun it is, etc. (5 or 10 point scale). By making them
> >> rate the minimum amount of  games out of the total you keep people from
> >> just
> >> rating their friends/the best one.
> >>
> >> On Wed, Dec 2, 2009 at 8:05 PM, Nick  wrote:
> >>
> >> > After long discussion with well known modders, it seems one of the
> >> > biggest flaws with this contest is the judging, or lack of formal
> >> > judging.
> >> >
> >> > I quote http://frettacontest.facepunchstudios.com/:
> >> > "
> >> > Winners will be decided by the staff of Facepunch Studios (not the
> >> forums).
> >> > "
> >> >
> >> > Is there any way to have some sort of open judging? Why not invite
> >> > someone from Valve or someone from hlcoders to be a judge? Such an
> >> > elaborate contest should have some sort of well known guest judge...
> >> > ask Gabe Newell to help judge! Or even John Carmack (he could use the
> >> > publicity)..
> >> >
> >> > On Wed, Dec 2, 2009 at 11:32 AM, Joel R.  wrote:
> >> > > Definately a good place to post this, I would have never have seen
> it.
> >> > > Looks like I may have to win 10 grand.
> >> > >
> >> > > On Wed, Dec 2, 2009 at 11:16 AM, Lech  wrote:
> >> > >
> >> > >> Whoever remakes Build Bridge/To The Top automatically wins 1st
> place!
> >> > >>
> >> > >>
> >> > >> On Wed, Dec 2, 2009 at 9:29 AM, Garry Newman <
> garrynew...@gmail.com>
> >> > >> wrote:
> >> > >> > I don't know whether this will be considered spam, but I thought
> >> > >> > I'd
> >> > let
> >> > >> the
> >> > >> > list know about this contest incase anyone's interested (to my
> mind
> >> > it's
> >> > >> > probably the 2nd most logical place to post this)
> >> > >> >
> >> > >> > The basic facts are this. Coding a gamemode for GMod, using Lua.
> >> Best
> >> > 5
> >> > >> > gamemodes win a prize. Top prize is $5,000.
> >> > >> >
> >> > >> > I'm sure a lot of people here know C++, and the Source engine,
> but
> >> > don't
> >> > >> > really know Lua.. To be totally honest if you could code a mod
> you
> >> > will
> >> > >> find
> >> > >> > it insanely easy to code one in Lua. Many of the functions are
> >> > >> > named
> >> > the
> >> > >> > same, you don't have to code common things like class or round
> >> > >> > based
> >> > >> systems
> >> > >> > because they're already done.
> >> > >> >
> >> > >> > You can read more about it here:
> >> > >> http://frettacontest.facepunchstudios.com/
> >> > >> >
> >> > >> > garry
> >> > >> > ___
> >> > >> > To unsubscribe, edit your list preferences, or view the list
> >> archives,
> >> > >> please visit:
> >> > >> > http://list

[hlcoders] Garry's Mod - gamemode contest

2009-12-02 Thread Garry Newman
I don't know whether this will be considered spam, but I thought I'd let the
list know about this contest incase anyone's interested (to my mind it's
probably the 2nd most logical place to post this)

The basic facts are this. Coding a gamemode for GMod, using Lua. Best 5
gamemodes win a prize. Top prize is $5,000.

I'm sure a lot of people here know C++, and the Source engine, but don't
really know Lua.. To be totally honest if you could code a mod you will find
it insanely easy to code one in Lua. Many of the functions are named the
same, you don't have to code common things like class or round based systems
because they're already done.

You can read more about it here: http://frettacontest.facepunchstudios.com/

garry
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Re: [hlcoders] L4D Glow Effects

2009-11-26 Thread Garry Newman
LL_Function( render, GetRenderTarget )
{
RENDER_CONTEXT();
Push_ITexture( pRenderContext->GetRenderTarget() );

return 1;
}

Pretty much returns a texture

LL_Function( cam, IgnoreZ )
{

RENDER_CONTEXT();

if ( g_Lua->GetBool(1) )
{
pRenderContext->DepthRange( 0.0f, 0.01f );
return 0;
}

pRenderContext->DepthRange( 0.0f, 1.0f );


return 0;
}

Probably the most hacky way to do it.


The blur shader - you can just take the shader dll from GMod if you want - I
don't mind at all. If you want to implement it yourself it's just a shader
that blurs the texture.

garry

On Thu, Nov 26, 2009 at 12:34 AM, Jonathan White
wrote:

> OK, I have implemented the LUA code that was posted by that guy on
> facepunch.com into C++. I am having a couple problems though, and
> translation issues that maybe Garry can help with.
>
> Here is the code: http://www.copypastecode.com/16117/?view=lines
>
> I included the header at the top and the important definitions underneath
> (NOT COMPILABLE). I implemented this guy as a IScreenSpaceEffect and it
> works GREAT. The only issue I am having is the glow is not being cutout
> where the model is. I believe the problem lies with the way the stencil is
> being created.
>
> Garry, what does the GetRenderTarget(...) function actually do? Right now I
> am doing CTextureReference::InitRenderTarget(...)
>
> Also, what does cam.IgnoreZ( ... ) do? I cannot find an equivalent call in
> the C++
>
> One last thing, "pp/blurx" does not exist in the Source Materials. Is this
> a
> Garry's Mod material?
>
> Thanks for your help so far!
>
> Jonathan White
> GoldenEye: Source
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Re: [hlcoders] L4D Glow Effects

2009-11-24 Thread Garry Newman
People have recreated it in GMod..

http://www.facepunch.com/showpost.php?p=18527654&postcount=1069

You don't
really need any new shaders or anything. It's just drawing the players to a
texture in one colour, blurring it, then drawing it over the main scene
using additive blending.

garry

On Tue, Nov 24, 2009 at 10:40 PM, Jonathan Murphy
wrote:

> I might be incorrect but didn't The Hidden mod have a similar shader
> effect? Maybe download and check it out?
>
>
>
> On 25/11/2009, at 9:30 AM, Matt Hoffman 
> wrote:
>
> > I believe it's a shader as it actively updates and effects weapons/
> > held
> > objects too.
> >
> > On Tue, Nov 24, 2009 at 2:25 PM, Jonathan White <
> killermonke...@gmail.com
> > >wrote:
> >
> >> Has anyone figured out how exactly L4D does the entity glow effects?
> >>
> >> I am talking about the glow that surrounds pickup entities when you
> >> look at
> >> them and when players are elsewhere in the map.
> >>
> >> I want to implement this in our Gameplay Token system so that keys/
> >> flags
> >> get
> >> a nice halo effect for better visibility. Does L4D use a special
> >> shader for
> >> this or a special particle effect? I can't think of any way to
> >> actually do
> >> it in OB SDK...
> >>
> >> Jonathan White 
> >> GoldenEye: Source
> >> ___
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> >> please visit:
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> >>
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Re: [hlcoders] Dedicated Server Release Essentials

2009-11-23 Thread Garry Newman
If you can find the file named exclude.lst in the game's steam depots,
that's what is excluded from the DS.

GMod's exclude.lst:

*.flv
*.vtf
*.sw.vtx
*.jpg
*.dx80.vtx
*.tga
*.ttf

garry

On Mon, Nov 23, 2009 at 7:31 PM, Adam "amckern" McKern wrote:

> If you can find the original server release for Dystopia, you will find the
> answer to this in a nut shell.
>
> 
> Owner Nigredo Studios http://www.nigredostudios.com
>
> --- On Tue, 24/11/09, Matt Hoffman  wrote:
>
> From: Matt Hoffman 
> Subject: Re: [hlcoders] Dedicated Server Release Essentials
> To: j...@wunderboy.org, "Discussion of Half-Life Programming" <
> hlcoders@list.valvesoftware.com>
> Received: Tuesday, 24 November, 2009, 5:23 AM
>
> Wouldn't that be the VMT for surfaceproperties, etc?
>
> On Mon, Nov 23, 2009 at 6:14 AM, Jed  wrote:
>
> > Well you'd need the models so the server can do collision and hitbox
> > detection and possibly "purity" tests for pure servers. Materials are
> > used by some games for player movement checks (slide/don't slide) and
> > some things like bullet penetration. While I know a lot of that is
> > client-side the server still has to do some of it.
> >
> >
> >
> > 2009/11/23 Skillet :
> > > This seems like a stupid question but what exactly does a dedicated
> > server
> > > require in terms of content?  I've noticed a few released mods that
> > include
> > > everything from the client in their servers, but can VTFs and other
> > things
> > > be excluded safely to reduce size?
> > >
> > > Thanks
> > > ___
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> > please visit:
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> > >
> > >
> >
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> >
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>
>
>
>
>  
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Re: [hlcoders] SVN GPL Question

2009-11-20 Thread Garry Newman
All this license bullshit. What's the point.

garry

On Fri, Nov 20, 2009 at 9:50 PM, Bob Somers  wrote:

> Eww... yikes, I can't imagine GPL3 being a viable license for a large
> chunk of projects then. Stick with LGPL, it seems to make the most
> sense out of all the OS licenses.
>
> --Bob
>
> On Fri, Nov 20, 2009 at 1:33 PM, Keeper  wrote:
> > When I read up on the GPL3 this morning.  You have to provide all the
> source code allow your application to compile.  It's geared towards 100%
> open source applications.  So for licensing your plugin as open source, it
> seems that the Lesser license is what we need to use since we don't (and
> cannot) supply the code for the VALVe libraries that we link against.
> >
> > Keeper
> >
> > -Original Message-
> > From: Bob Somers [mailto:magicbob...@gmail.com]
> > Sent: Friday, November 20, 2009 4:25 PM
> > To: Discussion of Half-Life Programming
> > Subject: Re: [hlcoders] SVN GPL Question
> >
> > Does the GPL also cover libraries that you use, though? As I
> > understand it, all of *your* code could be covered under the GPL,
> > while Valve's is still covered under there license, and doesn't need
> > to be supplied. It would probably be a royal bitch to decouple the
> > code that much though, especially when we're talking about the source
> > SDK.
> >
> > --Bob
> >
> >
> >
> >
> > On Fri, Nov 20, 2009 at 1:15 PM, Keeper 
> wrote:
> >> As I understand GPL3, as long as you provide all the source code to
> build
> >> the application then you are fine.  In which case we could not _legally_
> be
> >> in compliance with that licensing.  Which is why I was asking.  I think
> we
> >> can be open source, but I think the version of license that we are using
> is
> >> incorrect.
> >>
> >> I'll look into the LGPL ... thanks for that info.
> >>
> >> Keeper
> >
> >
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Re: [hlcoders] Do high ping players cause extra lag?

2009-10-13 Thread Garry Newman
I don't think so.. I think it's just looks like the server is lagging when
players warp around and seem to buffer up before playing all their usercmds
out in under a second.
Also, I think I read somewhere that the lag compensation in Source only
works up to 200ms - so I guess anyone with a ping over that could cause
problems - not sure whether that would favour the lagger or the shooter
though.

garry

On Tue, Oct 13, 2009 at 10:48 AM, Minh  wrote:

> Whenever I play on TF2 servers or CoD4 the server admins are constantly
> booting players with high ping because they feel it puts a load on the
> server and makes it slow for the rest of the players. Is this true? and
> can someone explain why?
>
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Re: [hlcoders] whats happening with this engine

2009-10-08 Thread Garry Newman
I heard they're aiming to raise the bar by not only developing HL3 in secret
- but also releasing it in secret.
garry

On Thu, Oct 8, 2009 at 9:36 PM, Joshua Scarsbrook wrote:

>
> Well what we want to know is what are the next features that are going
> to be added to source.
> Also an company as big as valve is going to tell the world of hl3 at E3.
>
> On 9/10/2009 5:31 a.m., botman wrote:
> > On 10/8/2009 11:12 AM, Jorge Rodriguez wrote:
> >
> >   >  This list is for programming in Source, not complaining about
> Source.
> >
> > Aren't they the same thing?  ZING!  :)
> >
> >
>
>
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Re: [hlcoders] Trouble Implementing Ironsights

2009-08-20 Thread Garry Newman
It doesn't know what CWeaponInfo is. You need to include a header.

You should probably do some basic c++ learning. This is a lesson 1
problem. You won't learn ANYTHING by pasting code.

garry

On Thu, Aug 20, 2009 at 3:57 PM, Cameron
Fields wrote:
>
>
>  This is probably terribly stupid, but I am new to modding and am trying
> to implement the iron sights found in this tutorial
> (http://developer.valvesoftware.com/wiki/Ironsights) using Visual Studio
> 2005. I basically copy and pasted the what code it provided, studying it to
> see what was going on. When I try to compile I get this error log:
>
> Compiling...
> weapon_parse.cpp
> d:program files (x86)mymodsrcgamesharedweapon_parse.cpp(42) : error C2653:
> 'CWeaponInfo' : is not a class or namespace name
> d:program files (x86)mymodsrcgamesharedweapon_parse.cpp(44) : error C2143:
> syntax error : missing ';' before '...'
> d:program files (x86)mymodsrcgamesharedweapon_parse.cpp(47) : error C2065:
> 'pEt' : undeclared identifier
> d:program files (x86)mymodsrcgamesharedweapon_parse.cpp(49) : error C2227:
> left of '->GetFloat' must point to class/struct/union/generic type
>  type is ''unknown-type''
> d:program files (x86)mymodsrcgamesharedweapon_parse.cpp(50) : error C2227:
> left of '->GetFloat' must point to
> class/struct/union/generic type
>  type is ''unknown-type''
> d:program files (x86)mymodsrcgamesharedweapon_parse.cpp(51) : error C2227:
> left of '->GetFloat' must point to class/struct/union/generic type
>  type is ''unknown-type''
> d:program files (x86)mymodsrcgamesharedweapon_parse.cpp(53) : error C2227:
> left of '->GetFloat' must point to class/struct/union/generic type
>  type is ''unknown-type''
> d:program files (x86)mymodsrcgamesharedweapon_parse.cpp(54) : error C2227:
> left of '->GetFloat' must point to class/struct/union/generic type
>  type is ''unknown-type''
> d:program files (x86)mymodsrcgamesharedweapon_parse.cpp(55) : error C2227:
> left of '->GetFloat' must point to class/struct/union/generic type
>  type is ''unknown-type''
> d:program files (x86)mymodsrcgamesharedweapon_parse.cpp(62) : error C2143:
> syntax error : missing ';' before '...'
>
> What's wrong here? I'm sure it's something stupid on my part but I can't
> figure out what.
>
>
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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Garry Newman
I've got offsite SVN and a windows home server.

Windows Home Server is defo worth looking into just for day to day
stuff. I could throw any of my computers out of the window right now
and still be able to browse its hard drive via WHS.

garry

On Wed, Aug 19, 2009 at 7:21 AM, Nick wrote:
> Please, everyone backup your mod data to different hard drives. It was
> a western digital btw, only 7 months old.
>
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Re: [hlcoders] whats happening with this engine

2009-08-05 Thread Garry Newman
They're probably too busy doing actual work to respond to a list of
scatterbrain pipe dream demands from a bunch of lazy modders.

garry

On Wed, Aug 5, 2009 at 11:34 PM, Nick wrote:
> I like how valve has absolutely no response to make regarding this subject.
>
> On Sun, Jul 26, 2009 at 12:21 PM, Saul Rennison 
> wrote:
>> Seconded!
>>
>> Thanks,
>> - Saul.
>>
>>
>> 2009/7/26 Matt Hoffman 
>>
>>> I for one would also like a fix for the ATI Hammer text... jaggies.
>>>
>>> Or should I make a separate hlcoders email about that instead of including
>>> all my hard-earned research in this one?
>>>
>>>
>>> On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
>>> wrote:
>>>
>>> > My only wish for updates to the tools is to update Faceposer to work
>>> fully
>>> > with Vista. Currently it is not possible to do auto-generation of the
>>> > lip-synch data in Vista, and furthermore another dev and I both had
>>> trouble
>>> > on his XP machine locating a working link to the Speech SDK that
>>> Faceposer
>>> > requires, all the MS links were 404, etc.
>>> >
>>> > I will just say that doing the lip synch data yourself is extremely
>>> lemons,
>>> > not to mention that I am a coder not an artiste :D
>>> >
>>> > Chris
>>> >
>>> > -Original Message-
>>> > From: hlcoders-boun...@list.valvesoftware.com
>>> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry
>>> > Pidcock
>>> > Sent: Saturday, July 25, 2009 9:32 PM
>>> > To: Discussion of Half-Life Programming
>>> > Subject: Re: [hlcoders] whats happening with this engine
>>> >
>>> > Whitespace should be easy to embed in the engine if you create a wrapper
>>> > that works with the feature I presented before. Whitespace is a very
>>> visual
>>> > language that is great for particle effects and shaders(it is then
>>> > translated into complex hlsl).
>>> >
>>> > --
>>> > From: "Harry Jeffery" 
>>> > Sent: Sunday, July 26, 2009 4:40 AM
>>> > To: "Discussion of Half-Life Programming" <
>>> hlcoders@list.valvesoftware.com
>>> > >
>>> > Subject: Re: [hlcoders] whats happening with this engine
>>> >
>>> > > I thought it looked so clean and easy, then I selected the whitespace.
>>> =[
>>> > >
>>> > > 2009/7/25 Spencer 'voogru' MacDonald :
>>> > >> I like this one better.
>>> > >>
>>> > >> http://compsoc.dur.ac.uk/whitespace/
>>> > >>
>>> > >>
>>> > >>
>>> > >> -Original Message-
>>> > >> From: hlcoders-boun...@list.valvesoftware.com
>>> > >> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
>>> > >> Sent: Saturday, July 25, 2009 10:54 AM
>>> > >> To: Discussion of Half-Life Programming
>>> > >> Subject: Re: [hlcoders] whats happening with this engine
>>> > >>
>>> > >> Its a good job you used tinyurl, otherwise it wouldn't have fit on my
>>> > >> screen!...
>>> > >>
>>> > >> 2009/7/25 Harry Pidcock 
>>> > >>
>>> > >>> Valve contacted me yesterday to tell me they have successfully
>>> > >>> implemented
>>> > >>> a
>>> > >>> new feature.
>>> > >>>
>>> > >>> http://tinyurl.com/4f6mt
>>> > >>>
>>> > >>> I hope to see more of these innovations in the future.
>>> > >>>
>>> > >>> --
>>> > >>> From: "Andrew Ritchie" 
>>> > >>> Sent: Saturday, July 25, 2009 10:21 AM
>>> > >>> To: "Discussion of Half-Life Programming"
>>> > >>> >> > >>> >
>>> > >>> Subject: Re: [hlcoders] whats happening with this engine
>>> > >>>
>>> > >>> > Surely this topic could be split into several different points.
>>> > >>> Personally
>>> > >>> > I
>>> > >>> > see 4 different ones here.
>>> > >>> >
>>> > >>> > 1) Engine features
>>> > >>> > 2) Tools Capabilities
>>> > >>> > 3) Tools Availability
>>> > >>> > 4) Tools Presentation
>>> > >>> >
>>> > >>> > The first is ignorable, Valve is clearly only going to add new
>>> > >>> > features
>>> > >>> or
>>> > >>> > change things, like BSP and displacement maps, when they think it's
>>> > >>> > important.  It's their engine and it needs to do what their games
>>> > need
>>> > >>> > doing.  If you choose to use Source then you have to accept you are
>>> > >>> > modding
>>> > >>> > their engine.  Sure TF, CS, DoD etc.. all were mods that made Valve
>>> a
>>> > >> lot
>>> > >>> > of
>>> > >>> > money and brought huge success but they were also developed around
>>> > the
>>> > >>> > constraints of the engine rather than the engine being built FOR
>>> > these
>>> > >>> > mods
>>> > >>> > to be made.  If a technical limitation is big enough to warrent an
>>> > >> engine
>>> > >>> > change then do so rather than hanging about wanting Valve to add
>>> the
>>> > >>> > feature, as big as the previous mentioned mods are you'd need to
>>> > >>> > really
>>> > >>> > prove you're up to their popularity before Valve would make a
>>> drastic
>>> > >>> > change
>>> > >>> > for you.  So either accept the engine's features before you get
>>> > >>> > underway
>>> > >>> > or
>>> > >>> > be prepared to encounter the fact you can't do certain things
>>> 

Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Garry Newman
I'd still choose Lua's syntax over Python's though. I just want PHP
scripting in my game :0

As for the engine. Yeah sometimes it feels stupid and old, but it
seems like every time you start to count Valve out they come back and
knock your head off with some awesome shit.

garry


On Fri, Jul 24, 2009 at 8:58 PM, Harry
Jeffery wrote:
> Well at least Garry has sanity. I always wondered why he used lua.
> Python is much easier. Look what some guy did to bf2 using the python
> modding capabilities: http://sandboxmod.com/
>
> 2009/7/24 Saul Rennison :
>> "Enable a lua added version of sdk"
>> As soon as Garry uses Lua, which even he now accepts to be absolutely
>> disgusting, everyone thinks it's absolutely brilliant: it's a terrible
>> language. You'd be better off with a better C++ API and or Python scripting.
>>
>> "(release entire sdk, but have only clientside code available)"
>> What's that supposed to mean?
>>
>> Thanks,
>> - Saul.
>>
>>
>> 2009/7/24 Nick 
>>
>>> I basically summed up the entire thread for everyone.
>>>
>>>
>>> Give modders better tools:
>>> Open source hammer.
>>> Open source all tools.
>>> Release specs on proprietary formats
>>> Enable a lua added version of sdk
>>> allow some sort of documentation of the non-released parts of sdk
>>> (release entire sdk, but have only clientside code available)
>>>
>>> Make it easier to create content, and modify the engine.
>>>
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Re: [hlcoders] Detecting Memory Leaks

2009-07-06 Thread Garry Newman
I just derive all my objects from a class that spazzes out on exit if
it isn't unallocated. But that's probably the kind of thing that you
have to do from the start, so you know that whatever you changed last
caused a leak - rather than later.

The built in _CRTDBG_MAP_ALLOC stuff has worked for me in the past,
when I had no idea where the hell the leak was coming from..

garry

On Mon, Jul 6, 2009 at 2:22 AM, Minh  wrote:
>
> Sweat.. if Alfred "and God created Alfred" Reynolds suggested it, it
> must be useful. I had trouble linking glowcode to my actual code, so it
> kept spitting out some incoherent gibberish.
> Someone suggested that I code better and not put leaks in my code in the
> first place.. This certain somewhere is sitting at the bottom of the
> ocean with concrete blocks attached to this feet.
>
> Justin Krenz wrote:
> > How does Glowcode interface with the DLLs?
> >
> > Alfred suggested I use Memory Validator, but it requires your DLLs to
> > be compiled with "Run Time Library: Multi-threaded DLL".  The SDK dlls
> > need to be compiled with "Run Time Library: Multi-threaded" otherwise
> > there are linker errors in some of the static libraries which don't
> > have their source included in the SDK.  I'm curious how Glowcode works
> > where Memory Validator fails.
> >
> > I followed a tutorial once on manually adding memory tracking, and it
> > worked all right.  It turned out very slow, but it works if you have
> > the patience: 
> > http://www.flipcode.com/archives/How_To_Find_Memory_Leaks.shtml
> > "/tier0/memoverride.cpp" is where all of the new and delete operators
> > are already overridden where you add the tracking code.  When I used
> > it, all it did though was confirm my suspicions that my memory leak
> > wasn't happening in my code.
> >
> > On Sun, Jul 5, 2009 at 7:16 PM, Minh wrote:
> >
> >> I was wondering what tools you guys use to track memory leaks. I've
> >> tried using a program called Glowcode and it's not terribly helpful as
> >> it doesn't exactly pin point the offending areas of code. I looked at a
> >> program called DevPartner which my friend really recommends but it costs
> >> $2000.. and when I try signing up for a trial version, the idiots never
> >> get back to me.
> >>
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> >>
> >>
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Re: [hlcoders] Rendering Z-Depth Pass's in TF2?

2009-07-04 Thread Garry Newman
Gimmie ten bux and I'll show you how to make all the TF2 DOF'd screenshots
you could ever want!
garry

On Sat, Jul 4, 2009 at 8:34 PM, Harry Jeffery <
harry101jeff...@googlemail.com> wrote:

> H... create a lookalike mod with tf2 content mounted and ask garry
> how to do DOF blur?
>
> 2009/7/4 Matt Hoffman :
> > Well I'm sure that's now how Valve does it, so now i"m curious as to how
> > they do it for the Meet the Shorts. Maybe it's part of the Source
> Filmmaker
> > toolkit... *cough*
> >
> > As to the tracelines: Guh that sounds painful for 30 fps... Probably not
> > even worth it in even the shortest scene.
> >
> >
> > On Sat, Jul 4, 2009 at 11:00 AM, Harry Jeffery <
> > harry101jeff...@googlemail.com> wrote:
> >
> >> You could do a server plugin that does tracelines and produces a shade
> >> of white from (0-255) based on distance.
> >>
> >> That would be (1024*768) tracelines though. So cpu usage could be fun.
> >>
> >> 2009/7/4 Matt Hoffman :
> >> > I don't suppose there is any way to have TF2 render a z-depth pass (
> >> > http://aamirmalik.net/wp-content/uploads/2009/01/zdepth.jpg One
> grabbed
> >> off
> >> > of google).
> >> >
> >> > What it would be useful for is post DOF. As far as I know there's no
> way
> >> to
> >> > do DOF in TF2 by default, so I was wondering if there was some shader
> or
> >> > plugin or anything that could render a pass of the scene like this.
> >> >
> >> >
> >> > Ever hopefull,
> >> >
> >> > -Matt
> >> > ___
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> >> please visit:
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> >> >
> >> >
> >>
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Re: [hlcoders] Sharing a depot in perforce

2009-06-25 Thread Garry Newman
TBH, that link makes me think SVN is better. I'm not convinced. At all.
garry

On Thu, Jun 25, 2009 at 4:47 PM, botman  wrote:

> botman wrote:
> > Garry Newman wrote:
> >> Slightly off topic, but why do people use Perforce over SVN (besides
> >> 'cuz
> >> Valve does')?
> >> garry
> >>
> > Because Perforce has teh awesomes...
> >
> >
> http://maillist.perforce.com/pipermail/perforce-user/2006-May/018327.html
> >
> > :)
> >
> More...
>
> http://versioncontrolblog.com/comparison/Perforce/Subversion/index.html
>
> SVN is good (if you want a free source control, Perforce is better, if
> you can afford licenses for more than 2 peeps)
>
> --
> Jeffrey "botman" Broome
>
>
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Re: [hlcoders] Sharing a depot in perforce

2009-06-25 Thread Garry Newman
Slightly off topic, but why do people use Perforce over SVN (besides 'cuz
Valve does')?
garry

On Thu, Jun 25, 2009 at 4:25 PM, botman  wrote:

> Ben Tucker wrote:
> > 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?
> >
> You shouldn't be "sharing" files anywhere.  You install Perforce on one
> machine and run it as the server...
>
>
> http://www.perforce.com/perforce/doc.082/manuals/p4sag/01_install.html#1049719
>
> You install Perforce on the other machine (the client) and run it as a
> client.
>
> The server creates a depot using "p4 depot SomeDepotName"...
>
>
> http://www.perforce.com/perforce/doc.082/manuals/p4sag/03_superuser.html#1044923
>
> ...and the client(s) access those files by creating a ClientSpec (or
> Workspace) that contains that depot.
>
> The client can then add new files to the depot or sync to revisions of
> files in the depot.  The P4 server keeps track of which version of each
> file a client has.  At no point should you "share" a file between the
> server and client by putting on a shared network resource where either
> machine can modify that file.
>
> --
> Jeffrey "botman" Broome
>
>
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Re: [hlcoders] Implementing head tracking

2009-06-14 Thread Garry Newman
Woah! Why do people buy TrackIR if it's that simple?
garry

On Sun, Jun 14, 2009 at 3:39 PM, Harry Jeffery <
harry101jeff...@googlemail.com> wrote:

> http://www.youtube.com/watch?v=qWkpdtFZoBE
> The code is on his site.
>
> 2009/6/14 Brent Lewis :
> >
> > I assume you guys are talking about head tracking for that cool 3D effect
> like (jump to about 2:30) :
> >
> > http://www.youtube.com/watch?v=Jd3-eiid-Uw
> >
> > I was pretty intrigued by that whole thing. I'm curious though - doesn't
> it require making a skewed frustum? I wouldn't have guessed the engine
> allowed that much control over the rendering.
> >
> > I hope it works well for you. Good luck!
> >
> >> Date: Sun, 14 Jun 2009 09:44:51 -0400
> >> From: steven.j.hender...@gmail.com
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: Re: [hlcoders] Implementing head tracking
> >>
> >> To answer your specific questions:
> >>
> >> 1) We didn't find a place to just drop in our tracking device and have
> >> it called every frame.  We had to modify quite a few methods in
> >> in_main.cpp to tell the engine to either use our tracker (if enabled)
> >> or fall back to the mouse.  Not a lot of code per se, just lots of
> >> modification to exiting conditional statements.
> >>
> >> 2) When you position the player, you are moving the feet of the
> >> player's model.  You will have to figure out the transformation from
> >> the feet to the eyes (based on the model's eye height) to figure out
> >> how to put the "camera" where the tracker is.  Also, changing the
> >> player's orientation doesn't change the view orientation.  We found
> >> that we had to change the player's orientation (angles) as well as the
> >> engine's **ViewAngles** to get the behavior we need.
> >>
> >> Steve
> >>
> >>
> >>
> >> On Sun, Jun 14, 2009 at 9:23 AM, Jan Frederick Eick
> wrote:
> >> > Hi there!
> >> >
> >> > For an experiment we are trying to implement headtracking. I'm a bit
> >> > lost in the source right now. I read the tutorial about implementing a
> >> > 3rd person view.
> >> > This intent raises some questions.
> >> >
> >> > 1) the new "input device" (the tracking system) - is there a method
> >> > which gets called every frame in which we could fetch the data of the
> >> > tracking device?
> >> >
> >> > 2) where is the difference in "changing the position of the camera"
> and
> >> > "changing the position of the player"?
> >> >
> >> > I hope you guys get what I'm trying to express ;)
> >> >
> >> > Greets
> >> >
> >> > ___
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> please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >
> >> >
> >>
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Re: [hlcoders] Request to Valve: Increase the model precache limit.

2009-06-14 Thread Garry Newman
I wouldn't mind this. But there's a lot of things I wouldn't mind
increasing, like max edicts, and whatever causes the string table baseline
overflow.
Maybe I should bite the bullet and try to ship with my own engine binaries?
I really don't want to, especially just to increase these variables.. but
maybe it's the only way.

garry


On Sun, Jun 14, 2009 at 9:26 AM, Harry Pidcock  wrote:

> At the moment the maximum model precache limit in the engine is 1024,
> whereas with soundprecache we can load up to 8192.
>
> If you try to load more than 1024 models into the engine(throughout the
> entire game session) the server will crash.
>
> Games like Garry's Mod will crash regularly due to it's sandbox nature.
> 1024
> models is hardly enough.
>
> I suspect this is due to the server and client having statically sized
> arrays rather than having dynamically expanding CUtlVectors or something.
>
> Please look into this,
> Haza.
>
>
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Re: [hlcoders] Dynamic shadows on ViewModel

2009-06-12 Thread Garry Newman
They're not receiving shadows, they're receiving light.
You just set the viewmodel to receive shadows though (not totally
complicated)

garry

On Fri, Jun 12, 2009 at 8:15 PM, KLIMaka  wrote:

> No one knows how to make dynamic shadows visible on the ViewModels? Like
> this http://www.youtube.com/watch?v=FxcWhM33w6E&feature=related
>
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Re: [hlcoders] Smoothly shrinking text on the HUD

2009-05-05 Thread Garry Newman
Have a look at the surface interface..
garry

On Tue, May 5, 2009 at 10:47 PM, Richard Slaughter wrote:

> "That's essentially what I was asking how to do, any pointers on where to
> look for drawing to a texture instead of the hud?"
> Thanks,
>
> Rich
>
>
> Garry Newman wrote:
> > 40 fonts! Yikes!
> > I'd just move the camera, or render the text to a texture and scale that.
> >
> > garry
> >
> > On Tue, May 5, 2009 at 9:48 PM, Richard Slaughter  >wrote:
> >
> >
> >> That's essentially what I was asking how to do, any pointers on where to
> >> look for drawing to a texture instead of the hud?
> >>
> >> For now I've created an array of 40 fonts that descend in size which is
> >> reasonably smooth, but I'm still open to ideas.
> >> Thanks,
> >>
> >> Rich
> >>
> >> Paul Peloski wrote:
> >>
> >>> @Steve: I would not use the camera solution because it's doing the same
> >>> thing (rendering to a texture and scaling it) but in an indirect and
> map
> >>> dependent way.
> >>>
> >>> @Jonas: I would not use the vgui text drawing functions because every
> >>>
> >> font
> >>
> >>> size/style combination you get a handle for caches a lot of bitmaps for
> >>>
> >> the
> >>
> >>> glyphs in the font from what I can tell.
> >>>
> >>> I would just render your HUD element (fonts and all) at a higher
> >>>
> >> resolution
> >>
> >>> than you need, to some texture, then render the texture on the HUD at
> >>> whatever scaled size you want. It won't look perfect because of the
> >>> anti-aliasing on the fonts, but it might look okay. Worth a shot.
> >>>
> >>> Paul
> >>>
> >>> On Sun, May 3, 2009 at 2:19 PM, Jonas 'Sortie' Termansen
> >>> wrote:
> >>>
> >>>
> >>>
> >>>> That's pretty hacky and expensive, avoid that solution. You should use
> >>>>
> >> text
> >>
> >>>> drawing functions. Try changing the size of the font (and color?) very
> >>>> fast,
> >>>> then it will seem rather smooth.
> >>>>
> >>>> - Original Message -
> >>>> From: "Steve Henderson" 
> >>>> To: "Discussion of Half-Life Programming" <
> >>>>
> >> hlcoders@list.valvesoftware.com
> >>
> >>>> Sent: Sunday, May 03, 2009 10:06 PM
> >>>> Subject: Re: [hlcoders] Smoothly shrinking text on the HUD
> >>>>
> >>>>
> >>>>
> >>>>
> >>>>> Another idea is to use a point camera and a monitor.  I've used these
> >>>>> before.  Set up a studio room in your map and make a brush with the
> >>>>>
> >> stuff
> >>
> >>>>> you want to zoom.  Then make a point camera that is set to capture
> this
> >>>>> content.  Then you need to make a vgui material that will be painted
> >>>>>
> >> with
> >>
> >>>>> what the point camera sees.  This material would be part of your hud.
> >>>>> Once
> >>>>> you get the material showing the point camera, you can dolly the
> camera
> >>>>>
> >>>>>
> >>>> in
> >>>>
> >>>>
> >>>>> and out for your effect.
> >>>>>
> >>>>> There is a pretty good point camera tutorial on the wiki.
> >>>>> I can send you the link later
> >>>>>
> >>>>> On May 3, 2009 3:52 PM, "Richard Slaughter" 
> >>>>>
> >>>>>
> >>>> wrote:
> >>>>
> >>>>
> >>>>> Hi List,
> >>>>>
> >>>>> I'm looking to make a hud element where the text being displayed
> >>>>>
> >> shrinks
> >>
> >>>>> down in size smoothly over time.
> >>>>>
> >>>>> So far I've discovered that DrawSetTextScale only works for Bitmap
> >>>>> fonts, which would be nice to avoid so that it will work with the
> >>>>> existing ttf fonts that we're using.
> >>>>>
> 

Re: [hlcoders] Smoothly shrinking text on the HUD

2009-05-05 Thread Garry Newman
40 fonts! Yikes!
I'd just move the camera, or render the text to a texture and scale that.

garry

On Tue, May 5, 2009 at 9:48 PM, Richard Slaughter wrote:

> That's essentially what I was asking how to do, any pointers on where to
> look for drawing to a texture instead of the hud?
>
> For now I've created an array of 40 fonts that descend in size which is
> reasonably smooth, but I'm still open to ideas.
> Thanks,
>
> Rich
>
> Paul Peloski wrote:
> > @Steve: I would not use the camera solution because it's doing the same
> > thing (rendering to a texture and scaling it) but in an indirect and map
> > dependent way.
> >
> > @Jonas: I would not use the vgui text drawing functions because every
> font
> > size/style combination you get a handle for caches a lot of bitmaps for
> the
> > glyphs in the font from what I can tell.
> >
> > I would just render your HUD element (fonts and all) at a higher
> resolution
> > than you need, to some texture, then render the texture on the HUD at
> > whatever scaled size you want. It won't look perfect because of the
> > anti-aliasing on the fonts, but it might look okay. Worth a shot.
> >
> > Paul
> >
> > On Sun, May 3, 2009 at 2:19 PM, Jonas 'Sortie' Termansen
> > wrote:
> >
> >
> >> That's pretty hacky and expensive, avoid that solution. You should use
> text
> >> drawing functions. Try changing the size of the font (and color?) very
> >> fast,
> >> then it will seem rather smooth.
> >>
> >> - Original Message -
> >> From: "Steve Henderson" 
> >> To: "Discussion of Half-Life Programming" <
> hlcoders@list.valvesoftware.com
> >>
> >> Sent: Sunday, May 03, 2009 10:06 PM
> >> Subject: Re: [hlcoders] Smoothly shrinking text on the HUD
> >>
> >>
> >>
> >>> Another idea is to use a point camera and a monitor.  I've used these
> >>> before.  Set up a studio room in your map and make a brush with the
> stuff
> >>> you want to zoom.  Then make a point camera that is set to capture this
> >>> content.  Then you need to make a vgui material that will be painted
> with
> >>> what the point camera sees.  This material would be part of your hud.
> >>> Once
> >>> you get the material showing the point camera, you can dolly the camera
> >>>
> >> in
> >>
> >>> and out for your effect.
> >>>
> >>> There is a pretty good point camera tutorial on the wiki.
> >>> I can send you the link later
> >>>
> >>> On May 3, 2009 3:52 PM, "Richard Slaughter" 
> >>>
> >> wrote:
> >>
> >>> Hi List,
> >>>
> >>> I'm looking to make a hud element where the text being displayed
> shrinks
> >>> down in size smoothly over time.
> >>>
> >>> So far I've discovered that DrawSetTextScale only works for Bitmap
> >>> fonts, which would be nice to avoid so that it will work with the
> >>> existing ttf fonts that we're using.
> >>>
> >>> I'm assuming that changing the font won't yield a smooth enough result,
> >>> as I'm aiming for a 'zooming out' type effect, so I was thinking that
> it
> >>> would be easiest to draw the text on to a surface of some sort, then
> >>> scale that down over time.
> >>>
> >>> Is it possible to do that with a procedural material, and if so can
> >>> someone point me in the right direction as I can't see how to use any
> of
> >>> the text drawing functions in that context.
> >>>
> >>> Any other ideas for where I should be looking?
> >>> Thanks,
> >>>
> >>> Rich
> >>>
> >>> ___
> >>> 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:
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> >>>
> >>>
> >> ___
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> >> please visit:
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> >>
> >>
> >>
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> >
> >
>
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Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?

2009-04-28 Thread Garry Newman
There's 2 types of DOF in GMod..
The simple one just places a bunch of quads from the player's eyes along the
eye angles. Every time it draws one it updates the refraction buffer. This
works, but has issues with transparency I think. You don't get any
foreground blur either.

The other one is done by rendering the scene multiple times into a floating
point buffer, while rotating very slightly around an origin. You get a much
smoother effect with that one - but obviously it isn't realtime.

The sunflares is just a post process shader I wrote that explodes the light
from a certain point on the screen..

garry

On Tue, Apr 28, 2009 at 6:29 PM, Michael Corsaro  wrote:

> How did you implement DoF and the Sun Flares?
>
> On Tue, Apr 28, 2009 at 9:02 AM, Garry Newman 
> wrote:
>
> > Do what?
> > Anything I've done, all you've gotta do is ask and I'll tell you how I've
> > done it.
> >
> > garry
> >
> > On Tue, Apr 28, 2009 at 6:04 AM, Cory de La Torre  > >wrote:
> >
> > > Minh's got it right ;D Like Garry had ever released how to parent the
> > > projector, amirite.
> > >
> > > On Mon, Apr 27, 2009 at 8:10 PM, Stephen Micheals <
> > > stephen.miche...@gmail.com> wrote:
> > >
> > > > Staying on topic a bit wasn't the grain in the shadows introduced by
> > > > valve because of nvidia (forcing a cheaper version to be used) cards
> > > > that could not handle the newer flashlight effect in EP2 without lag?
> > > >
> > > > On Mon, Apr 27, 2009 at 4:00 PM, James Keith 
> > > wrote:
> > > > > Once again, thanks for the totally-explaining-how-to-do-it post...
> > > >
> > > > ___
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> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > >
> > >
> > > --
> > > Gear Dev
> > > ___
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> > > please visit:
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> > >
> > >
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Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?

2009-04-28 Thread Garry Newman
It's just an effect flag, I forget the exact name - something like -
EF_HOT4U
garry

On Tue, Apr 28, 2009 at 2:16 PM, botman  wrote:

> On 4/28/2009 8:02 AM, Garry Newman wrote:
> > Do what?
> > Anything I've done, all you've gotta do is ask and I'll tell you how I've
> > done it.
>
> How did you get all those women to fall in love with you?
>
> --
> Jeffrey "botman" Broome
>
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Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?

2009-04-28 Thread Garry Newman
Do what?
Anything I've done, all you've gotta do is ask and I'll tell you how I've
done it.

garry

On Tue, Apr 28, 2009 at 6:04 AM, Cory de La Torre wrote:

> Minh's got it right ;D Like Garry had ever released how to parent the
> projector, amirite.
>
> On Mon, Apr 27, 2009 at 8:10 PM, Stephen Micheals <
> stephen.miche...@gmail.com> wrote:
>
> > Staying on topic a bit wasn't the grain in the shadows introduced by
> > valve because of nvidia (forcing a cheaper version to be used) cards
> > that could not handle the newer flashlight effect in EP2 without lag?
> >
> > On Mon, Apr 27, 2009 at 4:00 PM, James Keith 
> wrote:
> > > Once again, thanks for the totally-explaining-how-to-do-it post...
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> Gear Dev
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Re: [hlcoders] remove me from list!

2009-04-27 Thread Garry Newman
Please leave me on the list. This is a notification that I want everything
kept as it is.
garry

On Mon, Apr 27, 2009 at 6:33 PM, Joost van kempen
wrote:

>
> ME TOO PLZ!
>
> > Date: Mon, 27 Apr 2009 18:27:14 +0100
> > From: www@gmail.com
> > To: hlcoders@list.valvesoftware.com
> > Subject: [hlcoders] remove me from list!
> >
> > Hello
> >
> > I want to be removed from HLCoders since I'm now getting spammed with
> > more important stuff...
> >
> > ___
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>
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Re: [hlcoders] npc_surface - Could VALVe kindly provide thesourcecode to this awesome test entity?

2009-04-14 Thread Garry Newman
Wasn't it just a bunch of env_cubemap spheres floating about?
garry

On Tue, Apr 14, 2009 at 11:59 AM, James Keith  wrote:

> Fine, you code up a NPC that has the properties of a fluid.
>
> James
> - Original Message -----
> From: "Garry Newman" 
> To: "Discussion of Half-Life Programming"  >
> Sent: Tuesday, April 14, 2009 3:39 AM
> Subject: Re: [hlcoders] npc_surface - Could VALVe kindly provide
> thesourcecode to this awesome test entity?
>
>
> Why can't people just code their own stuff..
> garry
>
> On Tue, Apr 14, 2009 at 5:21 AM, Matt Hoffman
> wrote:
>
> > Source is all about modding. Valve should understand that. Half of
> modding
> > (or more) is experimenting. I don't see why letting people experiment
> with
> > it is a good thing, especially in Source's code. Just something to think
> > about.
> >
> > On Mon, Apr 13, 2009 at 7:10 PM, James Keith 
> wrote:
> >
> > > Darn. I really wanted that!
> > >
> > > Thanks,
> > > James.
> > > - Original Message -
> > > From: "Tobias Kammersgaard" 
> > > To: "Discussion of Half-Life Programming" <
> > hlcoders@list.valvesoftware.com
> > > >
> > > Sent: Monday, April 13, 2009 10:01 PM
> > > Subject: Re: [hlcoders] npc_surface - Could VALVe kindly provide the
> > > sourcecode to this awesome test entity?
> > >
> > >
> > > I asked Mike Durand for this a long time ago.
> > >
> > > Hi Tobias-
> > >
> > > Sorry. That file isn’t part of the SDK distro. In fact, I’m not sure
> > > that
> > > it
> > > is even being used internally at this point. It was an old experiment.
> > >
> > > -Mike
> > >
> > >
> > > /ScarT
> > >
> > >
> > > 2009/4/14 James Keith 
> > >
> > > > I know this is probably going to sound kinda silly, but could someone
> > > > contact valve (sending this to gabe would seem kinda fruity, i have
> no
> > > > idea
> > > > who to ask) and see if we can get the source code to npc_surface? It
> > was
> > > a
> > > > npc from the particle benchmark that had the properties of a liquid,
> > and
> > > > i'm
> > > > interested in how it worked. It's not provided in the source code
> (yet
> > > > npc_blob from the benchmark is, hmm?) and I don't see how it would
> > > > hurt
> > > > anybody if we could look at it.
> > > >
> > > > Thanks,
> > > > James.
> > > >
> > > >
> > > > ___
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> > >
> > >
> > >
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Re: [hlcoders] npc_surface - Could VALVe kindly provide the sourcecode to this awesome test entity?

2009-04-14 Thread Garry Newman
Why can't people just code their own stuff..
garry

On Tue, Apr 14, 2009 at 5:21 AM, Matt Hoffman
wrote:

> Source is all about modding. Valve should understand that. Half of modding
> (or more) is experimenting. I don't see why letting people experiment with
> it is a good thing, especially in Source's code. Just something to think
> about.
>
> On Mon, Apr 13, 2009 at 7:10 PM, James Keith  wrote:
>
> > Darn. I really wanted that!
> >
> > Thanks,
> > James.
> > - Original Message -
> > From: "Tobias Kammersgaard" 
> > To: "Discussion of Half-Life Programming" <
> hlcoders@list.valvesoftware.com
> > >
> > Sent: Monday, April 13, 2009 10:01 PM
> > Subject: Re: [hlcoders] npc_surface - Could VALVe kindly provide the
> > sourcecode to this awesome test entity?
> >
> >
> > I asked Mike Durand for this a long time ago.
> >
> > Hi Tobias-
> >
> > Sorry. That file isn’t part of the SDK distro. In fact, I’m not sure that
> > it
> > is even being used internally at this point. It was an old experiment.
> >
> > -Mike
> >
> >
> > /ScarT
> >
> >
> > 2009/4/14 James Keith 
> >
> > > I know this is probably going to sound kinda silly, but could someone
> > > contact valve (sending this to gabe would seem kinda fruity, i have no
> > > idea
> > > who to ask) and see if we can get the source code to npc_surface? It
> was
> > a
> > > npc from the particle benchmark that had the properties of a liquid,
> and
> > > i'm
> > > interested in how it worked. It's not provided in the source code (yet
> > > npc_blob from the benchmark is, hmm?) and I don't see how it would hurt
> > > anybody if we could look at it.
> > >
> > > Thanks,
> > > James.
> > >
> > >
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Re: [hlcoders] Flight controls problem

2009-02-27 Thread Garry Newman
Rotate using a Matrix
garry

On Fri, Feb 27, 2009 at 8:23 PM, Grash  wrote:

>
> They've been trying to figure this out for the past 3 weeks. What's the
> best way to tackle this problem?
>
> - Grash
>
> --- On Fri, 2/27/09, Christopher Harris  wrote:
>
> From: Christopher Harris 
> Subject: Re: [hlcoders] Flight controls problem
> To: "'Discussion of Half-Life Programming'" <
> hlcoders@list.valvesoftware.com>
> Date: Friday, February 27, 2009, 3:05 PM
>
> I think that the more rolled toward 90 degrees on side you are the more yaw
> will need to adjusted versus pitch since to the game each axis of the angle
> is independent of each other.
>
> Chris
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Grash
> Sent: Friday, February 27, 2009 1:58 PM
> To: Discussion of Half-Life Programming
> Subject: [hlcoders] Flight controls problem
>
>
> One of my students is writing this email out about a problem they are
> having. Any help would be greatly appreciated.
>
> "We are looking to replace the player with an aircraft model. We changed
> the
> mouse controls to affect the pitch and roll, rather then the pitch and yaw.
> the mousex is affecting the roll and the mousey is affecting the
> pitch(which
> hasn't changed) for some reason when we roll the player lets say 90 degrees
> on its side. when we change the pitch, the player model is not pivoting
> right. the pitch will still have the player look to the sky rather then
> rotating sidewards. The 90 degree change on the roll should be affecting
> the
> pitch, but it is not. This is an example of the code we are using.
>
>
> QAngle angle = GetAbsAngle();
>
> angle.z+=1;
>
> SetAbsAngle(angle);
> "
>
>
>
>
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Re: [hlcoders] Recent update bugged.

2009-02-17 Thread Garry Newman
I'm aware :x
It seems like most if not all of the problems stem from the client in single
player never 'connecting' properly.

Also, everyone's steamid has changed.

garry

On Tue, Feb 17, 2009 at 5:56 PM, danny stannard <
dannystann...@btinternet.com> wrote:

> The recent update that went live seems to have broke a lot of stuff.
> Specifically in ep2. Broke animations, hud, suit etc. Just load the game to
> see for yourself.
>
> Anyone working on a patch, or even aware?
>
> -Dan
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Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread Garry Newman
So what you're saying is that Valve are busy working on World Peace,
so you might as well just suck it up and learn the engine by looking
at the code, right?

garry

On Tue, Jan 13, 2009 at 4:04 PM, Minh  wrote:
> If you want to save the planet, why don't you just recycle more.. and
> get your neighbours to do the same..
> oh , and solve that whole world peace thing.. but hey, only if you want
> to.. you can do it!!
>
>
> botman wrote:
>> Nick wrote:
>>
>>> If you want a car...why dont you just create one with metal?
>>>
>>
>> The last time I checked, you have to *pay* for a car (and metal).
>>
>>
>
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Re: [hlcoders] GetTargetInScreen space returning wrong/scaled position

2008-11-22 Thread Garry Newman
Assuming that GetTargetInScreenSpace uses the view/proj matrices to
work out the pixels.. if you're rendering this in a panel then
wouldn't they have changed, making it all useless?

Try capturing the positions during the actual rendering process, then
using those to draw to the HUD later on.

garry

On Sat, Nov 22, 2008 at 8:19 PM, Jed <[EMAIL PROTECTED]> wrote:
> Ok this is really confusing me.
>
> I've got full screen panel which I want to draw elements on based on
> the position of elements in my map. I'm setting my panel full screen
> with:
>
> int nHudWidth, nHudHeight;
> GetHudSize( nHudWidth, nHudHeight );
> SetSize( nHudWidth, nHudHeight );
>
> I've check them number and indeed, it's matching my resolution. Now,
> I'm asking GetTargetInScreenSpace for the position of an entity in my
> map in screen space with:
>
> GetTargetInScreenSpace( pEnt, nX, nY, 0);
>
> and again, it's returning what appear to be "sane" values and
> true/false depending if it's within the screen bounds.
>
> However, when I draw my little square on screen using the nX, nY
> values, what I've noticed is that for each entity, they're in the
> correct position relative to each other but in fact scaled way away
> from where the actual origin is in the world.
>
> The following picture might help explain:
> http://img528.imageshack.us/my.php?image=gettargetinscreenspaceeq0.jpg
>
> This is taken top down to make things clearer. A. B & C are drawn at
> the positions returned from GetTargetInScreenSpace() but the red dots
> are where the entities actually are in the map. The white arrows show
> how the screen space position as apparently been scaled up.
>
> Anyone got any suggestions?
>
> - Jed
>
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Re: [hlcoders] Help with externs

2008-11-11 Thread Garry Newman
extern is a generic c++ thing.. it just means the variable is defined
somewhere else.

garry

On Tue, Nov 11, 2008 at 12:45 PM, Yorg Kuijs <[EMAIL PROTECTED]> wrote:
> Hey list,
>
> have been fiddling with trying to get the bool fThrewGrenade from
> weapon_frag to grenade_frag using extern bool
> but whatever I try I can't seem to get it to work, can't find anything
> about externs and searched through the code for examples and it seems it
> can be done in a ton of ways but what I'm trying just doesn't work
> either I get unresolved external error, or I include weapon_frag.h and
> then I get 4 errors in weapon_ar2.h which are rather weird...
>
> so anybody know where to find more information about external variables?
>
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Re: [hlcoders] Static prop skins = more draw calls?

2008-10-19 Thread Garry Newman
If by multiple skins you mean multiple materials on the same model,
then yeah, it would definitively be less expensive to have a single
material.

If by multiple skins you mean different skins that you can switch
between, then I'd say no, it's exactly the same.. because all it's
really doing there is using a different material.

garry

On Sun, Oct 19, 2008 at 12:54 PM, Robert Briscoe <[EMAIL PROTECTED]> wrote:
> Hi guys,
>
> I've been building some props recently which have a variety of multiple 
> skins, such as barrels with different colours and trees with different 
> foliage etc. But I'm concerned as to how Source handles props with multiple 
> skins, If I have a prop with 5 skins, will that mean, in turn, that the prop 
> will also have 5 draw calls (one for each skin)? Im wondering which is the 
> optimal way to approach it, either five different props or one object with 5 
> different skins...
>
> Thanks!
>
> Robert Briscoe
>
> Send instant messages to your online friends http://uk.messenger.yahoo.com
>
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Re: [hlcoders] Old recorded demos

2008-09-18 Thread Garry Newman
I dunno. I'm guessing it could be even simpler than that.

For the demo's you've only got to really record what things looked and
sounded like. So things like models, angles, positions, gestures. You
don't need to know all the internal data like reload timings etc..
with the exceptions of data for HUD stuff, like health and ammo
counts.


garry


On Thu, Sep 18, 2008 at 4:24 PM, Nick <[EMAIL PROTECTED]> wrote:
> The only possible solution valve could do for such a thing is a version 
> system.
>
> Valve GAME ENGINE demo control interface>
>
> Demoversion1.dll
> Demoversion2.dll
> Demoversion3.dll
> Demoversion4.dll 
> Every saved demo uses specific version ID that enables it to work with
> the previous Demoversion1.dll.
>
> As long as the "" remains the same, or keeps
> the same functionality, it should last as long as the engine does.
>
>
> On Thu, Sep 18, 2008 at 9:28 AM, botman <[EMAIL PROTECTED]> wrote:
>> Nick wrote:
>>> A new format that won't have this problem? LOLOL
>>
>> Maybe they're going to store everything in a text file?  XML?  :)
>>
>> --
>> Jeffrey "botman" Broome
>>
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Re: [hlcoders] Detecting point is outside world

2008-09-18 Thread Garry Newman
Does UTIL_PointContents return anything useful?

garry

On Thu, Sep 18, 2008 at 8:19 AM, Andrew Watkins <[EMAIL PROTECTED]> wrote:
> Hey all, very simple question that I can't seem to find the answer to - how
> to tell if a point is outside the game world or not?
>
> I've added an ability allowing players to teleport a short distance,
> including through walls, to our HL2MP OB mod. This is great, and the code
> successfully avoids getting the player stuck inside world brushes or
> anything else when teleporting. It is unfortunately possible for them to
> teleport to completely outside the world geometry, and I can't work out how
> to stop this. I've tried my hull traces using various likely-looking masks &
> collision groups, and have looked at all the UTIL_PointContents flags, but I
> can't see how to determine if a point is outside the world or not.
>
> I've also looked through gamemovement.cpp, as players don't fall when they
> teleport outside the world, so something must be stopping them, as they
> aren't "in a solid" - but nothing jumps out at me. So, does anyone know how
> to determine if a point / trace / entity is completely outside the world
> geometry?
>
> The best "hacky" method I can come up with is testing if a
> several-thousand-unit-long trace can be done in any direction
> (up/down/n/s/e/w), and if any can, assume its outside. I'm sure there's a
> point contents method, but I can't work it out. Help would be appreciated.
>
> Thanks
>
>
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Re: [hlcoders] Weapon Variables and Replication Issues

2008-09-14 Thread Garry Newman
There's a function on the weapon like "IsFirstTimePredicted", you'll
probably want to use that on your clientside increment to prevent it
adding to it multiple times.

Can't really explain why your server var isn't changing without seeing
your code (my best guess would be that you aren't changing it).

garry


On Sun, Sep 14, 2008 at 5:18 PM, Idrox Gedrono <[EMAIL PROTECTED]> wrote:
> Hi there, this is my first time sending anything in to the mailing list, 
> though I've been subscribed for a while.  The last couple days, I've been 
> tearing through the code of a mod I'm working on, but I've come across an 
> issue that brings my progress to a screeching halt.
>
> The basic idea is that there is a heat system in place for the main weapon of 
> the game; fire too quickly and it overheats, making it useless.  I have put 
> the code that handles this inside the PrimaryFire code of the weapon, so it 
> checks for overheating before firing, and if it does fire, it does all of the 
> heat increasing, et cetera.
>
> The way I handle heat is using a single time variable.  The time inside the 
> variable represents the point in time where all heat will have faded from the 
> weapon.  If at any moment this time is farther out than, say, a second, the 
> weapon says 'too much heat, so no functionality'.  There are two problems 
> that I've come across here.  To debug this, I've made a simple console output 
> whenever you fire that lists gpGlobals->curtime and the cooldown-time 
> variable.  I've found that for every time the server outputs these variables, 
> the client outputs them two or even three times, producing only one actual 
> firing effect, but increasing the cooldown-time variable by the appropriate 
> multiple, overheating the weapon much faster.  On top of that, the server 
> does not actually modify the cooldown-time; every time it's output, it always 
> says 0.00, though it outputs gpGlobals->curtime correctly, and is in sync 
> with the client's output of curtime.  As far as I can tell, I have everything 
> set up correctly for replication
>
> Clarification: The weapon, though it uses heat to limit the firing rate (by 
> the player having to limit her firing speed so it doesn't overheat), does 
> still have a normal refire rate of half a second.
>
> Sorry if it was a bit longwinded, and I hope someone can help :).
>
> -Kohan
>
> _
> See how Windows connects the people, information, and fun that are part of 
> your life.
> http://clk.atdmt.com/MRT/go/msnnkwxp1020093175mrt/direct/01/
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Re: [hlcoders] Client File Download

2008-09-13 Thread Garry Newman
Yeah, right on.

On Sat, Sep 13, 2008 at 3:39 PM, Keeper <[EMAIL PROTECTED]> wrote:
> -> I know a lot of things which work that Microsoft don't include with
> -> windows
>
> Yeah, usually the only things that work are what M$ doesn't include ;)
>
>
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Re: [hlcoders] Client File Download

2008-09-11 Thread Garry Newman
Unblocking it would still affect GMod10.

GMod10 downloads Lua files using the downloadables table method with a
dua extension, into a seperate 'download cache' folder, then uses the
files from there.

Ideally there'd be a callback into client.dll from the engine saying
like "hey should we download this file", then one saying "hey we
downloaded this file".

And ideally it'd download more than one at a time. Especially if it
was just being HTTP redirected.

But life ain't that perfect.

garry


On Thu, Sep 11, 2008 at 3:22 AM, Haza <[EMAIL PROTECTED]> wrote:
> Blocking lua files in other mods is just stupid, what happens when the mod
> developers use a different extension, or none at all, I just think this
> hot-fix for gmod 9 should be removed from OB.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Stephen Swires
> Sent: Thursday, 11 September 2008 11:50 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Client File Download
>
> What are you talking about? Garry's Mod 10 downloads Lua files anyway
> with its own system, and Garry's Mod 9 still uses the Ep1 engine and
> will always do so.
>
> Andrew Ritchie wrote:
>> did the Virus makers go "Oh this new engine is very pretty I don't want to
>> make viruses for it anymore, I've learned the error of my ways"
>>
>> because Garrys mod is now on the Orange Box engine, and it's still
> possible
>> for mods to implement LUA in the dlls
>>
>> On Thu, Sep 11, 2008 at 2:16 AM, Haza <[EMAIL PROTECTED]> wrote:
>>
>>
>>> They could at least remove it in Orange Box Engine.
>>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED]
>>> [mailto:[EMAIL PROTECTED] On Behalf Of Tom
> Leighton
>>> Sent: Thursday, 11 September 2008 9:38 AM
>>> To: Discussion of Half-Life Programming
>>> Subject: Re: [hlcoders] Client File Download
>>>
>>> Gmod 9 is still about, and with it the lua viruses are still about.
>>>
>>> Stephen Swires wrote:
>>>
 I think Valve should remove this rather out-dated block.

 Mulchman wrote:


> On Wed, Sep 10, 2008 at 3:07 PM, joshua simmons
>
>>> <[EMAIL PROTECTED]>wrote:
>>>
>
>
>> It seems odd that they blocked .lua at the engine level rather than
>> garry patching it. But at any rate you can just use another extension.
>>
>>
>>
> We (fortress forever) thought the same thing when asking about this a
>
>>> long
>>>
> time ago (in a galaxy far far away).
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Re: [hlcoders] Which are the other 3 mods that get access to the steamworks sdk?

2008-08-11 Thread Garry Newman
Ya, I'll probably start playing mods again if they're proper on Steam.

garry

On Mon, Aug 11, 2008 at 6:47 PM, 1nsane <[EMAIL PROTECTED]> wrote:
> Zombie Panic Source and Age of Chivalry?
>
> It would be nice if Valve finally started distributing mods for ?free? over
> Steam... that would make updating much easier for everyone and less random
> disconnects when the versions differ.
>
> On Mon, Aug 11, 2008 at 9:52 AM, Wiktor Deresz <[EMAIL PROTECTED]> wrote:
>
>> On Mon, Aug 11, 2008 at 8:54 AM, <[EMAIL PROTECTED]> wrote:
>>
>> > I noticed that Synergy is one of the first 4 mods that get access to the
>> > steamworks sdk, so im wondering which are the other 3 mods that get
>> access,
>> > and if its possible that more mods will get access to the steamworks sdk
>> in
>> > the near future, as this would be a great benefit for the source modders
>> out
>> > there.
>> > --
>> > Der GMX SmartSurfer hilft bis zu 70% Ihrer Onlinekosten zu sparen!
>> > Ideal für Modem und ISDN: http://www.gmx.net/de/go/smartsurfer
>> >
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>> >
>>
>> Zombie Panic Source!
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Re: [hlcoders] Dynamic Mesh Issues.

2008-07-28 Thread Garry Newman
Looks like it's drawing on the opaque pass but isn't writing to the
depth buffer.

Change the entity so it's in the transparent render group, should fix
it right up.

garry

On Mon, Jul 28, 2008 at 10:55 AM, Haza <[EMAIL PROTECTED]> wrote:
> We have a problem where a dynamic mesh is not being drawn the way we want it
> to be drawn.
>
> You can see the problem in this image.
>
> http://img329.imageshack.us/img329/8563/texturetest0004xw3.jpg
>
> We use a scripting engine to draw this on the client side.
>
> The draw code goes something like this.
>
> function ent:Draw()
>local m = Mesh("ring/redring")
>m:Begin(Mesh.QUADS, 20)
>
>local white = Color(255,255,255,255)
>
>for count = 1,20 do
>local v1 = vectorList[count].v1
>local v2 = vectorList[count].v2
>local v3 = vectorList[count].v3
>local v4 = vectorList[count].v4
>
>local normal = TriNormal(v1,v2,v3)
>
>m:Color(white)
>m:TexCoord(0, 1)
>m:Normal(normal)
>m:Position(v4)
>m:Advance()
>
>m:Color(white)
>m:TexCoord(1, 1)
>m:Normal(normal)
>m:Position(v3)
>m:Advance()
>
>m:Color(white)
>m:TexCoord(1, 0)
>m:Normal(normal)
>m:Position(v1)
>m:Advance()
>
>m:Color(white)
>m:TexCoord(0, 0)
>m:Normal(normal)
>m:Position(v2)
>m:Advance()
>end
>m:End()
> end
>
>
>
> This is what happens in C++
> // Class members
> IMesh *m_pMesh;
> CMatRenderContextPtr m_RenderContext;
> CMeshBuilder m_MeshBuilder;
> IMaterial *m_pMat;
>
> // m = Mesh("ring/redring")
> m_RenderContext = materials->GetRenderContext();
> m_pMat = materials->FindMaterial(mat, TEXTURE_GROUP_CLIENT_EFFECTS );
>
> // m:Begin(Mesh.QUADS, 20)
> m_RenderContext->Bind(m_pMat, NULL);
> m_pMesh = m_RenderContext->GetDynamicMesh( );
> m_MeshBuilder.Begin(m_pMesh,static_cast(primativety
> pe), numprimatives);
>
> // m:End()
> m_MeshBuilder.End(false, true);
>
> // m:???(???)
> Runs code from m_MeshBuilder;
>
> All this code is called from a C_BaseEntity on the client side.
>
> If you have any ideas on what is going wrong I will be very grateful.
>
> With Thanks,
> Haza
>
>
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Re: [hlcoders] Bots & Server Plugins coming - woot

2008-07-25 Thread Garry Newman
Nice. Looks pretty intelligent. (Moreso than most TF2 players).

This might be a stupid question but can you still get achievements by
killing the bots? I mean if they're on a proper server and you do
something to them that would normally unlock an achievement..


garry

On Fri, Jul 25, 2008 at 9:32 AM, Jeremy <[EMAIL PROTECTED]> wrote:
> So I've been working with Tony on exercising the new bot interface, and I
> must say it has me pretty excited. I wanted to shamelessly plug my TF2 bot
> in development at the same time as generally just updating others that at
> long last, the server plugin bot interface is getting the attention it has
> needed for oh so long.
>
> http://www.youtube.com/watch?v=MHHEetn64Vo
>
> To summarize, the new bot interface is going into the Orange Box engine, and
> so will be available for DOD:S, CS:S(when its updated to OB), TF2 of course,
> and whatever future Orange Box based mods/games pop up(hopefully HL2DM will
> be updated as well).
>
> If you are a fan of DOD:S or CS:S and want to help out at all, there is a
> discussion at Bots United you can check out to get more detailed info about
> this stuff.
>
> http://forums.bots-united.com/showthread.php?t=3629&page=8 - near the bottom
>
> Hopefully once Tony gets the interfaces and stuff solid it won't be too long
> of a process to go from his hands into a steam update near you. In order to
> get the interfaces solid for these several games I could use some help. I
> mention that help in the bots united thread linked above. Please discuss
> further there so as not to spam the coders list.
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Re: [hlcoders] .Bik as background?

2008-07-15 Thread Garry Newman
Hahaha

garry

On Tue, Jul 15, 2008 at 9:38 AM, Tom Edwards <[EMAIL PROTECTED]> wrote:
> But you aren't going to answer him? :-p
>
> Tony "omega" Sergi wrote:
>> He did. (me)
>> -Tony
>>
>>
>> On Tue, Jul 15, 2008 at 4:13 AM, Wiktor Deresz <[EMAIL PROTECTED]> wrote:
>>
>>
>>> How about asking creators of PV?
>>>
>>> 2008/7/15 Jake Breen <[EMAIL PROTECTED]>:
>>>
>>>
 Seemed to forgot to ask how x.x Looked at Project Valk, do you have to
 code it in or just add a main menu bik in media folder?

 Jake Breen wrote:

> Lovely, Thanks a lot Tony!
>
> Tony "omega" Sergi wrote:
>
>
>> Yes, project valkyrie's main menu is a bink video ;)
>>
>> On Mon, Jul 14, 2008 at 1:46 AM, Jake Breen <
>>
 [EMAIL PROTECTED]>

>> wrote:
>>
>>
>>
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>>
>>
>
>
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Re: [hlcoders] Replacing a single scripted sound with a random scripted sound

2008-07-10 Thread Garry Newman
Can you replace any of the sounds? I would have thought that it would
be reading that file from inside the gcf instead of from the disk..

garry

On Wed, Jul 9, 2008 at 11:11 PM, Tom Edwards <[EMAIL PROTECTED]> wrote:
> I've spent a happy evening dubbing 80s pop epics and glam rock over
> TF2's ubercharge sound, and it works perfectly when I use playgamesound.
> But when I connect to a server, even if sv_pure = 0 the stock sound
> plays. I have a horrible feeling it's because the path of the actual
> sound file is passed to the client instead of the soundscript entry.
>
> Here's what's on my client:
>
> TFPlayer.InvulnerableOn
> {
>channelCHAN_STATIC
>volume1
>soundlevel  SNDLVL_120dB
>rndwave
>{
>waveplayer/invulnerable_on_crimsontide.wav
>waveplayer/invulnerable_on_darkness.wav
>waveplayer/invulnerable_on_flashdance.wav
>waveplayer/invulnerable_on_heart.wav
>waveplayer/invulnerable_on_italianjob.wav
>waveplayer/invulnerable_on_katebush.wav
>waveplayer/invulnerable_on_marvingaye.wav
>waveplayer/invulnerable_on_nightwish.wav
>waveplayer/invulnerable_on_pirates.wav
>waveplayer/invulnerable_on_queen.wav
>waveplayer/invulnerable_on_strawbs.wav
>}
> }
>
> Here's what's on all servers not started by me:
>
> TFPlayer.InvulnerableOn
> {
>channelCHAN_STATIC
>volume1
>soundlevel  SNDLVL_120dB
>waveplayer/invulnerable_on.wav
> }
>
> I'm not actually overwriting invulnerable_on.wav, so I can only conclude
> that the soundscript is being bypassed.
>
> Not only is this very irritating, but it must be a real waste of
> bandwidth to network a string for every damn server-side sound (consider
> vo\heavy_thanksfortheteleporter01.wav, 37 ASCII characters for that!).
> Is there any way around it? Perhaps it's a good area to look at
> optimising traffic in?
>
>
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Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Garry Newman
I think you're probably underestimating the work required to provide
it to us. I doubt it's just a case of including a few extra cpp files.

garry

On Mon, Jul 7, 2008 at 4:12 PM, Nick <[EMAIL PROTECTED]> wrote:
> More portal is better for everyone. The only way valve would benefit
> from not releasing some portal code, would be if valve plans to
> release more singleplayer, or some sort of multiplayer/co-op game. I
> haven't heard anything about that though.
>
> On Mon, Jul 7, 2008 at 10:02 AM, Andrew Ritchie <[EMAIL PROTECTED]> wrote:
>> Not releasing it means you don't get to make your portal inspired mod, I
>> don't think that hurts Valve in anyway since they get to maintain full
>> control over how the tech they developed for portal is used.
>>
>> On Mon, Jul 7, 2008 at 3:55 PM, Nick <[EMAIL PROTECTED]> wrote:
>>
>>> If someone is big enough to sell it, they are probably big enough to
>>> write their own portal gun code.
>>>
>>> Not releasing portal gun code, only hurts small modders, and players, and
>>> valve.
>>>
>>> On Mon, Jul 7, 2008 at 9:34 AM, Olly <[EMAIL PROTECTED]> wrote:
>>> > If valve released the sourcecode for everything, then someone could just
>>> > recompile it with a different name, and then sell it.
>>> >
>>> > Thats why they dont release it.
>>> >
>>> > 2008/7/7 Patrick Neese <[EMAIL PROTECTED]>:
>>> >
>>> >> :P so other than HL2 no other source is released... awesome...
>>> >> ...*shakes head*
>>> >>
>>> >> Anyone know why that is?
>>> >>
>>> >> Thanks!
>>> >>
>>> >> On Sun, Jul 6, 2008 at 7:40 PM, Olly <[EMAIL PROTECTED]> wrote:
>>> >>
>>> >> > Code for retail games is not released (i.e; CSS, DODs, Portal, TF2,
>>> etc)
>>> >> >
>>> >> > 2008/7/7 Patrick Neese <[EMAIL PROTECTED]>:
>>> >> >
>>> >> > > So I just downloaded the new BETA sdk
>>> >> > > And I can't Find c_prop_portal.h which is inside a precompiler
>>> section
>>> >> > for
>>> >> > > PORTAL.
>>> >> > >
>>> >> > > Have these cpp and header not been released yet so we can modify
>>> code
>>> >> for
>>> >> > > the Portal "mod"? Or am I just extremely daft?
>>> >> > >
>>> >> > > I added
>>> >> > >
>>> >> > > #ifndef PORTAL
>>> >> > > #define PORTAL
>>> >> > > #endif
>>> >> > >
>>> >> > > to see what would happen...um...definitely gave me some errors :)
>>> >> > >
>>> >> > > Building maps for Portal is fun and all...but modifying some NPC's
>>> to
>>> >> > work
>>> >> > > with HL2 maps and portal gun... that would be amazing.
>>> >> > > ___
>>> >> > > 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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>>> >> please visit:
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>>> >>
>>> >>
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>>> >
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>>>
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Re: [hlcoders] beta crash related to FinishClientPutInServer

2008-07-05 Thread Garry Newman
I had this problem for about 2 days. It was crashing in InitialSpawn.
At first I thought it was something to do with the call to gamestats
in InitialSpawn.

What I think fixed it for me was this. I compared all of Valve's files
with all of mine, and deleted the files that Valve had deleted but
were still hanging around in my local svn. After that it worked. So
I'm guessing maybe Valve moved a .h and something in my code was
including the old header instead of the new, updated moved one,
resulting in some crazy undebuggable corruption.

garry

On Sat, Jul 5, 2008 at 12:55 PM, Mark Chandler <[EMAIL PROTECTED]> wrote:
> A friend had the same problem. Turn optimization of and it should work fine.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Michael Chang
> Sent: Saturday, July 05, 2008 7:24 PM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] beta crash related to FinishClientPutInServer
>
> Hey all
> Thanks for suggesting that I switch to the new Beta SDK.
>
> I just merged my code with the new SDK, an OB HL2MP game.
>
> As soon as the player loads into the game, a crash occurs in
> hl2mp_client.cpp as shown from the dump:
>
> void FinishClientPutInServer( CHL2MP_Player *pPlayer )
> {
>pPlayer->InitialSpawn();
>pPlayer->Spawn();
>
> 
>
> It gets weird. I tried this right before that line:
>
>
>if(pPlayer == NULL)
>return;
>
> And it still crashes.
>
> Any idea if this is an SDK issue? Or did I do something wrong with my code
> merge? What might possible cause this crash?
>
> Thanks.
>
> ~M
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Re: [hlcoders] Antlion worker spit

2008-07-03 Thread Garry Newman
I had trouble getting it to work when I was first adding it to GMod. I
don't remember exactly how I got it working but I think it was
something to do with something that was #ifdef'd out (probably an
#ifdef EPISODIC).

I remember it did take me a while to work it out - if you can't find
it let me know and I'll do a diff on the offending files.

garry



On Thu, Jul 3, 2008 at 4:29 PM, Andrew Watkins <[EMAIL PROTECTED]> wrote:
>
> Has anyone had any difficulty convincing antlion worker's spit to work
> properly? My workers spit, but the spit globules don't move.
>
> Its a hl2dm mod (OB), and in order to be able to create antlion workers
> using CBaseEntity::Create, I minimally overrode the antlion class to create
> an antlion worker class, the only diference being that the spawn function
> adds the SF_ANTLION_WORKER spawn flag. The worker code itself isn't the
> problem though, but the spit code (at least as far as I can tell)
>
> The spit blobs just don't move. The correct velocity parameters are
> definately getting passed in, and if read off immediately after the velocity
> is correct, but by the next frame its zero. The movetype is right
> (MOVETYPE_FLYGRAVITY), and its not VPhysics, so there's no call to
> CreateVPhysics, and adding one has no noticable effect. Gravity is
> definately applied, and has no effect either, and it is possible to walk
> into the blobs and take damage, so the engine isn't simply ignoring them.
>
> If you're looking for it (thanks!), its grenade_spit.cpp / .h, and the files
> aren't included in the project by default. (I added them.)
> As far as I can see, all the relevant stuff is set up in the same manner as
> for a regular grenade, except for the call to CreateVPhysics; and I just
> can't see why the damn blobs don't move.
>
> This is unmodified valve code, although I had to manually include it in the
> server project.
>
> Note: The sk_antlion_worker_spit_speed convar is definately set, I've used
> Msgs to check that the right velocity vector is going in to the call to
> SetAbsVelocity!
>
> Has anyone else tried these guys out, with success or otherwise?
>
> Thanks,
> Winston
>
>
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Re: [hlcoders] Changing Dyn Shadow quality?

2008-07-02 Thread Garry Newman
Yeah you can up the size and number of render targets for it. Just
search the code for r_flashlightdepthres to see where it's used.

garry

On Wed, Jul 2, 2008 at 6:32 AM, Jake Breen
<[EMAIL PROTECTED]> wrote:
> I was wondering if it would be possible to increase the quality of
> Source 2007's Dynamic Shadow?
>
> I did find a command that would help (r_flashlightdepthres) it's
> currently set at 1024 although when I try to change it, it just changes
> back to 1024. Are there any possible code changes to fix this? (Haven't
> looked at the ep2 code yet.. >.>)
>
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Re: [hlcoders] Linux & Orange Box

2008-06-21 Thread Garry Newman
No, THEY haven't cleaned my bathroom since 2001! I don't see why I
should have to do it when I bought their game!

garry

On Sat, Jun 21, 2008 at 3:13 PM, Jeffrey botman Broome
<[EMAIL PROTECTED]> wrote:
> Garry Newman wrote:
>> Valve need to come and clean my bathroom. I bought Half-Life 1 in
>> 2001, I pay their wages, they owe me this.
>
> You haven't cleaned your bathroom since 2001?
>
> Ew, you're disgusting!
>
> --
> Jeffrey "botman" Broome
>
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Re: [hlcoders] Linux & Orange Box

2008-06-21 Thread Garry Newman
Valve need to come and clean my bathroom. I bought Half-Life 1 in
2001, I pay their wages, they owe me this.

garry

On Sat, Jun 21, 2008 at 9:11 AM, Nick <[EMAIL PROTECTED]> wrote:
> Look! another one, like roaches they come out at night. I have no idea
> who you stole your steam account from, but I like everyone else I know
> bought and paid for my steam account with actual money. Valve is a
> good company, it runs of the money from me, and from you.
>
> I know Valve cares about customers, and anyone modding or playing mods
> is a good and loyal customer. For a rat like you to come here and say
> Valve owes paying customers nothing is unbelievable! I refuse to
> listen to people like you who say Valve owes us nothing, and doesn't
> care about us.
>
> On Sat, Jun 21, 2008 at 2:59 AM, Mark Chandler <[EMAIL PROTECTED]> wrote:
>> Calm down there. Valve doesn't owe us anything! We didn't exactly pay grand
>> sums of money for the sdk and we are lucky to get as much support as we do.
>>
>> Mark
>>
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Nick
>> Sent: Saturday, June 21, 2008 3:24 PM
>> To: Discussion of Half-Life Programming
>> Subject: Re: [hlcoders] Linux & Orange Box
>>
>> Tobias  Kammersgaard,
>>
>> I don't know who's side you are on right now, but I know you are not
>> on the side of Valve or the modding community. The source modding
>> community has been waiting for over 6 months for even a half decent
>> way of compiling mod binaries for linux. Thats complete bullshit, and
>> totally unacceptable. I know better than to believe that it really
>> needed to take that long. Valve has very smart people, and to have
>> modders wait 6 months for something that should have been out in
>> January is pathetic.
>>
>> Tobias, if you work for some other bullshit company, or there is some
>> reason why you don't want an improved source sdk, you need to leave
>> now.
>>
>>
>> On Fri, Jun 20, 2008 at 11:10 PM, Tobias Kammersgaard
>> <[EMAIL PROTECTED]> wrote:
>>> That statement is just dumb for so many reasons.
>>>
>>>
>>> /ScarT
>>>
>>>
>>> On 21/06/2008, Nick <[EMAIL PROTECTED]> wrote:

 At least you get paid to fix bugs.
 Imagine how many free mod developers, have to deal with the bugs you
 get paid to leave behind...


 On Fri, Jun 20, 2008 at 12:26 PM, Tony omega Sergi <[EMAIL PROTECTED]>
 wrote:
 > Awesome :D so just about 20 hours of anger and wanting to throw linus
 over a
 > cliff paid off ;)
 > -Tony
 >
 > On Fri, Jun 20, 2008 at 6:42 AM, John <[EMAIL PROTECTED]> wrote:
 >
 >> Great work omega this fixed all my problems :)
 >>
 >> On 6/20/08, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
 >> >
 >> > Hey guys, I think I've fixed the linux issue with ConCommands (ie:
 say,
 >> > kill
 >> > etc), and it appears to all have been makefile related.
 >> >
 >> > Here is a tarball of the makefiles, plus vcprojtomake.cpp
 >> > you can unpack it into the src dir (it contains the paths from src)
>> or
 >> > somewhere else and copy the files to the appropriate location.
 >> >
 >> > Please read the top thoroughly as I've made some comments in there
>> ;)
 >> >
 >> > Please let me know asap if everything is functional for you now.
 >> >
 >> > link:
 >> > http://www.omegaowns.us/valvestuff/orange_makefiles.tar.gz
 >> >
 >> >
 >> > --
 >> > -Tony
 >> > ___
 >> > To unsubscribe, edit your list preferences, or view the list
>> archives,
 >> > please visit:
 >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
 >> >
 >> >
 >> ___
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 >> please visit:
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 >>
 >>
 >
 >
 > --
 > -Tony
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 >
 >

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Re: [hlcoders] Post your code!

2008-06-15 Thread Garry Newman
I just networked the name of the entity and loaded those scripts for
that clientside entity when it's created.

garry

On Sun, Jun 15, 2008 at 7:47 PM, John <[EMAIL PROTECTED]> wrote:
> I've got it to link the server Lua classes to entities, but I need the
> server Lua entity to link with a client Lua entity. In C++ this is done
> using the
> IMPLEMENT_NETWORKCLASS_ALIASED( BaseLuaWeapon, DT_BaseLuaWeapon ) macro,
> I've tried to unpick it but cant seem to generate the datatable dynamically.
>
>
> On Sun, Jun 15, 2008 at 6:49 PM, Nuno Silva <[EMAIL PROTECTED]>
> wrote:
>
>> Do you think it would be okay if i post code snippets on how to do common
>> things in the SDK?
>>
>> On Sun, Jun 15, 2008 at 6:34 PM, Tom Leighton <[EMAIL PROTECTED]
>> >
>> wrote:
>>
>> > I can only assume he meant in your code how did you link two entities
>> > created with lua together (say server/client entities)
>> >
>> > However that would simply be a case of copying the LINK_ENTITY_TO_CLASS
>> > code you already have and just creating the same entity with the same
>> > name on the clientside -- the engine afaik picks up the entity name
>> > automatically.
>> >
>> > Garry Newman wrote:
>> > > I don't really understand the question. The entities are linked
>> > > already, in the engine. In what way do you mean linked on the client?
>> > >
>> > > garry
>> > >
>> > > On Sun, Jun 15, 2008 at 12:01 PM, John <[EMAIL PROTECTED]> wrote:
>> > >
>> > >> You didn't answer my question though :(
>> > >>
>> > >> On Sun, Jun 15, 2008 at 11:40 AM, Garry Newman <[EMAIL PROTECTED]
>> >
>> > >> wrote:
>> > >>
>> > >>
>> > >>> Most of this is done in Lua. I have a searchable version of all the
>> > >>> Lua code here:
>> > >>>
>> > >>> http://code.garrysmod.com/
>> > >>>
>> > >>> Here's how the balloon is made (Even though it doesn't make much
>> sense)
>> > >>>
>> > >>>
>> > >>>
>> >
>> http://code.garrysmod.com/?show=/garrysmod/gamemodes/sandbox/entities/weapons/gmod_tool/stools/balloon.lua
>> > >>>
>> > >>> All the sandbox entities are here
>> > >>>
>> > >>>
>> > >>>
>> >
>> http://code.garrysmod.com/?into=garrysmod/gamemodes/sandbox/entities/entities
>> > >>>
>> > >>> The balloon just uses a motion controller to pull upwards (see the
>> > >>> physicssimulate function)
>> > >>>
>> > >>>
>> > >>>
>> >
>> http://code.garrysmod.com/?show=garrysmod/gamemodes/sandbox/entities/entities/gmod_balloon/init.lua
>> > >>>
>> > >>> I simplified the motion controller a bit for Lua, but there's some
>> > >>> examples of using it in the sdk (I think the gravity gun uses one)
>> > >>>
>> > >>> garry
>> > >>> On Sat, Jun 14, 2008 at 3:28 PM, Adam Donovan <
>> [EMAIL PROTECTED]
>> > >
>> > >>> wrote:
>> > >>>
>> > >>>> Yeah Garry I would like to see how you coded balloons..:) as well as
>> > >>>>
>> > >>> basic
>> > >>>
>> > >>>> functions like spawing an object(via a weapon trace im guessing) and
>> > >>>> freezing it..Thanks for youe help the other day with the phycannon
>> to
>> > by
>> > >>>>
>> > >>> the
>> > >>>
>> > >>>> way, it worked..just now have to figure out getting the movment to
>> be
>> > >>>> smoother..though im guessing now its not predicted that kinda hard:)
>> > >>>> cheers
>> > >>>> Adam
>> > >>>> ___
>> > >>>> To unsubscribe, edit your list preferences, or view the list
>> archives,
>> > >>>>
>> > >>> please visit:
>> > >>>
>> > >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> > >>>>
>> > >>>>
>> > >>>>
>> > >>> _

Re: [hlcoders] Post your code!

2008-06-15 Thread Garry Newman
I don't really understand the question. The entities are linked
already, in the engine. In what way do you mean linked on the client?

garry

On Sun, Jun 15, 2008 at 12:01 PM, John <[EMAIL PROTECTED]> wrote:
> You didn't answer my question though :(
>
> On Sun, Jun 15, 2008 at 11:40 AM, Garry Newman <[EMAIL PROTECTED]>
> wrote:
>
>> Most of this is done in Lua. I have a searchable version of all the
>> Lua code here:
>>
>> http://code.garrysmod.com/
>>
>> Here's how the balloon is made (Even though it doesn't make much sense)
>>
>>
>> http://code.garrysmod.com/?show=/garrysmod/gamemodes/sandbox/entities/weapons/gmod_tool/stools/balloon.lua
>>
>> All the sandbox entities are here
>>
>>
>> http://code.garrysmod.com/?into=garrysmod/gamemodes/sandbox/entities/entities
>>
>> The balloon just uses a motion controller to pull upwards (see the
>> physicssimulate function)
>>
>>
>> http://code.garrysmod.com/?show=garrysmod/gamemodes/sandbox/entities/entities/gmod_balloon/init.lua
>>
>> I simplified the motion controller a bit for Lua, but there's some
>> examples of using it in the sdk (I think the gravity gun uses one)
>>
>> garry
>> On Sat, Jun 14, 2008 at 3:28 PM, Adam Donovan <[EMAIL PROTECTED]>
>> wrote:
>> > Yeah Garry I would like to see how you coded balloons..:) as well as
>> basic
>> > functions like spawing an object(via a weapon trace im guessing) and
>> > freezing it..Thanks for youe help the other day with the phycannon to by
>> the
>> > way, it worked..just now have to figure out getting the movment to be
>> > smoother..though im guessing now its not predicted that kinda hard:)
>> > cheers
>> > Adam
>> > ___
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>> please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >
>> >
>>
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Re: [hlcoders] Post your code!

2008-06-15 Thread Garry Newman
Most of this is done in Lua. I have a searchable version of all the
Lua code here:

http://code.garrysmod.com/

Here's how the balloon is made (Even though it doesn't make much sense)

http://code.garrysmod.com/?show=/garrysmod/gamemodes/sandbox/entities/weapons/gmod_tool/stools/balloon.lua

All the sandbox entities are here

http://code.garrysmod.com/?into=garrysmod/gamemodes/sandbox/entities/entities

The balloon just uses a motion controller to pull upwards (see the
physicssimulate function)

http://code.garrysmod.com/?show=garrysmod/gamemodes/sandbox/entities/entities/gmod_balloon/init.lua

I simplified the motion controller a bit for Lua, but there's some
examples of using it in the sdk (I think the gravity gun uses one)

garry
On Sat, Jun 14, 2008 at 3:28 PM, Adam Donovan <[EMAIL PROTECTED]> wrote:
> Yeah Garry I would like to see how you coded balloons..:) as well as basic
> functions like spawing an object(via a weapon trace im guessing) and
> freezing it..Thanks for youe help the other day with the phycannon to by the
> way, it worked..just now have to figure out getting the movment to be
> smoother..though im guessing now its not predicted that kinda hard:)
> cheers
> Adam
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Re: [hlcoders] Post your code!

2008-06-14 Thread Garry Newman
I'd glady share some of my code if anyone wants to know how I do
something specific in GMod. (Bear in mind that pretty much all of GMod
is scripted via Lua).

garry

On Sat, Jun 14, 2008 at 10:29 AM, Tom Edwards <[EMAIL PROTECTED]> wrote:
> 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] Source SDK Base OB needs updating?

2008-06-12 Thread Garry Newman
I'm getting this too. Recompiling with the particles.lib in the SDK
doesn't fix it.

I think it's causing problems with the Hunter NPC. The particle trails
don't show up, but there's particles at 0,0,0 that never go away and
cause sub 5fps when looking at them after a while.

Anyone fixed it?

garry

On Thu, Jun 12, 2008 at 3:34 AM, Tim Baker <[EMAIL PROTECTED]> wrote:
> Since the June 10th update my OB mod doesn't render the antlion_spit
> particles (they show up in the particle editor however).  I also tried
> waterfall_cascade_01 with a info_particle_system and it doesn't show
> up either.
>
> I see this when I first launch the mod.
>
> Didn't find particle function Position Along Path Sequential
> Didn't find particle function Remap Noise to Scalar
> Didn't find particle function Color Random
> Didn't find particle function Movement Basic
> Didn't find particle function Movement Dampen Relative to Control Point
> Didn't find particle function Lifespan Decay
> Didn't find particle function Alpha Fade Out Random
> Didn't find particle function Movement Dampen Relative to Control Point
> Didn't find particle function Radius Scale
>
> Is this because Source SDK Base - OB needs an update like TF2/EP2/Portal
> received?
>
> -- Tim Baker
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Re: [hlcoders] gravity gun help

2008-06-07 Thread Garry Newman
In multiplayer when you pick up an object it creates a clientside
version of the physics object, for prediction.

A lot of things (like props) don't have a clientside version of the
physics objects, so it wouldn't really collide with them.

The only real good way around it is to disable the prediction object.
You could create physics objects for everything clientside, but that's
probably a huge waste of effort.

garrt

On Sat, Jun 7, 2008 at 12:09 PM, Adam Donovan <[EMAIL PROTECTED]> wrote:
> Hi Again,
> I'm still pretty stuck on this problem:(  For now holding of the objects
> when they are held stay attached..that at least is solved.   Still the
> unknown thing for me is the lack of correct collision for the physics models
> and even brush based physics when held. When the gravity gun picks up these
> objects they clip through each other and don't provide proper interaction.
> I did notice in the single player version that this is not the case and
> objects correctly collide when held.  I looked at the difference in the
> weapon_physcannon.cpp but it didn't seem to provide any clear distinction.
> Anyway if someone has the time to look at to why this happens it would
> really help me out..
>
> thanks in advance i hope
> Adam
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Re: [hlcoders] Havoc Physic Engie ("No-Charge" version)

2008-06-03 Thread Garry Newman
Hasn't PhysX always been free? My only real turn off with PhysX is
having to install drivers to use it.

garry

On Tue, Jun 3, 2008 at 7:36 AM, Dominik Tugend <[EMAIL PROTECTED]> wrote:
> http://tryhavok.intel.com/
>
> Wonder if we'll see it in HL1 mods, heh.
>
> Don't know if NVIDIA's PhysX will do similar steps.
>
>
> Source of information:
> (German)
> http://www.heise.de/newsticker/Havok-gibt-Physik-Engine-frei--/meldung/108828
>
>
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Re: [hlcoders] Changing the players Velocity?

2008-05-29 Thread Garry Newman
That refreshed my memory. If I remember right the player's physics
object changes when they're not on the ground - that's why you do the
SetGroundEntity( NULL ) thing.

garry

On Thu, May 29, 2008 at 1:28 PM, John <[EMAIL PROTECTED]> wrote:
>  Try something like:
>
> #define JUMPPAD_V 1200
>
>  VectorvForward, vRight, vUp;
>pPlayer->EyeVectors( &vForward, &vRight, &vUp );
>
>Vector vecGo;
>pPlayer->GetVelocity( &vecGo, NULL );
>
>vecGo += vUp * JUMPPAD_V;
>
>IPhysicsObject *pObj = this->VPhysicsGetObject();
>if( pObj)
>{
>   pObj->Wake();
>pPhysicsObject->AddVelocity( &velGo, NULL );
>   }
>
>
>
>
> On Tue, May 27, 2008 at 10:46 AM, Tom Leighton <[EMAIL PROTECTED]>
> wrote:
>
>> IPhysicsObject *pPhys = pPlayer->VPhysicsGetObject();
>>
>> There you have your physics object :P
>>
>> mastersmith98 wrote:
>> > I looked at the TriggerPush code and I've picked up two things from it.
>> >
>> > 1. I should convert the player pointer to a vphysics object or
>> > 2, I should I give up hope completely (:P)
>> >
>> > now I did find out something interesting. just for the heck of it, I made
>> a
>> > mock up weapon and placed pPlayer->setAbsVelocity(
>> pPlayer->GetAbsVelocity()
>> > * 40 ); in the primary attack
>> > function, and to my surprise it flung the player forward. maybe it works
>> > because the code is being replicated to the client?
>> >
>> > I also tried adding pPlayer->setGroundEntity( NULL ); into my jump pad
>> code
>> > and that didn't work either.
>> >
>> > --
>> > From: "Garry Newman" <[EMAIL PROTECTED]>
>> > Sent: Monday, May 26, 2008 3:01 PM
>> > To: "Discussion of Half-Life Programming" <
>> hlcoders@list.valvesoftware.com>
>> > Subject: Re: [hlcoders] Changing the players Velocity?
>> >
>> >
>> >> I think all you need to do is remove the ground entity. I can't
>> >> remember the exact function - but have a look at how it makes the
>> >> player jump - should be in there.
>> >>
>> >> garry
>> >>
>> >> On Mon, May 26, 2008 at 6:46 PM, mastersmith98 <[EMAIL PROTECTED]>
>> >> wrote:
>> >>
>> >>> Unfortunately, it still doesn't work : /
>> >>>
>> >>> here's the new code for it.
>> >>>
>> >>> void CJumpPad::PlayerTouch( CBaseEntity *pOther )
>> >>> {
>> >>>if( !pOther->IsPlayer() )
>> >>>return;
>> >>>
>> >>>CBasePlayer *pPlayer = (CBasePlayer* )pOther;
>> >>>
>> >>>if( pPlayer == NULL )
>> >>>return;
>> >>>
>> >>>Msg("just checking");
>> >>>
>> >>>Vector vecJump = GetTouchTrace().plane.normal;
>> >>>vecJump.Negate();
>> >>>pPlayer->SetAbsVelocity( vecJump * 40 );
>> >>>
>> >>>QAngle angFacing;
>> >>>VectorAngles( pPlayer->GetAbsVelocity(), angFacing );
>> >>>pPlayer->SetAbsAngles( angFacing );
>> >>> }
>> >>>
>> >>> --
>> >>> From: "Steve Henderson" <[EMAIL PROTECTED]>
>> >>> Sent: Monday, May 26, 2008 12:40 AM
>> >>> To: "Discussion of Half-Life Programming"
>> >>> 
>> >>> Subject: Re: [hlcoders] Changing the players Velocity?
>> >>>
>> >>>
>> >>>> Try changing the player's heading to match the movement vector:
>> >>>>
>> >>>> Add this after your set velocity code:
>> >>>>
>> >>>> Vector velFacing = GetAbsVelocity();
>> >>>> QAngle angFacing;
>> >>>> VectorAngles( velFacing, angFacing );
>> >>>> SetAbsAngles( angFacing );
>> >>>>
>> >>>>
>> >>>>
>> >>>>
>> >>>> On Mon, May 26, 2008 at 3:19 AM, mastersmith98 <[EMAIL PROTECTED]
>> >
>> >>>> wrote:
>> >>>>
>> >&g

Re: [hlcoders] CMeshDX8::LockVertexBuffer and dissapearing props

2008-05-21 Thread Garry Newman
I've always put these errors down to shitty graphics card drivers. I
don't think I've ever had anyone come back and say a driver update
didn't fix it.

garry

On Tue, May 20, 2008 at 10:34 PM, Richard Slaughter
<[EMAIL PROTECTED]> wrote:
> Hi List,
>
> I'm having a couple of issues with my HL2MP mod:
>
> Firstly, some players have been reporting the following error on
> starting the game:
>
> "Failed to lock vertex buffer in CMeshDX8::LockVertexBuffer"
>
> This doesn't happen to all players, and I've never experienced it
> personally so I was wondering if anyone has come accross anything
> similar and knows what the possible cause could be?
>
> Secondly, we have an odd bug that occasionally after changing maps all
> the entities seem to dissapear, so you can't see other players, doors,
> props and so on. It seems to happen quite rarely, and when it does it
> only happens to some players on the server, not all of them.
>  Again, any clues as to why?
>
> Thanks list!
>
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Re: [hlcoders] My cubemaps are missing a certain something

2008-05-11 Thread Garry Newman
Looks like it's just using the wrong cubemap.

garry

On Sun, May 11, 2008 at 10:39 AM, Tom Edwards <[EMAIL PROTECTED]> wrote:
> The Citadel!
>
> http://steamreview.org/personal/jailbreak/nocitadel.jpg
>
> Can anyone explain this? It's the ep1 engine.
>
>
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Re: [hlcoders] Scale down mouse input?

2008-05-03 Thread Garry Newman
Doesn't the crossbow do something like this, less sensitive when zoomed in?

garry

On Sat, May 3, 2008 at 12:50 AM, Jed <[EMAIL PROTECTED]> wrote:
> Here's an interesting one.
>
> I have a need to scale down the mouse/controller input when my player
> is in a certain "state".
>
> Normally moving your mouse horizontaly a certain ammount makes your
> player rotate X degrees. What I want is that when this new state is
> toggled on that same ammount only rotates the players half or a
> quarter as many degrees. I suppose if you want one explantion it would
> be like trying to turn in syrup. :D
>
> I need to be able to toggle this state from the players CreateMove() function.
>
> I did notice that CInput has the nice ScaleMouse() function but it
> gets called earlier on that CreateMove(). It also reads the clients
> mouse sensistivity value but theirs no accessor to change it. I didn't
> want to change and change back the mouse sensitivity variable anyway.
>
> Any suggestions? As I said I just want to be able to flag a member
> bool variable bGoSlow as true or false and if true, scale down the
> mouse input by about a quarter or so.
>
> - Jed
>
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